basic moving logic
This commit is contained in:
parent
12946d2b01
commit
e10e667855
305
sketch.js
305
sketch.js
|
@ -1,7 +1,10 @@
|
|||
let player;
|
||||
let gravity = 0.8;
|
||||
|
||||
let projectiles = [];
|
||||
let specialProjectiles = [];
|
||||
let bombs = [];
|
||||
|
||||
let groundY = 500;
|
||||
let keys = {};
|
||||
let powerUps = [];
|
||||
|
@ -55,33 +58,32 @@ class Background {
|
|||
}
|
||||
|
||||
class Player {
|
||||
constructor(x,y, imgSet, controls, spawnX){
|
||||
constructor(x,y, imgSet, controls){
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.vx = 0;
|
||||
this.vy = 0;
|
||||
this.width = 32;
|
||||
this.height = 32;
|
||||
|
||||
this.onGround = false;
|
||||
this.jumpCount = 0;
|
||||
this.deathCount = 10;
|
||||
this.imgSet = imgSet;
|
||||
|
||||
|
||||
//animation
|
||||
this.frame = 0;
|
||||
this.animationCnt = 0;
|
||||
this.facing = "right";
|
||||
this.state = "idle"; // idle, walk, jump, shoot, dead
|
||||
|
||||
this.controls = controls;//custom keyset
|
||||
this.keys = {};// key pressed 상태 추적적
|
||||
|
||||
this.bombHoldStartTime = null;
|
||||
this.skill = {
|
||||
resist: false,
|
||||
fastFire: false,
|
||||
bigMode: false,
|
||||
isGiant: false,
|
||||
itemCount: 0
|
||||
}
|
||||
this.bombHoldStartTime = null;
|
||||
this.facing = "right";
|
||||
this.state = "idle";
|
||||
this.frame = 0;
|
||||
}
|
||||
|
||||
update() {
|
||||
|
@ -89,22 +91,13 @@ class Player {
|
|||
if (this.keys[this.controls.left]) {
|
||||
this.vx = -5;
|
||||
this.facing = "left";
|
||||
this.state = "walk";
|
||||
}
|
||||
else if (this.keys[this.controls.right]) {
|
||||
this.vx = 5;
|
||||
this.facing = "right";
|
||||
this.state = "walk";
|
||||
}
|
||||
else {
|
||||
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
|
||||
|
@ -112,8 +105,8 @@ class Player {
|
|||
this.x += this.vx;
|
||||
this.y += this.vy;
|
||||
|
||||
if (this.y + 50 >= groundY) {
|
||||
this.y = groundY - 50;
|
||||
if (this.y + this.height >= groundY) {
|
||||
this.y = groundY - this.height;
|
||||
this.vy = 0;
|
||||
this.onGround = true;
|
||||
this.jumpCount = 0;
|
||||
|
@ -143,29 +136,31 @@ class Player {
|
|||
jump() {
|
||||
if(this.jumpCount < 2) {
|
||||
this.vy = -15;
|
||||
this.jumpCount;
|
||||
this.jumpCount++;
|
||||
}
|
||||
}
|
||||
|
||||
//3 attack logic
|
||||
shoot() {
|
||||
if (this.power.fastFire || frameCount % 20 === 0) {
|
||||
const direction = this.facing === "right" ? 10 : -10;
|
||||
if (this.skill.fastFire || frameCount % 20 === 0) {
|
||||
const direction = this.facing === "right" ? 20 : -20;
|
||||
projectiles.push(new Projectile(this.x, this.y, direction));
|
||||
|
||||
this.lastFrameChange = millis();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
dropBomb() {
|
||||
bombs.push(new Bomb(this.x, this.y));
|
||||
const bombX = this.x + this.width / 2;
|
||||
const bombY = this.y;
|
||||
bombs.push(new Bomb(bombX, bombY));
|
||||
}
|
||||
|
||||
fireBigMissile() {
|
||||
console.log("받아라 비장의무기~~");
|
||||
const dir = this.facing === "right" ? 20 : -20;
|
||||
const dir = this.facing === "right" ? 5 : -5;
|
||||
specialProjectiles.push(new BigMissile(this.x, this.y, dir));
|
||||
this.skill.itemCount = this.skill.itemCount - 3;
|
||||
}
|
||||
//end..
|
||||
|
||||
handleKeyPressed(k) {
|
||||
this.keys[k] = true;
|
||||
|
@ -189,7 +184,7 @@ class Player {
|
|||
|
||||
if (heldDuration >= 2000 && this.skill.itemCount >= 3) {
|
||||
this.fireBigMissile(); // 대형 미사일 발사
|
||||
this.skill.itemCount = 0; // 카운트 초기화
|
||||
this.skill.itemCount = this.skill.itemCount - 3; // 카운트 초기화
|
||||
}
|
||||
|
||||
// 초기화 (2초 미만이어도 시간 초기화)
|
||||
|
@ -198,24 +193,163 @@ class Player {
|
|||
}
|
||||
|
||||
draw() {
|
||||
//그리기기
|
||||
const img = this.imgSet[this.state][this.frame];
|
||||
|
||||
push();
|
||||
if(this.facing === "left"){
|
||||
scale(-1, 1);
|
||||
image(img, -this.x - 30, this.y, 30, 50);
|
||||
}
|
||||
else{
|
||||
image(img, this.x, this.y)
|
||||
push(); // 1) 상태 저장
|
||||
if (this.facing === 'left') {
|
||||
// (선택) 기준점을 옮긴 뒤 뒤집으면 좀 더 직관적입니다.
