Difference between revisions of "Tuto tiny-ecs beatemup Part 5 ePlayer1"
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== ePlayer1.lua == | == ePlayer1.lua == | ||
− | This is going to be our first actor. Each actor will be an ECS | + | 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 | + | 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: | The code: | ||
Line 185: | Line 185: | ||
=== ids === | === 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 | + | 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 and an id telling this sprite is animated. |
− | '''All the player1 variables below can be used as | + | '''All the player1 variables below can be used as ids as well, should we want to narrow down a System filter''' |
=== variables: the basics === | === variables: the basics === | ||
Line 259: | Line 259: | ||
* sx, sy: the scale of the sprite | * sx, sy: the scale of the sprite | ||
− | The Animation Component cuts the spritesheet into single images and | + | The Animation Component cuts the spritesheet into single images and puts them in the ''self.myanimsimgs'' table. We then use ''self.myanimsimgs'' and pick the first image as our player1 bitmap. The ''self.myanimsimgs'' table is also used to create the animations with the '''createAnim''' function as we see next. |
==== animations ==== | ==== animations ==== | ||
Line 271: | Line 271: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
− | We first create the basics animations idle, walk, jump. We also have extra animations hurt, stand up and lose. Here it is better to have smooth animations so we have quite a few images. The g_ANIM_DEFAULT animation was used when building the game, we shouldn't need it anymore but I left it in the project ;-) | + | We first create the basics animations: idle, walk, jump. We also have extra animations: hurt, stand up and lose. Here it is better to have smooth animations so we have quite a few images. The g_ANIM_DEFAULT animation was used when building the game, we shouldn't need it anymore but I left it in the project ;-) |
We assign the starting image and the ending image in the spritesheet for each animations. The animations names were declared in the '''"main.lua"''' file (this is where you would add any extra animations). | We assign the starting image and the ending image in the spritesheet for each animations. 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''' | '''SELF PROMOTION: I made an app to count images in a spritesheet: https://mokatunprod.itch.io/spritesheet-maker-viewer''' | ||
− | |||
− | |||
− | |||
== Next? == | == Next? == | ||
− | + | To shorten the length of this part, let's see the other components in the next chapter. | |
− | |||
− | |||
− | |||
− | |||
− | Prev.: | + | Prev.: [[Tuto tiny-ecs beatemup Part 4 LevelX]]</br> |
− | '''Next: [[Tuto tiny-ecs beatemup Part 6 | + | '''Next: [[Tuto tiny-ecs beatemup Part 6 ECS Components]]''' |
'''[[Tutorial - tiny-ecs beatemup]]''' | '''[[Tutorial - tiny-ecs beatemup]]''' | ||
{{GIDEROS IMPORTANT LINKS}} | {{GIDEROS IMPORTANT LINKS}} |
Latest revision as of 02:22, 20 November 2024
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
-- sprite layers
self.spritelayer = xspritelayer
self.bgfxlayer = xbgfxlayer
-- params
self.pos = xpos
self.positionystart = 0
self.sx = 1
self.sy = self.sx
self.flip = 1
self.totallives = 3
self.totalhealth = 10
self.currjumps = 5
if g_difficulty == 0 then -- easy
self.totallives = 5
self.totalhealth = 20
self.currjumps = 8
elseif g_difficulty == 2 then -- hard
self.currjumps = 3
end
self.currlives = self.totallives
self.currhealth = self.totalhealth
-- recovery
self.washurt = 0
self.wasbadlyhurt = 0
self.recovertimer = 30
self.recoverbadtimer = 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.ispaused = false -- 'P' key for pausing the game
