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Clés

  1. load.js
    const PNG = [
    'door',
    'locker',
    'key',
    'grass',
    ];
  2. load.js
    const MP3 = [
    'door',
    'score',
    'bloup',
    'wooosh',
    'off',
    ];
  3. config.js
    const TILE_CONFIG = {
    // porte verrouillée
    l: () => [
    sprite('door'),
    headSprite({
    sprite: 'locker',
    pos: vec2(5, -30),
    }),
    area({ isSensor: true }),
    door({ locked: true }),
    anchor('bot'),
    offscreen({ hide: true }),
    z(-1),
    pos(32, 64),
    ],
    // clé
    c: () => [
    sprite('key'),
    area({ isSensor: true }),
    anchor('bot'),
    respawn(),
    catchable({ type: 'key' }),
    ],
    // 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
    '#': () => [
    holdItem(),
    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() {
    // attraper
    on('picked', 'hold', () => play('score'));
    on('grab', 'holdItem', () => play('score'));
    on('grab catch', 'hand', (obj, p) => {
    tween(
    p.dist,
    obj.hand.pos,
    0.2,
    (v) => (obj.hand.pos = v),
    easings.easeOutSine
    );
    obj.hand.pos = p.dist;
    });
    on('dropped', 'catchable', (obj, p) => {
    tween(
    p.parentPos,
    p.pos,
    0.2,
    (v) => (obj.pos = v),
    easings.easeOutSine
    );
    });
    // clés et loquet
    on('try enter', 'door', (obj, p) => {
    obj.tryEnter(p.from.isHolding('key'), p.from);
    });
    on('locked', 'door', (obj) => {
    play('bloup');
    tween(0, Math.PI * 2, 0.2, (v) => (obj.head.angle = Math.sin(v) * 10));
    });
    // 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: `
    c
    l #
    ==========
    =
    =
    =
    ========== =
    `,
    },
    ]
door()
example
config.js
door({
nextLevel: true,
destination: 0,
delay: 0.1,
onInteract: false,
locked: false,
goToAnotherScene: true
}),
holdItem()
example
config.js
holdItem({
pos: vec2(0, -30),
tag: '*',
item: "{",
sprite: 'key',
holdItemType: 'key'
}),