Difference between revisions of "Tuto tiny-ecs beatemup Part 4 LevelX"
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When the scene loads, it constructs the level which is organised into layers, more on that in the code comments below ;-) | When the scene loads, it constructs the level which is organised into layers, more on that in the code comments below ;-) | ||
− | The code is not that long given it takes care of all | + | The code is not that long given it takes care of all levels of the game: level 1, 2 and 3. To make it easy to follow and debug, I use '''FIGlet''' (https://en.wikipedia.org/wiki/FIGlet). |
'''I use this one https://sourceforge.net/projects/figletgenerator/''' | '''I use this one https://sourceforge.net/projects/figletgenerator/''' | ||
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=== LevelX:init() === | === LevelX:init() === | ||
− | I commented out the "move cursor | + | I commented out the "move cursor" code because it was more annoying than anything else! You can use it if you want. |
==== plugins ==== | ==== plugins ==== | ||
Line 444: | Line 444: | ||
==== levels ==== | ==== levels ==== | ||
− | Time to build our levels. The sprite list is a table of all the actors we can interact with (the player, the nmes, collectibles, ...). We put them in a list so we can use that list | + | Time to build our levels. The sprite list is a table of all the actors we can interact with (the player, the nmes, collectibles, ...). We put them in a list so we can use that list in the systems we will create (sAI, sAnimation, sCollectible, sCollision, ...). |
''tiny.numberofnmes'' and ''tiny.numberofdestructibleobjects'' are variables we can tune to add a certain amount of enemies and destructible objects in each level. | ''tiny.numberofnmes'' and ''tiny.numberofdestructibleobjects'' are variables we can tune to add a certain amount of enemies and destructible objects in each level. | ||
− | The ''mapdef'' is a table which has the map dimensions, so we can pass it to functions that will require the size of the map for calculations. | + | The ''mapdef'' is a table which has the map definition (dimensions), so we can pass it to functions that will require the size of the map for calculations. |
We use a camera in our game and ''camfollowoffsety'' will offset the camera following the player. It is easier to change it being a variable. | We use a camera in our game and ''camfollowoffsety'' will offset the camera following the player. It is easier to change it being a variable. | ||
− | The ''buildLevel'' function is where we | + | The ''buildLevel'' function is where we build the current level the player is playing. We pass it some variables so it can do its thing. Some code comments on that function below. |
− | Then | + | Then we set the variables for each level: the camera offset and the number of destructible objects. The destructible objects spawn collectible when they are destroyed (extended life, jumps). |
We randomly place the destructible objects throughout the level using the map definition. We place them between 25% and 90% of the map length and a little bit above the bottom of the map. | We randomly place the destructible objects throughout the level using the map definition. We place them between 25% and 90% of the map length and a little bit above the bottom of the map. | ||
Line 461: | Line 461: | ||
==== player1 ==== | ==== player1 ==== | ||
− | |||
− | |||
The player is an ECS entity we will create in the next chapters. The arguments to 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 player is an ECS entity we will create in the next chapters. The arguments to 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. | ||
Line 468: | Line 466: | ||
==== hud ==== | ==== hud ==== | ||
− | I added a simple head up display to the game, so we can see the player current health, number of lives and | + | I added a simple head up display to the game, so we can see the player current health, number of lives and number of attacking jumps available. |
− | The same way we attached ''tiny.tworld'' to the ''self.tiny'' variable, we attach some more variables to it. This makes it | + | The same way we attached ''tiny.tworld'' to the ''self.tiny'' variable, we attach some more variables to it. This makes it easier to access those variables. |
==== the camera ==== | ==== the camera ==== | ||
− | We use '''MultiPain''''s (aka rrraptor on Gideros forum) '''GCam''' Class for our camera. | + | We use a slightly modified version of '''MultiPain''''s (aka rrraptor on Gideros forum) '''GCam''' Class for our camera. |
+ | |||
+ | Please grab it here '''[[Media:gcam_beu.lua]]''' '''(tip: right click and save link as)''' and put it in the "'''classes'''" folder. | ||
We pass the ''mainlayer'' as the content, then using the map definition we set the camera bounds. We also set the soft and the dead size parameters and we tell it to follow the player. | We pass the ''mainlayer'' as the content, then using the map definition we set the camera bounds. We also set the soft and the dead size parameters and we tell it to follow the player. | ||
+ | |||
+ | '''if you are curious I added an extra updateXOnly function ;-)''' | ||
==== order ==== | ==== order ==== | ||
Line 481: | Line 483: | ||
==== systems ==== | ==== systems ==== | ||
− | Once | + | Once all entities are done, we add the ECS systems. We will see those ECS systems in the coming parts of the tutorial. |
− | |||
