let player; let gravity = 0.8; let projectiles = []; let bombs = []; let groundY = 500; let keys = {}; let powerUps = []; let deathZoneX; let deathZoneY = 600; let controlsP1, controlsP2; let P1img = []; let P2img = []; let spriteSheets = {}; function preload() { //sprite download 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"); //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) { this.bgDay = dayImg; this.bgNight = nightImg; this.mode = 'day'; this.currentImg = this.bgDay; this.tileW = dayImg.width; this.tileH = dayImg.height; } setMode(mode) { if (mode === "day") { this.mode = "day"; this.currentImg = this.bgDay; } else if (mode === "night") { this.mode = "night"; this.currentImg = this.bgNight; } else { console.log("error"); } } modeChange(){ this.setMode(this.mode === "day" ? "night" : "day"); } draw() { for (let y = 0; y < height; y += this.tileH) { for (let x = 0; x < width; x += this.tileW) { image(this.currentImg, x, y); } } } } class Player { constructor(x,y, imgSet, controls, spawnX){ this.x = x; this.y = y; this.vx = 0; this.vy = 0; 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.skill = { resist: false, fastFire: false, bigMode: false, itemCount: 0 } this.bombHoldStartTime = null; } update() { 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"; } this.vy += gravity; this.x += this.vx; this.y += this.vy; if (this.y + 50 >= groundY) { this.y = groundY - 50; this.vy = 0; this.onGround = true; this.jumpCount = 0; } else { this.onGround = false; this.state = "jump"; } //낙사 if (this.y > deathZoneY) { this.deathCount--; this.state = "dead"; this.respawn(); } this.animationCnt++; } respawn(){ this.x = 100; this.y = 100; this.vx = 0; this.vy = 0; } jump() { if(this.jumpCount < 2) { this.vy = -15; this.jumpCount; } } shoot() { if (this.power.fastFire || frameCount % 20 === 0) { const direction = this.facing === "right" ? 10 : -10; projectiles.push(new Projectile(this.x, this.y, direction)); } } dropBomb() { bombs.push(new Bomb(this.x, this.y)); } fireBigMissile() { console.log("받아라 비장의무기~~"); const dir = this.facing === "right" ? 20 : -20; specialProjectiles.push(new BigMissile(this.x, this.y, dir)); } 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(); } } } 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 = 0; // 카운트 초기화 } // 초기화 (2초 미만이어도 시간 초기화) this.bombHoldStartTime = null; } } 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) } //목숨표시시 fill(0); } } let backgroundManager; function setup() { createCanvas(800,600); const bgsource = spriteSheets.backgrounds; const bgDay = createImage(512, 512); bgDay.copy(bgsource, 514, 1565, 512, 512, 0, 0, 512, 512); const bgNight = createImage(512, 512); bgNight.copy(bgsource, 514, 5721, 512, 512, 0, 0, 512, 512); backgroundManager = new Background(bgDay, bgNight); //background setup done... } function draw() { backgroundManager.draw(); // 임시 바닥 fill(100); rect(0, groundY, width, 100); } function keyPressed(){ if(key === ' '){//spacebar(임시시) backgroundManager.modeChange(); } }