image download done

This commit is contained in:
Joowon Kim 2025-04-24 14:27:25 +09:00
parent 0ca1d62b33
commit 12946d2b01

221
sketch.js
View File

@ -8,9 +8,6 @@ let powerUps = [];
let deathZoneX;
let deathZoneY = 600;
let controlsP1, controlsP2;
let P1img = [];
let P2img = [];
let spriteSheets = {};
@ -21,24 +18,6 @@ function preload() {
spriteSheets.specialweapon = loadImage("assets/Mario-Enemy.png");
spriteSheets.tileset = loadImage("assets/Mario-Tileset.png");
//player contoller
controlsP1 = {
left: 'ArrowLeft',
right: 'ArrowRight',
jump: 'ArrowUp',
attack: '[',
bomb: ']'
};
controlsP2 = {
left: 'a',
right: 'd',
jump: 'w',
attack: 't',
bomb: 'y'
};
//character sprite
}
class Background {
constructor(dayImg, nightImg) {
@ -106,6 +85,7 @@ class Player {
}
update() {
// moving
if (this.keys[this.controls.left]) {
this.vx = -5;
this.facing = "left";
@ -120,8 +100,14 @@ class Player {
this.vx = 0;
this.state = "idle";
}
//shoot anim
if (this.state === 'shoot' && millis() - this.lastFrameChange > this.attackFrameDuration) {
this.state = this.onGround ? 'idle' : 'jump'; // 공격 끝나면 원래 상태로
this.frame = 0;
}
//ground judge
this.vy += gravity;
this.x += this.vx;
this.y += this.vy;
@ -165,7 +151,10 @@ class Player {
if (this.power.fastFire || frameCount % 20 === 0) {
const direction = this.facing === "right" ? 10 : -10;
projectiles.push(new Projectile(this.x, this.y, direction));
this.lastFrameChange = millis();
}
}
dropBomb() {
@ -229,37 +218,199 @@ class Player {
let backgroundManager;
let P1imgs = [];
let P2imgs = [];
let itemimgs = [];
function setup() {
createCanvas(800,600);
createCanvas(800, 1600);
const bgsource = spriteSheets.backgrounds;
const bgDay = createImage(512, 512);
const bgWidth = 512;
const bgHeight = 512
const bgDay = createImage(bgWidth, bgHeight);
bgDay.copy(bgsource,
514, 1565,
512, 512,
0, 0,
512, 512);
const bgNight = createImage(512, 512);
514, 1565, bgWidth, bgHeight,
0, 0, bgWidth, bgHeight);
const bgNight = createImage(bgWidth, bgHeight);
bgNight.copy(bgsource,
514, 5721,
512, 512,
0, 0,
512, 512);
514, 5721, bgWidth, bgHeight,
0, 0, bgWidth, bgHeight);
backgroundManager = new Background(bgDay, bgNight);
console.log("background load done...");
//background setup done...
//player key setting
controlsP1 = {
left: 'ArrowLeft',
right: 'ArrowRight',
jump: 'ArrowUp',
attack: '[',
bomb: ']'
};
controlsP2 = {
left: 'a',
right: 'd',
jump: 'w',
attack: 't',
bomb: 'y'
};
console.log("player key setting done...");
//player img setting
const chracterSource = spriteSheets.characters;
const chracterWidth = 32;
const chracterHeight = 32;
const marioIdle = createImage(chracterWidth, chracterHeight);
marioIdle.copy(chracterSource, 1, 98, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const marioWalk1 = createImage(chracterWidth, chracterHeight);
marioWalk1.copy(chracterSource, 75, 98, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const marioWalk2 = createImage(chracterWidth, chracterHeight);
marioWalk2.copy(chracterSource, 108, 98, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const marioWalk3 = createImage(chracterWidth, chracterHeight);
marioWalk3.copy(chracterSource, 141, 98, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const marioJump = createImage(chracterWidth, chracterHeight);
marioJump.copy(chracterSource, 215, 98, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const marioAttack = createImage(chracterWidth, chracterHeight);
marioAttack.copy(chracterSource, 627, 98, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
P1imgs = {
idle: [marioIdle], // idle은 이미지 1장만
walk: [marioWalk1, marioWalk2, marioWalk3], // walk는 3장으로 애니메이션
jump: [marioJump], // jump는 이미지 1장
shoot: [marioAttack] // shoot도 이미지 1장
}
const luigiIdle = createImage(chracterWidth, chracterHeight);
luigiIdle.copy(chracterSource, 1, 629, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const luigiWalk1 = createImage(chracterWidth, chracterHeight);
luigiWalk1.copy(chracterSource, 75, 629, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const luigiWalk2 = createImage(chracterWidth, chracterHeight);