− | We will see those ECS systems in the coming parts of the tutorial. | ||
==== let's go ==== | ==== let's go ==== | ||
Line 494: | Line 494: | ||
=== background and foreground === | === background and foreground === | ||
− | + | We draw the background and foreground for each level using the ''DrawLevelsTiled'' Class. Each level will have its own graphics. A typical level is 3*1024 pixels wide. Using a power of two size for the graphics, we anticipate any kind of optimisations we may need, plus adding the possibility to port the game to mobile! | |
− | The ''DrawLevelsTiled'' Class already tries to bring some optimisations! You can create a file called "drawlevelstiled.lua" and put it in the '''gfx\levels\''' folder. The code: | + | The ''DrawLevelsTiled'' Class already tries to bring in some optimisations! You can create a file called "drawlevelstiled.lua" and put it in the '''gfx\levels\''' folder. The code: |
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
DrawLevelsTiled = Core.class(Sprite) | DrawLevelsTiled = Core.class(Sprite) | ||
Line 544: | Line 544: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
− | As the name tries to suggest (DrawLevelsTiled), we take the paths to the graphics and create tiles as if we were drawing using a tilemap. The init function parameters are: the layer we add the sprites to, the paths to the textures as a table and an y offset for flexibility. | + | As the name tries to suggest (DrawLevelsTiled), we take the paths to the graphics and create tiles as if we were drawing using a tilemap. The ''init'' function parameters are: the layer we add the sprites to, the paths to the textures as a table and an y offset for flexibility. |
The first step is to create the textures and put them in a table called ''textures''. When we iterate through the ''xtexpaths'' table, I experimented with some texture formats to see if I could gain some speed. | The first step is to create the textures and put them in a table called ''textures''. When we iterate through the ''xtexpaths'' table, I experimented with some texture formats to see if I could gain some speed. | ||
Line 552: | Line 552: | ||
Finally we return the size of the map and we clean the ''textures'' table just in case. | Finally we return the size of the map and we clean the ''textures'' table just in case. | ||
− | Back to ''LevelX'' Class, now that our background and foreground layers are drawn, we set the map definition. The map definition sets the boundaries of the map where the actors can freely | + | Back to ''LevelX'' Class, now that our background and foreground layers are drawn, we set the map definition. The map definition sets the boundaries of the map where the actors can freely roam. |
=== the enemies === | === the enemies === | ||
Line 565: | Line 565: | ||
== LevelX:onEnterFrame '''THE GAME LOOP''' == | == LevelX:onEnterFrame '''THE GAME LOOP''' == | ||
− | Before the game loop I declare three local variables: ''leveltimer'' is the time it takes to transition to the next level, ''endleveltimer'' is the timer itself, ''extragfxx'' is to move the extra sprite we may have on the x axis. | + | Before the game loop, I declare three local variables: ''leveltimer'' is the time it takes to transition to the next level, ''endleveltimer'' is the timer itself, ''extragfxx'' is to move the extra sprite we may have on the x axis. |
When we defeat all enemies, the timer decreases. When it reaches 0, the current level number is increased and we load it. | When we defeat all enemies, the timer decreases. When it reaches 0, the current level number is increased and we load it. | ||
− | When the player is jumping we update the camera only on the x axis, otherwise we update the camera on both x and y axis. | + | When the player is jumping we update the '''camera''' only on the x axis, otherwise we update the camera on both x and y axis. |
− | We update the tiny-ecs world, so it can run all the systems (animations, movements, AI, ...). Some systems will be called only once, others every frame per second. | + | We update the '''tiny-ecs world''', so it can run all the systems (animations, movements, AI, ...). Some systems will be called only once, others every frame per second. |
== LevelX:myKeysPressed == | == LevelX:myKeysPressed == | ||
− | + | The last function of the LevelX Class is ''myKeysPressed''. | |
+ | |||
+ | Here we simply listen to some '''KEY_DOWN Events''', that is keys pressed on the keyboard. The key ''ESC'' will go back to the menu, the letter ''P'' will pause the game and when you press ''ALT+ENTER'' you switch the game to fullscreen. | ||
== Next? == | == Next? == | ||
− | + | That was quite a lot of work but we coded the heart of our game and we are already nearly done!! | |
+ | |||
+ | All is left to do is add the actors. Actors will be '''ECS''' entites, those entities will have components and systems will control them. | ||
+ | |||
+ | In the next part we deal with our player1 entity. | ||
Prev.: [[Tuto tiny-ecs beatemup Part 3 transitions menu options]]</br> | Prev.: [[Tuto tiny-ecs beatemup Part 3 transitions menu options]]</br> | ||
− | '''Next: [[Tuto tiny-ecs beatemup Part 5 | + | '''Next: [[Tuto tiny-ecs beatemup Part 5 ePlayer1]]''' |
'''[[Tutorial - tiny-ecs beatemup]]''' | '''[[Tutorial - tiny-ecs beatemup]]''' | ||
{{GIDEROS IMPORTANT LINKS}} | {{GIDEROS IMPORTANT LINKS}} |
Latest revision as of 16:52, 18 November 2024
the levelX.lua file
This is where all the fun begins!
