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|
FECS::Cmp.new('CurrentLevel', level: -1)
CurrentLevel = FECS::Cmp::CurrentLevel.new
Levels = []
# First level
level0 = {
map_texture: {
path: './assets/mapinit.png',
source_rec: Rl::Rectangle.new(0,0,448,336),
dest_rec: Rl::Rectangle.new(0,0,448*2,336*2)
},
overhang_texture: {
path: './assets/mapinit-overhang.png',
source_rec: Rl::Rectangle.new(0,0,140,220),
dest_rec: Rl::Rectangle.new(0,0,140*2,220*2)
},
player_spawn: Rl::Vector2.new(425,325),
scissor_size: Path.new(
lambda do |time|
[250,
250]
end,
lambda do |time|
[250,
250]
end
),
scissor_path: Path.new(
lambda do |time|
xstart = 494
ystart = 355
xstartnode = 827
ystartnode = 431
xendnode = 816
yendnode = 354
xend = 758
yend = 152
easeTime = 1 - Math.cos((time * Math::PI) / 2)
[Math.bezier([xstart, xstartnode, xendnode, xend],easeTime)-(250/2),
Math.bezier([ystart, ystartnode, yendnode, yend],easeTime)-(250/2)]
end,
lambda do |time|
xstart = 758
ystart = 152
xstartnode = -44
ystartnode = 56
xendnode = 128
yendnode = 556
xend = 289
yend = 533
[Math.bezier([xstart, xstartnode, xendnode, xend],time)-(250/2),
Math.bezier([ystart, ystartnode, yendnode, yend],time)-(250/2)]
end
),
scissor_speed: [1.0/7.0, 1.0/11.0],
timed_render: [
{
path: './assets/mapinit-wasd.png',
time_start: 0,
time_end: -1,
source_rec: Rl::Rectangle.new(0,0,284,204),
dest_rec: Rl::Rectangle.new(0,0,284*2,204*2),
},
{
path: './assets/mapinit-inside.png',
time_start: 0.7,
time_end: -1,
source_rec: Rl::Rectangle.new(0,0,421,190),
dest_rec: Rl::Rectangle.new(0,0,421*2,190*2),
},
{
path: './assets/mapinit-ladder.png',
time_start: 1.3,
time_end: -1,
source_rec: Rl::Rectangle.new(0,0,192,81),
dest_rec: Rl::Rectangle.new(0,0,192*2,81*2),
},
],
end_goal: [160*2,272*2,16*2,16*2],
walls: [
[308,182,290,86],
[598,182,118,124],
[596,372,118,90],
[714,372,12,90],
[726,404,116,34],
[842,84,12,354],
[810,84,32,34],
[214,84,596,24],
[86,84,128,34],
[518,128,20,26],
[234,182,42,36],
[74,84,12,130],
[166,244,142,34],
[74,244,48,34],
[310,268,84,224],
[310,492,52,38],
[74,340,144,34],
[262,340,48,34],
[74,436,80,34],
[198,436,112,34],
[74,532,12,122],
[86,596,64,34],
[31,84,43,570],
[86,629,320,25],
[406,492,54,162],
[394,438,202,54],
],
damage_areas: [
#[10, 0,0, 100,100],
],
damage_walls: [
#[10, 350,200, 050,350],
]
}
# Second level
level1 = {
map_texture: {
path: './assets/map2.png',
source_rec: Rl::Rectangle.new(0,0,480,368),
dest_rec: Rl::Rectangle.new(0,0,480*2,368*2)
},
overhang_texture: {
path: './assets/map2-overhang.png',
source_rec: Rl::Rectangle.new(0,0,480,368),
dest_rec: Rl::Rectangle.new(0,0,480*2,368*2)
},
player_spawn: Rl::Vector2.new(187,465),
scissor_size: Path.new(
lambda do |time|
[250,
250]
end,
lambda do |time|
[250,
250]
end,
lambda do |time|
[250,
250]
end,
lambda do |time|
[250,
250]
end,
lambda do |time|
[250+(50*(-(Math.cos(Math::PI*time)-1)/2)),
250-(80*(-(Math.cos(Math::PI*time)-1)/2))]
end
),
scissor_path: Path.new(
lambda do |time|
xstart = 206
ystart = 509
xstartnode = 204
ystartnode = 390
xendnode = 228
yendnode = 336
xend = 153
yend = 268
easeTime = time #1 - Math.cos((time * Math::PI) / 2)
[Math.bezier([xstart, xstartnode, xendnode, xend],easeTime)-(250/2),
Math.bezier([ystart, ystartnode, yendnode, yend],easeTime)-(250/2)]
end,
lambda do |time|
xstart = 153
ystart = 268
xstartnode = 78
ystartnode = 202
xendnode = 205
yendnode = 75
xend = 273
yend = 186
[Math.bezier([xstart, xstartnode, xendnode, xend],time)-(250/2),
Math.bezier([ystart, ystartnode, yendnode, yend],time)-(250/2)]
end,
lambda do |time|
xstart = 273
ystart = 186
xstartnode = 342
ystartnode = 298
xendnode = 634
yendnode = 153
xend = 691
yend = 209
[Math.bezier([xstart, xstartnode, xendnode, xend],time)-(250/2),
Math.bezier([ystart, ystartnode, yendnode, yend],time)-(250/2)]
end,
lambda do |time|
xstart = 691
ystart = 209
xstartnode = 749
ystartnode = 266
