Difference between revisions of "Tuto Gideros Game Template1 Part 7 Game"
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__TOC__ | __TOC__ | ||
== The Game Scene == | == The Game Scene == | ||
− | This is going to be the last scene for our Gideros Game Template1 tutorial. | + | This is going to be the last scene for our Gideros Game Template1 tutorial. A quick and simple one because you may decide to organize your game differently. |
− | + | '''Note: we will code the player actor in the next chapter''' | |
− | Usually, when I make games | + | Usually, when I make games and prototypes, I put all my levels in one scene. When I change levels I reload the '''Game''' scene with a variable indicating the current level, eg.: ''currlevel'' = 1, 2, ... and load the appropriate assets (graphics, sounds, ...). |
− | + | I have been using this kind of architecture for quite some time, instead of calling my game scenes Level1, Level2, ..., I decided to call it: '''LevelX'''. | |
− | + | The '''Game''' scene ('''LevelX''') will mainly consist of: | |
+ | * a pause variable | ||
* moving the mouse cursor out of the way :-) | * moving the mouse cursor out of the way :-) | ||
− | * | + | * arranging our graphics into layers: ''background'', ''actors'', ''foreground'', ... |
− | * | + | * a game loop |
− | + | It makes sense to create the file in the '''scenes''' folder. You can call the file ''levelX.lua'', and the code: | |
− | It makes sense to create the file in the '''scenes''' folder. You can call the file | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
+ | LevelX = Core.class(Sprite) | ||
+ | |||
+ | local ispaused = false | ||
+ | |||
+ | function LevelX:init() | ||
+ | -- move the cursor out of the way | ||
+ | if not application:isPlayerMode() then | ||
+ | local sw, sh = application:get("screenSize") -- the user's screen size! | ||
+ | application:set("cursorPosition", sw, sh) -- 0, 0 | ||
+ | end | ||
+ | -- layer sprites | ||
+ | local mainlayer = Sprite.new() -- one Sprite to hold them all | ||
+ | local bglayer = Sprite.new() -- background layer | ||
+ | local bgfxlayer = Sprite.new() -- background fx layer | ||
+ | local actorslayer = Sprite.new() -- actors layer | ||
+ | local fgfxlayer = Sprite.new() -- foreground fx layer | ||
+ | local fglayer = Sprite.new() -- foreground layer | ||
+ | -- current level assets | ||
+ | local bggfx, fggfx | ||
+ | if g_currlevel == 1 then | ||
+ | bggfx = Pixel.new(math.random(0xffffff), 1, myappwidth, myappheight) | ||
+ | fggfx = Pixel.new(math.random(0xffffff), 1, myappwidth, myappheight/8) | ||
+ | elseif g_currlevel == 2 then | ||
+ | bggfx = Pixel.new(math.random(0xffffff), 1, myappwidth, myappheight) | ||
+ | elseif g_currlevel == 3 then | ||
+ | bggfx = Pixel.new(math.random(0xffffff), 1, myappwidth, myappheight) | ||
+ | fggfx = Pixel.new(math.random(0xffffff), 1, myappwidth, myappheight/16) | ||
+ | end | ||
+ | -- the player1 | ||
+ | self.player1 = Player1.new() | ||
+ | -- position | ||
+ | if bggfx then bggfx:setPosition(0+myappleft, 0+myapptop) end | ||
+ | if fggfx then fggfx:setPosition(0+myappleft, myappheight+myapptop-fggfx:getHeight()) end | ||
+ | self.player1.x = myappwidth/2+myappleft | ||
+ | self.player1.y = myappheight/2+myapptop | ||
+ | self.player1:setPosition(self.player1.x, self.player1.y) | ||
+ | -- add children to corresponding layer | ||
+ | if bggfx then bglayer:addChild(bggfx) end -- add the background graphics to the background layer if any | ||
+ | if fggfx then fglayer:addChild(fggfx) end -- add the foreground graphics to the foreground layer if any | ||
+ | actorslayer:addChild(self.player1) | ||
+ | -- order | ||
+ | mainlayer:addChild(bglayer) -- first the background layer | ||
+ | mainlayer:addChild(bgfxlayer) -- then the background fx layer | ||
+ | mainlayer:addChild(actorslayer) -- then the actors layer | ||
+ | mainlayer:addChild(fgfxlayer) -- then the foreground fx layer | ||
+ | mainlayer:addChild(fglayer) -- lastely the foreground layer | ||
+ | -- the main sprite | ||
