Difference between revisions of "Tuto tiny-ecs beatemup Part 5 ePlayer1"

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__TOC__
 
__TOC__
  
== the levelX.lua file ==
+
== ePlayer1.lua ==
This is where all the fun begins!
+
This is going to be our first actor. Each actor will be an ECS entity, let's create a file "''ePlayer1.lua''" in the '''"_E"''' folder.
  
The LevelX scene holds the game loop and controls the flow of each levels.
+
The arguments to the init function are: the layer the player sprite will be added to, the position as a vector, and the layer for any fancy graphics effects we may add to the player.
  
When the scene loads, it constructs the level which is organised into layers, more on that in the code comments below ;-)
+
The code:
 
 
The code is not that long given it takes care of all levels of the game: level 1, 2 and 3. To make it easy to follow and debug, I use '''FIGlet''' (https://en.wikipedia.org/wiki/FIGlet).
 
 
 
'''I use this one https://sourceforge.net/projects/figletgenerator/'''
 
 
 
The '''LevelX''' code:
 
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
</syntaxhighlight>
+
EPlayer1 = Core.class()
  
== levelX.lua Code comments ==
+
function EPlayer1:init(xspritelayer, xpos, xbgfxlayer)
Let's break it down!
+
-- ids
 
+
self.isplayer1 = true
The ''--!strict'' thing is some Luau stuff I was messing around with, you can find more information here: https://devforum.roblox.com/t/luau-type-checking-beta/435382#strict-mode-5.
+
self.doanimate = true -- to save some cpu
 
+
-- sprite layers
I declare 2 variables which are local to the Class because I didn't want to use ''self'' on them. The ''random'' variable caches the ''math.random'' function for speed. I am also experimenting here with Luau type annotations https://devforum.roblox.com/t/luau-type-checking-beta/435382#new-syntax-6.
+
self.spritelayer = xspritelayer
 
+
self.bgfxlayer = xbgfxlayer
<syntaxhighlight lang="lua">
+
-- params
local random = math.random
+
self.pos = xpos
local ispaused : boolean = false
+
self.positionystart = 0
</syntaxhighlight>
+
self.sx = 1
 
+
self.sy = self.sx
=== LevelX:init() ===
+
self.flip = 1
I commented out the "move cursor" code because it was more annoying than anything else! You can use it if you want.
+
self.totallives = 3
 
+
self.totalhealth = 10
==== plugins ====
+
self.currjumps = 5
Here we initialize our plugins. tiny-ecs is declared as a Class variable (''self.tiny'') because we use it outside the ''init'' function. Bump can be local as we only use it in the ''init'' function.
+
if g_difficulty == 0 then -- easy
 
+
self.totallives = 5
It is worth noting that ''tiny.tworld'' is attached to ''self.tiny'' variable. This makes it much easier to access through the rest of the code in our project.
+
self.totalhealth = 20
 
+
self.currjumps = 8
==== layers ====
+
elseif g_difficulty == 2 then -- hard
This one is easy :-)
+
self.currjumps = 3
 
 
We create several layers which will be laid out on top of each other. The background layer will have all the graphics for the background, etc...
 
 
 
There is a ''player1inputlayer'' which will capture the user input to control the player, it won't hold any graphics.
 
 
 
==== levels ====
 
Time to build our levels. The sprite list is a table of all the actors we can interact with (the player, the nmes, collectibles, ...). We put them in a list so we can use that list in the systems we will create (sAI, sAnimation, sCollectible, sCollision, ...).
 
 
 
''tiny.numberofnmes'' and ''tiny.numberofdestructibleobjects'' are variables we can tune to add a certain amount of enemies and destructible objects in each level.
 
 
 
The ''mapdef'' is a table which has the map definition (dimensions), so we can pass it to functions that will require the size of the map for calculations.
 
 
 
We use a camera in our game and ''camfollowoffsety'' will offset the camera following the player. It is easier to change it being a variable.
 
 
 
The ''buildLevel'' function is where we build the current level the player is playing. We pass it some variables so it can do its thing. Some code comments on that function below.
 
 
 
Then we set the variables for each level: the camera offset and the number of destructible objects. The destructible objects spawn collectible when they are destroyed (extended life, jumps).
 