self.hitfx = Bitmap.new(Texture.new("gfx/fx/2.png"))
self.hitfx:setAnchorPoint(0.5, 0.5)
-- COMPONENTS
-- ANIMATION: CAnimation:init(xspritesheetpath, xcols, xrows, xanimspeed, xoffx, xoffy, sx, sy)
local texpath = "gfx/player1/mh_blue_haired2m_0130.png"
local framerate = 1/10
self.animation = CAnimation.new(texpath, 12, 11, framerate, 0, 0, self.sx, self.sy)
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: ", self.w, self.h)
-- create basics animations: CAnimation:createAnim(xanimname, xstart, xfinish)
self.animation:createAnim(g_ANIM_DEFAULT, 1, 15)
self.animation:createAnim(g_ANIM_IDLE_R, 1, 15) -- fluid is best
self.animation:createAnim(g_ANIM_WALK_R, 16, 26) -- fluid is best
self.animation:createAnim(g_ANIM_JUMP1_R, 74, 76) -- fluid is best
self.animation:createAnim(g_ANIM_HURT_R, 90, 100) -- fluid is best
self.animation:createAnim(g_ANIM_STANDUP_R, 103, 113) -- fluid is best
self.animation:createAnim(g_ANIM_LOSE1_R, 113, 124) -- fluid is best
-- BODY: CBody:init(xspeed, xjumpspeed)
self.body = CBody.new(192*32, 0.65) -- (192*32, 1), xspeed, xjumpspeed
-- COLLISION BOX: CCollisionBox:init(xcollwidth, xcollheight)
local collw, collh = self.w*0.4, 8*self.sy
self.collbox = CCollisionBox.new(collw, collh)
-- HURT BOX
-- head hurt box w & h
local hhbw, hhbh = self.w*0.25, self.h*0.3
self.headhurtbox = {
isactive=false,
x=-2*self.sx,
y=0*self.sy-self.h/2-self.collbox.h*2,
w=hhbw,
h=hhbh,
}
-- spine hurt box w & h
local shbw, shbh = self.w*0.35, self.h*0.4
self.spinehurtbox = {
isactive=false,
x=-0*self.sx,
y=0*self.sy-shbh/2+self.collbox.h/2,
w=shbw,
h=shbh,
}
-- create attacks animations: CAnimation:createAnim(xanimname, xstart, xfinish)
-- self.animation:createAnim(g_ANIM_PUNCH_ATTACK1_R, 50, 51) -- 28, 31, no or low anticipation / quick hit / no or low overhead is best
self.animation.anims[g_ANIM_PUNCH_ATTACK1_R] = {}
self.animation.anims[g_ANIM_PUNCH_ATTACK1_R][1] = self.animation.myanimsimgs[49]
self.animation.anims[g_ANIM_PUNCH_ATTACK1_R][2] = self.animation.myanimsimgs[52]
self.animation.anims[g_ANIM_PUNCH_ATTACK1_R][3] = self.animation.myanimsimgs[54]
self.animation:createAnim(g_ANIM_PUNCH_ATTACK2_R, 50, 54) -- low or mid anticipation / quick hit / low or mid overhead is best
-- self.animation:createAnim(g_ANIM_KICK_ATTACK1_R, 62, 63) -- 35, 41, no or low anticipation / quick hit / no or low overhead is best
self.animation.anims[g_ANIM_KICK_ATTACK1_R] = {}
self.animation.anims[g_ANIM_KICK_ATTACK1_R][1] = self.animation.myanimsimgs[62]
self.animation.anims[g_ANIM_KICK_ATTACK1_R][2] = self.animation.myanimsimgs[64]
self.animation.anims[g_ANIM_KICK_ATTACK1_R][3] = self.animation.myanimsimgs[67]
self.animation:createAnim(g_ANIM_KICK_ATTACK2_R, 62, 68) -- low or mid anticipation / quick hit / low or mid overhead is best
-- self.animation:createAnim(g_ANIM_PUNCHJUMP_ATTACK1_R, 75, 82) -- low or mid anticipation / quick hit / low or mid overhead is best
self.animation.anims[g_ANIM_PUNCHJUMP_ATTACK1_R] = {}
self.animation.anims[g_ANIM_PUNCHJUMP_ATTACK1_R][1] = self.animation.myanimsimgs[78]
self.animation.anims[g_ANIM_PUNCHJUMP_ATTACK1_R][2] = self.animation.myanimsimgs[80]
self.animation.anims[g_ANIM_PUNCHJUMP_ATTACK1_R][3] = self.animation.myanimsimgs[82]
-- self.animation:createAnim(g_ANIM_KICKJUMP_ATTACK1_R, 83, 88) -- low or mid anticipation / quick hit / low or mid overhead is best
self.animation.anims[g_ANIM_KICKJUMP_ATTACK1_R] = {}
self.animation.anims[g_ANIM_KICKJUMP_ATTACK1_R][1] = self.animation.myanimsimgs[84]
self.animation.anims[g_ANIM_KICKJUMP_ATTACK1_R][2] = self.animation.myanimsimgs[86]
-- clean up
self.animation.myanimsimgs = nil
-- hit box
self.headhitboxattack1 = { -- g_ANIM_PUNCH_ATTACK1_R
isactive=false,
hitstartframe=2,
hitendframe=3,
damage=1,
x=self.collbox.w*0.6,
y=-self.h*0.6+collh*0.5,
w=20*self.sx,
h=32*self.sy,
}
self.headhitboxattack2 = { -- g_ANIM_PUNCH_ATTACK2_R X
