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Pièces

Marius

Les pièces peuvent permettre de donner un objectif au joueur, de lui donner des directions, ou encore de récompenser son exploration.

  1. load.js
    const PNG = [
    "coin",
    "grass",
    ]
  2. load.js
    const MP3 = [
    "score",
    "wooosh",
    "off",
    ]
  3. config.js
    const TILE_CONFIG = {
    "$": () => [ // pièces
    sprite("coin"),
    area(),
    anchor("center"),
    collectible(),
    respawn(),
    pos(0, -32),
    ],
    "#": () => [ // player 1
    sprite("bean"),
    platformerController(),
    jumpController(),
    sleep(),
    alive(),
    opacity(),
    scale(),
    health(1, 4),
    area(),
    body(),
    respawn(),
    falling(),
    rotate(),
    pos(0, -20),
    anchor("center"),
    ],
    "=": () => [ // block
    sprite("grass"),
    area({ collisionIgnore: ["agent"] }),
    body({ isStatic: true }),
    anchor("bot"),
    offscreen({ hide: true }),
    tile({ isObstacle: true }),
    ],
    }
  4. config.js
    "#": () => [ // player 1
    collector(),
    sprite("bean"),
    platformerController(),
    jumpController(),
    sleep(),
    alive(),
    opacity(),
    scale(),
    health(1, 4),
    area(),
    body(),
    respawn(),
    falling(),
    rotate(),
    pos(0, -20),
    anchor("center"),
    ],
  5. game.js
    scene("game", () => {
    const tiles = { ...TILE_CONFIG, ...LEVELS[CURRENT_LEVEL].tiles }
    const config = { ...LEVEL_CONFIG, ...LEVELS[CURRENT_LEVEL].config, ...{tiles:tiles}}
    const map = LEVELS[CURRENT_LEVEL].map.split('\n')
    const level = addLevel(map, config)
    const utility = add([
    multiplayerCamera(),
    ])
    setGravity(config.gravity)
    setBackground(config.backgroundColor)
    on('disapear', 'collectible', (obj) => splashFX(obj.pos, { offset: vec2(0, -20) }))
    on('disapear', 'collectible', () => play('score'))
    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'))
    }
  6. level.js
    const LEVELS = [
    {
    map: `
    $ $ $ $
    $ $ $ $ $
    # $ $ $ $ $ $
    ===== = = = = ===
    `,
    },
    ]
collectible()
example
config.js
collectible({
tag: "player",
offset: vec2(0, -20),
type: "item",
goesToInventory: false,
autoDestroy: true,
interactToPick: false
}),
collector()
example
config.js
collector({
deleteOnRespawn: true,
showTotal: true,
margin: vec2(30, 40),
textMargin: vec2(0, 0),
anchor: "left",
sprite: "coin",
detuneSpeed: 100,
textSize: 30,
iconSize: 30,
iconMarign: 10,
hideWhenEmpty: true,
noText: false,
textOverIcon: false,
color: { r: 255, g: 255, b: 255 },
type: "collectible"
}),