 
 
We randomly place the destructible objects throughout the level using the map definition. We place them between 25% and 90% of the map length and a little bit above the bottom of the map.
 
 
 
Each destructible objects are entities and we add them to both the '''tiny-ECS''' world and the '''Bump''' world. We will create entities in the coming parts of the tutorial.
 
 
 
==== player1 ====
 
The player is an ECS entity we will create in the next chapters. The arguments to the init function are: the layer the player sprite will be added to, the position as a vector, and the layer for any fancy graphics effects we may add to the player.
 
 
 
After the entity is created, we add it to both the '''tiny-ECS''' world and the '''Bump''' world.
 
 
 
==== hud ====
 
I added a simple head up display to the game, so we can see the player current health, number of lives and number of attacking jumps available.
 
 
 
The same way we attached ''tiny.tworld'' to the ''self.tiny'' variable, we attach some more variables to it. This makes it easier to access those variables.
 
 
 
==== the camera ====
 
We use a slightly modified version of '''MultiPain''''s (aka rrraptor on Gideros forum) '''GCam''' Class for our camera.
 
 
 
Please grab it here '''[[Media:gcam_beu.lua]]''' '''(tip: right click and save link as)''' and put it in the "'''classes'''" folder.
 
 
 
We pass the ''mainlayer'' as the content, then using the map definition we set the camera bounds. We also set the soft and the dead size parameters and we tell it to follow the player.
 
 
 
'''if you are curious I added an extra updateXOnly function ;-)'''
 
 
 
==== order ====
 
This is the order of the layers, from bottom to top. We first add the background layer and the other layers on top of it.
 
 
 
==== systems ====
 
Once all entities are done, we add the ECS systems. We will see those ECS systems in the coming parts of the tutorial.
 
 
 
==== let's go ====
 
Finally we are ready to run the game loop!
 
 
 
We also listen to some key events to pause the game, go fullscreen, ...
 
 
 
== LevelX:buildLevel ==
 
Let's have a look at how we construct our levels.
 
 
 
=== background and foreground ===
 
We draw the background and foreground for each level using the ''DrawLevelsTiled'' Class. Each level will have its own graphics. A typical level is 3*1024 pixels wide. Using a power of two size for the graphics, we anticipate any kind of optimisations we may need, plus adding the possibility to port the game to mobile!
 
 
 
The ''DrawLevelsTiled'' Class already tries to bring in some optimisations! You can create a file called "drawlevelstiled.lua" and put it in the '''gfx\levels\''' folder. The code:
 
<syntaxhighlight lang="lua">
 
DrawLevelsTiled = Core.class(Sprite)
 
 
 
function DrawLevelsTiled:init(xlayer, xtexpaths, xposy)
 
-- tilemaps textures
 
local textures = {}
 
for i = 1, #xtexpaths do
 
-- textures[i] = Texture.new(xtexpaths[i])
 
-- textures[i] = Texture.new(xtexpaths[i], false, { format=TextureBase.YA8}) -- best win32 perfs but b&w!
 
textures[i] = Texture.new(xtexpaths[i], false, { format=TextureBase.RGBA4444}) -- better win32 perfs but !
 
-- textures[i] = Texture.new(xtexpaths[i], false, { format=TextureBase.RGBA5551}) -- better win32 perfs but !
 
 
end
 
end
-- map size
+
self.currlives = self.totallives
local tilesizetarget = 64
+
self.currhealth = self.totalhealth
local tilesetcols, tilesetrows = textures[1]:getWidth()/tilesizetarget, textures[1]:getHeight()/tilesizetarget
+
-- recovery
-- create the tilemaps
+
self.washurt = 0
local function createTilemap(xtex)
+
self.wasbadlyhurt = 0
local tm = TileMap.new(
+
self.recovertimer = 30
tilesetcols, tilesetrows, -- map size in tiles
+
self.recoverbadtimer = 90
xtex, -- tileset texture
+
if g_difficulty == 0 then -- easy
tilesizetarget, tilesizetarget -- tile size in pixel
+
self.recovertimer *= 2
)
+
self.recoverbadtimer *= 2
-- build the map
+
elseif g_difficulty == 2 then -- hard
for i=1,tilesetcols do
+
self.recovertimer *= 0.5
for j=1,tilesetrows do
+
self.recoverbadtimer *= 0.5
tm:setTile(i, j, i, j)
 
