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Rails7.0 | Railsでゲームを作成 | 10 | 敵を追加

09 | プレイヤーの動作】 << 【ホーム】 >> 【11 | 次のマップレベルへの動作



↓↓クリックして頂けると励みになります。



シーンに敵を追加します。


「frontend/game.js」ファイルを以下のように編集します。


記述編集 【Desktop/RailsGame/frontend/game.js】

// initilize context
kaboom({
    scale: 3,
    width: 240,
    height: 160,
    background: [0, 0, 0],
    canvas: document.getElementById("screen"),
  });

const PLAYER_SPEED = 80;
 
loadSprite("floor", "/sprites/floor.png", { sliceX: 8 });
loadSprite("wall_left", "/sprites/wall_left.png");
loadSprite("wall_mid", "/sprites/wall_mid.png");
loadSprite("wall_right", "/sprites/wall_right.png");
loadSprite("wall_fountain", "/sprites/wall_fountain.png", {
    sliceX: 3,
    anims: {
      idle: { from: 0, to: 2, speed: 5, loop: true },
    },
  });

loadSprite("knight", "/sprites/knight.png", {
    sliceX: 8,
    anims: {
        idle: { from: 0, to: 3, speed: 5, loop: true },
        run: { from: 4, to: 7, speed: 10, loop: true },
    },
});

loadSprite("ogre", "/sprites/ogre.png", {
    sliceX: 8,
    anims: {
      run: { from: 0, to: 7, speed: 5, loop: true },
    },
  });

scene("play", ({level}) => {
    // 10x10 半角スペース10
    addLevel(
      [
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
      ],
      {
        width: 16,
        height: 16,
        " ": () => [sprite("floor", { frame: ~~rand(0, 8) })],
      }
    )

    const mapConfig = {
        width: 16,
        height: 16,
        l: () => [sprite("wall_left"), area(), solid(), "wall"],
        r: () => [sprite("wall_right"), area(), solid(), "wall"],
        w: () => [sprite("wall_mid"), area(), solid(), "wall"],
        f: () => [
          sprite("wall_fountain", { anim: "idle" }),
          area(),
          solid(),
          "wall",
        ],
        // 敵
        "&": () => [
            sprite("ogre", { anim: "run" }),
            scale(0.75),
            area(),
            solid(),
            origin("center"),
            "ogre",
            "danger",
          ],        
    };

    // マップリスト
    const matrix = [
        [
            "lwwwffwwwr",
            "l        r",
            "l      & r",
            "l        r",
            "l   & &  r",
            "l        r",
            "l      & r",
            "l        r",
            "l        r",
            "lwwwwwwwwr",
        ],
        [
            "lffffffffr",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "lwwwwwwwwr",
        ],
    ];      

    // マップレベル
    map = addLevel(matrix[level], mapConfig);

    // ----- プレイヤー -----
    const player = add([
        pos(map.getPos(2, 2)),
        sprite("knight", { anim: "idle" }),
        solid(), // 他のオブジェクトが移動できないようにします。
        //area(), // 形状からコライダーエリアを生成し、衝突検出を可能にします
        origin("center"),
        area({ width: 16, height: 16, offset: vec2(0, 8) }),

    ]);    

    onKeyDown("left", () => {
        player.flipX(true);
        player.move(-PLAYER_SPEED, 0);
    });
    onKeyDown("right", () => {
        player.flipX(false);
        player.move(PLAYER_SPEED, 0);
    });
    onKeyDown("up", () => {
        player.move(0, -PLAYER_SPEED);
    });
    onKeyDown("down", () => {
        player.move(0, PLAYER_SPEED);
    });

    onKeyPress(["left", "right", "up", "down"], () => {
        player.play("run");
    });

    // 止まっている時と動いている時のアニメーションを分ける
    onKeyRelease(["left", "right", "up", "down"], () => {
        if (
          !isKeyDown("left") &&
          !isKeyDown("right") &&
          !isKeyDown("up") &&
          !isKeyDown("down")
        ) {
          player.play("idle");
        }
    });

});

go("play", { level: 0 });

//デバッグモード
//debug.inspect = true;



