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10 changed files with 22 additions and 182 deletions

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@ -35,8 +35,4 @@ cmake --build build --target install
# 体积过大
游戏最后的可执行文件和库是经过压缩的(先`strip`再`upx`最后结果超出1M很正常。
# 游戏截图
![snapshot](./snapshot/snapshot.png)
游戏最后的可执行文件和库是经过压缩的(先`strip`再`upx`最后结果超出1M很正常。

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@ -1,25 +0,0 @@
# InfinitShoot
## 游戏介绍
玩家扮演一个枪手,要尽可能地在怪物的围攻中活下来
## 游戏玩法
左键射击wasd移动
## 游戏内容
游戏中的敌人会向你移动,想办法击杀或者躲开它们。
游戏中存在三种类型的子弹:
* 普通子弹:玩家初始的子弹,射速最快,伤害中等,但是没有特殊效果
* 火焰子弹:射速最慢,但是伤害最高,附加怪物火焰效果
* 冰冻子弹:射速中等,伤害中等,可以冻住怪物,冰冻期间触碰怪物不会受到伤害
特殊效果子弹通过击杀20个敌人后从空投中获得。
空投中除了子弹,还有回血的道具,吃完后立刻回血。
游戏中的敌人尸体在一定时间后会腐烂,踩在腐烂的尸体上将会极大地减少玩家的速度

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@ -7,23 +7,18 @@ _M.SoundName = {
PlayerHurt = "PLAYER_HURT",
MonsterHurt = "MONSTER_HURT",
GameOver = "GAMEOVER",
HpRecover = "HPRECOVER",
PickupGun = "PickupGun",
}
_M.TileSize = 32
_M.PlayerInfo = {
velocity = 200,
hp = 50,
velocity = 250,
hp = 100,
}
_M.PlayerSlowSpeed = 50
_M.MonsterInfo = {
velocity = 100,
hp = 50,
damage = 10,
}
_M.MonsterDissolveTime = 5
_M.RoleColliBox = {
w = 14,
h = 32,
@ -54,6 +49,9 @@ _M.MonsetHpBarInfo= {
width = _M.TileSize,
height = 5,
}
_M.GunInfo = {
cooldown = 0.1
}
_M.BulletType = {
Normal = 1,
@ -71,20 +69,20 @@ _M.BulletInfo = {
[_M.BulletType.Ice] = {
damage = 5,
velocity = 400,
cooldown = 0.2,
cooldown = 0.1,
initNum = 100,
},
[_M.BulletType.Fire] = {
damage = 7,
velocity = 600,
cooldown = 0.4,
cooldown = 0.1,
fireDamage = 1,
initNum = 100,
},
}
_M.BulletEffectTime = {
IceTime = 5,
IceTime = 2,
FireTime = 2,
}
_M.RoleState = {
@ -92,7 +90,7 @@ _M.RoleState = {
Ice = 2,
Fire = 3,
}
_M.SupplyFalldownKillNum = 20
_M.SupplyFalldownKillNum = 120
_M.SupplyType = {
IceGun = 1,
@ -100,8 +98,8 @@ _M.SupplyType = {
HpRecover = 3,
}
_M.SupplyItem = {
[_M.SupplyType.IceGun] = { num = 50},
[_M.SupplyType.FireGun] = { num = 50},
[_M.SupplyType.IceGun] = { num = 100 },
[_M.SupplyType.FireGun] = { num = 100 },
[_M.SupplyType.HpRecover] = { recover = 50},
}

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@ -34,16 +34,11 @@ _M.GameStateEnum = {
Gaming = 3,
}
_M.HpRecoverListAnim = {}
_M.GameState = _M.GameStateEnum.ShowLogo
---@type table<Entity>
_M.MonsterList = {}
---@type table<Entity>
_M.MonsterCorpseList = {}
_M.MonsterBirthNum = 0
_M.MonsterBirthCountDown = 0

