add start logo; player now flash when hurted
This commit is contained in:
parent
5504ce68d2
commit
a86f0719fb
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@ -0,0 +1,14 @@
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[important]
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[x] 加上1MGames标志
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[ ] 角色走路动画
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[ ] 角色受伤特效
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[x] 角色无敌时闪烁
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[ ] 新增多个枪类型
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[ ] 右上角显示分数
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[ ] 玩家积分榜
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[optional]
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[ ] 怪物从土里爬出来(新增怪物类型)
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[ ] 掉落宝物(掉落子弹,加分道具)
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[ ] 多把武器切换
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@ -1,5 +1,7 @@
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local _M = {}
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_M.ShowLicenseTime = 2.5
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_M.TileSize = 32
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_M.PlayerInfo = {
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velocity = 250,
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@ -10,8 +10,8 @@ _M.RestartHintTexture = nil
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---@type Texture
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_M.StartHintTexture = nil
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---@type boolean
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_M.IsStartGame = false
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---@type Texture
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_M.LicensTexture = nil
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---@type TileSheet
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_M.Tilesheet = nil
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@ -22,6 +22,14 @@ _M.PlayerEntity = nil
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---@type table<Entity>
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_M.BulletList = {}
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_M.GameStateEnum = {
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ShowLogo = 1,
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WaitStart = 2,
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Gaming = 3,
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}
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_M.GameState = _M.GameStateEnum.ShowLogo
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---@type table<Entity>
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_M.MonsterList = {}
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94
game/ecs.lua
94
game/ecs.lua
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@ -3,6 +3,7 @@ local constants = require "constants"
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local math = require "math"
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local vmath = require "vmath"
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local content = require "content"
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local timer = require "timer"
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---@class ECS
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local _M = {}
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@ -203,7 +204,6 @@ end
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---@class ControllerComponent:Component
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---@return ControllerComponent
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---@param speed number
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function _M.CreateControllerComponent()
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local o = { isActive = true, name = ComponentType.Controller, parent = nil }
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@ -229,6 +229,12 @@ function _M.CreateControllerComponent()
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transform.position.y = transform.position.y + speed * elapseTime
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end
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local canvaSize = hazel.GetCanvaSize()
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if transform.position.x < 0 then transform.position.x = 0 end
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if transform.position.x + transform.size.x > canvaSize.x then transform.position.x = canvaSize.x - transform.size.x end
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if transform.position.y < constants.PlayerHpBarInfo.height then transform.position.y = constants.PlayerHpBarInfo.height end
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if transform.position.y + transform.size.y > canvaSize.y then transform.position.y = canvaSize.y - transform.size.y end
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---@type Point
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local mousePos = hazel.GetGameMousePos()
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@ -239,6 +245,14 @@ function _M.CreateControllerComponent()
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---@type Point
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local mouseDir = hazel.CreatePos(mousePos.x - playerCenterX, mousePos.y - playerCenterY)
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self:GetParent():GetComponent(ComponentType.Direction):SetDir(mouseDir)
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if hazel.GetMouseButtonState(hazel.MouseButton.Left) == hazel.InputState.Press then
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---@type GunComponent
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local gun = self:GetParent():GetComponent(ComponentType.Gun)
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if gun then
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gun:Fire(vmath.Normalize(mouseDir))
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end
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end
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end
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return _M.CreateComponent(o)
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@ -250,26 +264,54 @@ end
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---@return InvincibleComponent
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---@param time number
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function _M.CreateInvincibleComponent(time)
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local o = { isActive = true, name = ComponentType.Invincible, cooldown = time, timeCountDown = time, parent = nil }
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local o = { isActive = true, name = ComponentType.Invincible, isInvincible = false, parent = nil }
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o.flashTimer = nil
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---@type Timer
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o.cdTimer = timer.CreateTimer(time, 1, function ()
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o.isInvincible = false
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end)
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o.cdTimer:Stop()
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---@return boolean
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---@param self InvincibleComponent
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o.IsInvincibleState = function(self)
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return self.timeCountDown > 0
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return self.cdTimer:IsRunning()
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end
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---@param self InvincibleComponent
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o.IntoInvincible = function(self)
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if self.timeCountDown <= 0 then
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self.timeCountDown = self.cooldown
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if self.isInvincible then
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return
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end
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self.isInvincible = true
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self.cdTimer:Rewind()
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self.cdTimer:Start()
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self.flashTimer = timer.CreateTimer(0.1, time / 0.1,
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function()
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---@type ImageComponent
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local image = o:GetParent():GetComponent(ComponentType.Image)
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if image then
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if image:IsActive() then
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image:Disable()
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else
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image:Enable()
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end
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end
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end,
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function()
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---@type ImageComponent
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local image = o:GetParent():GetComponent(ComponentType.Image)