end
 
end
 
return tm
 
 
end
 
end
-- the maps
+
self.ispaused = false -- 'P' key for pausing the game
for i = 1, #textures do
+
self.hitfx = Bitmap.new(Texture.new("gfx/fx/2.png"))
local map = createTilemap(textures[i])
+
self.hitfx:setAnchorPoint(0.5, 0.5)
map:setPosition(map:getWidth()*(i-1), xposy)
+
-- COMPONENTS
-- self:addChild(map)
+
-- ANIMATION: CAnimation:init(xspritesheetpath, xcols, xrows, xanimspeed, xoffx, xoffy, sx, sy)
xlayer:addChild(map)
+
local texpath = "gfx/player1/mh_blue_haired2m_0130.png"
end
+
local framerate = 1/10
-- params
+
self.animation = CAnimation.new(texpath, 12, 11, framerate, 0, 0, self.sx, self.sy)
-- self.mapwidth = self:getWidth()
+
self.sprite = self.animation.sprite
-- self.mapheight = self:getHeight()
+
self.animation.sprite = nil -- free some memory
self.mapwidth = xlayer:getWidth()
+
self.w, self.h = self.sprite:getWidth(), self.sprite:getHeight() -- with applied scale
self.mapheight = xlayer:getHeight()
+
-- print("player1 size: ", self.w, self.h)
-- clean
+
-- create basics animations: CAnimation:createAnim(xanimname, xstart, xfinish)
textures = {}
+
self.animation:createAnim(g_ANIM_DEFAULT, 1, 15)
 +
self.animation:createAnim(g_ANIM_IDLE_R, 1, 15) -- fluid is best
 +
self.animation:createAnim(g_ANIM_WALK_R, 16, 26) -- fluid is best
 +
self.animation:createAnim(g_ANIM_JUMP1_R, 74, 76) -- fluid is best
 +
self.animation:createAnim(g_ANIM_HURT_R, 90, 100) -- fluid is best
 +
self.animation:createAnim(g_ANIM_STANDUP_R, 103, 113) -- fluid is best
 +
self.animation:createAnim(g_ANIM_LOSE1_R, 113, 124) -- fluid is best
 +
-- BODY: CBody:init(xspeed, xjumpspeed)
 +
self.body = CBody.new(192*32, 0.65) -- (192*32, 1), xspeed, xjumpspeed
 +
-- COLLISION BOX: CCollisionBox:init(xcollwidth, xcollheight)
 +
local collw, collh = self.w*0.4, 8*self.sy
 +
self.collbox = CCollisionBox.new(collw, collh)
 +
-- HURT BOX
 +
-- head hurt box w & h
 +
local hhbw, hhbh = self.w*0.25, self.h*0.3
 +
self.headhurtbox = {
 +
isactive=false,
 +
x=-2*self.sx,
 +
y=0*self.sy-self.h/2-self.collbox.h*2,
 +
w=hhbw,
 +
h=hhbh,
 +
}
 +
-- spine hurt box w & h
 +
local shbw, shbh = self.w*0.35, self.h*0.4
 +
self.spinehurtbox = {
 +
isactive=false,
 +
x=-0*self.sx,
 +
y=0*self.sy-shbh/2+self.collbox.h/2,
 +
w=shbw,
 +
h=shbh,
 +
}
 +
-- create attacks animations: CAnimation:createAnim(xanimname, xstart, xfinish)
 +
-- self.animation:createAnim(g_ANIM_PUNCH_ATTACK1_R, 50, 51) -- 28, 31, no or low anticipation / quick hit / no or low overhead is best
 +
self.animation.anims[g_ANIM_PUNCH_ATTACK1_R] = {}
 +
self.animation.anims[g_ANIM_PUNCH_ATTACK1_R][1] = self.animation.myanimsimgs[49]
 +
self.animation.anims[g_ANIM_PUNCH_ATTACK1_R][2] = self.animation.myanimsimgs[52]
 +
self.animation.anims[g_ANIM_PUNCH_ATTACK1_R][3] = self.animation.myanimsimgs[54]
 +
self.animation:createAnim(g_ANIM_PUNCH_ATTACK2_R, 50, 54) -- low or mid anticipation / quick hit / low or mid overhead is best