The LevelX scene holds the game loop and controls the flow of each levels.
When the scene loads, it constructs the level which is organised into layers, more on that in the code comments below ;-)
The code is not that long given it takes care of all levels of the game: level 1, 2 and 3. To make it easy to follow and debug, I use FIGlet (https://en.wikipedia.org/wiki/FIGlet).
I use this one https://sourceforge.net/projects/figletgenerator/
The LevelX code:
--!strict
LevelX = Core.class(Sprite)
local random = math.random
local ispaused : boolean = false
function LevelX:init()
-- bg
application:setBackgroundColor(g_ui_theme.backgroundcolor)
-- 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
-- _____ _ _ _ _____ _____ _ _ _____
--| __ \| | | | | |/ ____|_ _| \ | |/ ____|
--| |__) | | | | | | | __ | | | \| | (___
--| ___/| | | | | | | |_ | | | | . ` |\___ \
--| | | |___| |__| | |__| |_| |_| |\ |____) |
--|_| |______\____/ \_____|_____|_| \_|_____/
-- tiny-ecs
if not self.tiny then self.tiny = require "classes/tiny-ecs" end
self.tiny.tworld = self.tiny.world()
-- cbump (cworld)
local bump = require "cbump"
local bworld = bump.newWorld()
-- _ __ ________ _____ _____
--| | /\\ \ / / ____| __ \ / ____|
--| | / \\ \_/ /| |__ | |__) | (___
--| | / /\ \\ / | __| | _ / \___ \
--| |____ / ____ \| | | |____| | \ \ ____) |
--|______/_/ \_\_| |______|_| \_\_____/
local mainlayer = Sprite.new() -- one Sprite to hold them all
local bglayer = Sprite.new() -- bg layer
local bgfxlayer = Sprite.new() -- bg fx layer
local actorslayer = Sprite.new() -- actors layer
local fgfxlayer = Sprite.new() -- fg fx layer
local fglayer = Sprite.new() -- fg layer
local player1inputlayer = Sprite.new() -- player1 input layer
-- _ ________ ________ _ _____
--| | | ____\ \ / / ____| | / ____|
--| | | |__ \ \ / /| |__ | | | (___
--| | | __| \ \/ / | __| | | \___ \
--| |____| |____ \ / | |____| |____ ____) |
--|______|______| \/ |______|______|_____/
-- levels setup
self.tiny.spriteslist = {} -- the actors
self.tiny.numberofnmes = 0 -- some enemies
self.tiny.numberofdestructibleobjects = 0 -- some destructible objects
local mapdef = {} -- actors walking area (rect: top, left, right, bottom)
local camfollowoffsety = 0 -- camera follow player1 y offset
-- build level
self:buildLevel(bglayer, fglayer, mapdef, actorslayer, bgfxlayer, bworld)
if g_currlevel == 1 then
camfollowoffsety = -1.7*32
self.tiny.numberofdestructibleobjects = 8
elseif g_currlevel == 2 then
camfollowoffsety = -2.5*32
self.tiny.numberofdestructibleobjects = 7
elseif g_currlevel == 3 then
camfollowoffsety = -2.5*32
self.tiny.numberofdestructibleobjects = 6
end
-- add levels destructible objects if any
local el
for i = 1, self.tiny.numberofdestructibleobjects do
-- EDestructibleObject:init(xspritelayer, xpos)
el = EDestructibleObject.new(actorslayer, vector(
random((mapdef.r-mapdef.l)*0.25, (mapdef.r-mapdef.l)*0.9), -- x
random(mapdef.t, mapdef.b - 2*32)) -- y
)
self.tiny.tworld:addEntity(el)
bworld:add(el, el.pos.x, el.pos.y, el.collbox.w, el.collbox.h)
end
-- _____ _ __ ________ _____ __
--| __ \| | /\\ \ / / ____| __ \/_ |
--| |__) | | / \\ \_/ /| |__ | |__) || |
--| ___/| | / /\ \\ / | __| | _ / | |
--| | | |____ / ____ \| | | |____| | \ \ | |
--|_| |______/_/ \_\_| |______|_| \_\|_|
-- EPlayer1:init(xspritelayer, xpos, xbgfxlayer)
self.player1 = EPlayer1.new(actorslayer, vector(mapdef.l+1*32, mapdef.t+3.2*32), bgfxlayer)
self.tiny.tworld:addEntity(self.player1)
bworld:add(self.player1, self.player1.pos.x, self.player1.pos.y, self.player1.collbox.w, self.player1.collbox.h)
-- _ _ _ _ _____
--| | | | | | | __ \
--| |__| | | | | | | |
--| __ | | | | | | |
--| | | | |__| | |__| |
--|_| |_|\____/|_____/
-- function
