Tuto tiny-ecs 2d platformer Part 5 ePlayer1

From GiderosMobile

ePlayer1.lua

This is going to be our first actor. Each actor will be an ECS Entity, let's create a file "ePlayer1.lua" in the "_E" folder.

The arguments of the init function are: the layer the player sprite will be added to, the position as a vector, and the layer for any fancy graphics effects we may add to the player.

The code:

EPlayer1 = Core.class()

function EPlayer1:init(xspritelayer, xpos, xbgfxlayer)
	-- ids
	self.isplayer1 = true
	self.doanimate = true -- to save some cpu
	self.ispersistent = true -- keep sprite visible when dead
	-- sprite layers
	self.spritelayer = xspritelayer
	self.bgfxlayer = xbgfxlayer
	-- params
	self.pos = xpos
	self.sx = 1 -- 0.96, 0.8, 1.05, 1.1, 1.2
	self.sy = self.sx
	self.flip = 1
	self.totallives = 3
	self.totalhealth = 3
	if g_difficulty == 0 then -- easy
		self.totallives *= 2
		self.totalhealth *= 2
	end
	self.currlives = self.totallives
	self.currhealth = self.totalhealth
	-- recovery
	self.washurt = 0
	self.wasbadlyhurt = 0
	self.recovertimer = 20 -- 30
	self.recoverbadtimer = 60 -- 90
	if g_difficulty == 0 then -- easy
		self.recovertimer *= 2
		self.recoverbadtimer *= 2
	elseif g_difficulty == 2 then -- hard
		self.recovertimer *= 0.5
		self.recoverbadtimer *= 0.5
	end
	self.hitfx = Bitmap.new(Texture.new("gfx/fxs/2.png"))
	self.hitfx:setAnchorPoint(0.5, 0.5)
	-- COMPONENTS
	-- ANIMATION
	local anims = {} -- table to hold actor animations
	local animsimgs = {} -- table to hold actor animations images
	-- CAnimation:init(xanimspeed)
	local framerate = 1/10 -- 1/14, 1/18
	self.animation = CAnimation.new(framerate)
	-- CAnimation:cutSpritesheet(xspritesheetpath, xcols, xrows, xanimsimgs, xoffx, xoffy, sx, sy)
	local texpath = "gfx/player1/Matt_0001.png"
	self.animation:cutSpritesheet(texpath, 9, 6, animsimgs, 0, 1, self.sx, self.sy)
	-- 1st set of animations: CAnimation:createAnim(xanims, xanimname, xanimsimgs, xtable, xstart, xfinish)
	self.animation:createAnim(anims, g_ANIM_DEFAULT, animsimgs, nil, 1, 15)
	self.animation:createAnim(anims, g_ANIM_IDLE_R, animsimgs, nil, 1, 15) -- fluid is best
	self.animation:createAnim(anims, g_ANIM_RUN_R, animsimgs, nil, 16, 22) -- fluid is best
	self.animation:createAnim(anims, g_ANIM_JUMPUP_R, animsimgs, nil, 23, 23) -- fluid is best
	self.animation:createAnim(anims, g_ANIM_JUMPDOWN_R, animsimgs, nil, 23, 25) -- fluid is best
	self.animation:createAnim(anims, g_ANIM_LADDER_IDLE_R, animsimgs, nil, 1, 15) -- fluid is best
	self.animation:createAnim(anims, g_ANIM_LADDER_UP_R, animsimgs, nil, 16, 22) -- fluid is best
	self.animation:createAnim(anims, g_ANIM_LADDER_DOWN_R, animsimgs, nil, 16, 22) -- fluid is best
	self.animation:createAnim(anims, g_ANIM_WALL_IDLE_R, animsimgs, nil, 33, 33) -- fluid is best
	self.animation:createAnim(anims, g_ANIM_WALL_UP_R, animsimgs, nil, 26, 37) -- fluid is best
	self.animation:createAnim(anims, g_ANIM_WALL_DOWN_R, animsimgs, nil, 43, 54) -- fluid is best
	self.animation:createAnim(anims, g_ANIM_HURT_R, animsimgs, { 38, 39, 38, 39, 1, }) -- fluid is best
	self.animation:createAnim(anims, g_ANIM_LOSE1_R, animsimgs, nil, 38, 42) -- fluid is best
	self.animation:createAnim(anims, g_ANIM_STANDUP_R, animsimgs, { 42, 41, 40, 39, 1, }) -- fluid is best
	self.animation.anims = anims
	self.sprite = self.animation.sprite
	self.animation.sprite = nil -- free some memory
	self.w, self.h = self.sprite:getWidth(), self.sprite:getHeight() -- with applied scale
	print("player1 size (scaled): ", self.w, self.h)
	-- BODY: CBody:init(xmass, xspeed, xupspeed, xextra)
	self.body = CBody.new(1, 18*8, 68*8, true) -- (1, 22*8, 70*8, true)
	-- COLLISION BOX: CCollisionBox:init(xcollwidth, xcollheight)
	local collw, collh = (self.w*0.3)//1, (self.h*0.75)//1 -- must be round numbers for cbump physics!
	self.collbox = CCollisionBox.new(collw, collh)
	-- shield
	self.shield = {}
--	self.shield.sprite = Bitmap.new(Texture.new("gfx/fxs/Husky_0001.png"))
	self.shield.sprite = Pixel.new(0xffaa00, 0.75, 8, collh+4)
	self.shield.sprite.sx = 1
	self.shield.sprite.sy = self.shield.sprite.sx
	self.shield.sprite:setScale(self.shield.sprite.sx, self.shield.sprite.sy)
	self.shield.sprite:setAlpha(0.8)
	self.shield.sprite:setAnchorPoint(0.5, 0.5)
	self.spritelayer:addChild(self.shield.sprite)
	self.shield.offset = vector(collw, (collh-4)*0.5) -- (5*8, -1*8)
	self.shield.timer = 3*8 -- 2*8
	self.shield.currtimer = self.shield.timer
	self.shield.damage = 0.5
end

