Level design #1

Manually merged
arne merged 4 commits from leveldesign into master 2020-04-14 19:09:35 +02:00
11 changed files with 237 additions and 45 deletions
Showing only changes of commit 79df435fd2 - Show all commits

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res/pointers.png Normal file

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src/entities/bullet.js Normal file
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@ -0,0 +1,52 @@
var asdf = require("asdf-games");
// eslint-disable-next-line no-unused-vars
const { Texture, TileSprite, AnimManager, wallslide, entity } = asdf;
const texture = new Texture("./res/tilemap.png");
class Bullet extends TileSprite {
constructor(pos, angle, parent, player, level) {
super(texture, 32, 32);
this.pos = pos;
this.pivot = { x: 21, y: 17 };
this.rotation = angle;
this.scale = { x: 1, y: 1 };
this.frame = { x: 1, y: 9 };
this.parent = parent;
this.player = player;
this.level = level;
this.lifetime = 2.5;
this.speed = 100;
this.hitBox = {
x: 4,
y: 10,
w: 24,
h: 14
};
}
update(dt) {
this.lifetime -= dt;
if (this.lifetime <= 0) {
this.parent.bullet = false;
this.dead = true;
} else {
if (entity.hit(this, this.player)) {
this.player.lives -= 1;
this.parent.bullet = false;
this.dead = true;
} else {
const xo = Math.cos(this.rotation) * 100 * dt;
const yo = Math.sin(this.rotation) * 100 * dt;
this.pos.x += xo;
this.pos.y += yo;
}
}
}
}
module.exports = Bullet;

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@ -3,28 +3,32 @@ var asdf = require("asdf-games");
const { Texture, TileSprite, AnimManager, entity } = asdf; const { Texture, TileSprite, AnimManager, entity } = asdf;
var texture = new Texture("./res/tilemap.png"); var texture = new Texture("./res/tilemap.png");
var Pointer = require("./pointer.js");
const state = { const state = {
open: 0, open: 0,
closed: 1 closed: 1
}; };
const frames = {
closed: { x: 2, y: 6 },
open: { x: 3, y: 6 }
};
class Chest extends TileSprite { class Chest extends TileSprite {
constructor(pos, player, keys, action) { constructor(pos, player, keys, level, action) {
super(texture, 32, 32); super(texture, 32, 32);
this.pos = pos; this.pos = pos;
this.scale = { x: 1, y: 1 }; this.scale = { x: 1, y: 1 };
this.anims = new AnimManager(this); this.frame = frames.closed;
this.anims.add("open", [{ x: 3, y: 6 }], 0.1);
this.anims.add("closed", [{ x: 2, y: 6 }], 0.1);
this.anims.play("closed");
this.state = state.closed; this.state = state.closed;
this.player = player; this.player = player;
this.keys = keys; this.keys = keys;
this.action = action; this.action = action;
this.level = level;
this.pointer = false;
this.hitBox = { this.hitBox = {
x: 1, x: 1,
@ -36,15 +40,36 @@ class Chest extends TileSprite {
update(dt) { update(dt) {
super.update(dt); super.update(dt);
if (entity.hit(this, this.player) && this.keys.action && this.state == state.closed) {
this.state = state.open; if (entity.hit(this, this.player)) {
this.action(); if (!this.pointer) {
var pointer = new Pointer({
x: (this.pos.x + this.tileW / 2) - 8,
y: this.pos.y - 16
});
this.level.entities.add(pointer);
this.pointer = pointer;
}
if (this.state == state.closed) {
this.pointer.anims.play("white");
} else {
this.pointer.anims.play("red");
}
if (this.keys.action && this.state == state.closed) {
this.state = state.open;
this.action();
}
} else {
this.level.entities.remove(this.pointer);
this.pointer = false;
} }
if (this.state == state.closed) { if (this.state == state.closed) {
this.anims.play("closed"); this.frame = frames.closed;
} else if (this.state == state.open) { } else if (this.state == state.open) {
this.anims.play("open"); this.frame = frames.open;
} }
} }
} }

