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juego.js
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// Inicializo la libreria
kaboom({
global:true,
fullscreen: true,
scale: 1,
debug: true,
clearColor: [0,0,0,1]
})
const velocidadMov = 120
// Cargando Sprites
// Ruta dinamica para cargar las direcciones
loadRoot('https://i.imgur.com/')
// Sprites de Link
loadSprite('mov-left', 'v3Vi5mN.png')
loadSprite('mov-right', 'Gf0svus.png')
loadSprite('mov-up', 'jKv9dUN.png')
loadSprite('mov-down', 'smc5jmy.png')
// Sprites de enemigo
loadSprite('enem-stand', '7Z6Tmny.png')
// Sprites de paredes
loadSprite('left-wall', 'rfDoaa1.png')
loadSprite('top-wall', 'QA257Bj.png')
loadSprite('bottom-wall', 'vWJWmvb.png')
loadSprite('right-wall', 'SmHhgUn.png')
loadSprite('bottom-left-wall', 'awnTfNC.png')
loadSprite('bottom-right-wall', '84oyTFy.png')
loadSprite('top-left-wall', 'xlpUxIm.png')
loadSprite('top-right-wall', 'z0OmBd1.jpg')
loadSprite('top-door', 'U9nre4n.png')
// Sprites para otros
loadSprite('fire-pot', 'I7xSp7w.png')
loadSprite('left-door', 'okdJNls.png')
loadSprite('lanterns', 'wiSiY09.png')
loadSprite('slicer', 'c6JFi5Z.png')
loadSprite('skeletor', 'Ei1VnX8.png')
loadSprite('kaboom', 'o9WizfI.png')
loadSprite('stairs', 'VghkL08.png')
loadSprite('bg', 'u4DVsx6.png')
// Cargando Escena
scene("game", ({level, score}) => {
layers(['bg', 'obj', 'ui'], 'obj')
const mapa = [
[
'ycc)cc^ccw',
'a b',
'a * b',
'a ( b',
'% b',
'a ( b',
'a * b',
'a b',
'xdd)dd)ddz',
],
[
'yccccccccw',
'a b',
') )',
'a } b',
'a b',
'a $ b',
') } )',
'a b',
'xddddddddz',
]
]
const nivelConfig = {
width: 48,
height: 48,
'a': [sprite('left-wall'), solid(), 'wall'],
'b': [sprite('right-wall'), solid(), 'wall'],
'c': [sprite('top-wall'), solid(), 'wall'],
'd': [sprite('bottom-wall'), solid(), 'wall'],
'w': [sprite('top-right-wall'), solid(), 'wall'],
'x': [sprite('bottom-left-wall'), solid(), 'wall'],
'y': [sprite('top-left-wall'), solid(), 'wall'],
'z': [sprite('bottom-right-wall'), solid(), 'wall'],
'%': [sprite('left-door'), solid()],
'^': [sprite('top-door'), 'next-level'],
'$': [sprite('stairs'), 'next-level'],
'*': [sprite('slicer'), 'slicer', {dir: -1}, 'dangerous'],
'}': [sprite('enem-stand'), 'dangerous', 'skeletor', {dir: -1, timer: 0} ],
')': [sprite('lanterns'), solid()],
'(': [sprite('fire-pot'), solid()],
}
addLevel(mapa[level], nivelConfig)
add([sprite('bg'), layer('bg')])
const scoreLabel = add([
text('0'),
pos(400, 450),
layer('ui'),
{
value: score,
},
scale(2)
])
add([text('level' + parseInt(level + 1)), pos(400,485), scale(2)])
// Añadiendo al player: dentro de la constante añadimos por metodo
// cargando el sprite (a la derecha), la posición, un objero para
// definir la dirección.
const player = add([
sprite('mov-right'),
pos(5, 190),
{
// Inicia por defecto a la derecha
dir: vec2(1, 0),
},
])
// Añadimos el sprite del personaje
// al escenario.
player.action(() => {
player.resolve()
})
// Condicionamos las flechas del teclado para
// darle movimiento al sprite.
keyDown('left', () => {
player.changeSprite('mov-left')
player.move(-velocidadMov, 0)
player.dir = vec2(-1, 0)
})
keyDown('right', () => {
player.changeSprite('mov-right')
player.move(velocidadMov, 0)
player.dir = vec2(1, 0)
})
keyDown('up', () => {
player.changeSprite('mov-up')
player.move(0, -velocidadMov)
player.dir = vec2(0, -1)
})
keyDown('down', () => {
player.changeSprite('mov-down')
player.move(0, velocidadMov)
player.dir = vec2(0, 1)
})
player.overlaps('next-level', () => {
go("game", {
level: (level + 1) % mapa.length,
score: scoreLabel.value
})
})
function atacar(p) {
const obj = add([sprite('kaboom'), pos(p), 'kaboom'])
wait(1, () => {
destroy(obj)
})
}
collides ('kaboom', 'skeletor', (k, s) => {
camShake(4)
wait(1, () => {
destroy(k)
})
destroy(s)
scoreLabel.value++
scoreLabel.text = scoreLabel.value
})
keyPress('space', () => {
atacar(player.pos.add(player.dir.scale(50)))
})
const slicerSpeed = 100
action('slicer', (s) => {
s.move(s.dir * slicerSpeed, 0)
})
collides('slicer', 'wall', (s) => {
s.dir = -s.dir
})
const skeletorSpeed = 70
action('skeletor', (s) => {
s.move(0, s.dir * skeletorSpeed)
s.timer -= dt()
if (s.timer <= 0) {
s.dir = -s.dir
s.timer = rand(5)
}
})
collides('skeletor', 'wall', (s) => {
s.dir = -s.dir
})
player.overlaps('dangerous', () => {
go('lose', {score: scoreLabel.value})
})
})
scene("lose", ({score}) => {
add([text(score, 32), origin('center'), pos(width()/2, height()/ 2)])
})
// Inicializo juego por parametro
start ("game", {level:0, score:0})