Tuto tiny-ecs beatemup Part 4 LevelX
the levelX.lua file
This is where all the fun begins!
The LevelX scene holds the game loop and control 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 3 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):
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
The transitions Class takes 1 argument, that is the next scene to be loaded.
There is one MovieClip which plays a fade animation. Feel free to change it to anything you like or change the duration of the clip.
When the fading animation is done, all the previous Sprites and their eventual listeners are removed from memory and the new scene is added to the stage.
The menu.lua file is the same as the one in Gideros Game Template1. We add some buttons to our menu you can navigate with the mouse and the keyboard.
The code:
main.lua Code comments
The only thing I could say is calling the self:updateButtons() function asynchronously so we let the menu fully load before calling an update on the buttons.
Next?
We quickly went through what is already in the Gideros Game Template1 tutorial. The next part is really where this beat'em up tutorial begins: the LevelX scene...
Prev.: Tuto tiny-ecs beatemup Part 3 transitions menu options
Next: Tuto tiny-ecs beatemup Part 5 XXX