+ | self:addChild(mainlayer) -- the only Sprite layer that needs to be added to to scene tree hierarchy! | ||
+ | -- the game loop | ||
+ | self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self) | ||
+ | -- let's go | ||
+ | self:myKeysPressed() | ||
+ | end | ||
+ | |||
+ | -- game loop | ||
+ | local dt | ||
+ | function LevelX:onEnterFrame(e) | ||
+ | if not ispaused then | ||
+ | dt = e.deltaTime | ||
+ | if self.player1.isleft and not self.player1.isright and self.player1.x > 0 then -- LEFT | ||
+ | self.player1.vx = -self.player1.speed*dt | ||
+ | self.player1.flip = -1 | ||
+ | elseif self.player1.isright and not self.player1.isleft and self.player1.x < myappwidth then -- RIGHT | ||
+ | self.player1.vx = self.player1.speed*dt | ||
+ | self.player1.flip = 1 | ||
+ | else -- IDLE | ||
+ | self.player1.vx = 0 | ||
+ | end | ||
+ | if self.player1.isup and not self.player1.isdown and self.player1.y > 0 then -- UP | ||
+ | self.player1.vy = -self.player1.speed*dt | ||
+ | elseif self.player1.isdown and not self.player1.isup and self.player1.y < myappheight then -- DOWN | ||
+ | self.player1.vy = self.player1.speed*dt | ||
+ | else | ||
+ | self.player1.vy = 0 | ||
+ | end | ||
+ | -- actions | ||
+ | if self.player1.isactionpunch1 then | ||
+ | self.player1.vx *= 0.5*dt -- you choose, magik XXX | ||
+ | self.player1.vy *= 0.5*dt -- you choose, magik XXX | ||
+ | elseif self.player1.isactionpunch2 then | ||
+ | self.player1.vx *= 0.25*dt -- you choose, magik XXX | ||
+ | self.player1.vy *= 0.25*dt -- you choose, magik XXX | ||
+ | elseif self.player1.isactionpunch3 then | ||
+ | self.player1.vx *= 0.1*dt -- you choose, magik XXX | ||
+ | self.player1.vy *= 0.1*dt -- you choose, magik XXX | ||
+ | end | ||
+ | -- move and flip | ||
+ | self.player1.x += self.player1.vx | ||
+ | self.player1.y += self.player1.vy | ||
+ | self.player1:setPosition(self.player1.x, self.player1.y) | ||
+ | self.player1.sprite:setScale(self.player1.sx * self.player1.flip, self.player1.sy) | ||
+ | end | ||
+ | end | ||
+ | |||
+ | -- keys handler | ||
+ | function LevelX:myKeysPressed() | ||
+ | self:addEventListener(Event.KEY_DOWN, function(e) -- KEY_UP | ||
+ | if e.keyCode == KeyCode.ESC or e.keyCode == KeyCode.BACK then self:gotoScene() end -- MENU | ||
+ | if e.keyCode == KeyCode.P then ispaused = not ispaused print("is paused: "..tostring(ispaused)) end -- PAUSE | ||
+ | -- modifier | ||
+ | local modifier = application:getKeyboardModifiers() | ||
+ | local alt = (modifier & KeyCode.MODIFIER_ALT) > 0 | ||
+ | if (not alt and e.keyCode == KeyCode.ENTER) then -- nothing here! | ||
+ | elseif alt and e.keyCode == KeyCode.ENTER then -- SWITCH FULLSCREEN | ||
+ | ismyappfullscreen = not ismyappfullscreen | ||
+ | application:setFullScreen(ismyappfullscreen) | ||
+ | end | ||
+ | end) | ||
+ | end | ||
+ | |||
+ | -- scenes navigation | ||
+ | function LevelX:gotoScene() | ||
+ | self:removeAllListeners() | ||
+ | for i = stage:getNumChildren(), 1, -1 do | ||
+ | stage:removeChildAt(i) | ||
+ | end collectgarbage() | ||
+ | stage:addChild(Transitions.new(Menu.new())) -- next scene | ||
+ | end | ||
</syntaxhighlight> | </syntaxhighlight> | ||
== Code comments == | == Code comments == | ||
− | + | We start by defining a ''ispaused'' to pause the game using the letter '''P''' on the keyboard. | |
=== init === | === init === | ||
− | + | We move the mouse cursor out of the way. Done! | |
− | |||
− | |||
− | |||
− | + | The main layer is the Parent of all the other layers, this way you could use the '''mainlayer''' Sprite as a camera, a viewport, ...: | |
+ | * mainlayer '''Sprite''' ''Parent'' | ||
+ | ** bglayer '''Sprite''' ''Child'' | ||
+ | ** bgfxlayer '''Sprite''' ''Child'' | ||
+ | ** actorslayer '''Sprite''' ''Child'' | ||
+ | ** fgfxlayer '''Sprite''' ''Child'' | ||
+ | ** fglayer '''Sprite''' ''Child'' | ||
− | The | + | The graphics for our game are put in their corresponding layer as children of that layer. |
− | + | Finally we choose the order to display the layers. Here the first layer to be drawn is the background layer and all the other layers will be drawn on top: | |