xendnode = 716
yendnode = 316
xend = 717
yend = 373
[Math.bezier([xstart, xstartnode, xendnode, xend],time)-(250/2),
Math.bezier([ystart, ystartnode, yendnode, yend],time)-(250/2)]
end,
lambda do |time|
xstart = 717
ystart = 373
xstartnode = 718
ystartnode = 429
xendnode = 720
yendnode = 482
xend = 721
yend = 532
[Math.bezier([xstart, xstartnode, xendnode, xend],time)-((250+(50*(-(Math.cos(Math::PI*time)-1)/2)))/2),
Math.bezier([ystart, ystartnode, yendnode, yend],time)-((250-(80*(-(Math.cos(Math::PI*time)-1)/2)))/2)]
end
),
scissor_speed: [1.0/2.0, 1.0/3.5, 1.0/6.0, 1.0/4.5, 1.0/3.0],
timed_render: [],
end_goal: [352*2,240*2,16*2,16*2],
walls: [
[178, 180, 60, 56],
[684, 406, 72, 56],
[628, 406, 56, 152],
[618, 320, 80, 24],
[266, 276, 32, 34],
[244, 310, 312, 120],
[468, 430, 88, 70],
[250, 224, 44, 26], # barrel near water
[886, 306, 42, 226],
[756, 406, 56, 152],
[566, 596, 64, 34],
[808, 614, 16, 16],
[566, 630, 276, 40],
[842, 596, 66, 74],
[874, 532, 54, 64],
[76, 84, 106, 34],
[182, 84, 52, 24],
[234, 84, 76, 34],
[310, 84, 448, 56],
[758, 84, 128, 248],
[742, 320, 80, 24],
[298, 246, 386, 88],
[166, 516, 84, 16],
[298, 500, 268, 154],
[90, 532, 208, 58],
[90, 468, 28, 64],
[106, 310, 64, 118],
[50, 214, 56, 254],
[50, 118, 68, 96]
],
damage_areas: [
#[10, 0,0, 100,100],
],
damage_walls: [
[1, 612, 186, 24, 54], # made spikes taller downward so player cant just walk below them
[1, 422, 186, 24, 54],
[1, 708, 154, 24, 34],
[1, 516, 154, 24, 34],
[1, 324, 154, 24, 34]
]
}
Levels.push(level0)
Levels.push(level1)
FECS::Sys.new('ConstructLevel') do
FECS::Sys::DestroyLevel.call
level = Levels[CurrentLevel.level]
Player.component[FECS::Cmp::Hp].value = 4
FECS::Cmp::Player.first.state = 'running'
FECS::Cmp::Player.first.state_direction = 'right'
PlayerTileset.texture = OrcTextures[3]
MapTexture.texture = Rl::Texture.new(level[:map_texture][:path])
MapTexture.source_rec = level[:map_texture][:source_rec]
MapTexture.dest_rec = level[:map_texture][:dest_rec]
OverhangTexture.texture = Rl::Texture.new(level[:overhang_texture][:path])
OverhangTexture.source_rec = level[:overhang_texture][:source_rec]
OverhangTexture.dest_rec = level[:overhang_texture][:dest_rec]
level[:walls].each do |wall|
FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(*wall),
offset_x: 0,
offset_y: 0
)
end
level[:damage_areas].each do |dmg|
FECS::Cmp::DamageHitbox.new(
rec: Rl::Rectangle.new(*dmg[1..]),
damage: dmg[0],
)
end
level[:damage_walls].each do |dmg|
FECS::Cmp::DamageHitbox.new(
rec: Rl::Rectangle.new(dmg[1]-1, dmg[2]-1, dmg[3]+2, dmg[4]+2),
damage: dmg[0],
)
FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(*dmg[1..]),
)
end
level[:timed_render].each do |rndr|
FECS::Cmp::TimedRender.new(
path: rndr[:path],
texture: Rl::Texture.new(rndr[:path]),
origin: Rl::Vector2.new(0,0),
source_rec: rndr[:source_rec],
dest_rec: rndr[:dest_rec],
rotation: 0,
tint: RED
)
end
EndGoal.rec = Rl::Rectangle.new(
level[:end_goal][0],
level[:end_goal][1],
level[:end_goal][2],
level[:end_goal][3],
)
player_pos = Player.component[FECS::Cmp::Position]
player_vel = Player.component[FECS::Cmp::Velocity]
player_pos.x = level[:player_spawn].x
player_pos.y = level[:player_spawn].y
player_vel.x = 0
player_vel.y = 0
Player.component[FECS::Cmp::Player].moved = false
FECS::Cmp::ScissorTime.first.time = 0
end
FECS::Sys.new('DestroyLevel') do
FECS::Cmp::Hitbox.reverse_each do |hitbox_cmp|
unless hitbox_cmp.entities.empty?
next if hitbox_cmp.entity.equal? Player
end
hitbox_cmp.delete
end
FECS::Cmp::DamageHitbox.reverse_each do |hitbox_cmp|
hitbox_cmp.delete
end
FECS::Cmp::TimedRender.reverse_each do |timedrender_cmp|
timedrender_cmp.delete
end
end
# changing the level will destroy the current level and set up the next one
FECS::Sys::ConstructLevel.trigger_when_is_changed(CurrentLevel, :level)
#FECS::Sys::DestroyLevel.trigger_when_is_changed(CurrentLevel, :level)
|