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Personnage qui patrouille

  1. load.js
    const PNG = [
    'ghosty',
    'grass',
    ];
  2. load.js
    const MP3 = [
    'hit',
    'wooosh',
    'off',
    ];
  3. config.js
    const TILE_CONFIG = {
    // fantôme hostile
    U: () => [
    sprite('ghosty'),
    area({ collisionIgnore: ['patrol'] }),
    anchor('center'),
    body({
    stickToPlatform: false,
    }),
    patroling(),
    falling(),
    danger({ tag: 'player' }),
    respawn(),
    color('ff9696'),
    alive(),
    opacity(),
    scale(),
    health(1),
    pos(32, 32),
    'patrol',
    ],
    // fantôme passif
    u: () => [
    sprite('ghosty'),
    area({ collisionIgnore: ['patrol'] }),
    anchor('center'),
    body({
    stickToPlatform: false,
    }),
    patroling(),
    falling(),
    respawn(),
    alive(),
    opacity(),
    scale(),
    health(1),
    pos(32, 32),
    'patrol',
    ],
    // stopper
    x: () => [
    rect(60, 60),
    pos(0, 2),
    opacity(0),
    area({ isSensor: true }),
    'stopper',
    ],
    // player
    '#': () => [
    sprite('bean'),
    platformerController(),
    jumpController(),
    sleep(),
    alive(),
    opacity(),
    scale(),
    health(1, 4),
    area(),
    body(),
    respawn(),
    falling(),
    rotate(),
    pos(0, -20),
    anchor('center'),
    'player',
    ],
    // block
    '=': () => [
    sprite('grass-tileset'),
    offscreen({ hide: true }),
    tile({ isObstacle: true }),
    autoTiling(),
    area(),
    body({ isStatic: true }),
    ],
    };
  4. level.js
    const LEVELS = [
    {
    map: `
    ===
    x U u U x
    =======
    #
    =====
    `,
    },
    ]
  5. game.js
    function events() {
    return {
    add() {
    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') }))
    // personnages
    on('respawn', 'alive', (obj) => (obj.flipY = false));
    on('hurt', 'alive', (obj) => {
    play('hit');
    colorShiftFx(obj, { color: 'ff9b9b' });
    });
    on('death', 'alive', (obj) => {
    obj.flipY = true;
    wait(0.2, () => {
    if (!obj.isAlive) {
    obj.hidden = true;
    obj.collisionIgnore = ['*'];
    obj.isStatic = true;
    }
    });
    });
    // joueur
    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) => {
    play('wooosh');
    obj.play('jump', {
    speed: 4,
    onEnd: () => obj.play('idle'),
    });
    });
    on('drop', 'player', (obj) => {
    play('off');
    obj.play('worry');
    });
    on('hurt', 'player', (obj) => {
    obj.play('worry', {
    speed: 2,
    onEnd: () => obj.play('idle'),
    });
    });
    },
    };
    }
example
config.js
body( { mass : 2 } ),
patroling()
example
config.js
patroling({
speed: 60,
direction: -1,
uTrunDelay: 0.5,
startDelay: 0.5,
tag: 'stopper'
}),
danger()
example
config.js
danger({
damage: 1,
collisions: ['top', 'left', 'bot', 'right'],
ongoing: false,
tag: '*',
on: true
}),