entityjs 0.2.2 → 0.3.0
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- data/.gitignore +7 -6
- data/.rspec +2 -0
- data/README.md +170 -49
- data/Rakefile +9 -0
- data/bin/entityjs +24 -14
- data/entityjs.gemspec +15 -9
- data/lib/entityjs/assets.rb +167 -0
- data/lib/entityjs/command.rb +52 -27
- data/lib/entityjs/commands/build.rb +128 -0
- data/lib/entityjs/commands/comp.rb +74 -0
- data/lib/entityjs/commands/font.rb +73 -0
- data/lib/entityjs/commands/new.rb +59 -0
- data/lib/entityjs/commands/server.rb +54 -0
- data/lib/entityjs/commands/templates.rb +28 -0
- data/lib/entityjs/commands/test.rb +69 -0
- data/lib/entityjs/config.rb +130 -0
- data/lib/entityjs/dirc.rb +184 -0
- data/lib/entityjs/parsers/parse_tmx.rb +41 -0
- data/lib/entityjs/parsers/parse_xml.rb +39 -0
- data/lib/entityjs/version.rb +1 -1
- data/lib/entityjs.rb +53 -0
- data/license.txt +1 -1
- data/public/play.html +122 -0
- data/public/qunit/qunit.css +226 -0
- data/public/qunit/qunit.entity.js +190 -0
- data/public/qunit/qunit.input.js +200 -0
- data/public/qunit/qunit.js +1598 -0
- data/public/qunit/qunit.mock.js +97 -0
- data/public/tests.html +45 -0
- data/spec/javascripts/helpers/accept.png +0 -0
- data/spec/javascripts/helpers/alligator.mp3 +0 -0
- data/spec/javascripts/helpers/alligator.ogg +0 -0
- data/spec/javascripts/helpers/canvas.js +15 -0
- data/spec/javascripts/helpers/entityunit.js +50 -0
- data/spec/javascripts/helpers/factories.js +11 -0
- data/spec/javascripts/helpers/jquery-1.7.1.min.js +4 -0
- data/spec/javascripts/src/core/comp_spec.js +145 -0
- data/spec/javascripts/src/core/entity_spec.js +324 -0
- data/spec/javascripts/src/core/load_spec.js +71 -0
- data/spec/javascripts/src/core/query_spec.js +157 -0
- data/spec/javascripts/src/core/re_spec.js +61 -0
- data/spec/javascripts/src/core/system_spec.js +41 -0
- data/spec/javascripts/src/cycle/draw_spec.js +106 -0
- data/spec/javascripts/src/cycle/tick_spec.js +20 -0
- data/spec/javascripts/src/cycle/update_spec.js +86 -0
- data/spec/javascripts/src/display/align_spec.js +43 -0
- data/spec/javascripts/src/display/circle_spec.js +26 -0
- data/spec/javascripts/src/display/group_spec.js +7 -0
- data/spec/javascripts/src/display/image_spec.js +32 -0
- data/spec/javascripts/src/display/imgtext_spec.js +32 -0
- data/spec/javascripts/src/display/rect_spec.js +13 -0
- data/spec/javascripts/src/display/screen_spec.js +47 -0
- data/spec/javascripts/src/display/sprite_spec.js +28 -0
- data/spec/javascripts/src/display/text_spec.js +30 -0
- data/spec/javascripts/src/input/keyboard_spec.js +67 -0
- data/spec/javascripts/src/input/mouse_spec.js +133 -0
- data/spec/javascripts/src/input/pressed_spec.js +31 -0
- data/spec/javascripts/src/math/bisect_spec.js +59 -0
- data/spec/javascripts/src/math/body_spec.js +30 -0
- data/spec/javascripts/src/math/drag_spec.js +38 -0
- data/spec/javascripts/src/math/force_spec.js +134 -0
- data/spec/javascripts/src/math/hit_spec.js +28 -0
- data/spec/javascripts/src/math/hitmap_spec.js +52 -0
- data/spec/javascripts/src/math/limit_spec.js +35 -0
- data/spec/javascripts/src/math/point_spec.js +57 -0
- data/spec/javascripts/src/math/tile_spec.js +78 -0
- data/spec/javascripts/src/media/sound_spec.js +40 -0
- data/spec/javascripts/src/pattern/automap_spec.js +93 -0
- data/spec/javascripts/src/pattern/flicker_spec.js +66 -0
- data/spec/javascripts/src/pattern/timestep_spec.js +23 -0
- data/spec/javascripts/src/save/storage_spec.js +37 -0
- data/spec/javascripts/src/util/log_spec.js +9 -0
- data/spec/javascripts/src/util/polyfill_spec.js +13 -0
- data/spec/javascripts/src/util/random_spec.js +33 -0
- data/spec/javascripts/src/util/scene_spec.js +52 -0
- data/spec/javascripts/src/util/sheet_spec.js +25 -0
- data/spec/javascripts/src/util/support_spec.js +17 -0
- data/spec/javascripts/support/jasmine.yml +76 -0
- data/spec/javascripts/support/jasmine_config.rb +32 -0
- data/spec/javascripts/support/jasmine_runner.rb +32 -0
- data/spec/lib/entityjs/assets_spec.rb +216 -0
- data/spec/lib/entityjs/command_spec.rb +53 -0
- data/spec/lib/entityjs/commands/build_spec.rb +69 -0
- data/spec/lib/entityjs/commands/comp_spec.rb +45 -0
- data/spec/lib/entityjs/commands/font_spec.rb +7 -0
- data/spec/lib/entityjs/commands/new_spec.rb +20 -0
- data/spec/lib/entityjs/commands/templates_spec.rb +9 -0
- data/spec/lib/entityjs/commands/test_spec.rb +31 -0
- data/spec/lib/entityjs/config_spec.rb +19 -0
- data/spec/lib/entityjs/dirc_spec.rb +83 -0
- data/spec/lib/entityjs/version_spec.rb +9 -0
- data/spec/spec_helper.rb +21 -3
- data/spec/support/factories.rb +19 -0
- data/spec/support/mygame.rb +11 -0
- data/src/core/comp.js +318 -0
- data/src/core/entity.js +549 -0
- data/src/core/load.js +242 -0
- data/src/core/query.js +354 -0
- data/src/core/re.js +74 -0
- data/src/core/system.js +121 -0
- data/src/cycle/draw.js +178 -0
- data/src/cycle/tick.js +25 -0
- data/src/{entityjs/cycle → cycle}/tween.js +60 -60
- data/src/{entityjs/cycle → cycle}/update.js +86 -85
- data/src/{entityjs/cycle → cycle}/wait.js +22 -21
- data/src/{entityjs/cycle → cycle}/worker.js +8 -8