local function map(v, minSrc, maxSrc, minDst, maxDst, clampValue)
local newV = (v - minSrc) / (maxSrc - minSrc) * (maxDst - minDst) + minDst
return not clampValue and newV or clamp(newV, minDst >< maxDst, minDst <> maxDst)
end
self.tiny.hud = Sprite.new()
-- hud lives
self.tiny.hudlives = {}
local pixellife
for i = 1, self.player1.currlives do
pixellife = Pixel.new(0xffff00, 0.8, 16, 16)
pixellife:setPosition(8+(i-1)*(16+8), 8)
self.tiny.hud:addChild(pixellife)
self.tiny.hudlives[i] = pixellife
end
-- hud health
local hudhealthwidth = map(self.player1.currhealth, 0, self.player1.totalhealth, 0, 100)
self.tiny.hudhealth = Pixel.new(0x00ff00, 2, hudhealthwidth, 8)
self.tiny.hudhealth:setPosition(8, 8*3.5)
self.tiny.hud:addChild(self.tiny.hudhealth)
-- hud jumps
self.tiny.hudcurrjumps = TextField.new(myttf2, "JUMPS: "..self.player1.currjumps)
self.tiny.hudcurrjumps:setTextColor(0xffffff)
self.tiny.hudcurrjumps:setPosition(8, 8*6.5)
self.tiny.hud:addChild(self.tiny.hudcurrjumps)
-- _____ __ __ ______ _____
-- / ____| /\ | \/ | ____| __ \ /\
--| | / \ | \ / | |__ | |__) | / \
--| | / /\ \ | |\/| | __| | _ / / /\ \
--| |____ / ____ \| | | | |____| | \ \ / ____ \
-- \_____/_/ \_\_| |_|______|_| \_\/_/ \_\
-- camera: 'content' is a Sprite which holds all your graphics
self.camera = GCam.new(mainlayer) -- (content [, anchorX, anchorY]) -- anchor default 0.5, 0.5
self.camera:setAutoSize(true)
self.camera:setBounds(myappwidth/2, mapdef.t+camfollowoffsety, mapdef.r-myappwidth/2, mapdef.b) -- left, top, right, bottom
self.camera:setSoftSize(32, 32*1) -- w, h
self.camera:setDeadSize(32*1.5, 32*1.5) -- w, h
self.camera:setFollow(self.player1.sprite)
self.camera:setFollowOffset(0, camfollowoffsety)
-- self.camera:setDebug(true) -- uncomment for camera debug mode
-- ____ _____ _____ ______ _____
-- / __ \| __ \| __ \| ____| __ \
--| | | | |__) | | | | |__ | |__) |
--| | | | _ /| | | | __| | _ /
--| |__| | | \ \| |__| | |____| | \ \
-- \____/|_| \_\_____/|______|_| \_\
if bglayer then mainlayer:addChild(bglayer) end
if self.extragfx then mainlayer:addChild(self.extragfx) end -- you choose!
if bgfxlayer then mainlayer:addChild(bgfxlayer) end
mainlayer:addChild(actorslayer)
if fgfxlayer then mainlayer:addChild(fgfxlayer) end
if fglayer then mainlayer:addChild(fglayer) end
self:addChild(self.camera)
self:addChild(self.tiny.hud)
self:addChild(player1inputlayer)
-- _______ _______ _______ ______ __ __ _____
-- / ____\ \ / / ____|__ __| ____| \/ |/ ____|
--| (___ \ \_/ / (___ | | | |__ | \ / | (___
-- \___ \ \ / \___ \ | | | __| | |\/| |\___ \
-- ____) | | | ____) | | | | |____| | | |____) |
--|_____/ |_| |_____/ |_| |______|_| |_|_____/
self.tiny.tworld:add(
-- debug
-- SDebugCollision.new(self.tiny),
-- SDebugHurtBoxPlayer.new(self.tiny),
-- SDebugHurtBoxNme.new(self.tiny),
-- SDebugHitBoxPlayer.new(self.tiny, { true, true, true, true, false, false } ), -- the 6 abilities (granular debugging)
-- SDebugHitBoxNme.new(self.tiny, { true, true, true, true, true, true } ), -- the 6 abilities (granular debugging)
-- SDebugCollectible.new(self.tiny),
-- SDebugSpriteSorting.new(self.tiny),
-- systems
SDrawable.new(self.tiny),
SAnimation.new(self.tiny),
SPlayer1.new(self.tiny, self.camera),
SPlayer1Control.new(self.tiny, player1inputlayer),
SNmes.new(self.tiny, bworld),
SAI.new(self.tiny, self.player1),
SDynamicBodies.new(self.tiny, mapdef),
SDestructibleObjects.new(self.tiny, bworld),
SCollectible.new(self.tiny, bworld, self.player1),
SCollision.new(self.tiny, bworld),
SHitboxHurtboxCollision.new(self.tiny),
SShadow.new(self.tiny),
SSpritesSorting.new(self.tiny)
)
-- _ ______ _______ _ _____ _____ ____ _
--| | | ____|__ __( )/ ____| / ____|/ __ \| |
--| | | |__ | | |/| (___ | | __| | | | |
