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

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== Code comments ==
 
== Code comments ==
 
Let's break it down!
 
Let's break it down!
 +
 +
=== ids ===
 +
Ids are used as filters by the ECS systems. Based on an Entity id, a System will process it or not. Here is an id to tell this is the player1 entity and an id telling this sprite is animated.
 +
 +
'''All the basics variables below can be used as id as well, if we want to narrow down a System filter'''
 +
 +
=== variables: the basics  ===
 +
The systems will need to know a bunch of information about the Entity it is processing:
 +
* the sprite layers the actor lives in
 +
* the actor position and scale
 +
* ''positionystart'' the starting position on the y axis before the actor performs a jump
 +
* flip to indicate the direction the actor is facing
 +
* the number of lives, health, jumps, ...
 +
 +
=== recovery ===
 +
When the actor is hit, we give it some time to recover. During this time the actor is invincible.
 +
 +
=== my mistake! ===
 +
I added a ''self.ispaused'' variable which is completly useless here, you can safely delete it :-)
 +
 +
''self.hitfx'' is one of those fx we add to the fxlayer when the player1 successfully hits another actor.
 +
 +
== COMPONENTS ==
 +
XXX
  
 
== Next? ==
 
== Next? ==

Revision as of 17:51, 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!

ids

Ids are used as filters by the ECS systems. Based on an Entity id, a System will process it or not. Here is an id to tell this is the player1 entity and an id telling this sprite is animated.

All the basics variables below can be used as id as well, if we want to narrow down a System filter

variables: the basics

The systems will need to know a bunch of information about the Entity it is processing:

  • the sprite layers the actor lives in
  • the actor position and scale
  • positionystart the starting position on the y axis before the actor performs a jump
  • flip to indicate the direction the actor is facing
  • the number of lives, health, jumps, ...

recovery

When the actor is hit, we give it some time to recover. During this time the actor is invincible.

my mistake!

I added a self.ispaused variable which is completly useless here, you can safely delete it :-)

self.hitfx is one of those fx we add to the fxlayer when the player1 successfully hits another actor.

COMPONENTS

XXX

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.


Prev.: [[Tuto tiny-ecs beatemup Part 4 LevelX]]
Next: Tuto tiny-ecs beatemup Part 6 XXX


Tutorial - tiny-ecs beatemup