initial commit

This commit is contained in:
Juraj Michalek
2015-12-25 17:51:53 +01:00
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README.md Normal file
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PF 2016 - Initial version
This is initial version of PF 2016.
Author: Juraj Michalek
Credits:
Kiwi.JS
- HTML5 Game Framework - http://www.kiwijs.org/
Graphic assets
- Open souce game Enigma - http://www.nongnu.org/enigma/
Image operations
- GIMP - https://www.gimp.org/
Map editor
- Tiled - http://www.mapeditor.org/
Coding
- Visual Studio Code - https://code.visualstudio.com/
- Cloud9 IDE - https://c9.io

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<!DOCTYPE html>
<html>
<head>
<title>PF 2016</title>
<script src="js/kiwi-js-v1.4.0/kiwi.js"></script>
</head>
<body>
<script>
var state = new Kiwi.State('state');
state.preload = function() {
this.addJSON('tilemap', 'tilemap.json');
this.addSpriteSheet('base', './data/images/gfx64/tiles.png', 64, 64);
this.addSpriteSheet('character', './data/images/gfx64/marble_black.png', 80, 80 );
}
state.create = function() {
this.tilemap = new Kiwi.GameObjects.Tilemap.TileMap(this, 'tilemap', this.textures.base);
this.character = new Kiwi.GameObjects.Sprite(this, this.textures.character, 2*64, 64);
this.character.box.hitbox = new Kiwi.Geom.Rectangle( 20, 20, 50, 50 );
this.character.physics = this.character.components.add( new Kiwi.Components.ArcadePhysics( this.character, this.character.box ) );
this.character.physics.acceleration.y = 0;
this.character.physics.maxVelocity.y = 140;
this.character.animation.add('walking', [ 0, 1 ], 0.2, true);
this.character.animation.add('idle', [ 2, 3, 4, 5 ], 0.2, false, false);
this.addChild(this.tilemap.layers[0]);
this.addChild(this.character);
this.addChild(this.tilemap.layers[1]);
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;
this.leftKey = this.keyboard.addKey(Kiwi.Input.Keycodes.LEFT, true);
this.rightKey = this.keyboard.addKey(Kiwi.Input.Keycodes.RIGHT, true);
//Prevent the down key from scrolling the page
this.keyboard.addKey(Kiwi.Input.Keycodes.DOWN, true);
this.keyboard.onKeyDownOnce.add(this.keyDownOnce, this);
this.keyboard.onKeyUp.add(this.keyUp, this);
this.character.input.onUp.add( this.activateScene, this );
this.myButton = new Kiwi.HUD.Widget.Button( this.game, 'PRESS ME!', 260, 50 );
this.game.huds.defaultHUD.addWidget( this.myButton );
this.myButton.style.color = 'white';
this.myButton.style.fontSize = '2em';
this.myButton.style.fontWeight = 'bold';
this.myButton.style.padding = '0.5em 1em';
this.myButton.style.backgroundColor = 'black';
this.myButton.style.cursor = 'pointer';
this.myButton.input.onDown.add( this.buttonPressed, this );
this.myButton.input.onUp.add( this.buttonReleased, this );
// this.myButton.input.onOver.add( this.buttonOver, this );
// this.myButton.input.onOut.add( this.buttonOut, this );
}
state.buttonPressed = function() {
this.myButton.y = 55;
}
state.buttonReleased = function() {
this.myButton.y = 50;
this.myButton.text = 'THANK YOU :)';
this.character.physics.velocity.x = 0;
this.character.physics.velocity.y = 0;
}
state.activateScene = function () {
this.character.physics.velocity.y = 40;
}
state.update = function () {
//Update all the gameobjects
Kiwi.State.prototype.update.call(this);
//Update physics
this.checkCollision();
this.updateCharacterMovement();
this.updateCharacterAnimation();
// this.resetCharacter();
}
state.updateCharacterAnimation = function () {
if(( this.character.physics.velocity.y != 0 ) || (this.character.physics.velocity.x != 0)) {
this.character.animation.play('walking', false);
} else {
this.character.animation.play('idle', false);
}
}
//Resolve collisions between the character and the first layer.
state.checkCollision = function () {
this.tilemap.layers[1].physics.overlapsTiles( this.character, true );
}
state.updateCharacterMovement = function () {
//Move the player/character
if ( this.leftPressed ) {
this.character.scaleX = -1;
this.character.physics.velocity.x = -40;
} else if ( this.rightPressed ) {
this.character.scaleX = 1;
this.character.physics.velocity.x = 40;
}
}
//When the key is pressed
state.keyDownOnce = function(keyCode, key) {
if( keyCode === this.rightKey.keyCode ){
this.rightPressed = true;
}
if( keyCode === this.leftKey.keyCode ){
this.leftPressed = true;
}
}
//When the key is released
state.keyUp = function(keyCode, key) {
if( keyCode === this.rightKey.keyCode ){
this.rightPressed = false;
}
if( keyCode === this.leftKey.keyCode ){
this.leftPressed = false;
}
}
var game = new Kiwi.Game(null, 'PF 2016', state);
</script>
</body>
</html>

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tilemap.json Normal file
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{ "height":6,
"layers":[
{
"data":[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
"height":6,
"name":"ground",
"opacity":1,
"type":"tilelayer",
"visible":true,
"width":18,
"x":0,
"y":0
},
{
"data":[0, 51, 51, 51, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 31, 0, 21, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21, 0, 51, 51, 51, 51, 51, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 31, 0, 0, 0, 0, 0, 21, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 41, 51, 51, 51, 21, 0, 31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21, 51, 21, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
"height":6,
"name":"walls",
"opacity":1,
"type":"tilelayer",
"visible":true,
"width":18,
"x":0,
"y":0
}],
"nextobjectid":1,
"orientation":"orthogonal",
"properties":
{
},
"renderorder":"right-down",
"tileheight":64,
"tilesets":[
{
"firstgid":1,
"image":"data\/images\/gfx64\/tiles.png",
"imageheight":400,
"imagewidth":640,
"margin":0,
"name":"base",
"properties":
{
},
"spacing":0,
"tilecount":60,
"tileheight":64,
"tilewidth":64
}],
"tilewidth":64,
"version":1,
"width":18
}