neingeist
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cosmos
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neingeist 11 years ago
parent b44efcb65b
commit 5ae5c8fbb6

@ -1,54 +1,36 @@
// heavily based on the Quintus platformer example. // heavily based/copied from/on the quintus platformer example.
// vim:tw=120: // vim:tw=120:
window.addEventListener("load",function() { window.addEventListener("load",function() {
// Set up an instance of the Quintus engine and include
// the Sprites, Scenes, Input and 2D module. The 2D module
// includes the `TileLayer` class as well as the `2d` componet.
var Q = window.Q = Quintus({ development: true }) var Q = window.Q = Quintus({ development: true })
.include("Sprites, Scenes, Input, 2D, Anim, Touch, UI") .include("Sprites, Scenes, Input, 2D, Anim, Touch, UI")
// Maximize this game to whatever the size of the browser is
.setup({ maximize: true }) .setup({ maximize: true })
// And turn on default input controls and touch input (for UI)
.controls().touch() .controls().touch()
// ## Player Sprite
// The very basic player sprite, this is just a normal sprite
// using the player sprite sheet with default controls added to it.
Q.Sprite.extend("Player",{ Q.Sprite.extend("Player",{
// the init constructor is called on creation
init: function(p) { init: function(p) {
// You can call the parent's constructor with this._super(..)
this._super(p, { this._super(p, {
sheet: "astronaut", // Setting a sprite sheet sets sprite width and height sheet: "astronaut",
x: 320, // You can also set additional properties that can x: 320,
y: 90 // be overridden on object creation y: 90
}); });
// Add in pre-made components to get up and running quickly
// The `2d` component adds in default 2d collision detection
// and kinetics (velocity, gravity)
// The `platformerControls` makes the player controllable by the
// default input actions (left, right to move, up or action to jump)
// It also checks to make sure the player is on a horizontal surface before
// letting them jump.
this.add('2d, platformerControls');
// Write event handlers to respond hook into behaviors. this.add('2d, platformerControls');
// hit.sprite is called everytime the player collides with a sprite
this.on("hit.sprite",function(collision) { this.on("hit.sprite",function(collision) {
// Check the collision, if it's the rocket, you win!
if(collision.obj.isA("Rocket")) { if(collision.obj.isA("Rocket")) {
var rocket = collision.obj;
// the rocket flies away
var rocket = collision.obj;
rocket.add("tween"); rocket.add("tween");
rocket.animate({ x: 100, y: -500, angle: 360 }); rocket.animate({ x: 100, y: -500, angle: 360 });
// the player disappears
this.destroy(); this.destroy();
// and the invite is displayed
$("#einladung").show("slow"); $("#einladung").show("slow");
} }
}); });
@ -64,18 +46,11 @@ Q.Sprite.extend("Rocket", {
} }
}); });
// ## Enemy Sprite
// Create the Enemy class to add in some baddies
Q.Sprite.extend("Neingeist",{ Q.Sprite.extend("Neingeist",{
init: function(p) { init: function(p) {
this._super(p, { sheet: 'neingeist', vx: 100 }); this._super(p, { sheet: 'neingeist', vx: 100 });
// Enemies use the Bounce AI to change direction
// whenver they run into something.
this.add('2d, aiBounce'); this.add('2d, aiBounce');
// Listen for a sprite collision, if it's the player,
// end the game unless the enemy is hit on top
this.on("bump.left,bump.right,bump.bottom",function(collision) { this.on("bump.left,bump.right,bump.bottom",function(collision) {
if(collision.obj.isA("Player")) { if(collision.obj.isA("Player")) {
Q.stageScene("endGame", 1); Q.stageScene("endGame", 1);
@ -83,8 +58,6 @@ Q.Sprite.extend("Neingeist",{
} }
}); });
// If the enemy gets hit on the top, destroy it
// and give the user a "hop"
this.on("bump.top",function(collision) { this.on("bump.top",function(collision) {
if(collision.obj.isA("Player")) { if(collision.obj.isA("Player")) {
this.destroy(); this.destroy();
@ -95,18 +68,11 @@ Q.Sprite.extend("Neingeist",{
}); });
// FIXME do not copy // FIXME do not copy
// ## Enemy Sprite
// Create the Enemy class to add in some baddies
Q.Sprite.extend("Starbug",{ Q.Sprite.extend("Starbug",{
init: function(p) { init: function(p) {
this._super(p, { sheet: 'starbug', vx: 100 }); this._super(p, { sheet: 'starbug', vx: 100 });
// Enemies use the Bounce AI to change direction
// whenver they run into something.
this.add('2d, aiBounce'); this.add('2d, aiBounce');
// Listen for a sprite collision, if it's the player,
// end the game unless the enemy is hit on top
this.on("bump.left,bump.right,bump.bottom",function(collision) { this.on("bump.left,bump.right,bump.bottom",function(collision) {
if(collision.obj.isA("Player")) { if(collision.obj.isA("Player")) {
Q.stageScene("endGame", 1); Q.stageScene("endGame", 1);
@ -114,8 +80,6 @@ Q.Sprite.extend("Starbug",{
} }
}); });
// If the enemy gets hit on the top, destroy it
// and give the user a "hop"
this.on("bump.top",function(collision) { this.on("bump.top",function(collision) {
if(collision.obj.isA("Player")) { if(collision.obj.isA("Player")) {
this.destroy(); this.destroy();
@ -126,18 +90,12 @@ Q.Sprite.extend("Starbug",{
}); });
// FIXME do not copy // FIXME do not copy
// ## Enemy Sprite
// Create the Enemy class to add in some baddies
Q.Sprite.extend("Martin",{ Q.Sprite.extend("Martin",{
init: function(p) { init: function(p) {
this._super(p, { sheet: 'martin', vx: 100 }); this._super(p, { sheet: 'martin', vx: 100 });
// Enemies use the Bounce AI to change direction
// whenver they run into something.
