Tuto tiny-ecs beatemup Part 12 You Win
From GiderosMobile
You Win
A game wouldn't be finished with a win scene. Let's add it!
Please create a file "win.lua" in the "scenes" folder and the code:
Win = Core.class(Sprite)
function Win:init()
-- bg
application:setBackgroundColor(g_ui_theme.backgroundcolor)
-- we create a movie clip to spice up the win scene
local frames = {}
local imagefilenametrunc = "gfx/player1/win/party-m-0001m_"
local imgnumstartat, imgnumendat = 1, 44 -- image name sequence (eg.: image004.jpg, image005.jpg, ...)
for i = 1, imgnumendat-imgnumstartat+1 do
local iter = imgnumstartat+i-1
if iter < 10 then
frames[#frames+1] = Bitmap.new(Texture.new(imagefilenametrunc.."000"..(imgnumstartat+i-1)..".png", true))
elseif iter < 100 then
frames[#frames+1] = Bitmap.new(Texture.new(imagefilenametrunc.."00"..(imgnumstartat+i-1)..".png", true))
elseif iter < 1000 then
frames[#frames+1] = Bitmap.new(Texture.new(imagefilenametrunc.."0"..(imgnumstartat+i-1)..".png", true))
else
frames[#frames+1] = Bitmap.new(Texture.new(imagefilenametrunc..(imgnumstartat+i-1)..".png", true))
end
frames[i]:setAnchorPoint(0.5, 0.5)
end
-- mc timelines
local anims = {}
local timing = 8
for i = 1, #frames do anims[i] = {(i-1)*timing+1, i*timing, frames[i]} end
-- add anim frames
local mc_win = MovieClip.new(anims, true)
mc_win:setGotoAction(imgnumendat*timing, imgnumstartat*timing)
mc_win:gotoAndPlay(imgnumstartat*timing)
-- typewriter effect
local text = [[
You defeated the bad boyz and made the city a better place.
Game made using Gideros framework (what else?).
Programmer: mokalux 2024 ;-)
]]
local tw = TypeWriter.new(myttf, text, 32*8, 3) -- TypeWriter:init(font, text, delay, char)
tw:setTextColor(0x55ff00)
tw:setLayout( { w=myappwidth/1.8, flags=FontBase.TLF_CENTER } )
tw:addEventListener("finished", function(e)
end)
-- buttons setup
local sndbtn = {sound=Sound.new("audio/ui/sfx_sounds_button1.wav"), time=0, delay=0.2}
local sfxvolume = g_sfxvolume * 0.01
local tooltiplayer = Sprite.new()
-- buttons (only one button)
local mybtnmenu = ButtonMonster.new({
autoscale=false, pixelwidth=20*8, pixelheight=8*8,
pixelscalexup=0.8, pixelscalexdown=0.9,
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
text="MENU", ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
sound=sndbtn, volume=sfxvolume,
}, 1, tooltiplayer)
-- buttons table for keyboard navigation
self.btns = {}
self.btns[#self.btns + 1] = mybtnmenu
self.selector = 1 -- starting button
-- position
mc_win:setPosition(3.5*myappwidth/16, 9*myappheight/16)
tw:setPosition(5*myappwidth/16, 1*myappheight/16)
mybtnmenu:setPosition(8*myappwidth/16, 14*myappheight/16)
-- order
self:addChild(mc_win)
self:addChild(tw)
for k, v in ipairs(self.btns) do self:addChild(v) end
self:addChild(tooltiplayer)
-- buttons listeners
for k, v in ipairs(self.btns) do
v:addEventListener("clicked", function(e) self.selector = k switchToScene(Menu.new()) end) -- Menu
v:addEventListener("hovered", function(e) self.selector = e.currselector end)
v.btns = self.btns -- for keyboard navigation
end
-- let's go
local function fun()
-- called async otherwise may crash the app
self:updateButtons()
Core.yield(1)
end
Core.asyncCall(fun)
self:myKeysPressed()
end
-- update buttons state
function Win:updateButtons()
for k, v in ipairs(self.btns) do
v.currselector = self.selector
v:updateVisualState()
if k == self.selector then v:selectionSfx() end -- play sound on keyboard navigation
end
end
-- keyboard navigation
function Win:myKeysPressed()
self:addEventListener(Event.KEY_DOWN, function(e)
-- keyboard navigation
if e.keyCode == KeyCode.UP or e.keyCode == g_keyup or
e.keyCode == KeyCode.LEFT or e.keyCode == g_keyleft then
self.selector -= 1 if self.selector < 1 then self.selector = #self.btns end
self:updateButtons()
elseif e.keyCode == KeyCode.DOWN or e.keyCode == g_keydown or
e.keyCode == KeyCode.RIGHT or e.keyCode == g_keyright then
self.selector += 1 if self.selector > #self.btns then self.selector = 1 end
self:updateButtons()
-- Menu
elseif e.keyCode == KeyCode.SPACE or e.keyCode == g_keyaction1 then switchToScene(Menu.new())
elseif e.keyCode == KeyCode.ESC then switchToScene(Menu.new())
end
-- modifiers
local modifier = application:getKeyboardModifiers()
local alt = (modifier & KeyCode.MODIFIER_ALT) > 0
-- Menu
if not alt and e.keyCode == KeyCode.ENTER then switchToScene(Menu.new())
-- switch fullscreen
elseif alt and e.keyCode == KeyCode.ENTER then
if not application:isPlayerMode() then
ismyappfullscreen = not ismyappfullscreen
application:setFullScreen(ismyappfullscreen)
end
end
end)
end
Code comments
init
There we create a MovieClip that will play in an infinite loop until the user leaves the scene:
- we fetch all the sequenced images in the given path
- using a loop we add a number at the end of the truncated path
- the sequenced images are stored in the frames table
- using the frames table we create our timeline in the anims table
- finally we can use the timeline to create the MovieClip
"sCollectible.lua" in the "_S" folder. The code:
This System spawns a collectible:
- runs once on init and every game loop (process)
- there are two kind of collectibles: health and jump attacks (updated in the HUD)
There are quite a bit of commented code you can delete as this Entity is immediately removed
sSpritesSorting.lua.lua
"sSpritesSorting.lua.lua" in the "_S" folder. The code:
Finally this System sorts the actors on the y axis:
- runs once on init and every game loop (process)
- there is a distinction between the actor being on floor and jumping
Next?
Congratulations! We have finished our game.
Let's add the final scene: YOU WIN!
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