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littlejsengine

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LittleJS - Tiny and Fast HTML5 Game Engine

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/* Little JS Module Demo - A simple starter project - Shows how to use LittleJS with modules */ 'use strict'; // import LittleJS module import * as LJS from '../../dist/littlejs.esm.js'; const {tile, vec2, hsl} = LJS; // show the LittleJS splash screen LJS.setShowSplashScreen(true); // fix texture bleeding by shrinking tile slightly LJS.setTileFixBleedScale(.5); // sound effects const sound_click = new LJS.Sound([1,.5]); // medals const medal_example = new LJS.Medal(0, 'Example Medal', 'Welcome to LittleJS!'); LJS.medalsInit('Hello World'); // game variables let particleEmitter; /////////////////////////////////////////////////////////////////////////////// function gameInit() { // create tile collision and visible tile layer const pos = vec2(); const tileLayer = new LJS.TileCollisionLayer(pos, vec2(32,16)); // get level data from the tiles image const mainContext = LJS.mainContext; const tileImage = LJS.textureInfos[0].image; mainContext.drawImage(tileImage, 0, 0); const imageData = mainContext.getImageData(0,0,tileImage.width,tileImage.height).data; for (pos.x = tileLayer.size.x; pos.x--;) for (pos.y = tileLayer.size.y; pos.y--;) { // check if this pixel is set const i = pos.x + tileImage.width*(15 + tileLayer.size.y - pos.y); if (!imageData[4*i]) continue; // set tile data const tileIndex = 1; const direction = LJS.randInt(4) const mirror = !LJS.randInt(2); const color = LJS.randColor(); const data = new LJS.TileLayerData(tileIndex, direction, mirror, color); tileLayer.setData(pos, data); tileLayer.setCollisionData(pos); } // draw tile layer with new data tileLayer.redraw(); // move camera to center of collision LJS.setCameraPos(tileLayer.size.scale(.5)); LJS.setCameraScale(32); // enable gravity LJS.setGravity(vec2(0,-.01)); // create particle emitter particleEmitter = new LJS.ParticleEmitter( vec2(16,9), 0, // emitPos, emitAngle 0, 0, 500, 3.14, // emitSize, emitTime, rate, cone tile(0, 16), // tileIndex, tileSize hsl(1,1,1), hsl(0,0,0), // colorStartA, colorStartB hsl(0,0,0,0), hsl(0,0,0,0), // colorEndA, colorEndB 1, .2, .2, .1, .05, // time, sizeStart, sizeEnd, speed, angleSpeed .99, 1, 1, 3.14, // damping, angleDamping, gravityScale, cone .05, .5, true, true // fadeRate, randomness, collide, additive ); particleEmitter.restitution = .3; // bounce when it collides particleEmitter.trailScale = 2; // stretch as it moves particleEmitter.velocityInheritance = .3; // inherit emitter velocity } /////////////////////////////////////////////////////////////////////////////// function gameUpdate() { if (LJS.mouseWasPressed(0)) { // play sound when mouse is pressed sound_click.play(LJS.mousePos); // change particle color and set to fade out particleEmitter.colorStartA = LJS.randColor(); particleEmitter.colorStartB = LJS.randColor(); particleEmitter.colorEndA = particleEmitter.colorStartA.scale(1,0); particleEmitter.colorEndB = particleEmitter.colorStartB.scale(1,0); // unlock medals medal_example.unlock(); } // move particles to mouse location if on screen if (LJS.mousePosScreen.x) particleEmitter.pos = LJS.mousePos; } /////////////////////////////////////////////////////////////////////////////// function gameUpdatePost() { } /////////////////////////////////////////////////////////////////////////////// function gameRender() { // draw a grey square in the background LJS.drawRect(vec2(16,8), vec2(20,14), hsl(0,0,.6)); // draw the logo as a tile LJS.drawTile(vec2(21,5), vec2(4.5), tile(3,128)); } /////////////////////////////////////////////////////////////////////////////// function gameRenderPost() { // draw to overlay canvas for hud rendering LJS.drawTextScreen('LittleJS with Modules', vec2(LJS.mainCanvasSize.x/2, 80), 80); } /////////////////////////////////////////////////////////////////////////////// // Startup LittleJS Engine LJS.engineInit(gameInit, gameUpdate, gameUpdatePost, gameRender, gameRenderPost, ['tiles.png']);