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@ -117,8 +117,7 @@ local ComponentType = {
Animator = 11,
State = 12,
Supply = 13,
SlowTrap = 14,
Image = 15,
Image = 14,
}
_M.ComponentType = ComponentType
@ -431,9 +430,6 @@ function _M.CreateGunComponent(type, bulletNum)
o.SetType = function(self, type)
self.type = type or constants.BulletType.Normal
self.bulletNum = constants.BulletInfo[self.type].initNum
o.cdTimer = timer.CreateTimer(constants.BulletInfo[type].cooldown, -1, function()
o.canShoot = true
end)
end
o.GetBulletNum = function(self)
@ -525,36 +521,6 @@ function _M.CreateSupplyComponent(type)
end
---@class SlowTrapComponent:Component
---@field IsEnable function
---@field StartDissolve function
---@return SupplyComponent
function _M.CreateSlowTrapComponent()
local o = { isActive = true, name = ComponentType.SlowTrap, isEnable = false, parent = nil }
---@type Timer
o.timer = nil
o.StartDissolve = function(self)
self.timer = timer.CreateTimer(constants.MonsterDissolveTime, 1, function()
self.isEnable = true
---@type ImageComponent
local image = self:GetParent():GetComponent(ComponentType.Image)
if image then
image.row = 12
image.col = 0
end
end)
end
o.IsEnable = function(self) return self.isEnable end
o.Update = function(self)
if self.timer then
self.timer:Update()
end
end
return _M.CreateComponent(o)
end
---@class StateComponent:Component
---@field rect Rect
@ -609,9 +575,6 @@ function _M.CreateStateComponent(state)
local oldHp = roleProp.hp
roleProp.hp = roleProp.hp - constants.BulletInfo[constants.BulletType.Fire].fireDamage
if oldHp > 0 and roleProp.hp <= 0 then
local slowTrap = _M.CreateSlowTrapComponent()
self:GetParent():SetComponent(slowTrap)
slowTrap:StartDissolve()
content.Score = content.Score + 1
helpfuncs.IncKillNum()
end
@ -671,6 +634,7 @@ function _M.CreateAnimatorComponent(ani)
return _M.CreateComponent(o)
end
---@return Entity
---@param pos Point
---@param damage number
@ -701,7 +665,7 @@ function _M.CreatePlayer(pos)
entity:SetComponent(_M.CreateImageComponent(content.Tilesheet, 0, 0))
entity:SetComponent(_M.CreateRolePropComponent(constants.PlayerInfo.hp, constants.PlayerInfo.velocity))
entity:SetComponent(_M.CreateDirectionComponent(0))
entity:SetComponent(_M.CreateGunComponent(constants.BulletType.Normal))
entity:SetComponent(_M.CreateGunComponent(constants.BulletType.Fire))
entity:SetComponent(_M.CreateColliBoxComponent(constants.RoleColliBox))
entity:SetComponent(_M.CreateInvincibleComponent(constants.Invincible))
entity:SetComponent(_M.CreateStateComponent())
@ -735,4 +699,5 @@ function _M.CreateSupply(type, pos)
return entity
end
return _M