敵が追加されました。
ブラウザを確認します。
http://127.0.0.1:5500/index.html

敵追加
敵追加



罠を設置します。


「frontend/game.js」ファイルを編集します。


記述編集 【Desktop/RailsGame/frontend/game.js】

// initilize context
kaboom({
    scale: 3,
    width: 240,
    height: 160,
    background: [0, 0, 0],
    canvas: document.getElementById("screen"),
  });

const PLAYER_SPEED = 80;
 
loadSprite("floor", "/sprites/floor.png", { sliceX: 8 });
loadSprite("wall_left", "/sprites/wall_left.png");
loadSprite("wall_mid", "/sprites/wall_mid.png");
loadSprite("wall_right", "/sprites/wall_right.png");
loadSprite("wall_fountain", "/sprites/wall_fountain.png", {
    sliceX: 3,
    anims: {
      idle: { from: 0, to: 2, speed: 5, loop: true },
    },
  });

// プレイヤー
  loadSprite("knight", "/sprites/knight.png", {
    sliceX: 8,
    anims: {
        idle: { from: 0, to: 3, speed: 5, loop: true },
        run: { from: 4, to: 7, speed: 10, loop: true },
    },
});

// 敵
loadSprite("ogre", "/sprites/ogre.png", {
    sliceX: 8,
    anims: {
      run: { from: 0, to: 7, speed: 5, loop: true },
    },
  });

  // 罠
  loadSprite("spikes", "/sprites/spikes.png", {
    sliceX: 4,
    anims: {
      idle: { from: 0, to: 3, speed: 3, loop: true },
    },
  });

scene("play", ({level}) => {
    // 10x10 半角スペース10
    addLevel(
      [
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
      ],
      {
        width: 16,
        height: 16,
        " ": () => [sprite("floor", { frame: ~~rand(0, 8) })],
      }
    )

    const mapConfig = {
        width: 16,
        height: 16,
        l: () => [sprite("wall_left"), area(), solid(), "wall"],
        r: () => [sprite("wall_right"), area(), solid(), "wall"],
        w: () => [sprite("wall_mid"), area(), solid(), "wall"],
        f: () => [
          sprite("wall_fountain", { anim: "idle" }),
          area(),
          solid(),
          "wall",
        ],
        // 敵
        "&": () => [
            sprite("ogre", { anim: "run" }),
            scale(0.75),
            area(),
            solid(),
            origin("center"),
            "ogre",
            "danger",
        ],
        // 罠
        "^": () => [
            sprite("spikes", { anim: "idle" }), 
            area(), 
            "spikes", 
            "danger"
        ],
    };

    // マップリスト
    const matrix = [
        [
            "lwwwffwwwr",
            "l        r",
            "l      & r",
            "l     ^  r",
            "l      & r",
            "l^       r",
            "l     &  r",
            "l     ^  r",
            "l        r",
            "lwwwwwwwwr",
        ],
        [
            "lffffffffr",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "lwwwwwwwwr",
        ],
    ];      

    // マップレベル
    map = addLevel(matrix[level], mapConfig);

    // ----- プレイヤー -----
    const player = add([
        pos(map.getPos(2, 2)),
        sprite("knight", { anim: "idle" }),
        solid(), // 他のオブジェクトが移動できないようにします。
        //area(), // 形状からコライダーエリアを生成し、衝突検出を可能にします
        origin("center"),
        area({ width: 16, height: 16, offset: vec2(0, 8) }),

    ]);    

    onKeyDown("left", () => {
        player.flipX(true);
        player.move(-PLAYER_SPEED, 0);
    });
    onKeyDown("right", () => {
        player.flipX(false);
        player.move(PLAYER_SPEED, 0);
    });
    onKeyDown("up", () => {
        player.move(0, -PLAYER_SPEED);
    });
    onKeyDown("down", () => {
        player.move(0, PLAYER_SPEED);
    });

    onKeyPress(["left", "right", "up", "down"], () => {
        player.play("run");
    });

    // 止まっている時と動いている時のアニメーションを分ける
    onKeyRelease(["left", "right", "up", "down"], () => {
        if (
          !isKeyDown("left") &&
          !isKeyDown("right") &&
          !isKeyDown("up") &&
          !isKeyDown("down")
        ) {
          player.play("idle");
        }
    });

});

go("play", { level: 0 });

//デバッグモード
//debug.inspect = true;



ブラウザを確認します。
http://127.0.0.1:5500/index.html

罠設置
罠設置



落とし穴を設置します。


「frontend/game.js」ファイルを編集します。


記述編集 【Desktop/RailsGame/frontend/game.js】

// initilize context
kaboom({
    scale: 3,
    width: 240,
    height: 160,
    background: [0, 0, 0],
    canvas: document.getElementById("screen"),
  });

const PLAYER_SPEED = 80;
 
loadSprite("floor", "/sprites/floor.png", { sliceX: 8 });
loadSprite("wall_left", "/sprites/wall_left.png");
loadSprite("wall_mid", "/sprites/wall_mid.png");
loadSprite("wall_right", "/sprites/wall_right.png");
loadSprite("wall_fountain", "/sprites/wall_fountain.png", {
    sliceX: 3,
    anims: {
      idle: { from: 0, to: 2, speed: 5, loop: true },
    },
  });