--| | | __| | | \___ \ | | |_ | | | | |
--| |____| |____ | | ____) | | |__| | |__| |_|
--|______|______| |_| |_____/ \_____|\____/(_)
self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self) -- the game loop
self:myKeysPressed() -- keys handler
end
-- _ ____ ____ _____
--| | / __ \ / __ \| __ \
--| | | | | | | | | |__) |
--| | | | | | | | | ___/
--| |___| |__| | |__| | |
--|______\____/ \____/|_|
local leveltimer = 128 -- 128, 200, you choose
local endleveltimer = leveltimer
local extragfxx = 0
function LevelX:onEnterFrame(e)
if self.tiny.numberofnmes <= 0 then endleveltimer -= 1 end
if not ispaused then
if endleveltimer < 0 then
g_currlevel += 1
if g_currlevel > g_totallevels then
endleveltimer = leveltimer -- reset end level timer
g_currlevel = 1 -- reset current level
switchToScene(Win.new()) -- Win
else
endleveltimer = leveltimer -- reset end level timer
switchToScene(LevelX.new()) -- next level
end
end
if self.player1.isactionjump1 or self.player1.isactionjumppunch1 or self.player1.isactionjumpkick1 then
self.camera:updateXOnly(e.deltaTime)
else
self.camera:update(e.deltaTime)
end
self.tiny.tworld:update(e.deltaTime) -- tiny world (last)
if self.extragfx then
extragfxx = self.extragfx:getX()
extragfxx -= 196*e.deltaTime
if extragfxx < -self.extragfx:getWidth() then extragfxx = self.wagonr end
self.extragfx:setX(extragfxx)
end
end
end
-- levels graphics
function LevelX:buildLevel(xbglayer, xfglayer, xmapdef, xactorslayer, xbgfxlayer, xbworld)
local el
-- ____ _____ _____ ____ _ _ _ _ _____ _ _ _____
--| _ \ / ____| __ \ / __ \| | | | \ | | __ \ /\ | \ | | __ \
--| |_) | | __| |__) | | | | | | | \| | | | | / \ | \| | | | |
--| _ <| | |_ | _ /| | | | | | | . ` | | | | / /\ \ | . ` | | | |
--| |_) | |__| | | \ \| |__| | |__| | |\ | |__| | / ____ \| |\ | |__| |
--|____/ \_____|_| \_\\____/ \____/|_| \_|_____/ /_/ \_\_| \_|_____/
-- ______ _____ _____ ____ _ _ _ _ _____
--| ____/ ____| __ \ / __ \| | | | \ | | __ \
--| |__ | | __| |__) | | | | | | | \| | | | |
--| __|| | |_ | _ /| | | | | | | . ` | | | |
--| | | |__| | | \ \| |__| | |__| | |\ | |__| |
--|_| \_____|_| \_\\____/ \____/|_| \_|_____/
if g_currlevel == 1 then
-- THE BACKGROUND AND FOREGROUND IF ANY
el = DrawLevelsTiled.new(xbglayer,
{
"gfx/levels/beu_lvl1/untitled_0001.png",
"gfx/levels/beu_lvl1/untitled_0002.png",
"gfx/levels/beu_lvl1/untitled_0003.png",
}, 0*32)
el = DrawLevelsTiled.new(xfglayer,
{
"gfx/levels/beu_lvl1/beu_fg_lvl1_0001.png",
"gfx/levels/beu_lvl1/beu_fg_lvl1_0002.png",
"gfx/levels/beu_lvl1/beu_fg_lvl1_0003.png",
}, 12*32)
-- map definition (top, left, right, bottom)
xmapdef.t, xmapdef.l = 9.5*32, 0*32 -- magik XXX
xmapdef.r, xmapdef.b = el.mapwidth, xmapdef.t + 5.3*32 -- magik XXX
elseif g_currlevel == 2 then
-- the background and foreground if any
el = DrawLevelsTiled.new(xbglayer,
{
"gfx/levels/beu_lvl2/untitled_0001.png",
"gfx/levels/beu_lvl2/untitled_0002.png",
"gfx/levels/beu_lvl2/untitled_0003.png",
}, 0*32)
el = DrawLevelsTiled.new(xfglayer,
{
"gfx/levels/beu_lvl1/beu_fg_lvl1_0001.png",
"gfx/levels/beu_lvl1/beu_fg_lvl1_0002.png",
"gfx/levels/beu_lvl1/beu_fg_lvl1_0003.png",
}, 12*32)
-- map definition (top, left, right, bottom)
xmapdef.t, xmapdef.l = 8.55*32, 0*32 -- magik XXX
xmapdef.r, xmapdef.b = el.mapwidth, xmapdef.t + 6*32 -- magik XXX
elseif g_currlevel == 3 then
-- the background and foreground if any
el = DrawLevelsTiled.new(xbglayer,
{
"gfx/levels/beu_lvl3/untitled_0001.png",
"gfx/levels/beu_lvl3/untitled_0002.png",
"gfx/levels/beu_lvl3/untitled_0003.png",
}, 0*32)
el = DrawLevelsTiled.new(xfglayer,
{
"gfx/levels/beu_lvl3/untitledfg_0001.png",
"gfx/levels/beu_lvl3/untitledfg_0002.png",
"gfx/levels/beu_lvl3/untitledfg_0003.png",
}, 0*32)