|
||||
translate(this.x + this.width, this.y);
|
||||
scale(-1,1);
|
||||
image(img, 0, 0, this.width, this.height);
|
||||
} else {
|
||||
image(img, this.x, this.y, this.width, this.height);
|
||||
}
|
||||
pop(); // 2) 좌표계 원상복구
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//목숨표시시
|
||||
fill(0);
|
||||
class Projectile {
|
||||
constructor(x, y, vx, width, height) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.vx = vx;
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.spawnTime = millis();
|
||||
this.lifetime = 10000;
|
||||
this.shouldDestroy = false;
|
||||
}
|
||||
|
||||
update(targets) {
|
||||
this.x += this.vx;
|
||||
|
||||
for (const t of targets) {
|
||||
if(this.hits(t)) {
|
||||
const knockback = this.vx;
|
||||
t.vx += knockback;
|
||||
this.shouldDestroy = true;
|
||||
}
|
||||
}
|
||||
if (millis() - this.spawnTime > this.lifetime) {
|
||||
this.shouldDestroy = true;
|
||||
}
|
||||
}
|
||||
|
||||
draw() {
|
||||
fill(255, 100, 0);
|
||||
ellipse(this.x, this.y, this.width, this.height);
|
||||
}
|
||||
|
||||
destroy() {
|
||||
return this.shouldDestroy;
|
||||
}
|
||||
|
||||
// 충돌 체크 메서드
|
||||
hits(target) {
|
||||
return (
|
||||
this.x < target.x + target.width &&
|
||||
this.x + this.width > target.x &&
|
||||
this.y < target.y + target.height &&
|
||||
this.y + this.height > target.y
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
class Bomb {
|
||||
constructor(x,y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.width = 16;
|
||||
this.height = 16;
|
||||
this.timer = 120;
|
||||
}
|
||||
|
||||
update() {
|
||||
this.timer --;
|
||||
if(this.timer <=0){
|
||||
this.explode();
|
||||
}
|
||||
}
|
||||
|
||||
explode() {
|
||||
console.log("exploded");
|
||||
}
|
||||
|
||||
draw() {
|
||||
fill(255,0,0);
|
||||
rect(this.x, this.y, this.width, this.height);
|
||||
}
|
||||
}
|
||||
|
||||
class BigMissile {
|
||||
constructor(x,y,vx) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.vx = vx;
|
||||
this.width = 64;
|
||||
this.height = 64
|
||||
|
||||
this.spawnTime = millis();
|
||||
this.lifetime = 20000;
|
||||
this.shouldDestroy = false;
|
||||
}
|
||||
update(targets) {
|
||||
this.x += this.vx;
|
||||
for (const t of targets) {
|
||||
if (this.hits(t)) {
|
||||
const knockback = this.vx * 0.1;
|
||||
t.vx += knockback;
|
||||
}
|
||||
}
|
||||
if (millis() - this.spawnTime > this.lifetime) {
|
||||
this.shouldDestroy = true;
|
||||
}
|
||||
}
|
||||
draw() {
|
||||
fill(255, 0, 255);
|
||||
rect(this.x, this.y, this.width, this.height);
|
||||
}
|
||||
destroy() {
|
||||
return this.shouldDestroy;
|
||||
}
|
||||
}
|
||||
|
||||
class Item {
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
function handleProjectiles() {
|
||||
for (let i = projectiles.length - 1; i >= 0; i--) {
|
||||
projectiles[i].update([player1, player2]);
|
||||
projectiles[i].draw();
|
||||
if (projectiles[i].destroy()) {
|
||||
projectiles.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function handleBombs() {
|
||||
for (let i = bombs.length - 1; i >= 0; i--) {
|
||||
const b = bombs[i];
|
||||
b.update();
|
||||
b.draw();
|
||||
if (b.exploded) {
|
||||
bombs.splice(i, 1); // 제거
|
||||
}
|
||||
}
|
||||
}
|
||||
function handleSpecialProjectiles() {
|
||||
for (let i = specialProjectiles.length - 1; i >= 0; i--) {
|
||||
specialProjectiles[i].update([player1, player2]);
|
||||
specialProjectiles[i].draw();
|
||||
if (specialProjectiles[i].destroy()) {
|
||||
specialProjectiles.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let backgroundManager;
|
||||
let P1imgs = [];
|
||||
|
@ -330,83 +464,27 @@ function setup() {
|
|||
console.log("obj img loading done...");
|
||||
//object img loading done...
|
||||
|
||||
|
||||
player1 = new Player(0, 0, P1imgs, controlsP1);
|
||||
player2 = new Player(0, 0, P2imgs, controlsP2);
|
||||
|
||||
}
|
||||
|
||||
|
||||
function draw() {
|
||||
// 🔲 배경 및 바닥
|
||||
|
||||
backgroundManager.draw();
|
||||
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
|
||||
player1.update();
|
||||
player1.draw();
|
||||
player2.update();
|
||||
player2.draw();
|
||||
|
||||
textSize(14);
|
||||
fill(0);
|
||||
noStroke();
|
||||
handleProjectiles();
|
||||
handleBombs();
|
||||
handleSpecialProjectiles();
|
||||
|
||||
// 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++;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -415,4 +493,11 @@ function keyPressed(){
|
|||
if(key === ' '){//spacebar(임시시)
|
||||
backgroundManager.modeChange();
|
||||
}
|
||||
player1.handleKeyPressed(key);
|
||||
player2.handleKeyPressed(key);
|
||||
}
|
||||
function keyReleased() {
|
||||
player1.handleKeyReleased(key);
|
||||
player2.handleKeyReleased(key);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user