Last active
December 26, 2015 04:29
-
-
Save cbmeeks/7093662 to your computer and use it in GitHub Desktop.
Samus Aran melonjs
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// The Game | |
var game = { | |
'onload': function () { | |
// Initialize video | |
if (!me.video.init("screen", 640, 480, true, 'auto')) { | |
alert("Your browser does not support HTML5 canvas."); | |
return; | |
} | |
// Add "#debug" to the URL to enable the debug panel | |
if (document.location.hash === "#debug") { | |
window.onReady(function () { | |
me.plugin.register.defer(debugPanel, "debug"); | |
}); | |
} | |
// Initialize the audio | |
me.audio.init('mp3,ogg'); | |
// Set a callback to run when loading is complete | |
me.loader.onload = this.loaded.bind(this); | |
// Load the resources | |
me.loader.preload(game.resources); | |
// Initialize the melonJS and display the loading screen | |
me.state.change(me.state.LOADING); | |
}, | |
// Run once game resources loaded | |
'loaded': function () { | |
me.state.set(me.state.MENU, new game.TitleScreen()); | |
me.state.set(me.state.PLAY, new game.PlayScreen()); | |
// Add Samus to the entity pool | |
me.entityPool.add('samusAran', game.SamusEntity); | |
// Enable keyboard (joypad to come later.. ;-) ) | |
me.input.bindKey(me.input.KEY.LEFT, 'left'); | |
me.input.bindKey(me.input.KEY.RIGHT, 'right'); | |
me.input.bindKey(me.input.KEY.X, 'jump', true); | |
// Start the game. | |
me.state.change(me.state.PLAY); | |
} | |
}; | |
window.onReady(function onReady() { | |
game.onload(); | |
}) |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
game.resources = [ | |
/* Graphics */ | |
{name: 'metroid_tiles', type: 'image', src: '/javascripts/metroid_classic/images/metroid_tiles.png'}, | |
{name: 'samus_aran', type: 'image', src: '/javascripts/metroid_classic/images/Samus_Aran_Trans.png'}, | |
/* Atlases | |
* @example | |
* {name: "example_tps", type: "tps", src: "data/img/example_tps.json"}, | |
*/ | |
/* Maps */ | |
{name: 'test-001', type: 'tmx', src: '/javascripts/metroid_classic/maps/test/test-001.tmx'} | |
/* Background music. | |
* @example | |
* {name: "example_bgm", type: "audio", src: "data/bgm/", channel : 1}, | |
*/ | |
/* Sound effects. | |
* @example | |
* {name: "example_sfx", type: "audio", src: "data/sfx/", channel : 2} | |
*/ | |
]; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/** | |
* Samus Aran | |
* | |
* @type {*} | |
*/ | |
game.SamusEntity = me.ObjectEntity.extend({ | |
init: function (x, y, settings) { | |
// Call the constructor | |
this.parent(x, y, settings); | |
// Set the default horizontal / vertical acceleration | |
this.setVelocity(4, 15); | |
this.maxVel.y = 18; | |
// Adjust the bounding box | |
this.updateColRect(20, 24, 12, 64); | |
// Add animation sets | |
this.renderable.addAnimation('still', [0]); | |
this.renderable.addAnimation('run_left', [9, 10, 11, 12, 13, 14]); | |
this.renderable.addAnimation('run_right', [3, 4, 5, 6, 7, 8]); | |
// Set the display to follow Samus on both axis | |
me.game.viewport.follow(this.pos, me.game.viewport.AXIS.BOTH); | |
me.debug.renderHitBox = true; | |
}, | |
update: function () { | |
if (me.input.isKeyPressed('left')) { | |
this.renderable.setCurrentAnimation('run_left'); | |
this.vel.x -= this.accel.x * me.timer.tick; | |
} else if (me.input.isKeyPressed('right')) { | |
this.renderable.setCurrentAnimation('run_right'); | |
this.vel.x += this.accel.x * me.timer.tick; | |
} else { | |
this.renderable.setCurrentAnimation('still'); | |
this.vel.x = 0; | |
} | |
if (me.input.isKeyPressed('jump')) { | |
// make sure we are not already jumping or falling | |
if (!this.jumping && !this.falling) { | |
// set current vel to the maximum defined value | |
// gravity will then do the rest | |
this.vel.y = -this.maxVel.y * me.timer.tick; | |
// set the jumping flag | |
this.jumping = true; | |
} | |
} | |
// Update Samus' movement | |
this.updateMovement(); | |
this.parent(); | |
return true; | |
} | |
}); | |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment