Clés
Charger une image
Section intitulée « Charger une image »load.js const PNG = ['door','locker','key','grass',];Charger un son
Section intitulée « Charger un son »load.js const MP3 = ['door','score','bloup','wooosh','off',];Déclarer un objet
Section intitulée « Déclarer un objet »config.js const TILE_CONFIG = {// porte verrouilléel: () => [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),],// cléc: () => [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 }),],};Modifier un symbole
Section intitulée « Modifier un symbole »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',],Lancer une animation
Section intitulée « Lancer une animation »events.js function events() {return {add() {// attraperon('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 loqueton('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));});// personnageson('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;}});});// joueuron('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'),});});},};}Placer les objets
Section intitulée « Placer les objets »level.js const LEVELS = [{map: `cl #======================= =`,},]
Paramètres
Section intitulée « Paramètres »door()
exampleconfig.js
door({ nextLevel: true, destination: 0, delay: 0.1, onInteract: false, locked: false, goToAnotherScene: true}),holdItem()
exampleconfig.js
holdItem({ pos: vec2(0, -30), tag: '*', item: "{", sprite: 'key', holdItemType: 'key'}),