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@ -66,19 +66,7 @@ end
local function updateMonster()
---@param v Entity
for i, v in pairs(content.MonsterList) do
if v:GetComponent(ECS.ComponentType.RoleProp):IsDie() then
table.insert(content.MonsterCorpseList, v)
content.MonsterList[i] = nil
else
v:Update()
end
end
end
local function updateMonsterCropse()
---@param v Entity
for _, v in pairs(content.MonsterCorpseList) do
for _, v in pairs(content.MonsterList) do
v:Update()
end
end
@ -97,7 +85,7 @@ local function collisionDeal()
local playerPos = content.PlayerEntity:GetComponent(ECS.ComponentType.Transform).position
---@type Rect
local playerColliBox = hazel.CreateRect(playerPos.x + playerBox.x, playerPos.y + playerBox.y, playerBox.w, playerBox.h)
---@type Entity
---@type m Entity
for km, _ in pairs(content.MonsterList) do
---@type Entity
local monster = content.MonsterList[km]
@ -113,10 +101,7 @@ local function collisionDeal()
monsterBox.w, monsterBox.h)
---@type RolePropComponent
local monsterRoleProp = monster:GetComponent(ECS.ComponentType.RoleProp)
---@type StateComponent
local mosnterState = monster:GetComponent(ECS.ComponentType.State):GetState()
if mosnterState ~= constants.RoleState.Ice and vmath.IsRectIntersect(playerColliBox, monsterColliBox) then
if vmath.IsRectIntersect(playerColliBox, monsterColliBox) then
---@type InvincibleComponent
local playerInvincible = content.PlayerEntity:GetComponent(ECS.ComponentType.Invincible)
if playerInvincible and not playerInvincible:IsInvincibleState() then
@ -167,10 +152,6 @@ local function collisionDeal()
hazel.Sound.Play(constants.SoundName.MonsterHurt)
if monsterRoleProp:IsDie() then
if oldHp > 0 then
---@type SlowTrapComponent
local slowTrap = ECS.CreateSlowTrapComponent()
monster:SetComponent(slowTrap)
slowTrap:StartDissolve()
content.Score = content.Score + 1
helpfunc.IncKillNum()
end
@ -192,16 +173,8 @@ local function collisionDeal()
---@type GunComponent
local gun = content.PlayerEntity:GetComponent(ECS.ComponentType.Gun)
local type = v:GetComponent(ECS.ComponentType.Supply).type
print(type)
if type == constants.SupplyType.HpRecover then
local index = #content.HpRecoverListAnim + 1
local hpRecoverAnim = animation.CreateAnimation(content.Tilesheet, {
{row = 12, col = 1, time = 0.5},
}, function()
content.HpRecoverListAnim[index] = nil
end)
hpRecoverAnim:Play()
table.insert(content.HpRecoverListAnim, index, hpRecoverAnim)
hazel.Sound.Play(constants.SoundName.HpRecover)
---@type RolePropComponent
local roleProp = content.PlayerEntity:GetComponent(ECS.ComponentType.RoleProp)
roleProp.hp = roleProp.hp + constants.SupplyItem[type].recover
@ -211,42 +184,13 @@ local function collisionDeal()
elseif type == constants.SupplyType.IceGun then
gun:SetType(constants.BulletType.Ice)
gun.bulletNum = gun.bulletNum + constants.SupplyItem[type].num
hazel.Sound.Play(constants.SoundName.PickupGun)
elseif type == constants.SupplyType.FireGun then
gun:SetType(constants.BulletType.Fire)
gun.bulletNum = gun.bulletNum + constants.SupplyItem[type].num
hazel.Sound.Play(constants.SoundName.PickupGun)
end
end
end
end
---@type boolean
local isSlowed = False
---@type RolePropComponent
local playerProp = content.PlayerEntity:GetComponent(ECS.ComponentType.RoleProp)
playerProp.speed = constants.PlayerSlowSpeed
---@param mk number
---@param corpse Entity
for mk, corpse in pairs(content.MonsterCorpseList) do
---@type Point
local corpsePos = corpse:GetComponent(ECS.ComponentType.Transform).position
---@type Rect
local corpseBox = corpse:GetComponent(ECS.ComponentType.ColliBox).rect
---@type Rect
local corpseColliBox = hazel.CreateRect(corpsePos.x + corpseBox.x, corpsePos.y + corpseBox.y,
corpseBox.w, corpseBox.h)
---@type SlowTrapComponent
local slowTrap = corpse:GetComponent(ECS.ComponentType.SlowTrap)
