not use p5play

This commit is contained in:
Joowon Kim 2025-04-25 21:54:21 +09:00
parent debbe6f649
commit 38c2494066
2 changed files with 260 additions and 251 deletions

View File

@ -1,57 +1,68 @@
let animations = {};
let spriteSheets = {};
let P1imgs = {}, P2imgs = {}, itemimgs = {};
let backgroundManager;
let gravity = 0.8;
function preloadAssets() {
// 배경 이미지는 기존 방식 그대로
const bg = loadImage("assets/Mario-Background.png");
// 1) 스프라이트 시트 로드
spriteSheets.backgrounds = loadImage("assets/Mario-Background.png");
spriteSheets.characters = loadImage("assets/Mario-Character+Item.png");
spriteSheets.specialweapon = loadImage("assets/Mario-Enemy.png");
spriteSheets.tileset = loadImage("assets/Mario-Tileset.png");
}
function sliceAssets() {
// 2) 배경 슬라이스 및 Background 인스턴스 생성
const bgsrc = spriteSheets.backgrounds;
const w = 512, h = 512;
const dayImg = createImage(w,h);
const nightImg = createImage(w,h);
dayImg.copy(bg, 514,1565, w,h, 0,0, w,h);
nightImg.copy(bg, 514,5721, w,h, 0,0, w,h);
backgroundManager = new Background(dayImg, nightImg);
const bgDay = createImage(w, h);
const bgNight = createImage(w, h);
bgDay.copy(bgsrc, 514, 1565, w, h, 0, 0, w, h);
bgNight.copy(bgsrc, 514, 5721, w, h, 0, 0, w, h);
backgroundManager = new Background(bgDay, bgNight);
// Mario 애니메이션 로드
animations.marioIdle = loadAnimation(
"assets/Mario-Character+Item.png",
1, 98, 32, 32, 1
);
animations.marioWalk = loadAnimation(
"assets/Mario-Character+Item.png",
75, 98, 32,32, 3
);
animations.marioJump = loadAnimation(
"assets/Mario-Character+Item.png",
215, 98, 32,32, 1
);
animations.marioShoot = loadAnimation(
"assets/Mario-Character+Item.png",
627, 98, 32,32, 1
);
// 3) 크로마키 함수
function applyChromaKey(img, keyColor = {r:147, g:187, b:236}) {
img.loadPixels();
for (let i = 0; i < img.pixels.length; i += 4) {
if (img.pixels[i] === keyColor.r && img.pixels[i+1] === keyColor.g && img.pixels[i+2] === keyColor.b) {
img.pixels[i+3] = 0;
}
}
img.updatePixels();
}
// Luigi 애니메이션 로드
animations.luigiIdle = loadAnimation(
"assets/Mario-Character+Item.png",
1, 629, 32,32, 1
);
animations.luigiWalk = loadAnimation(
"assets/Mario-Character+Item.png",
75, 629, 32,32, 3
);
animations.luigiJump = loadAnimation(
"assets/Mario-Character+Item.png",
215,629, 32,32, 1
);
animations.luigiShoot = loadAnimation(
"assets/Mario-Character+Item.png",
627,629, 32,32, 1
);
// 4) 캐릭터 프레임 슬라이스 (Mario)
const src = spriteSheets.characters;
const cw = 32, ch = 32;
const mi = createImage(cw,ch); mi.copy(src, 1, 98, cw, ch, 0,0, cw,ch);
const mw1= createImage(cw,ch); mw1.copy(src,75, 98, cw,ch,0,0, cw,ch);
const mw2= createImage(cw,ch); mw2.copy(src,108,98, cw,ch,0,0, cw,ch);
const mw3= createImage(cw,ch); mw3.copy(src,141,98, cw,ch,0,0, cw,ch);
const mj = createImage(cw,ch); mj.copy(src,215,98, cw,ch,0,0, cw,ch);
const ma = createImage(cw,ch); ma.copy(src,627,98, cw,ch,0,0, cw,ch);
[mi,mw1,mw2,mw3,mj,ma].forEach(img=>applyChromaKey(img));
P1imgs = { idle:[mi], walk:[mw1,mw2,mw3], jump:[mj], shoot:[ma] };
// 아이템 애니메이션 (단프레임)
animations.mushroom = loadAnimation("assets/Mario-Character+Item.png", 1, 2126, 16, 16, 1);