 +
-- self.animation:createAnim(g_ANIM_KICK_ATTACK1_R, 62, 63) -- 35, 41, no or low anticipation / quick hit / no or low overhead is best
 +
self.animation.anims[g_ANIM_KICK_ATTACK1_R] = {}
 +
self.animation.anims[g_ANIM_KICK_ATTACK1_R][1] = self.animation.myanimsimgs[62]
 +
self.animation.anims[g_ANIM_KICK_ATTACK1_R][2] = self.animation.myanimsimgs[64]
 +
self.animation.anims[g_ANIM_KICK_ATTACK1_R][3] = self.animation.myanimsimgs[67]
 +
self.animation:createAnim(g_ANIM_KICK_ATTACK2_R, 62, 68) -- low or mid anticipation / quick hit / low or mid overhead is best
 +
-- self.animation:createAnim(g_ANIM_PUNCHJUMP_ATTACK1_R, 75, 82) -- low or mid anticipation / quick hit / low or mid overhead is best
 +
self.animation.anims[g_ANIM_PUNCHJUMP_ATTACK1_R] = {}
 +
self.animation.anims[g_ANIM_PUNCHJUMP_ATTACK1_R][1] = self.animation.myanimsimgs[78]
 +
self.animation.anims[g_ANIM_PUNCHJUMP_ATTACK1_R][2] = self.animation.myanimsimgs[80]
 +
self.animation.anims[g_ANIM_PUNCHJUMP_ATTACK1_R][3] = self.animation.myanimsimgs[82]
 +
-- self.animation:createAnim(g_ANIM_KICKJUMP_ATTACK1_R, 83, 88) -- low or mid anticipation / quick hit / low or mid overhead is best
 +
self.animation.anims[g_ANIM_KICKJUMP_ATTACK1_R] = {}
 +
self.animation.anims[g_ANIM_KICKJUMP_ATTACK1_R][1] = self.animation.myanimsimgs[84]
 +
self.animation.anims[g_ANIM_KICKJUMP_ATTACK1_R][2] = self.animation.myanimsimgs[86]
 +
-- clean up
 +
self.animation.myanimsimgs = nil
 +
-- hit box
 +
self.headhitboxattack1 = { -- g_ANIM_PUNCH_ATTACK1_R
 +
isactive=false,
 +
hitstartframe=2,
 +
hitendframe=3,
 +
damage=1,
 +
x=self.collbox.w*0.6,
 +
y=-self.h*0.6+collh*0.5,
 +
w=20*self.sx,
 +
h=32*self.sy,
 +
}
 +
self.headhitboxattack2 = { -- g_ANIM_PUNCH_ATTACK2_R X
 +
isactive=false,
 +
hitstartframe=1,
 +
hitendframe=4,
 +
damage=2,
 +
x=self.collbox.w*0.75,
 +
y=-self.h*0.65+collh*0.5,
 +
w=32*self.sx,
 +
h=32*self.sy,
 +
}
 +
self.spinehitboxattack1 = { -- g_ANIM_KICK_ATTACK1_R
 +
isactive=false,
 +
hitstartframe=2,
 +
hitendframe=3,
 +
damage=1,
 +
x=self.collbox.w*0.7,
 +
y=-self.h*0.25+collh*0.5,
 +
w=40*self.sx,
 +
h=self.h*0.5,
 +
}
 +
self.spinehitboxattack2 = { -- g_ANIM_KICK_ATTACK2_R
 +
isactive=false,
 +
hitstartframe=2,
 +
hitendframe=4,
 +
damage=2,
 +
x=self.collbox.w*0.8,
 +
y=-self.h*0.25+collh*0.5,
 +
w=32*self.sx,
 +
h=self.h*0.5,
 +
}
 +
self.headhitboxjattack1 = { -- g_ANIM_PUNCHJUMP_ATTACK1_R
 +
isactive=false,
 +
hitstartframe=6,
 +
hitendframe=8,
 +
damage=3,
 +
x=self.collbox.w*0.7,
 +
y=-self.h*0.5+collh*0.5,
 +
w=40*self.sx,
 +
h=self.h*0.5,
 +
}
 +
self.spinehitboxjattack1 = { -- g_ANIM_KICKJUMP_ATTACK1_R
 +
isactive=false,
 +
hitstartframe=3,
 +
hitendframe=5,
 +
damage=3,
 +
x=self.collbox.w*0.5,
 +
y=-self.h*0.25+collh*0.5,
 +
w=64*self.sx,
 +
h=self.h*0.5,
 +
}
 +
-- SHADOW: CShadow:init(xparentw, xshadowsx, xshadowsy)
 +
self.shadow = CShadow.new(self.w*0.6)
 
