Personnage qui patrouille
Charger une image
Section intitulée « Charger une image »load.js const PNG = ["ghosty","grass",]Charger un son
Section intitulée « Charger un son »load.js const MP3 = ["hit","wooosh","off",]Créer des composants
Section intitulée « Créer des composants »component.js function patroling(p) {const param = {speed: 60,direction: vec2(-1, 0),uTrunDelay: 0.5,startDelay: 0.5,crossEachOther: true,...p}return {direction: vec2(param.direction).unit(),resetDirection: vec2(param.direction).unit(),facing: 1,id: "partoling",add() {this.on("collide", (obj, col) => this.changeDirection(obj, col))this.on("respawn", () => this.direction = this.resetDirection)if (param.crossEachOther) this.collisionIgnore.push("partoling")},changeDirection(obj, col) {const l = col.isLeft() && this.direction.x < 0const r = col.isRight() && this.direction.x > 0if ((l || r) && !obj.is("player") && !obj.is("projectile")) {const n = this.direction.x > 0 ? -1 : 1if (obj.is("stopper")) tween(this.direction.x, n, param.uTrunDelay, (v) => (this.direction.x = v), easings.easeInSin)else tween(0, n, param.startDelay, (v) => (this.direction.x = v), easings.easeInSin)}this.trigger("U-turn")},update() {this.move(param.speed * this.direction.x, 0)if (this.direction.len() > 0.1) this.facing = this.direction.unit().x},}}component.js function danger(p) {const param = {damage: 1,collisions: ["top", "left", "bot", "right"],ongoing: false,tag: "alive",...p}return {add() {const c = param.ongoing ? "collideUpdate" : "collide"this.on(c, (obj, col) => this.checkDangerColission(obj, col))},checkDangerColission(obj, col) {if (obj.is(param.tag) && !this.hidden) {for (const c of param.collisions) {if (c == "top" && col.isTop()) obj.trigger("hit", param.damage)else if (c == "left" && col.isLeft()) obj.trigger("hit", param.damage)else if (c == "bot" && col.isBottom()) obj.trigger("hit", param.damage)else if (c == "right" && col.isRight()) obj.trigger("hit", param.damage)}}},}}Déclarer un objet
Section intitulée « Déclarer un objet »config.js const LEVEL_CONFIG = {// paramètres du niveautileWidth: 64,tileHeight: 64,backgroundColor: "afe1ff",gravity: 3200,tiles: {"U": () => [ // fantôme hostilesprite("ghosty"),area(),anchor("bot"),body(),patroling(),falling(),danger({ tag: "player" }),respawn(),color("ff9696"),alive(),opacity(),scale(),health(1),],"u": () => [ // fantôme passifsprite("ghosty"),area(),anchor("bot"),body(),patroling(),falling(),respawn(),alive(),opacity(),scale(),health(1),],"x": () => [ // stopperrect(64, 64),opacity(0),area(),anchor("bot"),"stopper"],"#": () => [ // player 1sprite("bean"),platformerController(),alive(),opacity(),scale(),health(1, 4),area(),anchor("bot"),body(),respawn(),falling(),],"=": () => [ // blocksprite("grass"),area(),body({ isStatic: true }),anchor("bot"),offscreen({ hide: true }),],},}Placer les objets
Section intitulée « Placer les objets »level.js const LEVELS = [{map: `===x U u U x=======#=====`,},]Lancer une animation
Section intitulée « Lancer une animation »game.js scene("game", () => {const config = { ...LEVEL_CONFIG, ...LEVELS[CURRENT_LEVEL].config }const map = LEVELS[CURRENT_LEVEL].map.split("\n")const level = addLevel(map, config)add([multiplayerCamera(),])setGravity(config.gravity)setBackground(config.backgroundColor)on('hurt', 'alive', (obj) => colorShiftFx(obj, { color: 'ff9b9b' }))on('hurt', 'alive', () => play('hit'))on('hurt', 'player', (obj) => obj.play('worry', { speed: 2, onEnd: () => obj.play('idle') }))on('jump', 'player', () => play('wooosh'))on('drop', 'player', () => play('off'))on('respawn', 'player', (obj) => obj.play('idle'))on('sleep', 'player', (obj) => obj.play('sleep'))on('awake', 'player', (obj) => obj.play('idle'))on('jump', 'player', (obj) => obj.play('jump', { speed: 4, onEnd: () => obj.play('idle') }))on('drop', 'player', (obj) => obj.play('worry'))}
Paramètres
Section intitulée « Paramètres »exampleconfig.js
body( { mass : 2 } ),exampleconfig.js
patroling({ speed: 60, direction: vec2(-1, 0), uTrunDelay: 0.5, startDelay: 0.5, crossEachOther: true}),exampleconfig.js
danger({ damage: 1, collisions: ["top", "left", "bot", "right"], ongoing: false, tag: "alive"}),