Inventaire
Anton
Charger des images
Section intitulée « Charger des images »load.js const PNG = ["apple","pineapple","watermelon","grape","grass",]Charger un son
Section intitulée « Charger un son »load.js const MP3 = ["score","wooosh","off",]Déclarer un objet
Section intitulée « Déclarer un objet »config.js const TILE_CONFIG = {"q": () => [ // pastèquesprite("watermelon"),collectible({goesToInventory: true,type: "watermelon"}),area(),respawn(),anchor("center"),pos(0, -32),],"p": () => [ // pommesprite("apple"),collectible({goesToInventory: true,type: "apple"}),area(),respawn(),anchor("center"),pos(0, -32),],"r": () => [ // raisinssprite("grape"),collectible({goesToInventory: true,type: "grape"}),area(),respawn(),anchor("center"),pos(0, -32),],"n": () => [ // ananassprite("pineapple"),collectible({goesToInventory: true,type: "pineapple"}),area(),respawn(),anchor("center"),pos(0, -32),],"#": () => [ // player 1sprite("bean"),platformerController(),jumpController(),sleep(),alive(),opacity(),scale(),health(1, 4),area(),body(),respawn(),falling(),rotate(),pos(0, -20),anchor("center"),],"=": () => [ // blocksprite("grass"),area({ collisionIgnore: ["agent"] }),body({ isStatic: true }),anchor("bot"),offscreen({ hide: true }),tile({ isObstacle: true }),],}modifier le joueur
Section intitulée « modifier le joueur »config.js "#": () => [ // player 1inventory(),sprite("bean"),platformerController(),jumpController(),sleep(),alive(),opacity(),scale(),health(1, 4),area(),body(),respawn(),falling(),rotate(),pos(0, -20),anchor("center"),],Lancer une animation
Section intitulée « Lancer une animation »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('disapear', 'collectible', (obj) => splashFX(obj.pos, { offset: vec2(0, -20) }))on('disapear', 'collectible', () => play('score'))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'))}Placer les objets
Section intitulée « Placer les objets »level.js const LEVELS = [{map: `p p==== qr r ======n===#======`,},]
Paramètres
Section intitulée « Paramètres »collectible()
exampleconfig.js
collectible({ tag: "player", offset: vec2(0, -20), type: "item", goesToInventory: false, autoDestroy: true, interactToPick: false}),inventory()
exampleconfig.js
inventory({ giveKey: "space", payDistance: 200, deleteOnRespawn: true, numbers: false, itemSize: 40, speakHeight: 60, speakPadding: 4, stackMargin: 20, margin: 10, updateDelay: 0.2, displayDelay: 4, textSize: 40, textOffset: vec2(10, 34)}),