animations.poison = loadAnimation("assets/Mario-Character+Item.png", 1, 2143, 16, 16, 1);
animations.giant = loadAnimation("assets/Mario-Character+Item.png", 35,2143,32,32, 1);
animations.fire = loadAnimation("assets/Mario-Character+Item.png", 101,2177, 8,8, 1);
animations.bomb = loadAnimation("assets/Mario-Character+Item.png", 194,2143,16,16,1);
animations.bigmissile = loadAnimation("assets/Mario-Enemy.png", 127,356,64,64,1);
// 5) 캐릭터 프레임 슬라이스 (Luigi)
const li = createImage(cw,ch); li.copy(src,1,629,cw,ch,0,0,cw,ch);
const lw1= createImage(cw,ch); lw1.copy(src,75,629,cw,ch,0,0,cw,ch);
const lw2= createImage(cw,ch); lw2.copy(src,108,629,cw,ch,0,0,cw,ch);
const lw3= createImage(cw,ch); lw3.copy(src,141,629,cw,ch,0,0,cw,ch);
const lj = createImage(cw,ch); lj.copy(src,215,629,cw,ch,0,0,cw,ch);
const la = createImage(cw,ch); la.copy(src,627,629,cw,ch,0,0,cw,ch);
[li,lw1,lw2,lw3,lj,la].forEach(img=>applyChromaKey(img));
P2imgs = { idle:[li], walk:[lw1,lw2,lw3], jump:[lj], shoot:[la] };
// 6) 아이템 및 특수 투사체 프레임
const ss = spriteSheets.specialweapon;
const ow=16, oh=16;
const mush = createImage(ow,oh); mush.copy(src,1,2126,ow,oh,0,0,ow,oh);
const poison= createImage(ow,oh); poison.copy(src,1,2143,ow,oh,0,0,ow,oh);
const giant = createImage(2*ow,2*oh); giant.copy(src,35,2143,2*ow,2*oh,0,0,2*ow,2*oh);
const fire = createImage(ow/2,oh/2); fire.copy(src,101,2177,ow/2,oh/2,0,0,ow/2,oh/2);
const bomb = createImage(ow,oh); bomb.copy(src,194,2143,ow,oh,0,0,ow,oh);
const bm = createImage(4*ow,4*oh); bm.copy(ss,127,356,4*ow,4*oh,0,0,4*ow,4*oh);
[mush,poison,giant,fire,bomb,bm].forEach(img=>applyChromaKey(img));
itemimgs = { mush:[mush], poison:[poison], giant:[giant], fire:[fire], bomb:[bomb], bigmissile:[bm] };
}

402
sketch.js
View File

@ -1,22 +1,45 @@
let player;
let gravity = 0.8;
let projectiles = [];
let specialProjectiles = [];
let bombs = [];
let groundY = 500;
let keys = {};
let powerUps = [];
let deathZoneX;
let deathZoneY = 600;
let player1, player2;
let projectiles = [], specialProjectiles = [], bombs = [];
let groundY = 500, deathZoneY = 600;
let controlsP1, controlsP2;
function preload() {
//sprite download
preloadAssets();
}
function setup() {
createCanvas(800, 1600);
sliceAssets();
controlsP1 = { left:'ArrowLeft', right:'ArrowRight', jump:'ArrowUp', attack:'[', bomb:']' };
controlsP2 = { left:'a', right:'d', jump:'w', attack:'t', bomb:'y' };
player1 = new Player(100, 100, P1imgs, controlsP1);
player2 = new Player(200, 100, P2imgs, controlsP2);
}
function draw() {
backgroundManager.draw();
rect(0, groundY, width, 100);
player1.update(); player1.draw();
player2.update(); player2.draw();
handleProjectiles();
handleBombs();
handleSpecialProjectiles();
}
function keyPressed() {
if (key === ' ') backgroundManager.modeChange();
player1.handleKeyPressed(key);
player2.handleKeyPressed(key);
}
function keyReleased() {
player1.handleKeyReleased(key);
player2.handleKeyReleased(key);
}
class Background {
constructor(dayImg, nightImg) {
this.bgDay = dayImg;
@ -51,69 +74,49 @@ class Background {
}
}
}
class Player {