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if image then
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image:Enable()
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end
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end)
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end
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---@param self InvincibleComponent
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o.Update = function(self)
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self.timeCountDown = self.timeCountDown - hazel.Time.GetElapseTime()
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if self.timeCountDown < 0 then
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self.timeCountDown = 0
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self.cdTimer:Update()
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if self.flashTimer then
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self.flashTimer:Update()
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end
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end
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@ -368,34 +410,39 @@ end
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---@param damage number
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---@param velocity number
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function _M.CreateGunComponent(damage, velocity)
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local o = { isActive = true, name = ComponentType.Gun, damage = damage, timeCounter = 0, parent = nil }
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local o = { isActive = true, name = ComponentType.Gun, damage = damage, canShoot = true, velocity = velocity, parent = nil }
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o.cdTimer = timer.CreateTimer(constants.GunInfo.cooldown, -1, function()
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o.canShoot = true
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end)
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---@param self GunComponent
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o.Update = function(self)
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if self.timeCounter < constants.GunInfo.cooldown then
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self.timeCounter = self.timeCounter + hazel.Time.GetElapseTime()
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---@param dir Point
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o.Fire = function(self, dir)
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if not self.canShoot then
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return
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end
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if self.timeCounter >= constants.GunInfo.cooldown then
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self.timeCounter = constants.GunInfo.cooldown
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end
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if hazel.GetMouseButtonState(hazel.MouseButton.Left) == hazel.InputState.Press and self.timeCounter >= constants.GunInfo.cooldown then
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self.timeCounter = self.timeCounter - constants.GunInfo.cooldown
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---@type Point
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local position = self:GetParent():GetComponent(ComponentType.Transform).position
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---@type Point
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local mousePos = hazel.GetGameMousePos()
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local playerCenterX = position.x + constants.TileSize / 2
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local playerCenterY = position.y + constants.TileSize / 2
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local nMouseDir = vmath.Normalize(hazel.CreatePos(mousePos.x - playerCenterX, mousePos.y - playerCenterY))
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local bullet = _M.CreateBullet(hazel.CreatePos(playerCenterX - constants.TileSize / 2, playerCenterY - constants.TileSize / 2), self.damage, hazel.CreatePos(nMouseDir.x * velocity, nMouseDir.y * velocity))
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local ndir = vmath.Normalize(dir)
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local bullet = _M.CreateBullet(hazel.CreatePos(playerCenterX - constants.TileSize / 2, playerCenterY - constants.TileSize / 2),
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self.damage,
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hazel.CreatePos(ndir.x * self.velocity, ndir.y * self.velocity))
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table.insert(content.BulletList, bullet)
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self.canShoot = false
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end
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---@param self GunComponent
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o.Update = function(self)
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self.cdTimer:Update()
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end
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return _M.CreateComponent(o)
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end
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---@class BulletComponent:Component
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---@field damage number
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---@field speed Point
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@ -449,6 +496,7 @@ function _M.CreatePlayer(pos)
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entity:SetComponent(_M.CreateImageComponent(content.Tilesheet, 0, 0))
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entity:SetComponent(_M.CreateRolePropComponent(constants.PlayerInfo.hp, constants.PlayerInfo.velocity))
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entity:SetComponent(_M.CreateDirectionComponent(0))
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entity:SetComponent(_M.CreateGunComponent(constants.BulletInfo.damage, constants.BulletInfo.velocity))
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entity:SetComponent(_M.CreateColliBoxComponent(constants.RoleColliBox))
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entity:SetComponent(_M.CreateInvincibleComponent(constants.Invincible))
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return entity
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@ -1,9 +1,9 @@
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local hazel = require "hazel"
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local ECS = require "ecs"
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local constants = require "constants"
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local math = require "math"
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local content = require "content"
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local vmath = require "vmath"
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local timer = require "timer"
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local function drawCurosr()
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hazel.Renderer.SetDrawColor(1, 0, 0, 1)
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@ -170,7 +170,7 @@ local function initGame()
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content.MonsterList = {}
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content.PlayerEntity = ECS.CreatePlayer(hazel.CreatePos(constants.TileSize * 16, constants.TileSize * 13))
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content.MonsterBirthNum = constants.MonsterBirthInitNum
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content.IsStartGame = false
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content.GameState = content.GameStateEnum.WaitStart
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end
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local function generateMonster()
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@ -205,15 +205,26 @@ local function generateMonster()
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content.MonsterBirthCountDown = constants.MonsterBirthInterval
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end
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---@type Timer
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local showLicenseTimer = nil
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function GameStart()
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hazel.SetWindowIcon("resources/icon.png")
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content.Texture = hazel.LoadTexture("resources/tilesheet.png")
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content.RestartHintTexture = hazel.LoadTexture("resources/RestartHint.png")
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content.LicensTexture = hazel.LoadTexture("resources/License.png")
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content.StartHintTexture = hazel.LoadTexture("resources/StartHint.png")
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content.Tilesheet = hazel.CreateTileSheet(content.Texture, 3, 10)
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initGame()
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content.GameState = content.GameStateEnum.ShowLogo
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showLicenseTimer = timer.CreateTimer(constants.ShowLicenseTime, 1, function()
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content.GameState = content.GameStateEnum.WaitStart