- data/src/display/align.js +45 -0
- data/src/display/circle.js +33 -0
- data/src/{entityjs/display → display}/group.js +62 -62
- data/src/display/image.js +35 -0
- data/src/display/imgtext.js +102 -0
- data/src/{entityjs/display → display}/rect.js +18 -18
- data/src/display/screen.js +57 -0
- data/src/display/sprite.js +54 -0
- data/src/display/text.js +44 -0
- data/src/{entityjs/input → input}/keyboard.js +152 -150
- data/src/input/mouse.js +111 -0
- data/src/input/pressed.js +41 -0
- data/src/{entityjs/input → input}/touch.js +24 -28
- data/src/math/bisect.js +84 -0
- data/src/math/body.js +70 -0
- data/src/{entityjs/math → math}/drag.js +44 -38
- data/src/math/force.js +143 -0
- data/src/math/hit.js +32 -0
- data/src/math/hitmap.js +167 -0
- data/src/math/limit.js +37 -0
- data/src/math/point.js +40 -0
- data/src/math/tile.js +109 -0
- data/src/media/channel.js +93 -0
- data/src/{entityjs/media → media}/playlist.js +4 -4
- data/src/media/sound.js +114 -0
- data/src/{entityjs/net → net}/socket.js +51 -51
- data/src/pattern/automap.js +133 -0
- data/src/{entityjs/pattern → pattern}/flicker.js +206 -213
- data/src/pattern/timestep.js +31 -0
- data/src/{entityjs/save → save}/database.js +6 -6
- data/src/{entityjs/save → save}/storage.js +47 -56
- data/src/{entityjs/util → util}/log.js +17 -25
- data/src/{entityjs/util → util}/polyfill.js +24 -24
- data/src/util/random.js +20 -0
- data/src/util/scene.js +102 -0
- data/src/util/sheet.js +35 -0
- data/src/{entityjs/util → util}/support.js +109 -132
- data/{examples/keys → templates/arrow_keys/assets/images}/arrow.png +0 -0
- data/templates/arrow_keys/config.yml +22 -0
- data/templates/arrow_keys/readme.txt +9 -0
- data/templates/arrow_keys/scripts/display/arrow.js +69 -0
- data/templates/arrow_keys/scripts/init.js +10 -0
- data/templates/arrow_keys/scripts/input/controls.js +35 -0
- data/templates/arrow_keys/scripts/scenes/home.js +20 -0
- data/templates/arrow_keys/scripts/scenes/load.js +57 -0
- data/templates/arrow_keys/tests/display/arrow_test.js +29 -0
- data/templates/arrow_keys/tests/init_test.js +4 -0
- data/templates/arrow_keys/tests/input/controls_test.js +32 -0
- data/templates/arrow_keys/tests/scenes/home_test.js +0 -0
- data/templates/arrow_keys/tests/scenes/load_test.js +16 -0
- data/templates/blank/config.yml +22 -0
- data/templates/blank/readme.txt +79 -0
- data/templates/platform/assets/images/bit.png +0 -0
- data/templates/platform/assets/images/hero.png +0 -0
- data/templates/platform/assets/images/items.png +0 -0
- data/templates/platform/assets/images/tiles.png +0 -0
- data/templates/platform/assets/levels/level1.tmx +44 -0
- data/templates/platform/assets/sounds/coin.mp3 +0 -0
- data/templates/platform/assets/sounds/coin.ogg +0 -0
- data/templates/platform/config.yml +22 -0
- data/templates/platform/readme.txt +87 -0
- data/templates/platform/scripts/display/bit.js +12 -0
- data/templates/platform/scripts/display/hero.js +77 -0
- data/templates/platform/scripts/display/tile.js +2 -0
- data/templates/platform/scripts/display/tsprite.js +17 -0
- data/templates/platform/scripts/init.js +7 -0
- data/templates/platform/scripts/items/coin.js +27 -0
- data/templates/platform/scripts/items/item.js +41 -0
- data/templates/platform/scripts/items/spring.js +25 -0
- data/templates/platform/scripts/scenes/home.js +10 -0
- data/templates/platform/scripts/scenes/load.js +27 -0
- data/templates/platform/scripts/scenes/play.js +31 -0
- data/templates/platform/scripts/util/counter.js +34 -0
- data/templates/platform/scripts/util/level.js +84 -0
- data/templates/platform/tests/display/bit_test.js +7 -0
- data/templates/platform/tests/display/hero_test.js +73 -0
- data/templates/platform/tests/display/tile_test.js +7 -0
- data/templates/platform/tests/display/tsprite_test.js +8 -0
- data/templates/platform/tests/factories.js +30 -0
- data/templates/platform/tests/items/coin_test.js +28 -0
- data/templates/platform/tests/items/item_test.js +36 -0
- data/templates/platform/tests/items/spring_test.js +21 -0
- data/templates/platform/tests/scenes/home_test.js +9 -0
- data/templates/platform/tests/scenes/load_test.js +11 -0
- data/templates/platform/tests/scenes/play_test.js +15 -0
- data/templates/platform/tests/util/counter_test.js +9 -0
- data/templates/platform/tests/util/level_test.js +29 -0
- metadata +249 -97
- data/build/build_debug.bat +0 -1
- data/build/build_min.bat +0 -1
- data/build/config.php +0 -64
- data/build/debug.php +0 -48
- data/build/files.php +0 -74
- data/build/jsmin.php +0 -376
- data/build/min.php +0 -50
- data/changelog.txt +0 -53
- data/examples/keys/keys.html +0 -59
- data/examples/keys/keys.js +0 -148
- data/examples/mouse/mouse.html +0 -58
- data/examples/mouse/mouse.js +0 -60
- data/examples/scenes/home.png +0 -0
- data/examples/scenes/scenes.html +0 -55
- data/examples/scenes/scenes.js +0 -134
- data/examples/scenes/win.png +0 -0
- data/examples/sounds/sound1.mp3 +0 -0
- data/examples/sounds/sound1.ogg +0 -0
- data/examples/sounds/sounds.html +0 -56
- data/examples/sounds/sounds.js +0 -44