luigiWalk2.copy(chracterSource, 108, 629, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const luigiWalk3 = createImage(chracterWidth, chracterHeight);
luigiWalk3.copy(chracterSource, 141, 629, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const luigiJump = createImage(chracterWidth, chracterHeight);
luigiJump.copy(chracterSource, 215, 629, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const luigiAttack = createImage(chracterWidth, chracterHeight);
luigiAttack.copy(chracterSource, 627, 629, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
P2imgs = {
idle: [luigiIdle], // idle은 이미지 1장만
walk: [luigiWalk1, luigiWalk2, luigiWalk3], // walk는 3장으로 애니메이션
jump: [luigiJump], // jump는 이미지 1장
shoot: [luigiAttack] // shoot도 이미지 1장
}
console.log("player image loading done...");
// chracter image setting done..
// other sprite loading -> item : character, enemy에 몇개씩 있음음 그림마다 다 달라서 그냥 다 정의할게요 귀찮다..
const specialSource = spriteSheets.specialweapon;
const objWidth = 16;
const objHeight = 16;
const mushImg = createImage(objWidth, objHeight);
mushImg.copy(chracterSource, 1, 2126, objWidth, objHeight, 0, 0, objWidth, objHeight);
const poisonImg = createImage(objWidth, objHeight);
poisonImg.copy(chracterSource, 1, 2143, objWidth, objHeight, 0, 0, objWidth, objHeight);
const giantImg = createImage(2 * objWidth, 2 * objHeight);
giantImg.copy(chracterSource, 35, 2143, 2 * objWidth, 2 * objHeight, 0, 0, 2 * objWidth, 2 * objHeight);
const fireImg_normal = createImage(objWidth / 2, objHeight / 2);
fireImg_normal.copy(chracterSource, 101, 2177, objWidth / 2, objHeight / 2, 0, 0, objWidth / 2, objHeight / 2);
const bombImg = createImage(objWidth, objHeight);
bombImg.copy(chracterSource, 194, 2143, objWidth, objHeight, 0, 0, objWidth, objHeight);
const fireImg_inchant = createImage(2 * objWidth, objHeight);
fireImg_inchant.copy(specialSource, 258, 191, 2 * objWidth, objHeight, 0, 0, 2 * objWidth, objHeight);
const missile = createImage(4 * objWidth, 4 * objHeight);
missile.copy(specialSource, 127, 356, 4 * objWidth, 4 * objHeight, 0, 0, 4 * objWidth, 4 * objHeight);
itemimgs = {
mush : [mushImg],
poison : [poisonImg],
giant : [giantImg],
fire : [fireImg_normal],
fire_reinforce : [fireImg_inchant],
bomb : [bombImg],
bigmissile : [missile]
}
console.log("obj img loading done...");
//object img loading done...
}
function draw() {
// 🔲 배경 및 바닥
backgroundManager.draw();
// 임시 바닥
fill(100);
rect(0, groundY, width, 100);
// 🟩 디버그용 이미지 시각화 (캐릭터 및 아이템)
let margin = 20;
let size = 48; // 출력 이미지 크기
let y = 600; // 출력 시작 위치
textSize(14);
fill(0);
noStroke();
// Player 1 이미지
text("Player 1", margin, y);
y += margin;
for (const state in P1imgs) {
text(state, margin, y + size / 2);
for (let i = 0; i < P1imgs[state].length; i++) {
image(P1imgs[state][i], margin + 80 + i * (size + 10), y, size, size);
}
y += size + 20;
}
// Player 2 이미지
y += margin;
text("Player 2", margin, y);
y += margin;
for (const state in P2imgs) {
text(state, margin, y + size / 2);
for (let i = 0; i < P2imgs[state].length; i++) {
image(P2imgs[state][i], margin + 80 + i * (size + 10), y, size, size);
}
y += size + 20;
}
// 아이템 이미지
y += margin * 2;
text("Items (raw list)", margin, y);
y += margin;
const rawItems = [
{ name: "Mushroom", img: mushImg },
{ name: "Poison", img: poisonImg },
{ name: "Giant", img: giantImg },
{ name: "Fire Normal", img: fireImg_normal },
{ name: "Bomb", img: bombImg },
{ name: "Fire Inchant", img: fireImg_inchant },
{ name: "Missile", img: missile }
];
for (let i = 0; i < rawItems.length; i++) {
const x = margin + i * (size + 30);
image(rawItems[i].img, x, y, size, size);
textAlign(CENTER);
text(rawItems[i].name, x + size / 2, y + size + 14);
}
// 🟦 itemimgs 객체 기반 출력
y += size + 50;
text("Items (from itemimgs)", margin, y);
y += margin;
let i = 0;
for (const key in itemimgs) {
const x = margin + i * (size + 30);
image(itemimgs[key][0], x, y, size, size);
textAlign(CENTER);
text(key, x + size / 2, y + size + 14);
i++;
}
}
function keyPressed(){
if(key === ' '){//spacebar(임시시)
backgroundManager.modeChange();