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showLicenseTimer = nil
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end)
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hazel.HideCursor()
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generateFloors()
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end
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@ -221,14 +232,21 @@ end
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function GameLoop()
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hazel.Time.RecordElapseTime()
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if showLicenseTimer then
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showLicenseTimer:Update()
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end
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hazel.Renderer.SetClearColor(0, 0, 0, 1)
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hazel.Renderer.Clear()
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drawFloors()
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updateMonster()
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content.PlayerEntity:Update()
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updateBullet()
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collisionDeal()
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if content.GameState == content.GameStateEnum.ShowLogo then
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local dstrect = hazel.CreateRect(0, 0, 0, 0)
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dstrect.w = content.LicensTexture.w * 5
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dstrect.h = content.LicensTexture.h * 5
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dstrect.x = (hazel.GetCanvaSize().x - dstrect.w) / 2
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dstrect.y = (hazel.GetCanvaSize().y - dstrect.h) / 2
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hazel.Renderer.DrawTexture(content.LicensTexture, nil, dstrect)
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end
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---@type RolePropComponent
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local playerRoleInfo = content.PlayerEntity:GetComponent(ECS.ComponentType.RoleProp)
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@ -239,12 +257,20 @@ function GameLoop()
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end
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end
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if not content.IsStartGame then
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if content.GameState == content.GameStateEnum.WaitStart or content.GameState == content.GameStateEnum.Gaming then
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drawFloors()
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updateMonster()
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content.PlayerEntity:Update()
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updateBullet()
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collisionDeal()
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drawCurosr()
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end
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if content.GameState == content.GameStateEnum.WaitStart then
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showStartHint()
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if hazel.GetMouseButtonState(hazel.MouseButton.Left) == hazel.InputState.Press then
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content.IsStartGame = true
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content.GameState = content.GameStateEnum.Gaming
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content.PlayerEntity:SetComponent(ECS.CreateControllerComponent())
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content.PlayerEntity:SetComponent(ECS.CreateGunComponent(constants.BulletInfo.damage, constants.BulletInfo.velocity))
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content.PlayerEntity:SetComponent(ECS.CreateHpShowComponent(hazel.CreateSize(constants.PlayerHpBarInfo.width, constants.PlayerHpBarInfo.height)))
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for _, v in pairs(content.MonsterList) do
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@ -253,13 +279,11 @@ function GameLoop()
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end
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end
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if content.IsStartGame then
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if content.GameState == content.GameStateEnum.Gaming then
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for i = 0, content.MonsterBirthNum do
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generateMonster()
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end
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end
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drawCurosr()
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end
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function GameQuit()
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@ -267,4 +291,5 @@ function GameQuit()
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hazel.DestroyTexture(content.Texture)
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hazel.DestroyTexture(content.RestartHintTexture)
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hazel.DestroyTexture(content.StartHintTexture)
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hazel.DestroyTexture(content.LicensTexture)
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end
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After Width: | Height: | Size: 831 B |
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@ -0,0 +1,59 @@
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local hazel = require "hazel"
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---@class Timer
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local _M = {}
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---@param interval number seconds
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---@param loop number -1 means infinite loop
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---@param callback function|nil a no param, no return value callback function
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---@param onStopFunc function|nil a no param, no return value callback function called when timer stop
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function _M.CreateTimer(interval, loop, callback, onStopFunc)
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local o = {isStart = true, interval = interval, totleLoop = loop, loop = loop, callback = callback, onStopFunc = onStopFunc, counter = 0}
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setmetatable(o, {__index = _M})
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return o
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end
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---@param self Timer
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function _M.Rewind(self)
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self.loop = self.totleLoop
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end
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---@param self Timer
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function _M.Start(self)
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self.isStart = true
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end
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---@return boolean
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---@param self Timer
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function _M.IsRunning(self)
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return self.isStart
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end
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---@param self Timer
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function _M.Stop(self)
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self.isStart = false
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end
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---@param self Timer
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function _M.Update(self)
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if self.loop == 0 then
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if self:IsRunning() then
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if self.onStopFunc then
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self.onStopFunc()
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end
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self:Stop()
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end
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end
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if self:IsRunning() then
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self.counter = self.counter + hazel.Time.GetElapseTime()
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while self.counter >= self.interval do
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self.counter = self.counter - self.interval
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self.loop = self.loop - 1
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if self.callback then
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self.callback()
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end
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end
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end
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end
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return _M
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