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Voler

Arthur
  1. load.js
    function loadAtlas() {
    loadSpriteAtlas("assets/sprites/bird-atlas.png", {
    "bird": {
    x: 0, y: 0,
    width: 610, height: 53,
    sliceX: 5,
    anims: {
    idle: { from: 0, to: 0 },
    run: { from: 0, to: 0 },
    sleep: { from: 4, to: 4 },
    jump: { from: 1, to: 1 },
    fly: { from: 1, to: 2 },
    worry: { from: 3, to: 3 },
    },
    },
    })
    loadSpriteAtlas("assets/sprites/bean-atlas.png", {
    "bean": {
    x: 0, y: 0,
    width: 244, height: 53,
    sliceX: 4,
    anims: {
    idle: { from: 0, to: 0 },
    run: { from: 0, to: 0 },
    sleep: { from: 1, to: 1 },
    jump: { from: 2, to: 2 },
    worry: { from: 3, to: 3 },
    },
    },
    })
    loadSpriteAtlas("assets/sprites/splash.png", {
    "splash": {
    x: 0, y: 0,
    width: 384, height: 64,
    sliceX: 6,
    anims: { explode: { from: 0, to: 5, speed:30 } },
    },
    })
    }
  2. config.js
    const TILE_CONFIG = {
    // player 1
    f: () => [
    sprite('bird'),
    flappyController(),
    spriteFacing(),
    platformerController(),
    alive(),
    opacity(),
    scale(),
    health(1),
    area({ scale: vec2(0.5, 1) }),
    z(1),
    anchor('bot'),
    body(),
    respawn(),
    falling(),
    pos(0, -20),
    anchor('center'),
    'player',
    ],
    // 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 }),
    ],
    };
  3. events.js
    function events() {
    return {
    add() {
    // voler
    on('fly', 'player', (obj) => {
    play('wooosh');
    obj.play('fly', { speed: 10, loop: true });
    });
    on('landing', 'player', (obj) => obj.play('jump'));
    on('land', 'player', (obj) => 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'),
    });
    });
    },
    };
    }
  4. level.js
    const LEVELS = [
    {
    map: `
    === =
    =
    ==
    =
    =
    === ===
    f
    =====
    `,
    },
    ]
flappyController()
example
config.js
flappyController({
jumpKey: 'up',
leftKey: 'left',
rightKey: 'right',
downKey: 'down',
jumpForce: 800,
moveSpeed: 480,
flySpeed: 680,
glideDelay: 0.1,
doubleJump: 0,
sleepDelay: 2,
jump: true,
rotationDelay: 0.04,
barOffset: vec2(0, -64),
barSize: vec2(64, 10),
color: '8b57cf',
fuelCombustionSpeed: 3,
fuelRefillSpeed: 4,
displayBar: true,
displayBarFadeOutDelay: 0.1,
radius: 4,
outline: 4
}),
spriteFacing()
example
config.js
spriteFacing({
reversedX: false,
reversedY: false,
facingX: true,
facingY: true
}),