Individual_Project/imageAsset.js
2025-04-25 21:54:21 +09:00

68 lines
3.2 KiB
JavaScript

let spriteSheets = {};
let P1imgs = {}, P2imgs = {}, itemimgs = {};
let backgroundManager;
let gravity = 0.8;
function preloadAssets() {
// 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 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);
// 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();
}
// 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] };
// 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] };
}