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Inverser la gravité

Léomyl
  1. config.js
    "#": () => [ // player 1
    gravitySwitchController(),
    spriteFacing({facingX:false}),
    "gravity",
    sprite("bean"),
    platformerController(),
    jumpController(),
    sleep(),
    alive(),
    opacity(),
    scale(),
    health(1, 4),
    area(),
    body(),
    respawn(),
    falling(),
    rotate(),
    pos(0, -20),
    anchor("center"),
    ],
  2. 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('reverse gravity', 'player', (obj) => obj.play('jump', { speed: 4, onEnd: () => obj.play('idle') }))
    on('reverse gravity', 'player', () => play('wooosh'))
    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'))
    }
platformerController()
example
config.js
platformerController({
leftKey: "left",
rightKey: "right",
moveSpeed: 480,
glideDelay: 0.1,
moveReductionDelay: 0.1
}),