constructor(x,y, imgSet, controls){
this.x = x;
this.y = y;
this.vx = 0;
this.vy = 0;
this.width = 32;
this.height = 32;
constructor(x, y, imgSet, controls) {
this.x = x; this.y = y;
this.vx = 0; this.vy = 0;
this.knockbackVX = 0;
this.width = 32; this.height = 32;
this.onGround = false;
this.jumpCount = 0;
this.deathCount = 10;
this.imgSet = imgSet;
this.controls = controls;//custom keyset
this.keys = {};// key pressed 상태 추적적
this.controls = controls;
this.keys = {};
this.bombHoldStartTime = null;
this.skill = {
resist: false,
fastFire: false,
isGiant: false,
itemCount: 0
}
this.skill = { resist:false, fastFire:false, isGiant:false, itemCount:0 };
this.facing = "right";
this.state = "idle";
this.frame = 0;
}
update() {
// moving
console.log(this.vx);
if (this.keys[this.controls.left]) {
this.vx = -5;
this.facing = "left";
}
else if (this.keys[this.controls.right]) {
this.vx = 5;
this.facing = "right";
}
else {
this.vx = 0;
}
//ground judge
let inputVX = 0;
if (this.keys[this.controls.left]) { inputVX = -5; this.facing = "left"; }
else if (this.keys[this.controls.right]){ inputVX = 5; this.facing = "right"; }
this.vx = inputVX + this.knockbackVX;
this.vy += gravity;
this.x += this.vx;
this.y += this.vy;
this.x += this.vx;
this.y += this.vy;
if (this.y + this.height >= groundY) {
this.y = groundY - this.height;
this.vy = 0;
this.onGround = true;
this.jumpCount = 0;
this.state = "idle";
}
else {
this.state = "idle";
} else {
this.onGround = false;
this.state = "jump";
}
//낙사
this.knockbackVX *= 0.9;
if (abs(this.knockbackVX) < 0.1) this.knockbackVX = 0;
if (this.y > deathZoneY) {
this.deathCount--;
this.state = "dead";
@ -121,71 +124,54 @@ class Player {
}
}
respawn(){
this.x = 100;
this.y = 100;
this.vx = 0;
this.vy = 0;
respawn() {
this.x = 100; this.y = 100;
this.vx = this.vy = this.knockbackVX = 0;
}
jump() {
if(this.jumpCount < 2) {
if (this.jumpCount < 2) {
this.vy = -15;
this.jumpCount++;
}
}
//3 attack logic
shoot() {
console.log("shoot");
const spawnX = this.facing === 'right' ? this.x + this.width : this.x;
const spawnY = this.y + this.height / 2;
const spawnX = this.facing === 'right' ? this.x + this.width : this.x - 16;
const spawnY = this.y + this.height/2;
const dir = this.facing === 'right' ? 20 : -20;
const proj = new Projectile(spawnX, spawnY, dir);
projectiles.push(proj);
projectiles.push(new Projectile(spawnX, spawnY, dir));
}
dropBomb() {
console.log("bomb");
const bombX = this.x + this.width / 2;
const bombY = this.y;
bombs.push(new Bomb(bombX, bombY));
const bx = this.x + this.width/2;
const by = this.y + this.height;
bombs.push(new Bomb(bx, by));
}
fireBigMissile() {
console.log("받아라 비장의무기~~");
const dir = this.facing === "right" ? 5 : -5;
specialProjectiles.push(new BigMissile(this.x, this.y, dir));
this.skill.itemCount = this.skill.itemCount - 3;
const dir = this.facing === 'right' ? 5 : -5;
const mW = 64 * 2, mH = 64 * 2;
const spawnX = this.facing === 'right'
? this.x + this.width
: this.x - mW;
const spawnY = this.y + this.height - mH;
specialProjectiles.push(new BigMissile(spawnX, spawnY, dir));
}
//end..
