basic moving logic

This commit is contained in:
Joowon Kim 2025-04-25 00:48:07 +09:00
parent 12946d2b01
commit e10e667855

305
sketch.js
View File

@ -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);
}