+ | * bglayer (drawn first) | ||
+ | * bgfxlayer | ||
+ | * actorslayer | ||
+ | * fgfxlayer | ||
+ | * fglayer (drawn last, on top of all the others) | ||
− | + | === the game loop === | |
+ | If the game is not in Pause mode it will execute what's inside it. | ||
− | + | === keys handler === | |
− | + | We listen to any key press and switch the state of the game, go back to the Menu scene, ... | |
− | === | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Next? == | == Next? == | ||
− | + | Well, to test that everything works fine, we add a player :-) | |
− | |||
− | |||
− | ''' | + | Prev.: [[Tuto Gideros Game Template1 Part 6 Options]]</br> |
+ | '''Next: [[Tuto Gideros Game Template1 Part 8 Player]]''' | ||
'''[[Tutorial - Gideros Game Template1]]''' | '''[[Tutorial - Gideros Game Template1]]''' | ||
{{GIDEROS IMPORTANT LINKS}} | {{GIDEROS IMPORTANT LINKS}} |
Latest revision as of 19:35, 27 October 2024
The Game Scene
This is going to be the last scene for our Gideros Game Template1 tutorial. A quick and simple one because you may decide to organize your game differently.
Note: we will code the player actor in the next chapter
Usually, when I make games and prototypes, I put all my levels in one scene. When I change levels I reload the Game scene with a variable indicating the current level, eg.: currlevel = 1, 2, ... and load the appropriate assets (graphics, sounds, ...).
I have been using this kind of architecture for quite some time, instead of calling my game scenes Level1, Level2, ..., I decided to call it: LevelX.
The Game scene (LevelX) will mainly consist of:
- a pause variable
- moving the mouse cursor out of the way :-)
- arranging our graphics into layers: background, actors, foreground, ...
- a game loop
It makes sense to create the file in the scenes folder. You can call the file levelX.lua, and the code:
LevelX = Core.class(Sprite)
local ispaused = false
function LevelX:init()
-- move the cursor out of the way
if not application:isPlayerMode() then
local sw, sh = application:get("screenSize") -- the user's screen size!
application:set("cursorPosition", sw, sh) -- 0, 0
end
-- layer sprites
local mainlayer = Sprite.new() -- one Sprite to hold them all
local bglayer = Sprite.new() -- background layer
local bgfxlayer = Sprite.new() -- background fx layer
local actorslayer = Sprite.new() -- actors layer
local fgfxlayer = Sprite.new() -- foreground fx layer
local fglayer = Sprite.new() -- foreground layer
-- current level assets
local bggfx, fggfx
if g_currlevel == 1 then
bggfx = Pixel.new(math.random(0xffffff), 1, myappwidth, myappheight)
fggfx = Pixel.new(math.random(0xffffff), 1, myappwidth, myappheight/8)
elseif g_currlevel == 2 then
bggfx = Pixel.new(math.random(0xffffff), 1, myappwidth, myappheight)
elseif g_currlevel == 3 then
bggfx = Pixel.new(math.random(0xffffff), 1, myappwidth, myappheight)
fggfx = Pixel.new(math.random(0xffffff), 1, myappwidth, myappheight/16)
end
-- the player1
self.player1 = Player1.new()
-- position
if bggfx then bggfx:setPosition(0+myappleft, 0+myapptop) end
if fggfx then fggfx:setPosition(0+myappleft, myappheight+myapptop-fggfx:getHeight()) end
self.player1.x = myappwidth/2+myappleft
self.player1.y = myappheight/2+myapptop
self.player1:setPosition(self.player1.x, self.player1.y)
-- add children to corresponding layer
if bggfx then bglayer:addChild(bggfx) end -- add the background graphics to the background layer if any
if fggfx then fglayer:addChild(fggfx) end -- add the foreground graphics to the foreground layer if any
actorslayer:addChild(self.player1)
-- order
mainlayer:addChild(bglayer) -- first the background layer
mainlayer:addChild(bgfxlayer) -- then the background fx layer
mainlayer:addChild(actorslayer) -- then the actors layer
mainlayer:addChild(fgfxlayer) -- then the foreground fx layer
mainlayer:addChild(fglayer) -- lastely the foreground layer
-- the main sprite
self:addChild(mainlayer) -- the only Sprite layer that needs to be added to to scene tree hierarchy!
