Added colission detection but the game is 2 small
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61f7a91cca
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6
package-lock.json
generated
6
package-lock.json
generated
@ -151,9 +151,9 @@
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}
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},
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"asdf-games": {
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"version": "1.0.5",
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"resolved": "https://registry.npmjs.org/asdf-games/-/asdf-games-1.0.5.tgz",
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"integrity": "sha512-dRjnLUvjd7umMShBOmitgJhyo9LA2pKgDa1if5Zshd9y6Exj0LcfY0f8WJpA8cxXYlMq3duiT3lE1bFrgtifow=="
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"version": "1.0.8",
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"resolved": "https://registry.npmjs.org/asdf-games/-/asdf-games-1.0.8.tgz",
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"integrity": "sha512-l6wE9BpbjzoJ9EetUWuglfw60UcbgA1JEC968+SnRCZlNGG92LzV+kPSbiAyLuz6+4pkuBgWJnSI/gbWZ3bzLA=="
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},
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"astral-regex": {
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"version": "1.0.0",
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@ -10,7 +10,7 @@
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"author": "McArn",
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"license": "ISC",
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"dependencies": {
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"asdf-games": "^1.0.5"
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"asdf-games": "^1.0.8"
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},
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"devDependencies": {
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"electron": "^8.0.2",
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@ -1,12 +1,12 @@
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var asdf = require("asdf-games");
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const { Texture, TileSprite, AnimManager } = asdf;
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const { Texture, TileSprite, AnimManager, wallslide } = asdf;
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var texture = new Texture("./res/player.png");
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class Player extends TileSprite {
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constructor(keys, window, level) {
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super(texture, 24, 24);
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this.scale = { x: 2, y: 2 };
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this.scale = { x: 1, y: 1 };
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this.window = window;
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@ -34,7 +34,16 @@ class Player extends TileSprite {
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this.pos.x = (level.w / 2) - (24 * this.scale.x / 2);
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this.pos.y = (level.h / 2) - (24 * this.scale.y / 2);
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this.level = level;
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this.keys = keys;
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this.hitBox = {
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x: 4,
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y: 0,
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w: 15,
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h: 24
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};
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}
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update(dt) {
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@ -62,27 +71,16 @@ class Player extends TileSprite {
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this.anims.stop();
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}
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// Speed
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const xo = this.keys.x * dt * (600 * (1 - (this.keys.action) ?
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this.rate.running : this.rate.walking ));
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const yo = this.keys.y * dt * (600 * (1 - (this.keys.action) ?
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this.rate.running : this.rate.walking ));
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// Move
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if (this.keys.x == -1) {
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// Left
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this.pos.x += this.keys.x * dt * (600 * (1 - (this.keys.action) ?
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this.rate.running : this.rate.walking ));
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}
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if (this.keys.x == 1) {
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// Right
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this.pos.x += this.keys.x * dt * (600 * (1 - (this.keys.action) ?
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this.rate.running : this.rate.walking ));
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}
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if (this.keys.y == -1) {
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// Up
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this.pos.y += this.keys.y * dt * (600 * (1 - (this.keys.action) ?
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this.rate.running : this.rate.walking ));
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}
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if (this.keys.y == 1) {
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// Down
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this.pos.y += this.keys.y * dt * (600 * (1 - (this.keys.action) ?
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this.rate.running : this.rate.walking ));
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}
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const r = wallslide.wallslide(this, this.level, xo, yo);
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this.pos.x += r.x;
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this.pos.y += r.y;
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}
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}
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@ -18,17 +18,17 @@ const keys = new KeyControls();
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var level = new Level();
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var player = new Player(keys, window, level);
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const camera = new Camera(player, window, { w: level.w * level.scale.x, h: level.h * level.scale.y });
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const camera = new Camera(player, window, { w: level.w * 2, h: level.h * 2 });
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scene.add(camera);
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camera.add(level);
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camera.add(player);
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game.run(() => {
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if (mouseAim.isDown) {
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console.log("cliccccccccccc");
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}
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// Check gamestate
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// TODO
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});
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@ -10,7 +10,7 @@ var levelData = [
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3, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 6,
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3, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
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3, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
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3, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
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3, 16, 16, 16, 16, 20, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
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3, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
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3, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
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3, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 6,
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@ -24,18 +24,16 @@ var levelData = [
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];
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var levelTiles = levelData.map(function(e) {
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return { x: (tiles[e].x / 16), y: (tiles[e].y / 16), walkable: tiles[e].walkeable };
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return { x: (tiles[e].x / 16), y: (tiles[e].y / 16), walkable: tiles[e].walkable };
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});
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console.log(levelTiles);
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class Level extends TileMap {
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constructor () {
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super(levelTiles, levelSize.w / 16, levelSize.h / 16, 16, 16, texture);
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this.pos = { x: 0, y: 0 };
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this.scale = { x: 1, y: 1 };
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this.w = levelSize.w;
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this.h = levelSize.h;
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this.scale = { x: 2, y: 2 };
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}
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}
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