// プレイヤー
  loadSprite("knight", "/sprites/knight.png", {
    sliceX: 8,
    anims: {
        idle: { from: 0, to: 3, speed: 5, loop: true },
        run: { from: 4, to: 7, speed: 10, loop: true },
    },
});

// 敵
loadSprite("ogre", "/sprites/ogre.png", {
    sliceX: 8,
    anims: {
      run: { from: 0, to: 7, speed: 5, loop: true },
    },
  });

  // 罠
  loadSprite("spikes", "/sprites/spikes.png", {
    sliceX: 4,
    anims: {
      idle: { from: 0, to: 3, speed: 3, loop: true },
    },
  });

  // 落とし穴
  loadSprite("hole", "/sprites/hole.png", {
    sliceX: 2,
    anims: {
      open: { from: 0, to: 1, speed: 5, loop: false },
    },
  });

scene("play", ({level}) => {
    // 10x10 半角スペース10
    addLevel(
      [
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
        "          ",
      ],
      {
        width: 16,
        height: 16,
        " ": () => [sprite("floor", { frame: ~~rand(0, 8) })],
      }
    )

    const mapConfig = {
        width: 16,
        height: 16,
        l: () => [sprite("wall_left"), area(), solid(), "wall"],
        r: () => [sprite("wall_right"), area(), solid(), "wall"],
        w: () => [sprite("wall_mid"), area(), solid(), "wall"],
        f: () => [
          sprite("wall_fountain", { anim: "idle" }),
          area(),
          solid(),
          "wall",
        ],
        // 敵
        "&": () => [
            sprite("ogre", { anim: "run" }),
            scale(0.75),
            area(),
            solid(),
            origin("center"),
            "ogre",
            "danger",
        ],
        // 罠
        "^": () => [
            sprite("spikes", { anim: "idle" }), 
            area(), 
            "spikes", 
            "danger"
        ],
        // 落とし穴
        h: () => [
            sprite("hole"), 
            area(), 
            { opened: false }, 
            "hole"
        ],
    };

    // マップリスト
    const matrix = [
        [
            "lwwwffwwwr",
            "l        r",
            "l      & r",
            "l     ^  r",
            "l      & r",
            "l^       r",
            "l     &  r",
            "l  h  ^  r",
            "l        r",
            "lwwwwwwwwr",
        ],
        [
            "lffffffffr",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "l        r",
            "lwwwwwwwwr",
        ],
    ];      

    // マップレベル
    map = addLevel(matrix[level], mapConfig);

    // ----- プレイヤー -----
    const player = add([
        pos(map.getPos(2, 2)),
        sprite("knight", { anim: "idle" }),
        solid(), // 他のオブジェクトが移動できないようにします。
        //area(), // 形状からコライダーエリアを生成し、衝突検出を可能にします
        origin("center"),
        area({ width: 16, height: 16, offset: vec2(0, 8) }),

    ]);    

    onKeyDown("left", () => {
        player.flipX(true);
        player.move(-PLAYER_SPEED, 0);
    });
    onKeyDown("right", () => {
        player.flipX(false);
        player.move(PLAYER_SPEED, 0);
    });
    onKeyDown("up", () => {
        player.move(0, -PLAYER_SPEED);
    });
    onKeyDown("down", () => {
        player.move(0, PLAYER_SPEED);
    });

    onKeyPress(["left", "right", "up", "down"], () => {
        player.play("run");
    });

    // 止まっている時と動いている時のアニメーションを分ける
    onKeyRelease(["left", "right", "up", "down"], () => {
        if (
          !isKeyDown("left") &&
          !isKeyDown("right") &&
          !isKeyDown("up") &&
          !isKeyDown("down")
        ) {
          player.play("idle");
        }
    });

});

go("play", { level: 0 });

//デバッグモード
//debug.inspect = true;



落とし穴を設置しました。
ブラウザを確認してください。
http://127.0.0.1:5500/index.html

落とし穴設置
落とし穴設置



↓↓クリックして頂けると励みになります。



09 | プレイヤーの動作】 << 【ホーム】 >> 【11 | 次のマップレベルへの動作