end
 
end
 
</syntaxhighlight>
 
</syntaxhighlight>
  
As the name tries to suggest (DrawLevelsTiled), we take the paths to the graphics and create tiles as if we were drawing using a tilemap. The ''init'' function parameters are: the layer we add the sprites to, the paths to the textures as a table and an y offset for flexibility.
+
== Code comments ==
 
+
Let's break it down!
The first step is to create the textures and put them in a table called ''textures''. When we iterate through the ''xtexpaths'' table, I experimented with some texture formats to see if I could gain some speed.
 
 
 
Once the textures are created and stored in a table, we can create a '''[[TileMap]]''' of 64*64px tiles.
 
 
 
Finally we return the size of the map and we clean the ''textures'' table just in case.
 
 
 
Back to ''LevelX'' Class, now that our background and foreground layers are drawn, we set the map definition. The map definition sets the boundaries of the map where the actors can freely roam.
 
 
 
=== the enemies ===
 
Each level will have different kind of enemies. The first level should be easy with few enemies you can easily kill. The other levels will be increasingly difficult with more enemies a little bit harder to defeat.
 
 
 
So here, depending on the level we create a bunch of enemies. Enemies are ECS entities we will create in the following chapters. The game has four types of enemies of varying strength. We add them to both the '''tiny-ECS''' world and the '''Bump''' world.
 
 
 
=== extra gfx ===
 
Depending on the level, we may have extra sprites we want to add to the level.
 
 
 
We finish the function with some house cleaning.
 
 
 
== LevelX:onEnterFrame '''THE GAME LOOP''' ==
 
Before the game loop, I declare three local variables: ''leveltimer'' is the time it takes to transition to the next level, ''endleveltimer'' is the timer itself, ''extragfxx'' is to move the extra sprite we may have on the x axis.
 
 
 
When we defeat all enemies, the timer decreases. When it reaches 0, the current level number is increased and we load it.
 
 
 
When the player is jumping we update the '''camera''' only on the x axis, otherwise we update the camera on both x and y axis.
 
 
 
We update the '''tiny-ecs world''', so it can run all the systems (animations, movements, AI, ...). Some systems will be called only once, others every frame per second.
 
 
 
== LevelX:myKeysPressed ==
 
The last function of the LevelX Class is ''myKeysPressed''.
 
 
 
Here we simply listen to some '''KEY_DOWN Events''', that is keys pressed on the keyboard. The key ''ESC'' will go back to the menu, the letter ''P'' will pause the game and when you press ''ALT+ENTER'' you switch the game to fullscreen.
 
  
 
== Next? ==
 
== Next? ==

Revision as of 17:04, 18 November 2024

ePlayer1.lua

This is going to be our first actor. Each actor will be an ECS entity, let's create a file "ePlayer1.lua" in the "_E" folder.

The arguments to the init function are: the layer the player sprite will be added to, the position as a vector, and the layer for any fancy graphics effects we may add to the player.

The code:

EPlayer1 = Core.class()