- data/examples/style/background.png +0 -0
- data/examples/style/sheet.css +0 -762
- data/examples/tiles/tiles.html +0 -56
- data/examples/tiles/tiles.js +0 -85
- data/examples/tiles/tiles.png +0 -0
- data/lib/blank/config.js +0 -4
- data/lib/blank/config.yml +0 -21
- data/lib/blank/home.js +0 -11
- data/lib/blank/init.js +0 -7
- data/lib/blank/load.js +0 -21
- data/lib/blank/play.html +0 -29
- data/lib/entity.debug.js +0 -52
- data/lib/entity.min.js +0 -184
- data/lib/entityjs/comp.rb +0 -11
- data/lib/entityjs/game.rb +0 -93
- data/lib/entityjs/min.rb +0 -11
- data/lib/entityjs/refresh.rb +0 -14
- data/spec/lib/entityjs/game_spec.rb +0 -11
- data/src/entityjs/core/component.js +0 -306
- data/src/entityjs/core/entity.js +0 -516
- data/src/entityjs/core/load.js +0 -224
- data/src/entityjs/core/query.js +0 -410
- data/src/entityjs/core/re.js +0 -70
- data/src/entityjs/core/system.js +0 -125
- data/src/entityjs/cycle/draw.js +0 -185
- data/src/entityjs/cycle/ticker.js +0 -27
- data/src/entityjs/display/anchor.js +0 -53
- data/src/entityjs/display/bitfont.js +0 -93
- data/src/entityjs/display/bitmap.js +0 -37
- data/src/entityjs/display/circle.js +0 -30
- data/src/entityjs/display/font.js +0 -41
- data/src/entityjs/display/screen.js +0 -46
- data/src/entityjs/display/sprite.js +0 -37
- data/src/entityjs/input/mouse.js +0 -123
- data/src/entityjs/input/pressed.js +0 -81
- data/src/entityjs/math/bind.js +0 -76
- data/src/entityjs/math/bisect.js +0 -69
- data/src/entityjs/math/body.js +0 -39
- data/src/entityjs/math/hitmap.js +0 -165
- data/src/entityjs/math/hittest.js +0 -26
- data/src/entityjs/math/physics.js +0 -142
- data/src/entityjs/math/point.js +0 -57
- data/src/entityjs/math/tile.js +0 -91
- data/src/entityjs/media/channel.js +0 -93
- data/src/entityjs/media/sound.js +0 -110
- data/src/entityjs/pattern/arraymap.js +0 -89
- data/src/entityjs/pattern/timestep.js +0 -34
- data/src/entityjs/util/random.js +0 -38
- data/src/entityjs/util/scene.js +0 -101
- data/src/entityjs/util/sheet.js +0 -51
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module('controls');
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var controls = re.e('controls');
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test('addArrow', function(){
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var old = re('arrow').length;
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//should call addarrow
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expectCall(controls, 'addArrow');
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//press space
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keypress('space');
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//check that a new arrow was created
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equal(re('arrow').length, old+1);
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});
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test('removeArrow', function(){
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var old = re('arrow').length;
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expectCall(controls, 'removeArrow');
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//press r
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keypress('r');
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//check that a new arrow was removed
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equal(re('arrow').length, old-1);
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});
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module('load');
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test('load assets', function(){
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//replace re.scene('home').enter with start()
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stub(re.scene('home'), 'enter', function(){ start(); });
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//go into the load scene
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re.scene('load').enter();
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//it should be loading the assets
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//stop until it finishes and enters the new home scene
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//the home scene should then call start()
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stop();
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});
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# Configure your game settings
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width: 500
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height: 400
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canvas-id: game-canvas
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#files to ignore in /scripts
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scripts-ignore:
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#specify files to be loaded first in /scripts
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order:
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#components to ignore in the entityjs source