xfglayer:setAlpha(0.87)
-- map definition (top, left, right, bottom)
xmapdef.t, xmapdef.l = 8.9*32, 0*32 -- magik XXX
xmapdef.r, xmapdef.b = el.mapwidth, xmapdef.t + 6*32 -- magik XXX
end
-- _______ _ _ ______ ______ _ _ ______ __ __ _____ ______ _____
--|__ __| | | | ____| | ____| \ | | ____| \/ |_ _| ____|/ ____|
-- | | | |__| | |__ | |__ | \| | |__ | \ / | | | | |__ | (___
-- | | | __ | __| | __| | . ` | __| | |\/| | | | | __| \___ \
-- | | | | | | |____ | |____| |\ | |____| | | |_| |_| |____ ____) |
-- |_| |_| |_|______| |______|_| \_|______|_| |_|_____|______|_____/
-- ENmeX:init(xspritelayer, x, y, dx, dy, xbgfxlayer)
if g_currlevel == 1 then
for i = 1, 6 do
el = ENme1.new(xactorslayer,
vector(random((xmapdef.r-xmapdef.l)*0.3, (xmapdef.r-xmapdef.l)*0.7), random(xmapdef.t, xmapdef.b-1*32)),
random(12, 24)*16, random(myappheight*0.2), xbgfxlayer)
self.tiny.tworld:addEntity(el)
self.tiny.numberofnmes += 1
xbworld:add(el, el.pos.x, el.pos.y, el.collbox.w, el.collbox.h)
end
for i = 1, 6 do
el = ENme2.new(xactorslayer,
vector(random((xmapdef.r-xmapdef.l)*0.75, (xmapdef.r-xmapdef.l)*1), random(xmapdef.t, xmapdef.b-2*32)),
random(12, 24)*16, random(myappheight*0.1), xbgfxlayer)
self.tiny.tworld:addEntity(el)
self.tiny.numberofnmes += 1
xbworld:add(el, el.pos.x, el.pos.y, el.collbox.w, el.collbox.h)
end
elseif g_currlevel == 2 then
for i = 1, 7 do
el = ENme1.new(xactorslayer,
vector(random((xmapdef.r-xmapdef.l)*0.25, (xmapdef.r-xmapdef.l)*0.75), random(xmapdef.t, xmapdef.b-1*32)),
random(12, 24)*16, random(myappheight*0.2), xbgfxlayer)
self.tiny.tworld:addEntity(el)
self.tiny.numberofnmes += 1
xbworld:add(el, el.pos.x, el.pos.y, el.collbox.w, el.collbox.h)
end
for i = 1, 7 do
el = ENme3.new(xactorslayer,
vector(random((xmapdef.r-xmapdef.l)*0.75, (xmapdef.r-xmapdef.l)*1), random(xmapdef.t, xmapdef.b-1*32)),
random(12, 24)*16, random(myappheight*0.1), xbgfxlayer)
self.tiny.tworld:addEntity(el)
self.tiny.numberofnmes += 1
xbworld:add(el, el.pos.x, el.pos.y, el.collbox.w, el.collbox.h)
end
elseif g_currlevel == 3 then
for i = 1, 8 do
el = ENme1.new(xactorslayer,
vector(random((xmapdef.r-xmapdef.l)*0.2, (xmapdef.r-xmapdef.l)*0.75), random(xmapdef.t, xmapdef.b-1*32)),
random(12, 24)*16, random(myappheight*0.2), xbgfxlayer)
self.tiny.tworld:addEntity(el)
self.tiny.numberofnmes += 1
xbworld:add(el, el.pos.x, el.pos.y, el.collbox.w, el.collbox.h)
end
for i = 1, 8 do
el = ENme3.new(xactorslayer,
vector(random((xmapdef.r-xmapdef.l)*0.5, (xmapdef.r-xmapdef.l)*0.9), random(xmapdef.t, xmapdef.b-1*32)),
random(12, 24)*16, random(myappheight*0.1), xbgfxlayer)
self.tiny.tworld:addEntity(el)
self.tiny.numberofnmes += 1
xbworld:add(el, el.pos.x, el.pos.y, el.collbox.w, el.collbox.h)
end
for i = 1, 3 do
el = ENme4.new(xactorslayer,
vector(random((xmapdef.r-xmapdef.l)*0.8, (xmapdef.r-xmapdef.l)*1), random(xmapdef.t, xmapdef.b-2*32)),
random(12, 24)*16, random(myappheight*0.1), xbgfxlayer)
self.tiny.tworld:addEntity(el)
self.tiny.numberofnmes += 1
xbworld:add(el, el.pos.x, el.pos.y, el.collbox.w, el.collbox.h)
end
end
-- ________ _________ _____ _____ ________ __
--| ____\ \ / /__ __| __ \ /\ / ____| ____\ \ / /
--| |__ \ V / | | | |__) | / \ | | __| |__ \ V /
--| __| > < | | | _ / / /\ \ | | |_ | __| > <
--| |____ / . \ | | | | \ \ / ____ \ | |__| | | / . \
--|______/_/ \_\ |_| |_| \_\/_/ \_\ \_____|_| /_/ \_\
if g_currlevel == 1 then
-- nothing here
elseif g_currlevel == 2 then
-- nothing here
elseif g_currlevel == 3 then
-- a moving wagon
self.extragfx = Bitmap.new(Texture.new("gfx/levels/beu_lvl3/subway_car.001_0013.png"))
self.extragfx:setScale(0.65)
self.wagonr = xmapdef.r
self.extragfx:setPosition(random(xmapdef.r*0.5, xmapdef.r), 1*myappheight/10)
end
-- cleaning?
