Difference between revisions of "Tuto tiny-ecs beatemup Part 5 ePlayer1"
(wip) |
(wip) |
||
Line 183: | Line 183: | ||
== Code comments == | == Code comments == | ||
Let's break it down! | 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 is an id to tell this is the player1 entity and an id telling this sprite is animated. | ||
+ | |||
+ | '''All the basics variables below can be used as id as well, if 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 here, 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 == | ||
+ | XXX | ||
== Next? == | == Next? == |
Revision as of 17:51, 18 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 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 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 is an id to tell this is the player1 entity and an id telling this sprite is animated.
All the basics variables below can be used as id as well, if 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 here, 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
XXX
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 4 LevelX]]
Next: Tuto tiny-ecs beatemup Part 6 XXX