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#reduce file size by ignoring unused components
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entity-ignore:
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socket
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wait
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group
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#ignore tests in /tests
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tests-ignore:
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------------- EntityJS Gem ----------------------
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The EntityJS Gem lets you quickly create HTML5 javascript games.
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# Directory Structure
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## /assets
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Contains all sounds, images and data files. Place all sounds in the sounds directory
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and all the images in the images directory. These directories will be looked at
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and an asset array will be created for easy asset loading (see scripts/scenes/load.js)
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Creating any other directory or placing files in the levels directory will be seen
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as data files and will be read and automatically put in js files.
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For example, if I have a directory like /assets/animations/monster.json.
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The file will automatically be read upon calling 'entityjs refresh' and will be turned into this:
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re.e('monster.json animation')
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.attr(**Animation JSON here**);
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Which means you can edit files in different programs and not worry about copying and pasting
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the contents. Just run entityjs refresh.
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At the moment JSON, XML and TMX is supported but in the future, YAML, and CSV will be supported.
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TMX is a special XML format for a tile map editor called tiled.
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## /builds
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Contains assets and minified code for the game.
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## /scripts
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Contains javascripts for the game.
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## /tests
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Contains tests for the game. It is good practice to keep this structured exactly the same as the scripts
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directory.
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## config.yml
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A configuration file in yaml. This can be edited in any text editor.
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## readme.txt
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Good practice to make one for every game to help other people.
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# Commands
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## create a new entityjs game
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entityjs new [project_name]
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- example
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entityjs new alien_shooter
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- create game with arrow_keys template
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entityjs new alien_shooter alien arrow_keys
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## create a new component
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entityjs comp [component_name]
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- example
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entityjs comp hero
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## build game
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entityjs build
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Exports game in builds directory
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## build game with custom name
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entityjs build release1
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## Run server
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entityjs server
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or
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entityjs s
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Navigate to localhost:2345 to play the game.