Code comments

Let's break it down!

ids

Ids are used as filters by the ECS systems. Based on an Entity id, a System will process it or not. Here we have an id to tell this is the player1 Entity, an id telling this sprite is animated, ...

All the player1 variables below can be used as ids as well, should we want to narrow down a System filter

variables: the basics

The systems will need to know a bunch of information about the Entity it is processing:

  • the sprite layers the actor lives in
  • the actor position and scale
  • flip to indicate the direction the actor is facing
  • the number of lives, health, jumps, ...

recovery

When the actor is hit, we give it some time to recover. During this time the actor is invincible.

fx

self.hitfx is one of those sprite we add to the fxlayer when the player1 is hit by another actor.

COMPONENTS

The beauty of ECS is its modularity. Let's add our player1 some components. A Component is an ability you add to an Entity. Entities can and will share the same components.

ANIMATION

The first component we add is the Animation Component. Create a file called "cAnimation.lua" in the "_C" folder and add the following code:

CAnimation = Core.class()

function CAnimation:init(xanimspeed)
	-- animation
	self.curranim = g_ANIM_DEFAULT
	self.frame = 0
	self.animspeed = xanimspeed
	self.animtimer = self.animspeed
end

function CAnimation:cutSpritesheet(xspritesheetpath, xcols, xrows, xanimsimgs, xoffx, xoffy, sx, sy)
	-- retrieve all anims in texture
	local myanimstex = Texture.new(xspritesheetpath)
	local cellw = myanimstex:getWidth()/xcols
	local cellh = myanimstex:getHeight()/xrows
	for r = 1, xrows do
		for c = 1, xcols do
			local myanimstexregion = TextureRegion.new(
				myanimstex, (c-1)*cellw, (r-1)*cellh, cellw, cellh
			)
			xanimsimgs[#xanimsimgs + 1] = myanimstexregion
		end
	end
	-- the bitmap
	self.bmp = Bitmap.new(xanimsimgs[1]) -- starting bmp texture
	self.bmp:setScale(sx, sy) -- scale!
	self.bmp:setAnchorPoint(0.5, 0.5) -- we will flip the bitmap
	-- set position inside sprite
	self.bmp:setPosition(xoffx*sx, xoffy*sy) -- work best with image centered spritesheets
	-- our final sprite
	self.sprite = Sprite.new()
	self.sprite:addChild(self.bmp)
	self.bmp:setColorTransform(8*32/255, 8*32/255, 8*32/255, 9*32/255)
end

function CAnimation:createAnim(xanims, xanimname, xanimsimgs, xtable, xstart, xfinish)
	xanims[xanimname] = {}
	if xtable and #xtable > 0 then
		for i = 1, #xtable do
			xanims[xanimname][#xanims[xanimname]+1] = xanimsimgs[xtable[i]]
		end
	else
		for i = xstart, xfinish do
			xanims[xanimname][#xanims[xanimname]+1] = xanimsimgs[i]
		end
	end
end

In the init function we simply indicate the animation speed, then we initialize the basics variables.

Then the Animation Component cuts the spritesheet into single images.

Finally the Animation Component creates the animations table with the animation name and images.

animations

Back to the "ePlayer1.lua" code we create the animations.

To add images to an animation you can pass a table with the spritesheet images cell number:

	self.animation:createAnim(anims, g_ANIM_STANDUP_R, animsimgs, { 42, 41, 40, 39, 1, }, nil)

Or you assign the starting image and the ending image in the spritesheets:

	self.animation:createAnim(anims, g_ANIM_DEFAULT, animsimgs, nil, 1, 15)
	self.animation:createAnim(anims, g_ANIM_IDLE_R, animsimgs, nil, 1, 15)

The g_ANIM_DEFAULT is a fallback animation in case an animation doesn't exist.

The animations names were declared in the "main.lua" file (this is where you would add any extra animations).

SELF PROMOTION: I made an app to count images in a spritesheet: https://mokatunprod.itch.io/spritesheet-maker-viewer

Next?

To shorten the length of this part, let's see the other components in the next chapter.


Prev.: Tuto tiny-ecs 2d platformer Part 4 LevelX
Next: Tuto tiny-ecs 2d platformer Part 6 ECS Components


Tutorial - tiny-ecs 2d platformer