el = nil
collectgarbage()
end
-- keys handler
function LevelX:myKeysPressed()
self:addEventListener(Event.KEY_DOWN, function(e) -- KEY_UP
-- Menu
if e.keyCode == KeyCode.ESC or e.keyCode == KeyCode.BACK then switchToScene(Menu.new()) end
-- pause
if e.keyCode == KeyCode.P then ispaused = not ispaused end
-- modifiers
local modifier = application:getKeyboardModifiers()
local alt = (modifier & KeyCode.MODIFIER_ALT) > 0
-- nothing here!
if not alt and e.keyCode == KeyCode.ENTER then
-- switch fullscreen
elseif alt and e.keyCode == KeyCode.ENTER then
ismyappfullscreen = not ismyappfullscreen
application:setFullScreen(ismyappfullscreen)
end
end)
end
levelX.lua Code comments
Let's break it down!
The --!strict thing is some Luau stuff I was messing around with, you can find more information here: https://devforum.roblox.com/t/luau-type-checking-beta/435382#strict-mode-5.
I declare 2 variables which are local to the Class because I didn't want to use self on them. The random variable caches the math.random function for speed. I am also experimenting here with Luau type annotations https://devforum.roblox.com/t/luau-type-checking-beta/435382#new-syntax-6.
local random = math.random
local ispaused : boolean = false
LevelX:init()
I commented out the "move cursor" code because it was more annoying than anything else! You can use it if you want.
plugins
Here we initialize our plugins. tiny-ecs is declared as a Class variable (self.tiny) because we use it outside the init function. Bump can be local as we only use it in the init function.
It is worth noting that tiny.tworld is attached to self.tiny variable. This makes it much easier to access through the rest of the code in our project.
layers
This one is easy :-)
We create several layers which will be laid out on top of each other. The background layer will have all the graphics for the background, etc...
There is a player1inputlayer which will capture the user input to control the player, it won't hold any graphics.
levels
Time to build our levels. The sprite list is a table of all the actors we can interact with (the player, the nmes, collectibles, ...). We put them in a list so we can use that list in the systems we will create (sAI, sAnimation, sCollectible, sCollision, ...).
tiny.numberofnmes and tiny.numberofdestructibleobjects are variables we can tune to add a certain amount of enemies and destructible objects in each level.
The mapdef is a table which has the map definition (dimensions), so we can pass it to functions that will require the size of the map for calculations.
We use a camera in our game and camfollowoffsety will offset the camera following the player. It is easier to change it being a variable.
The buildLevel function is where we build the current level the player is playing. We pass it some variables so it can do its thing. Some code comments on that function below.
Then we set the variables for each level: the camera offset and the number of destructible objects. The destructible objects spawn collectible when they are destroyed (extended life, jumps).
We randomly place the destructible objects throughout the level using the map definition. We place them between 25% and 90% of the map length and a little bit above the bottom of the map.
Each destructible objects are entities and we add them to both the tiny-ECS world and the Bump world. We will create entities in the coming parts of the tutorial.
player1
The player is an ECS entity we will create in the next chapters. The arguments to 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.
After the entity is created, we add it to both the tiny-ECS world and the Bump world.
hud
I added a simple head up display to the game, so we can see the player current health, number of lives and number of attacking jumps available.
The same way we attached tiny.tworld to the self.tiny variable, we attach some more variables to it. This makes it easier to access those variables.
the camera
We use a slightly modified version of MultiPain's (aka rrraptor on Gideros forum) GCam Class for our camera.
Please grab it here Media:gcam_beu.lua (tip: right click and save link as) and put it in the "classes" folder.