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Binary file
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.0" orientation="orthogonal" width="20" height="16" tilewidth="25" tileheight="25">
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<tileset firstgid="1" name="tiles" tilewidth="25" tileheight="25">
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<image source="../images/tiles.png" width="200" height="25"/>
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</tileset>
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<tileset firstgid="9" name="Hero" tilewidth="25" tileheight="25">
|
7
|
+
<image source="../images/hero.png" width="225" height="50"/>
|
8
|
+
</tileset>
|
9
|
+
<tileset firstgid="27" name="items" tilewidth="25" tileheight="25">
|
10
|
+
<image source="../images/items.png" width="250" height="50"/>
|
11
|
+
</tileset>
|
12
|
+
<layer name="Base" width="20" height="16">
|
13
|
+
<data encoding="csv">
|
14
|
+
0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,
|
15
|
+
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
16
|
+
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
17
|
+
0,0,0,0,0,7,8,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
18
|
+
0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
19
|
+
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
20
|
+
0,0,0,0,0,0,0,0,0,7,0,0,0,7,7,0,0,0,0,0,
|
21
|
+
0,0,0,0,0,0,0,0,7,0,0,0,7,0,8,0,0,0,0,0,
|
22
|
+
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
23
|
+
0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,
|
24
|
+
5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,
|
25
|
+
1,2,2,5,0,0,0,0,7,0,0,0,6,2,5,0,0,0,0,0,
|
26
|
+
1,1,1,3,0,0,6,2,2,5,0,6,1,1,1,5,0,0,0,0,
|
27
|
+
1,1,1,3,0,6,1,1,1,1,2,1,1,1,1,1,5,0,0,0,
|
28
|
+
1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,2,2,2,
|
29
|
+
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
|
30
|
+
</data>
|
31
|
+
</layer>
|
32
|
+
<objectgroup color="#5e3ea4" name="Hero" width="20" height="16">
|
33
|
+
<object gid="9" x="0" y="25"/>
|
34
|
+
</objectgroup>
|
35
|
+
<objectgroup name="Items" width="20" height="16">
|
36
|
+
<object gid="41" x="350" y="150"/>
|
37
|
+
<object gid="41" x="275" y="300"/>
|
38
|
+
<object gid="41" x="125" y="225"/>
|
39
|
+
<object gid="41" x="425" y="250"/>
|
40
|
+
<object gid="39" x="175" y="300"/>
|
41
|
+
<object gid="39" x="225" y="150"/>
|
42
|
+
<object gid="41" x="125" y="75"/>
|
43
|
+
</objectgroup>
|
44
|
+
</map>
|
Binary file
|
Binary file
|
@@ -0,0 +1,22 @@
|
|
1
|
+
# Configure your game settings
|
2
|
+
|
3
|
+
width: 500
|
4
|
+
height: 400
|
5
|
+
canvas-id: game-canvas
|
6
|
+
|
7
|
+
#files to ignore in /scripts
|
8
|
+
scripts-ignore:
|
9
|
+
|
10
|
+
#specify files to be loaded first in /scripts
|
11
|
+
order:
|
12
|
+
|
13
|
+
#components to ignore in the entityjs source
|
14
|
+
#reduce file size by ignoring unused components
|
15
|
+
entity-ignore:
|
16
|
+
socket
|
17
|
+
wait
|
18
|
+
group
|
19
|
+
|
20
|
+
#ignore tests in /tests
|
21
|
+
tests-ignore:
|
22
|
+
|
@@ -0,0 +1,87 @@
|
|
1
|
+
------------- EntityJS Gem ----------------------
|
2
|
+
|
3
|
+
The EntityJS Gem lets you quickly create HTML5 javascript games.
|
4
|
+
|
5
|
+
# Directory Structure
|
6
|
+
|
7
|
+
## /assets
|
8
|
+
Contains all sounds, images and data files. Place all sounds in the sounds directory
|
9
|
+
and all the images in the images directory. These directories will be looked at
|
10
|
+
and an asset array will be created for easy asset loading (see scripts/scenes/load.js)
|
11
|
+
|
12
|
+
Creating any other directory or placing files in the levels directory will be seen
|
13
|
+
as data files and will be read and automatically put in js files.
|
14
|
+
|
15
|
+
For example, if I have a directory like /assets/animations/monster.json.
|
16
|
+
|
17
|
+
The file will automatically be read upon calling 'entityjs refresh' and will be turned into this:
|
18
|
+
|
19
|
+
re.e('monster.json animation')
|
20
|
+
.attr(**Animation JSON here**);
|
21
|
+
|
22
|
+
Which means you can edit files in different programs and not worry about copying and pasting
|
23
|
+
the contents. Just run entityjs refresh.
|
24
|
+
|
25
|
+
At the moment only JSON is supported but in the future, XML, YAML, CSV and TMX will be supported.