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@ -2,12 +2,13 @@ var asdf = require("asdf-games");
// eslint-disable-next-line no-unused-vars // eslint-disable-next-line no-unused-vars
const { Texture, TileSprite, AnimManager, wallslide, entity } = asdf; const { Texture, TileSprite, AnimManager, wallslide, entity } = asdf;
var texture = new Texture("./res/mage.png"); const Bullet = require("./bullet.js");
const texture = new Texture("./res/mage.png");
const states = { const states = {
idle: 0, idle: 0,
attack: 1, attack: 1,
evade: 2 move: 2
}; };
class Mage extends TileSprite { class Mage extends TileSprite {
@ -18,19 +19,28 @@ class Mage extends TileSprite {
this.anims = new AnimManager(this); this.anims = new AnimManager(this);
// North // North
this.anims.add("move_n", [4, 5, 6, 7].map(x => ({ x, y: 0 })), 0.1); this.anims.add("move_n", [4, 5, 6, 7].map(x => ({ x, y: 0 })), 0.15);
this.anims.add("attack_n", [{ x: 4, y: 0 }], 0.1);
// East // East
this.anims.add("move_e", [0, 1, 2, 3].map(x => ({ x, y: 1 })), 0.1); this.anims.add("move_e", [0, 1, 2, 3].map(x => ({ x, y: 1 })), 0.15);
this.anims.add("attack_e", [{ x: 0, y: 1 }], 0.1);
// South // South
this.anims.add("move_s", [0, 1, 2, 3].map(x => ({ x, y: 0 })), 0.1); this.anims.add("move_s", [0, 1, 2, 3].map(x => ({ x, y: 0 })), 0.15);
this.anims.add("attack_s", [{ x: 0, y: 0 }], 0.1);
// West // West
this.anims.add("move_w", [4, 5, 6, 7].map(x => ({ x, y: 1 })), 0.1); this.anims.add("move_w", [4, 5, 6, 7].map(x => ({ x, y: 1 })), 0.15);
this.anims.add("attack_w", [{ x: 4, y: 1 }], 0.1);
// Inactive // Inactive
this.anims.add("idle", [{ x: 0, y: 2 }], 0.1); this.anims.add("idle", [{ x: 0, y: 2 }], 0.1);
this.anims.play("idle"); this.anims.play("idle");
this.state = states.idle; this.state = states.idle;
this.bullet = false;
this.shootrate = {
current: 0.5,
max: 2
};
this.level = level; this.level = level;
this.player = player; this.player = player;
@ -45,21 +55,23 @@ class Mage extends TileSprite {
update(dt) { update(dt) {
super.update(dt); super.update(dt);
const angle = entity.angle(this.player, this);
if (entity.distance(this.player, this) < 100) { if (entity.distance(this.player, this) <= 200) {
this.state = states.attack; if (entity.distance(this.player, this) <= 100) {
this.state = states.attack;
} else {
this.state = states.move;
}
} else { } else {
this.state = states.idle; this.state = states.idle;
} }
if (this.state != states.idle) { const xo = Math.cos(angle) * 75 * dt;
// Move const yo = Math.sin(angle) * 75 * dt;
const r = wallslide.wallslide(this, this.level, xo, yo);
const angle = entity.angle(this.player, this);
const xo = Math.cos(angle) * 100 * dt;
const yo = Math.sin(angle) * 100 * dt;
const r = wallslide.wallslide(this, this.level, xo, yo);
if (this.state == states.move && !this.bullet) {
if (this.player.items.repellant) { if (this.player.items.repellant) {
this.pos.x -= r.x; this.pos.x -= r.x;
this.pos.y -= r.y; this.pos.y -= r.y;
@ -84,10 +96,45 @@ class Mage extends TileSprite {
this.anims.play("move_n"); this.anims.play("move_n");
} }
} }
} else if (this.state == states.attack) {
if (this.shootrate.current <= 0 && !this.bullet) {
this.shoot(angle);
this.shootrate.current = this.shootrate.max;
} else {
this.shootrate.current -= dt;
}
if (Math.abs(r.x) > Math.abs(r.y)) {
// Animation x axis
if (r.x >= 0) {
this.anims.play("attack_e");
} else {
this.anims.play("attack_w");
}
} else {
// Animation y axis
if (r.y >= 0) {
this.anims.play("attack_s");
} else {
this.anims.play("attack_n");
}
}
} else { } else {
this.anims.play("idle"); this.anims.play("idle");
} }
} }
shoot(angle) {
console.log("shoot");
this.bullet = true;
var pos = {
x: this.pos.x + 8,
y: this.pos.y + 8
};
var bullet = new Bullet(pos, angle, this, this.player, this.level);
this.level.entities.add(bullet);
}
} }
module.exports = Mage; module.exports = Mage;