handleKeyPressed(k) {
this.keys[k] = true;
if (k === this.controls.jump) this.jump();
if (k === this.controls.attack) this.shoot();
if (k === this.controls.bomb) {
if (this.skill.itemCount >= 3 && this.bombHoldStartTime === null) {
this.bombHoldStartTime = millis();
}
else {
this.dropBomb();
}
}
if (k === this.controls.jump) this.jump();
if (k === this.controls.attack)this.shoot();
if (k === this.controls.bomb) this.bombHoldStartTime = millis();
}
handleKeyReleased(k) {
this.keys[k] = false;
if (k === this.controls.bomb && this.bombHoldStartTime !== null) {
const heldDuration = millis() - this.bombHoldStartTime;
if (heldDuration >= 2000 && this.skill.itemCount >= 3) {
this.fireBigMissile(); // 대형 미사일 발사
this.skill.itemCount = this.skill.itemCount - 3; // 카운트 초기화
}
// 초기화 (2초 미만이어도 시간 초기화)
const held = millis() - this.bombHoldStartTime;
if (held >= 1000 ) this.fireBigMissile();
else this.dropBomb();
this.bombHoldStartTime = null;
}
}
@ -196,24 +182,21 @@ class Player {
if (this.facing === 'left') {
translate(this.x + this.width, this.y);
scale(-1,1);
image(img, 0, 0, this.width, this.height);
image(img, 0,0, this.width, this.height);
} else {
image(img, this.x, this.y, this.width, this.height);
}
pop();
}
}
class Projectile {
constructor(x, y, vx, width = 8, height = 8) {
this.x = x;
this.y = y;
this.vx = vx;
this.width = width;
this.height = height;
this.spawnTime = millis();
this.lifetime = 10000;
constructor(x, y, vx, w=8, h=8) {
this.x = x; this.y = y;
this.vx = vx; this.width = w; this.height = h;
this.spawnTime = millis(); this.lifetime = 10000;
this.shouldDestroy = false;
}
@ -221,29 +204,26 @@ class Projectile {
this.x += this.vx;
for (const t of targets) {
if(this.hits(t)) {
const knockback = this.vx;
t.vx += knockback;
if (this.hits(t)) {
t.knockbackVX += this.vx * 0.5;
this.shouldDestroy = true;
}
}
if (millis() - this.spawnTime > this.lifetime) {
this.shouldDestroy = true;
}
}
draw() {
fill(255, 100, 0);
rect(this.x, this.y, this.width, this.height);
image(itemimgs.fire[0], this.x, this.y, this.width * 2, this.height * 2);
}
destroy() {
return this.shouldDestroy;
}
// 충돌 체크 메서드
hits(target) {
console.log("shoot hit!");
return (
this.x < target.x + target.width &&
this.x + this.width > target.x &&
@ -255,80 +235,151 @@ class Projectile {
class Bomb {
constructor(x,y) {
constructor(x, y) {
this.x = x;
this.y = y;
this.width = 16;
this.width = 16;
this.height = 16;
this.timer = 100;
this.shouldDestroy = false;
this.timer = 60; // 폭발 대기 프레임 수
this.explodeTimer = 15; // 폭발 시각화 지속 프레임 수
this.exploded = false; // 폭발 상태 플래그
this.shouldRemove = false; // 완전 제거 플래그
this.radius = 100; // 넉백 및 시각화 반경(이 값을 키워 범위 확대)
}
update() {
this.timer --;
if(this.timer <=0){
this.shouldDestroy = true;
if (!this.exploded) {
// 타이머가 0 이 되면 폭발 시작
this.timer--;
if (this.timer <= 0) {
this.exploded = true;
this.explode(); // 넉백 한 번 적용
}
} else {
// 폭발 시각화가 끝나면 제거
this.explodeTimer--;
if (this.explodeTimer <= 0) {
this.shouldRemove = true;
}
}
}
explode() {
console.log("exploded");
// 폭발 반경 내 모든 플레이어에게 넉백 적용
[player1, player2].forEach(p => {
const cx = this.x + this.width/2;
const cy = this.y + this.height/2;
const px = p.x + p.width/2;
const py = p.y + p.height/2;
const d = dist(cx, cy, px, py);
if (d < this.radius) {
const angle = atan2(py - cy, px - cx);
const force = map(d, 0, this.radius, 20, 5);
p.knockbackVX += cos(angle) * force * 2;
p.vy += sin(angle) * force * 2;
}
});
}