|
26
|
+
TMX is a special XML format for a tile map editor.
|
27
|
+
|
28
|
+
## /builds
|
29
|
+
|
30
|
+
Contains assets and minified code for the game.
|
31
|
+
|
32
|
+
## /scripts
|
33
|
+
|
34
|
+
Contains javascripts for the game.
|
35
|
+
|
36
|
+
## /tests
|
37
|
+
|
38
|
+
Contains tests for the game. It is good practice to keep this structured exactly the same as the scripts
|
39
|
+
directory.
|
40
|
+
|
41
|
+
## /tmp
|
42
|
+
|
43
|
+
Contains temporary files generated by EntityJS Gem. Usually don't have to touch this.
|
44
|
+
Might be removed and replaced in the future.
|
45
|
+
|
46
|
+
## config.yml
|
47
|
+
|
48
|
+
A configuration file in yaml. This can be edited in any text editor.
|
49
|
+
|
50
|
+
## play.html
|
51
|
+
|
52
|
+
The current game. If its missing files, run 'entityjs r'
|
53
|
+
|
54
|
+
# Commands
|
55
|
+
|
56
|
+
## create a new entityjs game
|
57
|
+
entityjs new [project_name] [comps]+
|
58
|
+
|
59
|
+
- example
|
60
|
+
entityjs new alien_shooter
|
61
|
+
|
62
|
+
- example with components
|
63
|
+
entityjs new alien_shooter alien hero lazer
|
64
|
+
|
65
|
+
This will create a new game called 'alien_shooter'
|
66
|
+
with three components, alien, hero, lazer
|
67
|
+
|
68
|
+
## create a new component
|
69
|
+
entityjs comp [component_name]
|
70
|
+
|
71
|
+
- example
|
72
|
+
entityjs comp hero
|
73
|
+
|
74
|
+
## build game
|
75
|
+
entityjs build
|
76
|
+
|
77
|
+
Exports game in builds directory
|
78
|
+
|
79
|
+
## build game with custom name
|
80
|
+
entityjs build release1
|
81
|
+
|
82
|
+
## refresh sources
|
83
|
+
entityjs refresh
|
84
|
+
or
|
85
|
+
entityjs r
|
86
|
+
|
87
|
+
Creates a file called game.debug.js inside /tmp
|
@@ -0,0 +1,12 @@
|
|
1
|
+
/*
|
2
|
+
The bit component defines an image text to draw text on screen.
|
3
|
+
*/
|
4
|
+
re.c('bit')
|
5
|
+
.requires('imgtext bit.png align')
|
6
|
+
.defines({
|
7
|
+
//defines the width of each character
|
8
|
+
imgtext:[
|
9
|
+
8,4,8,12,10,12,12,4,6,6,8,8,6,8,4,12,10,6,10,10,10,10,10,10,10,10,4,4,8,8,8,10,
|
10
|
+
12,10,10,8,10,8,8,10,10,8,10,10,8,12,10,10,10,10,10,10,8,10,10,12,10,10,8,6,12,
|
11
|
+
6,8,10,6,10,10,8,10,10,8,10,10,4,6,10,4,12,10,10,10,10,8,10,8,10,10,12,8,10,10,8,4,8]
|
12
|
+
});
|
@@ -0,0 +1,77 @@
|
|
1
|
+
re.c('hero')
|
2
|
+
.requires('hero.png tsprite update force flicker body')
|
3
|
+
.defines({
|
4
|
+
|
5
|
+
speed:40 * re.sys.stepSize,
|
6
|
+
|
7
|
+
friX:0.75,
|
8
|
+
friY:0.95,
|
9
|
+
|
10
|
+
padX:6,
|
11
|
+
|
12
|
+
bodyX:24,
|
13
|
+
bodyY:24,
|
14
|
+
|
15
|
+
jumpSpeed:480 * re.sys.stepSize,
|
16
|
+
jump:false,
|
17
|
+
ground:true,
|
18
|
+
|
19
|
+
update:function(){
|
20
|
+
|
21
|
+
//jump
|
22
|
+
if(this.ground && !this.jump && re.pressed('w')){
|
23
|
+
this.forceJump();
|
24
|
+
}
|
25
|
+
|
26
|
+
//walk back and fourth
|
27
|
+
if(re.pressed('a')){
|
28
|
+
this.velX -= this.speed;
|
29
|
+
this.scaleX = -1;
|
30
|
+
|
31
|
+
if(!this.jump) this.flicker('run');