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@ -39,7 +39,7 @@ class Player extends TileSprite {
this.lives = 5; this.lives = 5;
this.items = { this.items = {
keys: [], keys: [ ],
repellant: false repellant: false
}; };

30
src/entities/pointer.js Normal file
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@ -0,0 +1,30 @@
var asdf = require("asdf-games");
// eslint-disable-next-line no-unused-vars
const { Texture, TileSprite, AnimManager, entity } = asdf;
const texture = new Texture("./res/pointers.png");
// const states = {
// white: 0,
// red: 1
// };
class Pointer extends TileSprite {
constructor(pos) {
super(texture, 8, 8);
this.pos = pos;
this.scale = { x: 2, y: 2 };
this.anims = new AnimManager(this);
this.anims.add("white", [0, 1, 2, 1].map(x => ({ x, y: 0 })), 0.15);
this.anims.add("red", [0, 1, 2, 1].map(x => ({ x, y: 1 })), 0.15);
this.anims.play("white");
}
update(dt) {
super.update(dt);
}
}
module.exports = Pointer;

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@ -3,15 +3,18 @@ var asdf = require("asdf-games");
const { Texture, TileSprite, entity } = asdf; const { Texture, TileSprite, entity } = asdf;
var texture = new Texture("./res/tilemap.png"); var texture = new Texture("./res/tilemap.png");
var Pointer = require("./pointer.js");
class Portal extends TileSprite { class Portal extends TileSprite {
constructor(pos, player, keys, type, action, key) { constructor(pos, player, keys, level, type, action, key) {
super(texture, 32, 32); super(texture, 32, 32);
this.pos = pos; this.pos = pos;
this.scale = { x: 1, y: 1 }; this.scale = { x: 1, y: 1 };
this.player = player; this.player = player;
this.level = level;
this.action = action; this.action = action;
this.pointer = false;
this.keys = keys; this.keys = keys;
this.key = key; this.key = key;
@ -57,26 +60,47 @@ class Portal extends TileSprite {
update(dt) { update(dt) {
super.update(dt); super.update(dt);
if (entity.hit(this, this.player) && this.keys.action) {
if (entity.hit(this, this.player)) {
if (!this.pointer) {
var pointer = new Pointer({
x: (this.pos.x + this.tileW / 2) - 8,
y: this.pos.y - 16
});
this.level.entities.add(pointer);
this.pointer = pointer;
}
if (this.key != "") { if (this.key != "") {
if (this.player.items.keys.length > 0) { if (this.player.items.keys.length > 0) {
for (let index = 0; index < this.player.items.keys.length; index++) { for (let index = 0; index < this.player.items.keys.length; index++) {
const element = this.player.items.keys[index]; const element = this.player.items.keys[index];
if (element == this.key) { if (element == this.key) {
this.action(); // Correct key
this.pointer.anims.play("white");
if (this.keys.action) {
this.action();
}
break; break;
} else { } else {
// Not the correct key // Not the correct key
this.pointer.anims.play("red");
console.log("correct keyn't"); console.log("correct keyn't");
} }
} }
} else { } else {
// No keys at all // No keys at all
this.pointer.anims.play("red");
console.log("keyn't"); console.log("keyn't");
} }
} else { } else {
this.action(); if (this.keys.action) {
this.action();
}
} }
} else {
this.level.entities.remove(this.pointer);
this.pointer = false;
} }
} }
} }