this.add('2d, aiBounce'); this.add('2d, aiBounce');
// Listen for a sprite collision, if it's the player,
// end the game unless the enemy is hit on top
this.on("bump.left,bump.right,bump.bottom",function(collision) { this.on("bump.left,bump.right,bump.bottom",function(collision) {
if(collision.obj.isA("Player")) { if(collision.obj.isA("Player")) {
Q.stageScene("endGame", 1); Q.stageScene("endGame", 1);
@ -145,8 +103,6 @@ Q.Sprite.extend("Martin",{
} }
}); });
// If the enemy gets hit on the top, destroy it
// and give the user a "hop"
this.on("bump.top",function(collision) { this.on("bump.top",function(collision) {
if(collision.obj.isA("Player")) { if(collision.obj.isA("Player")) {
this.destroy(); this.destroy();
@ -156,14 +112,10 @@ Q.Sprite.extend("Martin",{
} }
}); });
// ## Level1 scene
// Create a new scene called level 1
Q.scene("level1", function(stage) { Q.scene("level1", function(stage) {
// Add in a repeater for a little parallax action
stage.insert(new Q.Repeater({ asset: "background.png", speedX: 0.5, speedY: 0.5 })); stage.insert(new Q.Repeater({ asset: "background.png", speedX: 0.5, speedY: 0.5 }));
// Add in a tile layer, and make it the collision layer
stage.collisionLayer(new Q.TileLayer({ stage.collisionLayer(new Q.TileLayer({
tileW: 24, tileW: 24,
tileH: 24, tileH: 24,
@ -171,15 +123,14 @@ Q.scene("level1",function(stage) {
sheet: 'tiles' })); sheet: 'tiles' }));
// Create the player and add them to the stage // player
var player = stage.insert(new Q.Player()); var player = stage.insert(new Q.Player());
// Give the stage a moveable viewport and tell it // viewport
// to follow the player.
stage.add("viewport").follow(player); stage.add("viewport").follow(player);
stage.viewport.scale = 2; stage.viewport.scale = 2;
// Add in a couple of enemies // enemies
stage.insert(new Q.Starbug({ x: 600, y: 0 })); stage.insert(new Q.Starbug({ x: 600, y: 0 }));
stage.insert(new Q.Neingeist({ x: 650, y: 0 })); stage.insert(new Q.Neingeist({ x: 650, y: 0 }));
stage.insert(new Q.Martin({ x: 550, y: 0 })); stage.insert(new Q.Martin({ x: 550, y: 0 }));
@ -187,52 +138,27 @@ Q.scene("level1",function(stage) {
stage.insert(new Q.Rocket({ x: 146, y: 32 })); stage.insert(new Q.Rocket({ x: 146, y: 32 }));
}); });
// To display a game over / game won popup box,
// create a endGame scene
Q.scene('endGame',function(stage) { Q.scene('endGame',function(stage) {
var container = stage.insert(new Q.UI.Container({ var container = stage.insert(new Q.UI.Container({
x: Q.width/2, y: Q.height/2, fill: "rgba(0,0,0,0.5)" x: Q.width/2, y: Q.height/2, fill: "rgba(0,0,0,0.5)"
})); }));
var button = container.insert(new Q.UI.Button({ x: 0, y: 0, fill: "#CCCCCC", var button = container.insert(new Q.UI.Button({ x: 0, y: 0, fill: "#CCCCCC",
label: "NOCHMAL" })) label: "NOCHMAL" }))
// When the button is clicked, clear all the stages
// and restart the game.
button.on("click",function() { button.on("click",function() {
Q.clearStages(); Q.clearStages();
Q.stageScene('level1'); Q.stageScene('level1');
}); });
// Expand the container to visibily fit it's contents
// (with a padding)
container.fit(16); container.fit(16);
}); });
// ## Asset Loading and Game Launch
// Q.load can be called at any time to load additional assets
// assets that are already loaded will be skipped
// The callback will be triggered when everything is loaded
Q.load("sprites.png, sprites.json, level.json, tiles.png, background.png", function() { Q.load("sprites.png, sprites.json, level.json, tiles.png, background.png", function() {
// Sprites sheets can be created manually
Q.sheet("tiles","tiles.png", { tilew: 24, tileh: 24 }); Q.sheet("tiles","tiles.png", { tilew: 24, tileh: 24 });
// Or from a .json asset that defines sprite locations
Q.compileSheets("sprites.png","sprites.json"); Q.compileSheets("sprites.png","sprites.json");
// Finally, call stageScene to run the game
Q.stageScene("level1"); Q.stageScene("level1");
}); });
// ## Possible Experimentations:
//
// The are lots of things to try out here.
//
// 1. Modify level.json to change the level around and add in some more enemies.
// 2. Add in a second level by creating a level2.json and a level2 scene that gets
// loaded after level 1 is complete.
// 3. Add in a title screen
// 4. Add in a hud and points for jumping on enemies.
// 5. Add in a `Repeater` behind the TileLayer to create a paralax scrolling effect.
}); });