|
32
|
+
}
|
33
|
+
|
34
|
+
if(re.pressed('d')){
|
35
|
+
this.velX += this.speed;
|
36
|
+
this.scaleX = 1;
|
37
|
+
|
38
|
+
if(!this.jump) this.flicker('run');
|
39
|
+
}
|
40
|
+
|
41
|
+
//switch back to idle animation if stopped moving
|
42
|
+
if(this.isIdle(0.3)) this.flicker('idle');
|
43
|
+
|
44
|
+
},
|
45
|
+
|
46
|
+
forceJump:function(){
|
47
|
+
this.jump = true;
|
48
|
+
this.velY -= this.jumpSpeed;
|
49
|
+
|
50
|
+
this.flicker('jump');
|
51
|
+
},
|
52
|
+
|
53
|
+
jumpReset:function(x, y, tx, ty){
|
54
|
+
//check if a hit happened on the y axis
|
55
|
+
if(y){
|
56
|
+
this.jump = false;
|
57
|
+
this.ground = (ty >= this.posY);
|
58
|
+
}
|
59
|
+
}
|
60
|
+
|
61
|
+
})
|
62
|
+
.init(function(){
|
63
|
+
|
64
|
+
//add animations
|
65
|
+
this.addFlicker({
|
66
|
+
idle:[-1, 600, [0, 1]],
|
67
|
+
run:[-1, 800, [2, 3]],
|
68
|
+
jump:[1, 500, [4, 5, 4]],
|
69
|
+
ladder:[-1, 500, [6, 7]]
|
70
|
+
});
|
71
|
+
|
72
|
+
this.on({
|
73
|
+
update:this.update,
|
74
|
+
aftermath:this.jumpReset
|
75
|
+
});
|
76
|
+
|
77
|
+
});
|
@@ -0,0 +1,17 @@
|
|
1
|
+
/*
|
2
|
+
The tsprite component is a simple extension to sprite that defaults the size attributes.
|
3
|
+
*/
|
4
|
+
re.c('tsprite')
|
5
|
+
.requires('sprite')
|
6
|
+
.init(function(){
|
7
|
+
this.sizeX = re.tile.sizeX;
|
8
|
+
this.sizeY = re.tile.sizeY;
|
9
|
+
|
10
|
+
this.bodyX = re.tile.sizeX;
|
11
|
+
this.bodyY = re.tile.sizeY;
|
12
|
+
|
13
|
+
//setup registration point
|
14
|
+
this.regX = this.sizeX * 0.5;
|
15
|
+
this.regY = this.sizeY * 0.5;
|
16
|
+
|
17
|
+
});
|
@@ -0,0 +1,27 @@
|
|
1
|
+
re.c('coin')
|
2
|
+
.requires('item flicker')
|
3
|
+
.defines({
|
4
|
+
|
5
|
+
touch:function(){
|
6
|
+
this.collect();
|
7
|
+
},
|
8
|
+
|
9
|
+
collect:function(){
|
10
|
+
this.sfx.play();
|
11
|
+
this.trigger('collect');
|
12
|
+
this.dispose();
|
13
|
+
}
|
14
|
+
|
15
|
+
})
|
16
|
+
.init(function(){
|
17
|
+
//add comp for searchability
|
18
|
+
this.comp('coin');
|
19
|
+
|
20
|
+
this.sfx = re.e('sound coin.sfx');
|
21
|
+
|
22
|
+
this.addFlicker('glow', -1, 1800, '14 15 15');
|
23
|
+
this.flicker('glow');
|
24
|
+
})
|
25
|
+
//accepted tile frames in items.png which will become coins
|
26
|
+
.alias('t14')
|
27
|
+
.alias('t15');
|
@@ -0,0 +1,41 @@
|
|
1
|
+
re.c('item')
|
2
|
+
.requires('tsprite update hit items.png')
|
3
|
+
.namespaces({
|
4
|
+
|
5
|
+
update:function(t){
|
6
|
+
|
7
|
+
if(this.hero.hitBody(this.posX, this.posY, this.sizeX, this.sizeY, 10, 0)){
|
8
|
+
this.touching = true;
|
9
|
+
this.touch(t);
|
10
|
+
|
11
|
+
} else if(this.touching){
|
12
|
+
|
13
|
+
this.touching = false;
|
14
|
+
|
15
|
+
this.untouch(t);
|
16
|
+
}
|
17
|
+
|
18
|
+
}
|
19
|
+
|
20
|
+
})
|
21
|
+
.defaults({
|
22
|
+
touching:false,
|
23
|
+
|
24
|
+
touch:function(){
|
25
|
+
|
26
|
+
},
|
27
|
+
|
28
|
+
untouch:function(){
|
29
|
+
|
30
|
+
}
|
31
|
+
})
|
32
|
+
.init(function(){
|
33
|
+