function EPlayer1:init(xspritelayer, xpos, xbgfxlayer)
	-- ids
	self.isplayer1 = true
	self.doanimate = true -- to save some cpu
	-- sprite layers
	self.spritelayer = xspritelayer
	self.bgfxlayer = xbgfxlayer
	-- params
	self.pos = xpos
	self.positionystart = 0
	self.sx = 1
	self.sy = self.sx
	self.flip = 1
	self.totallives = 3
	self.totalhealth = 10
	self.currjumps = 5
	if g_difficulty == 0 then -- easy
		self.totallives = 5
		self.totalhealth = 20
		self.currjumps = 8
	elseif g_difficulty == 2 then -- hard
		self.currjumps = 3
	end
	self.currlives = self.totallives
	self.currhealth = self.totalhealth
	-- recovery
	self.washurt = 0
	self.wasbadlyhurt = 0
	self.recovertimer = 30
	self.recoverbadtimer = 90
	if g_difficulty == 0 then -- easy
		self.recovertimer *= 2
		self.recoverbadtimer *= 2
	elseif g_difficulty == 2 then -- hard
		self.recovertimer *= 0.5
		self.recoverbadtimer *= 0.5
	end
	self.ispaused = false -- 'P' key for pausing the game
	self.hitfx = Bitmap.new(Texture.new("gfx/fx/2.png"))
	self.hitfx:setAnchorPoint(0.5, 0.5)
	-- COMPONENTS
	-- ANIMATION: CAnimation:init(xspritesheetpath, xcols, xrows, xanimspeed, xoffx, xoffy, sx, sy)
	local texpath = "gfx/player1/mh_blue_haired2m_0130.png"
	local framerate = 1/10
	self.animation = CAnimation.new(texpath, 12, 11, framerate, 0, 0, self.sx, self.sy)
	self.sprite = self.animation.sprite
	self.animation.sprite = nil -- free some memory
	self.w, self.h = self.sprite:getWidth(), self.sprite:getHeight() -- with applied scale
--	print("player1 size: ", self.w, self.h)
	-- create basics animations: CAnimation:createAnim(xanimname, xstart, xfinish)
	self.animation:createAnim(g_ANIM_DEFAULT, 1, 15)
	self.animation:createAnim(g_ANIM_IDLE_R, 1, 15) -- fluid is best
	self.animation:createAnim(g_ANIM_WALK_R, 16, 26) -- fluid is best
	self.animation:createAnim(g_ANIM_JUMP1_R, 74, 76) -- fluid is best
	self.animation:createAnim(g_ANIM_HURT_R, 90, 100) -- fluid is best
	self.animation:createAnim(g_ANIM_STANDUP_R, 103, 113) -- fluid is best
	self.animation:createAnim(g_ANIM_LOSE1_R, 113, 124) -- fluid is best
	-- BODY: CBody:init(xspeed, xjumpspeed)
	self.body = CBody.new(192*32, 0.65) -- (192*32, 1), xspeed, xjumpspeed
	-- COLLISION BOX: CCollisionBox:init(xcollwidth, xcollheight)
	local collw, collh = self.w*0.4, 8*self.sy
	self.collbox = CCollisionBox.new(collw, collh)
	-- HURT BOX
	-- head hurt box w & h
	local hhbw, hhbh = self.w*0.25, self.h*0.3
	self.headhurtbox = {
		isactive=false,
		x=-2*self.sx,
		y=0*self.sy-self.h/2-self.collbox.h*2,
		w=hhbw,
		h=hhbh,
	}
	-- spine hurt box w & h
	local shbw, shbh = self.w*0.35, self.h*0.4
	self.spinehurtbox = {
		isactive=false,
		x=-0*self.sx,
		y=0*self.sy-shbh/2+self.collbox.h/2,
		w=shbw,
		h=shbh,
	}
	-- create attacks animations: CAnimation:createAnim(xanimname, xstart, xfinish)
--	self.animation:createAnim(g_ANIM_PUNCH_ATTACK1_R, 50, 51) -- 28, 31, no or low anticipation / quick hit / no or low overhead is best
	self.animation.anims[g_ANIM_PUNCH_ATTACK1_R] = {}
	self.animation.anims[g_ANIM_PUNCH_ATTACK1_R][1] = self.animation.myanimsimgs[49]
	self.animation.anims[g_ANIM_PUNCH_ATTACK1_R][2] = self.animation.myanimsimgs[52]
	self.animation.anims[g_ANIM_PUNCH_ATTACK1_R][3] = self.animation.myanimsimgs[54]