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@ -14,21 +14,20 @@ const { scene } = game;
const mouseAim = new MouseControls(document.getElementById("board")); const mouseAim = new MouseControls(document.getElementById("board"));
const keys = new KeyControls(); const keys = new KeyControls();
const Stats = require("./src/helpers/stats.js");
var Player = require("./src/entities/player.js"); var Player = require("./src/entities/player.js");
var Level = require("./src/levels/level.js"); var Level = require("./src/helpers/level.js");
// Initialise first level 1-1.js at startPosition 0 // Initialise first level 1-1.js at startPosition 0
var player = new Player(keys, window); var player = new Player(keys, window);
var level = new Level(require("./src/levels/1-2.js"), keys, player); var level = new Level(require("./src/levels/1-1.js"), keys, player);
player.pos.x = level.startPos[0].x / 1; player.pos.x = level.startPos[0].x / 1;
player.pos.y = level.startPos[0].y / 1; player.pos.y = level.startPos[0].y / 1;
player.level = level; player.level = level;
const camera = new Camera(player, window, { w: level.w * 2, h: level.h * 2 }); const camera = new Camera(player, window, { w: level.w * 2, h: level.h * 2 });
var stats = new Stats(player);
const Stats = require("./src/entities/stats.js");
const stats = new Stats(player);
scene.add(camera); scene.add(camera);
camera.add(level); camera.add(level);
@ -36,21 +35,33 @@ camera.add(player);
scene.add(stats); scene.add(stats);
function switchLevel(module, pos = 0) { function switchLevel(module, pos = 0) {
scene.remove(stats);
console.log(scene);
camera.map(function(e) { camera.map(function(e) {
camera.remove(e); camera.remove(e);
if (e instanceof Level) { if (e instanceof Level) {
var lives = player.lives;
var items = player.items; var items = player.items;
player = new Player(keys, window);
var p = new Player(keys, window);
player = p;
e = new Level(module, keys, player); e = new Level(module, keys, player);
level = e; level = e;
player.pos.x = level.startPos[pos].x / 1; player.pos.x = level.startPos[pos].x / 1;
player.pos.y = level.startPos[pos].y / 1; player.pos.y = level.startPos[pos].y / 1;
player.lives = lives;
player.items = items; player.items = items;
player.level = e; player.level = e;
stats = new Stats(player);
camera.add(e); camera.add(e);
camera.add(player); camera.add(player);
camera.setSubject(player); camera.setSubject(player);
scene.add(stats);
} }
}); });
} }
@ -59,7 +70,7 @@ game.run(() => {
// Debugging tools // Debugging tools
if (mouseAim.isDown) { if (mouseAim.isDown) {
console.log("cliccccccccccc"); console.log("cliccccccccccc");
console.log(player.items); console.log(player);
console.log(level); console.log(level);
} }
@ -75,8 +86,6 @@ game.run(() => {
camera.setSubject(player); camera.setSubject(player);
player.refocus = false; player.refocus = false;
} }
}); });

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@ -1,6 +1,6 @@
var asdf = require("asdf-games"); var asdf = require("asdf-games");
// eslint-disable-next-line no-unused-vars // eslint-disable-next-line no-unused-vars
const { Texture, TileMap, entity } = asdf; const { Texture, TileMap, entity, Container } = asdf;
const texture = new Texture("./res/tilemap.png"); const texture = new Texture("./res/tilemap.png");
const tiles = require("../../res/tilemap.js"); const tiles = require("../../res/tilemap.js");
@ -27,6 +27,8 @@ class Level extends TileMap {
this.keys = keys; this.keys = keys;
this.player = player; this.player = player;
this.switch = false;
// Handle Entities // Handle Entities
for (let index = 0; index < level.entities.length; index++) { for (let index = 0; index < level.entities.length; index++) {
let e = level.entities[index]; let e = level.entities[index];
@ -35,15 +37,18 @@ class Level extends TileMap {
e.entity = new Mage({ x: e.pos.x / 1, y: e.pos.y / 1 }, this.player, this); e.entity = new Mage({ x: e.pos.x / 1, y: e.pos.y / 1 }, this.player, this);
break; break;
case "Chest": case "Chest":
e.entity = new Chest({ x: e.pos.x / 1, y: e.pos.y / 1 }, this.player, this.keys, () => { return e.action(this.player); }); e.entity = new Chest({ x: e.pos.x / 1, y: e.pos.y / 1 }, this.player, this.keys, this, () => { return e.action(this.player); });
break; break;
case "Portal": case "Portal":
e.entity = new Portal({ x: e.pos.x / 1, y: e.pos.y / 1 }, this.player, this.keys, e.texture, () => { return e.action(this.player, this); }, e.key); e.entity = new Portal({ x: e.pos.x / 1, y: e.pos.y / 1 }, this.player, this.keys, this, e.texture, () => { return e.action(this.player, this); }, e.key);
break; break;
} }
this.children.push(e.entity); this.children.push(e.entity);
} }
this.entities = new Container();
this.children.push(this.entities);
} }
update(dt) { update(dt) {