this.hero = re('hero')[0];
|
34
|
+
|
35
|
+
this.on('update', this.item_update);
|
36
|
+
|
37
|
+
this.updateBefore(this.hero);
|
38
|
+
})
|
39
|
+
.dispose(function(){
|
40
|
+
this.off();
|
41
|
+
});
|
@@ -0,0 +1,25 @@
|
|
1
|
+
re.c('spring')
|
2
|
+
.requires('item flicker')
|
3
|
+
.defines({
|
4
|
+
|
5
|
+
touch:function(){
|
6
|
+
this.hero.velY = -5;
|
7
|
+
|
8
|
+
if(re.pressed('w')){
|
9
|
+
this.hero.velY = -25;
|
10
|
+
this.flicker('bounce');
|
11
|
+
}
|
12
|
+
}
|
13
|
+
|
14
|
+
})
|
15
|
+
.init(function(){
|
16
|
+
//add animation, can also send a string instead of an array
|
17
|
+
this.addFlicker('bounce', 1, 300, '13 12');
|
18
|
+
|
19
|
+
this.frame(12);
|
20
|
+
|
21
|
+
this.comp('spring');
|
22
|
+
})
|
23
|
+
//used to place it in level.js
|
24
|
+
.alias('t12')
|
25
|
+
.alias('t13');
|
@@ -0,0 +1,27 @@
|
|
1
|
+
re.scene('load')
|
2
|
+
.enter(function(){
|
3
|
+
|
4
|
+
re.tile.sizeX = re.tile.sizeY = 25;
|
5
|
+
|
6
|
+
re.sys.clearColor = '#D6F8FA';
|
7
|
+
|
8
|
+
//setup gravity
|
9
|
+
re.force.graY = 30 * re.sys.stepSize;
|
10
|
+
|
11
|
+
re.load(re.assets)
|
12
|
+
.complete(function(){
|
13
|
+
|
14
|
+
//move to home
|
15
|
+
re.scene('home').enter();
|
16
|
+
})
|
17
|
+
.error(function(e){
|
18
|
+
|
19
|
+
})
|
20
|
+
.progress(function(i){
|
21
|
+
|
22
|
+
});
|
23
|
+
|
24
|
+
})
|
25
|
+
.exit(function(){
|
26
|
+
//exit load scene
|
27
|
+
});
|
@@ -0,0 +1,31 @@
|
|
1
|
+
re.scene('play')
|
2
|
+
.enter(function(level){
|
3
|
+
|
4
|
+
//offset screen because all tiles are centered..
|
5
|
+
//checkout tsprite.js
|
6
|
+
re.screen.pos(-re.tile.sizeX * 0.5, -re.tile.sizeY * 0.5);
|
7
|
+
|
8
|
+
//display coin text
|
9
|
+
var counter = this.counter = re.e('counter');
|
10
|
+
|
11
|
+
//find level
|
12
|
+
this.level = re(level+'.tmx')[0];
|
13
|
+
|
14
|
+
//load it
|
15
|
+
this.level.build();
|
16
|
+
|
17
|
+
//let the player collect coins
|
18
|
+
//listen for collect events from all coins
|
19
|
+
re('coin').on('collect', function(){
|
20
|
+
counter.add(1);
|
21
|
+
});
|
22
|
+
|
23
|
+
})
|
24
|
+
.exit(function(){
|
25
|
+
|
26
|
+
this.counter.dispose();
|
27
|
+
|
28
|
+
//teardown level
|
29
|
+
this.level.teardown();
|
30
|
+
|
31
|
+
});
|
@@ -0,0 +1,34 @@
|
|
1
|
+
re.c('counter')
|
2
|
+
.defines({
|
3
|
+
|
4
|
+
_count:0,
|
5
|
+
|
6
|
+
add:function(value){
|
7
|
+
if(re.is(value)){
|
8
|
+
this._count += value;
|
9
|
+
this.coinText.text("Coins: "+this._count);
|
10
|
+
|
11
|
+
return this;
|
12
|
+
}
|
13
|
+
|
14
|
+
return this._count;
|
15
|
+
}
|
16
|
+
|
17
|
+
})
|
18
|
+
.init(function(){
|
19
|
+
|
20
|
+
//define text
|
21
|
+
this.coinText = re.e('bit')
|
22
|
+
.alignLeft(5)
|
23
|
+
.alignTop(5)
|
24
|
+
//ignore screen coordinates
|
25
|
+
.attr('screenable', false);
|
26
|
+
|
27
|
+
//set default text
|
28
|
+
this.add(0);
|
29
|
+
})
|
30
|
+
.dispose(function(){
|
31
|
+
|
32
|
+
this.coinText.dispose();
|
33
|
+
|
34
|
+
});
|