	self.animation:createAnim(g_ANIM_PUNCH_ATTACK2_R, 50, 54) -- low or mid anticipation / quick hit / low or mid overhead is best
--	self.animation:createAnim(g_ANIM_KICK_ATTACK1_R, 62, 63) -- 35, 41, no or low anticipation / quick hit / no or low overhead is best
	self.animation.anims[g_ANIM_KICK_ATTACK1_R] = {}
	self.animation.anims[g_ANIM_KICK_ATTACK1_R][1] = self.animation.myanimsimgs[62]
	self.animation.anims[g_ANIM_KICK_ATTACK1_R][2] = self.animation.myanimsimgs[64]
	self.animation.anims[g_ANIM_KICK_ATTACK1_R][3] = self.animation.myanimsimgs[67]
	self.animation:createAnim(g_ANIM_KICK_ATTACK2_R, 62, 68) -- low or mid anticipation / quick hit / low or mid overhead is best
--	self.animation:createAnim(g_ANIM_PUNCHJUMP_ATTACK1_R, 75, 82) -- low or mid anticipation / quick hit / low or mid overhead is best
	self.animation.anims[g_ANIM_PUNCHJUMP_ATTACK1_R] = {}
	self.animation.anims[g_ANIM_PUNCHJUMP_ATTACK1_R][1] = self.animation.myanimsimgs[78]
	self.animation.anims[g_ANIM_PUNCHJUMP_ATTACK1_R][2] = self.animation.myanimsimgs[80]
	self.animation.anims[g_ANIM_PUNCHJUMP_ATTACK1_R][3] = self.animation.myanimsimgs[82]
--	self.animation:createAnim(g_ANIM_KICKJUMP_ATTACK1_R, 83, 88) -- low or mid anticipation / quick hit / low or mid overhead is best
	self.animation.anims[g_ANIM_KICKJUMP_ATTACK1_R] = {}
	self.animation.anims[g_ANIM_KICKJUMP_ATTACK1_R][1] = self.animation.myanimsimgs[84]
	self.animation.anims[g_ANIM_KICKJUMP_ATTACK1_R][2] = self.animation.myanimsimgs[86]
	-- clean up
	self.animation.myanimsimgs = nil
	-- hit box
	self.headhitboxattack1 = { -- g_ANIM_PUNCH_ATTACK1_R
		isactive=false,
		hitstartframe=2,
		hitendframe=3,
		damage=1,
		x=self.collbox.w*0.6,
		y=-self.h*0.6+collh*0.5,
		w=20*self.sx,
		h=32*self.sy,
	}
	self.headhitboxattack2 = { -- g_ANIM_PUNCH_ATTACK2_R X
		isactive=false,
		hitstartframe=1,
		hitendframe=4,
		damage=2,
		x=self.collbox.w*0.75,
		y=-self.h*0.65+collh*0.5,
		w=32*self.sx,
		h=32*self.sy,
	}
	self.spinehitboxattack1 = { -- g_ANIM_KICK_ATTACK1_R
		isactive=false,
		hitstartframe=2,
		hitendframe=3,
		damage=1,
		x=self.collbox.w*0.7,
		y=-self.h*0.25+collh*0.5,
		w=40*self.sx,
		h=self.h*0.5,
	}
	self.spinehitboxattack2 = { -- g_ANIM_KICK_ATTACK2_R
		isactive=false,
		hitstartframe=2,
		hitendframe=4,
		damage=2,
		x=self.collbox.w*0.8,
		y=-self.h*0.25+collh*0.5,
		w=32*self.sx,
		h=self.h*0.5,
	}
	self.headhitboxjattack1 = { -- g_ANIM_PUNCHJUMP_ATTACK1_R
		isactive=false,
		hitstartframe=6,
		hitendframe=8,
		damage=3,
		x=self.collbox.w*0.7,
		y=-self.h*0.5+collh*0.5,
		w=40*self.sx,
		h=self.h*0.5,
	}
	self.spinehitboxjattack1 = { -- g_ANIM_KICKJUMP_ATTACK1_R
		isactive=false,
		hitstartframe=3,
		hitendframe=5,
		damage=3,
		x=self.collbox.w*0.5,
		y=-self.h*0.25+collh*0.5,
		w=64*self.sx,
		h=self.h*0.5,
	}
	-- SHADOW: CShadow:init(xparentw, xshadowsx, xshadowsy)
	self.shadow = CShadow.new(self.w*0.6)
end

Code comments

Let's break it down!

Next?

That was quite a lot of work but we coded the heart of our game and we are already nearly done!!

All is left to do is add the actors. Actors will be ECS entites, those entities will have components and systems will control them.

In the next part we deal with our player1 entity.


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Next: Tuto tiny-ecs beatemup Part 6 XXX


Tutorial - tiny-ecs beatemup