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Custom Level properties

  1. pixelPerUnit - float - (Default 160.0) - height in pixels of viewport vertically (horizontally adjusting based on screen ratio)
  2. offset.x - float - (Default 0) camera offset of left-bottom corner by horizontal axis in pixels
  3. offset.y - float - (Default 0) camera offset of left-bottom corner by vertical axis in pixels
  4. gravitiy - float - (Default -1.0) - acceleration pixels pers second each second
  5. System.enable|disable - string enable or disable one of subsystem
    • Config no working jump - (enable by default) characters can jum
    • NOT IMPLEMENTED slide
    • NOT IMPLEMENTED wall-jump
    • NOT IMPLEMENTED shoot
    • NOT IMPLEMENTED smart-ai
  6. NOT IMPLEMENTED camera Static / follow and other stuff - find way how to discribe it

Custom Layer properties

#All Layers

  1. scrollRatio - float - (Default 1.0)
    • scrollRatio.x - set relative scrolling speed to offset of screen horizontally
    • scrollRatio.y - set relative scrolling speed to offset of screen vertically
    • scrollRatio - set relative scrolling speed to offset of screen both dirrections

Image Layer

  1. repeat - string - (Default repeat)
    • repeat repeated both vertically and horizontally
    • repeat-x repeated only horizontally
    • repeat-y repeated only vertically
    • no-repeat not repeated. The layer will only be shown once and repead last pixel (or tile) to fill empty space
  2. NOT IMPLEMENTED position - string - (Default left bottom)
    • left top -
    • left center -
    • left bottom -
    • right top -
    • right center -
    • right bottom -
    • center top -
    • center center -
    • center bottom -

Custom Object properties

  1. onKey[event.key] - string - Move.south | Move.west | Move.east | Move.north | Fire | Jump or any other that supported by system

  2. ammo.(name).(id|tileset) - int:

    1. name - string - (default _) - any name to reference in Fire action
    2. id - int - (default 0) - relative tile id
    3. tilset - (default 0) - firstgid of tileset to which id is relative
  3. NOT IMPLEMENTED atomove.x - float - auto move by horizontal axis

  4. NOT IMPLEMENTED atomove.y - float - auto move by vertical axis

  5. NOT IMPLEMENTED cameraOffset - Vec2 of %, float(px)

  6. NOT IMPLEMENTED onHit.[ID].loadLevel - filename

  7. NOT IMPLEMENTED onClick.[ID].loadLevel - filename

Physics

  1. mass - float - (default 1) -

Animactions

NOT IMPLEMENTED

Can be be assigned only to Tile-Object, and tile will be used as anim.idle.E.id

anim.(name).(direction).(id|tileset) - Int - Animation atlas

  1. name

    • walk - walk animation
    • run - run animation (if not defined walk will be used)
    • stand | idle - no movement aninmation (default animation of tile)
    • jump - jumping animation
    • fall - animation on fall
    • hit - got hit animation
    • die - got killed animation

    Advanced

    • land - animation after land
    • before_jump - animation that take place befor jump (also freezes action for animation time)
    • slide
    • dash - air dash animation / hight speed (more than run)
    • climbing - sit on wall
    • wall-jump - jump out of wall

    ... More be added

  2. direction

    • north or N - up (not used in platforme)
    • north-east or NE
    • east or E - right
    • south-east or SE
    • south or S - down (not used in platforme)
    • south-west or SW
    • west or W - left
    • north-west or NW
  3. id - TileID of animation

  4. tileset - tileset name - default - same as tile-object

Dark Ambient Retro Game Music

Info for feature work: https://medium.com/@porteneuve/mastering-git-subtrees-943d29a798ec - use that for levels

http://blogs.love2d.org/content/let-it-glow-dynamically-adding-outlines-characters -- Glow / characters under building

https://www.redblobgames.com/articles/visibility/ -- LIGHTS!!!

LOT OF SHADERS:https://www.raywenderlich.com/2323-opengl-es-pixel-shaders-tutorial

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