Individual_Project/sketch.js
2025-04-25 00:48:07 +09:00

504 lines
13 KiB
JavaScript

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 controlsP1, controlsP2;
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");
}
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){
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;
this.controls = controls;//custom keyset
this.keys = {};// key pressed 상태 추적적
this.bombHoldStartTime = null;
this.skill = {
resist: false,
fastFire: false,
isGiant: false,
itemCount: 0
}
this.facing = "right";
this.state = "idle";
this.frame = 0;
}
update() {
// moving
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
this.vy += gravity;
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;
}
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++;
}
}
//3 attack logic
shoot() {
if (this.skill.fastFire || frameCount % 20 === 0) {
const direction = this.facing === "right" ? 20 : -20;
projectiles.push(new Projectile(this.x, this.y, direction));
}
}
dropBomb() {
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" ? 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;
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 = this.skill.itemCount - 3; // 카운트 초기화
}
// 초기화 (2초 미만이어도 시간 초기화)
this.bombHoldStartTime = null;
}
}
draw() {
const img = this.imgSet[this.state][this.frame];
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
}
}
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 = [];
let P2imgs = [];
let itemimgs = [];
function setup() {
createCanvas(800, 1600);
const bgsource = spriteSheets.backgrounds;
const bgWidth = 512;
const bgHeight = 512
const bgDay = createImage(bgWidth, bgHeight);
bgDay.copy(bgsource,
514, 1565, bgWidth, bgHeight,
0, 0, bgWidth, bgHeight);
const bgNight = createImage(bgWidth, bgHeight);
bgNight.copy(bgsource,
514, 5721, bgWidth, bgHeight,
0, 0, bgWidth, bgHeight);
backgroundManager = new Background(bgDay, bgNight);
console.log("background load done...");
//background setup done...
//player key setting
controlsP1 = {
left: 'ArrowLeft',
right: 'ArrowRight',
jump: 'ArrowUp',
attack: '[',
bomb: ']'
};
controlsP2 = {
left: 'a',
right: 'd',
jump: 'w',
attack: 't',
bomb: 'y'
};
console.log("player key setting done...");
//player img setting
const chracterSource = spriteSheets.characters;
const chracterWidth = 32;
const chracterHeight = 32;
const marioIdle = createImage(chracterWidth, chracterHeight);
marioIdle.copy(chracterSource, 1, 98, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const marioWalk1 = createImage(chracterWidth, chracterHeight);
marioWalk1.copy(chracterSource, 75, 98, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const marioWalk2 = createImage(chracterWidth, chracterHeight);
marioWalk2.copy(chracterSource, 108, 98, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const marioWalk3 = createImage(chracterWidth, chracterHeight);
marioWalk3.copy(chracterSource, 141, 98, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const marioJump = createImage(chracterWidth, chracterHeight);
marioJump.copy(chracterSource, 215, 98, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const marioAttack = createImage(chracterWidth, chracterHeight);
marioAttack.copy(chracterSource, 627, 98, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
P1imgs = {
idle: [marioIdle], // idle은 이미지 1장만
walk: [marioWalk1, marioWalk2, marioWalk3], // walk는 3장으로 애니메이션
jump: [marioJump], // jump는 이미지 1장
shoot: [marioAttack] // shoot도 이미지 1장
}
const luigiIdle = createImage(chracterWidth, chracterHeight);
luigiIdle.copy(chracterSource, 1, 629, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const luigiWalk1 = createImage(chracterWidth, chracterHeight);
luigiWalk1.copy(chracterSource, 75, 629, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const luigiWalk2 = createImage(chracterWidth, chracterHeight);
luigiWalk2.copy(chracterSource, 108, 629, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const luigiWalk3 = createImage(chracterWidth, chracterHeight);
luigiWalk3.copy(chracterSource, 141, 629, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const luigiJump = createImage(chracterWidth, chracterHeight);
luigiJump.copy(chracterSource, 215, 629, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
const luigiAttack = createImage(chracterWidth, chracterHeight);
luigiAttack.copy(chracterSource, 627, 629, chracterWidth, chracterHeight, 0, 0, chracterWidth, chracterHeight);
P2imgs = {
idle: [luigiIdle], // idle은 이미지 1장만
walk: [luigiWalk1, luigiWalk2, luigiWalk3], // walk는 3장으로 애니메이션
jump: [luigiJump], // jump는 이미지 1장
shoot: [luigiAttack] // shoot도 이미지 1장
}
console.log("player image loading done...");
// chracter image setting done..
// other sprite loading -> item : character, enemy에 몇개씩 있음음 그림마다 다 달라서 그냥 다 정의할게요 귀찮다..
const specialSource = spriteSheets.specialweapon;
const objWidth = 16;
const objHeight = 16;
const mushImg = createImage(objWidth, objHeight);
mushImg.copy(chracterSource, 1, 2126, objWidth, objHeight, 0, 0, objWidth, objHeight);
const poisonImg = createImage(objWidth, objHeight);
poisonImg.copy(chracterSource, 1, 2143, objWidth, objHeight, 0, 0, objWidth, objHeight);
const giantImg = createImage(2 * objWidth, 2 * objHeight);
giantImg.copy(chracterSource, 35, 2143, 2 * objWidth, 2 * objHeight, 0, 0, 2 * objWidth, 2 * objHeight);
const fireImg_normal = createImage(objWidth / 2, objHeight / 2);
fireImg_normal.copy(chracterSource, 101, 2177, objWidth / 2, objHeight / 2, 0, 0, objWidth / 2, objHeight / 2);
const bombImg = createImage(objWidth, objHeight);
bombImg.copy(chracterSource, 194, 2143, objWidth, objHeight, 0, 0, objWidth, objHeight);
const fireImg_inchant = createImage(2 * objWidth, objHeight);
fireImg_inchant.copy(specialSource, 258, 191, 2 * objWidth, objHeight, 0, 0, 2 * objWidth, objHeight);
const missile = createImage(4 * objWidth, 4 * objHeight);
missile.copy(specialSource, 127, 356, 4 * objWidth, 4 * objHeight, 0, 0, 4 * objWidth, 4 * objHeight);
itemimgs = {
mush : [mushImg],
poison : [poisonImg],
giant : [giantImg],
fire : [fireImg_normal],
fire_reinforce : [fireImg_inchant],
bomb : [bombImg],
bigmissile : [missile]
}
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() {
backgroundManager.draw();
rect(0, groundY, width, 100);
player1.update();
player1.draw();
player2.update();
player2.draw();
handleProjectiles();
handleBombs();
handleSpecialProjectiles();
}
function keyPressed(){
if(key === ' '){//spacebar(임시시)
backgroundManager.modeChange();
}
player1.handleKeyPressed(key);
player2.handleKeyPressed(key);
}
function keyReleased() {
player1.handleKeyReleased(key);
player2.handleKeyReleased(key);
}