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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({ isSensor: true }),
    anchor('center'),
    collectible(),
    respawn(),
    pos(32, 32),
    ],
    // 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. config.js
    // player
    '#': () => [
    collector(),
    sprite('bean'),
    platformerController(),
    jumpController(),
    sleep(),
    alive(),
    opacity(),
    scale(),
    health(1, 4),
    area(),
    body(),
    respawn(),
    falling(),
    rotate(),
    pos(0, -20),
    anchor('center'),
    'player',
    ],
  5. events.js
    function events() {
    return {
    add() {
    // pièces
    on('picked', 'collectible', (obj) => {
    play('score');
    splashFX(obj.worldPos, { offset: vec2(0, -20) });
    });
    // 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'),
    });
    });
    },
    };
    }
  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: 'item'
}),