clean up level 02

This commit is contained in:
Juraj Michalek
2015-12-27 21:10:05 +01:00
parent 7ca021b51b
commit d824f78071
5 changed files with 44 additions and 17 deletions

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After

Width:  |  Height:  |  Size: 28 KiB

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@@ -26,6 +26,7 @@ state.preload = function() {
this.addSpriteSheet('oneWay', './data/images/gfx64/st_oneway.png', 64, 64 );
this.addSpriteSheet('finishMarker', './data/images/gfx64/finish_marker.png', 64, 64 );
this.addSpriteSheet('button', './data/images/gfx64/button.png', 128, 64 );
this.addSpriteSheet('teleport', './data/images/gfx64/st_spitter_idle.png', 64, 64);
}
state.velocityX = 64;
@@ -35,7 +36,6 @@ state.create = function() {
var level = levels[this.game.levelIndex - 1];
this.tilemap = new Kiwi.GameObjects.Tilemap.TileMap(this, 'level' + this.game.levelIndex.toString(), this.textures.base);
this.character = new Kiwi.GameObjects.Sprite(this, this.textures.character, 2*64 - 8, 64 - 8);
// Hitbox is detecting collision in future step.
// This is little bit counter intuitive.
@@ -53,23 +53,29 @@ state.create = function() {
this.finishMarker.animation.add('idle', [ 0, 1, 2, 3, 2, 1 ], 0.3, true);
this.finishMarker.animation.play('idle', true);
// Load level specific data
level.create(this);
// Ground layer
this.addChild(this.tilemap.layers[0]);
this.addChild(this.character);
// Load level specific data
level.create(this);
this.addChild(this.finishMarker);
// Walls layer
this.addChild(this.tilemap.layers[1]);
this.addChild(this.finishMarker);
// Add action objects
this.addChild(this.redirectorGroup);
this.addChild(this.character);
// Sky layer
this.addChild(this.tilemap.layers[2]);
// Create collision layer
for(var i = 21; i < this.tilemap.tileTypes.length; i++) {
this.tilemap.tileTypes[i].allowCollisions = Kiwi.Components.ArcadePhysics.ANY;
}
this.keyboard = this.game.input.keyboard;
@@ -214,8 +220,13 @@ state.checkCollision = function () {
for ( var i = 0; i < redirectors.length; i++ ) {
var redirector = redirectors[i];
if (((Math.round(positionX/64) == Math.round(redirector.x/64) )) && (Math.round(positionY/64) == Math.round(redirector.y/64))) {
this.character.physics.velocity.x = redirector.affectVelocityX;
this.character.physics.velocity.y = redirector.affectVelocityY;
if (redirector.type == 'vector') {
this.character.physics.velocity.x = redirector.affectVelocityX;
this.character.physics.velocity.y = redirector.affectVelocityY;
} else if (redirector.type == 'teleport') {
this.character.x = redirector.affectedX - 8;
this.character.y = redirector.affectedY - 8;
}
this.character.y = Math.round(this.character.y);
this.character.x = Math.round(this.character.x);
}

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@@ -1,7 +1,6 @@
var level1 = {};
level1.create = function(context) {
// Create redirector objects
addRedirector(context, 10, 2, 1, 0, 0);
addRedirector(context, 10, 3, 0, 1, 6);
@@ -14,11 +13,5 @@ level1.create = function(context) {
// Define finish coordinates
context.finishMarker.x = 6*64;
context.finishMarker.y = 4*64;
// Create collision layer
for(var i = 21; i < context.tilemap.tileTypes.length; i++) {
context.tilemap.tileTypes[i].allowCollisions = Kiwi.Components.ArcadePhysics.ANY;
}
}

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@@ -1,8 +1,30 @@
var level2 = {};
level2.create = function(context) {
// Define finish coordinates
context.finishMarker.x = 8*64;
context.finishMarker.y = 2*64;
// Add teleport
var teleport = new Kiwi.GameObjects.Sprite(context, context.textures.teleport, 4*64, 2*64);
teleport.animation.add('idle', [ 0, 1, 2, 3 ], 0.3, true);
teleport.animation.play('idle', true);
teleport.type = 'teleport';
teleport.affectedX = 9*64;
teleport.affectedY = 2*64;
context.redirectorGroup.addChild(teleport);
// Add target teleport marker
var teleportTarget = new Kiwi.GameObjects.Sprite(context, context.textures.teleport, 9*64, 2*64);
teleportTarget.animation.add('idle', [ 3, 2, 1, 0 ], 0.3, true);
teleportTarget.animation.play('idle', true);
teleportTarget.type = 'teleport';
teleportTarget.affectedX = 4*64;
teleportTarget.affectedY = 2*64;
context.redirectorGroup.addChild(teleportTarget);
// Create redirector objects
addRedirector(context, 9, 1, -1, 0, 9);
addRedirector(context, 9, 3, 1, 0, 0);
addRedirector(context, 10, 2, 0, -1, 3);
}

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@@ -3,6 +3,7 @@
*/
function addRedirector(context, x, y, vectorX, vectorY, imageIndex) {
var redirector = new Kiwi.GameObjects.Sprite(context, context.textures.oneWay, x*64, y*64);
redirector.type = 'vector';
redirector.affectVelocityX = context.velocityX * vectorX;
redirector.affectVelocityY = context.velocityY * vectorY;
redirector.cellIndex = imageIndex;