isactive=false,
hitstartframe=1,
hitendframe=4,
damage=2,
x=self.collbox.w*0.75,
y=-self.h*0.65+collh*0.5,
w=32*self.sx,
h=32*self.sy,
}
self.spinehitboxattack1 = { -- g_ANIM_KICK_ATTACK1_R
isactive=false,
hitstartframe=2,
hitendframe=3,
damage=1,
x=self.collbox.w*0.7,
y=-self.h*0.25+collh*0.5,
w=40*self.sx,
h=self.h*0.5,
}
self.spinehitboxattack2 = { -- g_ANIM_KICK_ATTACK2_R
isactive=false,
hitstartframe=2,
hitendframe=4,
damage=2,
x=self.collbox.w*0.8,
y=-self.h*0.25+collh*0.5,
w=32*self.sx,
h=self.h*0.5,
}
self.headhitboxjattack1 = { -- g_ANIM_PUNCHJUMP_ATTACK1_R
isactive=false,
hitstartframe=6,
hitendframe=8,
damage=3,
x=self.collbox.w*0.7,
y=-self.h*0.5+collh*0.5,
w=40*self.sx,
h=self.h*0.5,
}
self.spinehitboxjattack1 = { -- g_ANIM_KICKJUMP_ATTACK1_R
isactive=false,
hitstartframe=3,
hitendframe=5,
damage=3,
x=self.collbox.w*0.5,
y=-self.h*0.25+collh*0.5,
w=64*self.sx,
h=self.h*0.5,
}
-- SHADOW: CShadow:init(xparentw, xshadowsx, xshadowsy)
self.shadow = CShadow.new(self.w*0.6)
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 and 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
- positionystart the starting position on the y axis before the actor performs a jump
- 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.
my mistake!
I added a self.ispaused variable which is completly useless, you can safely delete it :-)
self.hitfx is one of those fx we add to the fxlayer when the player1 successfully hits 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(xspritesheetpath, xcols, xrows, xanimspeed, xoffx, xoffy, sx, sy)
-- animation
self.curranim = g_ANIM_DEFAULT
self.frame = 0
self.animspeed = xanimspeed
self.animtimer = self.animspeed
-- retrieve all anims in texture
local myanimstex = Texture.new(xspritesheetpath)
local cellw = myanimstex:getWidth() / xcols
local cellh = myanimstex:getHeight() / xrows
self.myanimsimgs = {}
local myanimstexregion
for r = 1, xrows do
for c = 1, xcols do
myanimstexregion = TextureRegion.new(myanimstex, (c - 1) * cellw, (r - 1) * cellh, cellw, cellh)
self.myanimsimgs[#self.myanimsimgs + 1] = myanimstexregion
end
end
-- anims table ("walk", "jump", "shoot", ...)
self.anims = {}
-- the bitmap
self.bmp = Bitmap.new(self.myanimsimgs[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)
end
function CAnimation:createAnim(xanimname, xstart, xfinish)
self.anims[xanimname] = {}
for i = xstart, xfinish do
self.anims[xanimname][#self.anims[xanimname]+1] = self.myanimsimgs[i]
end
end
The parameters are:
- xspritesheetpath: the path to the player1 spritesheet
- xcols, xrows: the spritesheet number of columns and rows
- xanimspeed: the animation speed in ms
- xoffx, xoffy: an offset in case we need to
- sx, sy: the scale of the sprite
The Animation Component cuts the spritesheet into single images and puts them in the self.myanimsimgs table. We then use self.myanimsimgs and pick the first image as our player1 bitmap. The self.myanimsimgs table is also used to create the animations with the createAnim function as we see next.
animations
Back to the "ePlayer1.lua" code we create its animations.
self.animation:createAnim(g_ANIM_DEFAULT, 1, 15)
self.animation:createAnim(g_ANIM_IDLE_R, 1, 15) -- fluid is best
self.animation:createAnim(g_ANIM_WALK_R, 16, 26) -- fluid is best
self.animation:createAnim(g_ANIM_JUMP1_R, 74, 76) -- fluid is best
...
We first create the basics animations: idle, walk, jump. We also have extra animations: hurt, stand up and lose. Here it is better to have smooth animations so we have quite a few images. The g_ANIM_DEFAULT animation was used when building the game, we shouldn't need it anymore but I left it in the project ;-)
We assign the starting image and the ending image in the spritesheet for each animations. 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 beatemup Part 4 LevelX
Next: Tuto tiny-ecs beatemup Part 6 ECS Components