if slowTrap:IsEnable() and vmath.IsRectIntersect(corpseColliBox, playerColliBox) then
isSlowed = true
playerProp.speed = constants.PlayerSlowSpeed
end
end
if not isSlowed then
playerProp.speed = constants.PlayerInfo.velocity
end
end
local function showRestartHint()
@ -274,10 +218,8 @@ end
local function initGame()
content.KillNum = 0
content.Score = 0
content.HpRecoverListAnim = {}
content.BulletList = {}
content.MonsterList = {}
content.MonsterCorpseList = {}
content.SupplyList = {}
content.PlayerEntity = ECS.CreatePlayer(hazel.CreatePos(constants.TileSize * 16, constants.TileSize * 13))
content.MonsterBirthNum = constants.MonsterBirthInitNum
@ -355,23 +297,6 @@ local function drawNum(num, x, y)
end
end
local function updateHpRecoverAnim()
for _, ani in pairs(content.HpRecoverListAnim) do
if ani:IsPlaying() then
ani:Update()
---@type TileSheet
local tilesheet = ani:GetTilesheet()
---@type Frame
local frame = ani:GetCurFrame()
---@type Point
local pos = content.PlayerEntity:GetComponent(ECS.ComponentType.Transform).position
tilesheet:Draw(frame.col, frame.row,
hazel.CreateRect(pos.x, pos.y - constants.TileSize - 5,
constants.TileSize, constants.TileSize))
end
end
end
local function updateRoles()
---@param monster Entity
for _, monster in pairs(content.MonsterList) do
@ -381,7 +306,7 @@ local function updateRoles()
monster:RemoveComponent(ECS.ComponentType.Direction)
monster:RemoveComponent(ECS.ComponentType.AI)
monster:RemoveComponent(ECS.ComponentType.HpShow)
-- monster:RemoveComponent(ECS.ComponentType.ColliBox)
monster:RemoveComponent(ECS.ComponentType.ColliBox)
monster:RemoveComponent(ECS.ComponentType.State)
---@type ImageComponent
local image = monster:GetComponent(ECS.ComponentType.Image)
@ -397,15 +322,13 @@ function GameStart()
content.RestartHintTexture = hazel.LoadTexture("resources/RestartHint.png")
content.LicensTexture = hazel.LoadTexture("resources/License.png")
content.StartHintTexture = hazel.LoadTexture("resources/StartHint.png")
content.Tilesheet = hazel.CreateTileSheet(content.Texture, 3, 13)
content.Tilesheet = hazel.CreateTileSheet(content.Texture, 3, 12)
content.NumberTexture = hazel.LoadTexture("resources/numbers.png")
content.NumberTilesheet = hazel.CreateTileSheet(content.NumberTexture, 11, 1)
hazel.Sound.Load("resources/gameover.wav", constants.SoundName.GameOver)
hazel.Sound.Load("resources/player_hurt.wav", constants.SoundName.PlayerHurt)
hazel.Sound.Load("resources/monster_hurt.wav", constants.SoundName.MonsterHurt)
hazel.Sound.Load("resources/shoot.wav", constants.SoundName.Shoot)
hazel.Sound.Load("resources/hprecover.wav", constants.SoundName.HpRecover)
hazel.Sound.Load("resources/pickupgun.wav", constants.SoundName.PickupGun)
initGame()
@ -450,7 +373,6 @@ function GameLoop()
if content.GameState == content.GameStateEnum.WaitStart or content.GameState == content.GameStateEnum.Gaming then
drawFloors()
updateMonsterCropse()
updateSupply()
updateMonster()
content.PlayerEntity:Update()
@ -458,7 +380,6 @@ function GameLoop()
collisionDeal()
drawCurosr()
updateRoles()
updateHpRecoverAnim()
end
---@type RolePropComponent
@ -474,18 +395,8 @@ function GameLoop()
---@type GunComponent
local gun = content.PlayerEntity:GetComponent(ECS.ComponentType.Gun)
local x = hazel.GetCanvaSize().x - 128
content.Tilesheet:Draw(2, 11, hazel.CreateRect(x - 64, 22, 50, 50))
drawNum(content.Score, x, 32)
if gun then
---@param type number
local type = gun.type
if type == constants.BulletType.Fire then
content.Tilesheet:Draw(1, 10, hazel.CreateRect(x - 64, 70, 50, 50))
elseif type == constants.BulletType.Ice then
content.Tilesheet:Draw(0, 10, hazel.CreateRect(x - 64, 80, 50, 50))
else
content.Tilesheet:Draw(1, 4, hazel.CreateRect(x - 64, 80, 50, 50))
end
drawNum(gun:GetBulletNum(), x, 80)
end
end

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