We pass the mainlayer as the content, then using the map definition we set the camera bounds. We also set the soft and the dead size parameters and we tell it to follow the player.
if you are curious I added an extra updateXOnly function ;-)
order
This is the order of the layers, from bottom to top. We first add the background layer and the other layers on top of it.
systems
Once all entities are done, we add the ECS systems. We will see those ECS systems in the coming parts of the tutorial.
let's go
Finally we are ready to run the game loop!
We also listen to some key events to pause the game, go fullscreen, ...
LevelX:buildLevel
Let's have a look at how we construct our levels.
background and foreground
We draw the background and foreground for each level using the DrawLevelsTiled Class. Each level will have its own graphics. A typical level is 3*1024 pixels wide. Using a power of two size for the graphics, we anticipate any kind of optimisations we may need, plus adding the possibility to port the game to mobile!
The DrawLevelsTiled Class already tries to bring in some optimisations! You can create a file called "drawlevelstiled.lua" and put it in the gfx\levels\ folder. The code:
DrawLevelsTiled = Core.class(Sprite)
function DrawLevelsTiled:init(xlayer, xtexpaths, xposy)
-- tilemaps textures
local textures = {}
for i = 1, #xtexpaths do
-- textures[i] = Texture.new(xtexpaths[i])
-- textures[i] = Texture.new(xtexpaths[i], false, { format=TextureBase.YA8}) -- best win32 perfs but b&w!
textures[i] = Texture.new(xtexpaths[i], false, { format=TextureBase.RGBA4444}) -- better win32 perfs but !
-- textures[i] = Texture.new(xtexpaths[i], false, { format=TextureBase.RGBA5551}) -- better win32 perfs but !
end
-- map size
local tilesizetarget = 64
local tilesetcols, tilesetrows = textures[1]:getWidth()/tilesizetarget, textures[1]:getHeight()/tilesizetarget
-- create the tilemaps
local function createTilemap(xtex)
local tm = TileMap.new(
tilesetcols, tilesetrows, -- map size in tiles
xtex, -- tileset texture
tilesizetarget, tilesizetarget -- tile size in pixel
)
-- build the map
for i=1,tilesetcols do
for j=1,tilesetrows do
tm:setTile(i, j, i, j)
end
end
return tm
end
-- the maps
for i = 1, #textures do
local map = createTilemap(textures[i])
map:setPosition(map:getWidth()*(i-1), xposy)
-- self:addChild(map)
xlayer:addChild(map)
end
-- params
-- self.mapwidth = self:getWidth()
-- self.mapheight = self:getHeight()
self.mapwidth = xlayer:getWidth()
self.mapheight = xlayer:getHeight()
-- clean
textures = {}
end
As the name tries to suggest (DrawLevelsTiled), we take the paths to the graphics and create tiles as if we were drawing using a tilemap. The init function parameters are: the layer we add the sprites to, the paths to the textures as a table and an y offset for flexibility.
The first step is to create the textures and put them in a table called textures. When we iterate through the xtexpaths table, I experimented with some texture formats to see if I could gain some speed.
Once the textures are created and stored in a table, we can create a TileMap of 64*64px tiles.
Finally we return the size of the map and we clean the textures table just in case.
Back to LevelX Class, now that our background and foreground layers are drawn, we set the map definition. The map definition sets the boundaries of the map where the actors can freely roam.
the enemies
Each level will have different kind of enemies. The first level should be easy with few enemies you can easily kill. The other levels will be increasingly difficult with more enemies a little bit harder to defeat.
So here, depending on the level we create a bunch of enemies. Enemies are ECS entities we will create in the following chapters. The game has four types of enemies of varying strength. We add them to both the tiny-ECS world and the Bump world.
extra gfx
Depending on the level, we may have extra sprites we want to add to the level.
We finish the function with some house cleaning.
LevelX:onEnterFrame THE GAME LOOP
Before the game loop, I declare three local variables: leveltimer is the time it takes to transition to the next level, endleveltimer is the timer itself, extragfxx is to move the extra sprite we may have on the x axis.
When we defeat all enemies, the timer decreases. When it reaches 0, the current level number is increased and we load it.
When the player is jumping we update the camera only on the x axis, otherwise we update the camera on both x and y axis.
We update the tiny-ecs world, so it can run all the systems (animations, movements, AI, ...). Some systems will be called only once, others every frame per second.
LevelX:myKeysPressed
The last function of the LevelX Class is myKeysPressed.
Here we simply listen to some KEY_DOWN Events, that is keys pressed on the keyboard. The key ESC will go back to the menu, the letter P will pause the game and when you press ALT+ENTER you switch the game to fullscreen.
Next?
That was quite a lot of work but we coded the heart of our game and we are already nearly done!!
All is left to do is add the actors. Actors will be ECS entites, those entities will have components and systems will control them.
In the next part we deal with our player1 entity.
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