-- the game loop
self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self)
-- let's go
self:myKeysPressed()
end
-- game loop
local dt
function LevelX:onEnterFrame(e)
if not ispaused then
dt = e.deltaTime
if self.player1.isleft and not self.player1.isright and self.player1.x > 0 then -- LEFT
self.player1.vx = -self.player1.speed*dt
self.player1.flip = -1
elseif self.player1.isright and not self.player1.isleft and self.player1.x < myappwidth then -- RIGHT
self.player1.vx = self.player1.speed*dt
self.player1.flip = 1
else -- IDLE
self.player1.vx = 0
end
if self.player1.isup and not self.player1.isdown and self.player1.y > 0 then -- UP
self.player1.vy = -self.player1.speed*dt
elseif self.player1.isdown and not self.player1.isup and self.player1.y < myappheight then -- DOWN
self.player1.vy = self.player1.speed*dt
else
self.player1.vy = 0
end
-- actions
if self.player1.isactionpunch1 then
self.player1.vx *= 0.5*dt -- you choose, magik XXX
self.player1.vy *= 0.5*dt -- you choose, magik XXX
elseif self.player1.isactionpunch2 then
self.player1.vx *= 0.25*dt -- you choose, magik XXX
self.player1.vy *= 0.25*dt -- you choose, magik XXX
elseif self.player1.isactionpunch3 then
self.player1.vx *= 0.1*dt -- you choose, magik XXX
self.player1.vy *= 0.1*dt -- you choose, magik XXX
end
-- move and flip
self.player1.x += self.player1.vx
self.player1.y += self.player1.vy
self.player1:setPosition(self.player1.x, self.player1.y)
self.player1.sprite:setScale(self.player1.sx * self.player1.flip, self.player1.sy)
end
end
-- keys handler
function LevelX:myKeysPressed()
self:addEventListener(Event.KEY_DOWN, function(e) -- KEY_UP
if e.keyCode == KeyCode.ESC or e.keyCode == KeyCode.BACK then self:gotoScene() end -- MENU
if e.keyCode == KeyCode.P then ispaused = not ispaused print("is paused: "..tostring(ispaused)) end -- PAUSE
-- modifier
local modifier = application:getKeyboardModifiers()
local alt = (modifier & KeyCode.MODIFIER_ALT) > 0
if (not alt and e.keyCode == KeyCode.ENTER) then -- nothing here!
elseif alt and e.keyCode == KeyCode.ENTER then -- SWITCH FULLSCREEN
ismyappfullscreen = not ismyappfullscreen
application:setFullScreen(ismyappfullscreen)
end
end)
end
-- scenes navigation
function LevelX:gotoScene()
self:removeAllListeners()
for i = stage:getNumChildren(), 1, -1 do
stage:removeChildAt(i)
end collectgarbage()
stage:addChild(Transitions.new(Menu.new())) -- next scene
end
Code comments
We start by defining a ispaused to pause the game using the letter P on the keyboard.
init
We move the mouse cursor out of the way. Done!
The main layer is the Parent of all the other layers, this way you could use the mainlayer Sprite as a camera, a viewport, ...:
- mainlayer Sprite Parent
- bglayer Sprite Child
- bgfxlayer Sprite Child
- actorslayer Sprite Child
- fgfxlayer Sprite Child
- fglayer Sprite Child
The graphics for our game are put in their corresponding layer as children of that layer.
Finally we choose the order to display the layers. Here the first layer to be drawn is the background layer and all the other layers will be drawn on top:
- bglayer (drawn first)
- bgfxlayer
- actorslayer
- fgfxlayer
- fglayer (drawn last, on top of all the others)
the game loop
If the game is not in Pause mode it will execute what's inside it.
keys handler
We listen to any key press and switch the state of the game, go back to the Menu scene, ...
Next?
Well, to test that everything works fine, we add a player :-)
Prev.: Tuto Gideros Game Template1 Part 6 Options
Next: Tuto Gideros Game Template1 Part 8 Player
Tutorial - Gideros Game Template1