draw() {
fill(255,0,0);
rect(this.x, this.y, this.width, this.height);
if (!this.exploded) {
image(itemimgs.bomb[0], this.x, this.y, this.width * 2, this.height * 2);
} else {
// 폭발 중일 땐 커다란 반투명 원으로 시각화
noFill();
stroke(255, 150, 0);
strokeWeight(4);
ellipse(
this.x + this.width/2,
this.y + this.height/2,
this.radius * 2,
this.radius * 2
);
noStroke();
}
}
destroy() {
return this.shouldDestroy;
return this.shouldRemove;
}
}
class BigMissile {
constructor(x,y,vx) {
this.x = x;
this.y = y;
this.vx = vx;
this.width = 64;
this.height = 64
constructor(x, y, vx) {
this.spawnTime = millis();
this.lifetime = 20000;
this.shouldDestroy = false;
this.width = 64;
this.height = 64;
this.vx = vx;
// 하단 정렬: 플레이어 바닥 높이에 맞추기 위해 y에서 2배 높이만큼 올림
this.x = x;
this.y = y - this.height;
}
update(targets) {
this.x += this.vx;
for (const t of targets) {
if (this.hits(t)) {
const knockback = this.vx * 0.1;
t.vx += knockback;
// 강력한 넉백
const force = this.vx * 2;
t.knockbackVX += force;
// 겹침 방지: 대상 위치 조정
const w = this.width * 2;
if (this.vx > 0) {
// 미사일이 오른쪽으로 이동 중이면 대상은 미사일 우측으로 밀어냄
t.x = this.x + w;
} else {
// 왼쪽 이동 중이면 대상은 미사일 좌측으로
t.x = this.x - t.width;
}
// 미사일은 충돌로 사라지지 않음
break;
}
}
if (millis() - this.spawnTime > this.lifetime) {
this.shouldDestroy = true;
}
}
draw() {
fill(255, 0, 255);
rect(this.x, this.y, this.width, this.height);
const img = itemimgs.bigmissile[0];
push();
if (this.vx > 0) {
// 왼쪽 발사시 이미지 뒤집기
translate(this.x + this.width * 2, this.y);
scale(-1, 1);
image(img, 0, 0, this.width * 2, this.height * 2);
}
else {
image(img, this.x, this.y, this.width * 2, this.height * 2);
}
pop();
}
hits(target) {
// 미사일 자체 크기로 충돌 영역 계산 (2배 확대된 폭)
const w = this.width * 2;
const h = this.height * 2;
return (
this.x < target.x + target.width &&
this.x + w > target.x &&
this.y < target.y + target.height &&
this.y + h > target.y
);
}
destroy() {
return this.shouldDestroy;
}
explode() {
console.log("explode");
}
}
class Item {
}
function handleProjectiles() {
for (let i = projectiles.length - 1; i >= 0; i--) {
projectiles[i].update([player1, player2]);
@ -339,15 +390,13 @@ function handleProjectiles() {
}
}
}
function handleBombs() {
for (let i = bombs.length - 1; i >= 0; i--) {
bombs[i];
bombs[i].update([player1, player2]);
bombs[i].draw();
if (bombs[i].destroy()) {
bombs[i].explode();
bombs.splice(i, 1); // 제거
const b = bombs[i];
b.update();
b.draw();
if (b.destroy()) {
bombs.splice(i, 1);
}
}
}
@ -359,55 +408,4 @@ function handleSpecialProjectiles() {
specialProjectiles.splice(i, 1);
}
}
}
let backgroundManager;
function setup() {
createCanvas(800, 1600);
sliceImages();
const bgsrc = spriteSheets.backgrounds;
const w = 512, h = 512;
const bgDay = createImage(w, h);
const bgNight = createImage(w, h);
bgDay.copy(bgsrc, 514, 1565, w, h, 0, 0, w, h);
bgNight.copy(bgsrc, 514, 5721, w, h, 0, 0, w, h);
backgroundManager = new Background(bgDay, bgNight);
player1 = new Player(0, 0, P1imgs, controlsP1);
player2 = new Player(0, 0, P2imgs, controlsP2);
}
function draw() {
backgroundManager.draw();
rect(0, groundY, width, 100);
player1.update();
player1.draw();
player2.update();
player2.draw();
handleProjectiles();
handleBombs();
handleSpecialProjectiles();
}
function keyPressed(){
if(key === ' '){//spacebar(임시)
backgroundManager.modeChange();
}
player1.handleKeyPressed(key);
player2.handleKeyPressed(key);
}
function keyReleased() {
player1.handleKeyReleased(key);
player2.handleKeyReleased(key);
}
}