khleug35 Posted August 26, 2019 Share Posted August 26, 2019 A Simple Game example of the 8-direction movement template created using the Panda engine. controlled with WSAD keys. The User can shoot bullets by Mouse clicking. Demo Game Full Game Download: https://github.com/SuperFranco16/TopDownShooter_Panda2_Template Features: -Press WASD to move -Press P Pause the Game -Mouse to aim and shoot bullets Notes: -This template is not created by enpu, so my code maybe not good or more hardcode or not the best solution to achieve , Welcome to give me a feedback to improve my coding skill, Thanks -Game asset download from https://opengameart.org/users/rileygombart , https://opengameart.org/content/top-down-sci-fi-shooter-pack Full Code: main.js game.module( 'game.main' ) .body(function() { game.addAsset('bg.jpg'); game.addAsset('player.png'); game.addAsset('player_bullet.png'); game.addAsset('Enemy.png'); game.addAsset('explosion.png'); game.createScene('Main', { init: function() { var ths = this; this.world = new game.Physics(0, 0); this.container = new game.Container(); this.container.addTo(this.stage); //BackGround this.bg = new game.Sprite('bg.jpg').addTo(this.container); //Player this.player = new game.Player(200, 300); //Enemy game.Timer.add(1500, function() { new game.Enemy(Math.floor(game.scene.player.body.position.x + (Math.random(Math.random(-1000, -600),Math.random(600, 1000)))), game.scene.player.body.position.y + (Math.random(-800, 800))); }, true); // Left wall new game.Wall(0, 810, 30, 1650); // Right wall new game.Wall(2060, 810, 30, 1650); // Top wall new game.Wall(1030, 0, 2060, 30); // Bottom wall new game.Wall(1030, 1640, 2060, 30); //BackScreen this.blackscreen = new game.Graphics(); this.blackscreen.fillColor = '#000000'; this.blackscreen.alpha = 0; this.blackscreen.drawRect(0, 0, game.width, game.height); //Score, When you kill the enemy, you get 10 score. this.score = 0; this.scoretxt = new game.SystemText('Score : ' + this.score); this.scoretxt.size = 36; this.scoretxt.color = '#fdfdfd'; this.scoretxt.position.set(16, 0); this.scoretxt.addTo(this.stage); //How To Play new game.Dialogue(16, 50, '-Press WASD to move'); new game.Dialogue(16, 80, '-Press P Pause the Game'); new game.Dialogue(16, 110, '-Mouse to aim and shoot'); //Camera Follow Player this.camera = new game.Camera(this.player.sprite); this.camera.position.set(this.player.sprite); this.camera.limit.x = 0; this.camera.limit.y = 0; this.camera.limit.width = game.width - 500; this.camera.limit.height = game.height + 200; this.camera.acceleration = 20; this.camera.addTo(this.container); }, keydown: function(key) { if (key === 'P') { if (this.paused) { this.resume(); this.blackscreen.remove(); } else { this.pause(); this.blackscreen.addTo(this.stage); this.blackscreen.alpha = 0.5; } } }, update: function() {} }); game.createClass('Player', { selectTime: true, speed: 400, init: function(x, y) { var ths = this; this.sprite = new game.Sprite('player.png'); this.sprite.anchorCenter(); this.sprite.position.set(x, y); this.sprite.addTo(game.scene.container); this.body = new game.Body(); this.body.collisionGroup = game.Body.PLAYER; this.body.collideAgainst = [game.Body.WALL, game.Body.ENEMY]; this.body.position.set(x, y); var shape = new game.Rectangle(this.sprite.width / 2.5, this.sprite.height / 2.5); this.body.addShape(shape); this.body.addTo(game.scene.world); this.body.collide = this.collide.bind(this); this.worldPosition = new game.Vector(); }, play: function(anim) { if (this.sprite.currentAnim === this.sprite.anims[anim]) return; this.sprite.play(anim); }, collide: function(body) { if (body.collisionGroup === game.Body.ENEMY) { return false; } return true; }, shoot: function() { var bullet = new game.playerbullet('player_bullet.png', 0, 0, this.sprite.position.x, this.sprite.position.y); bullet.addTo(game.scene.container); var angle = game.input.mouse.angle(this.worldPosition); bullet.rotation = angle - Math.PI / 2; bullet.body.velocity.x = 2000 * Math.cos(angle - Math.PI); bullet.body.velocity.y = 2000 * Math.sin(angle - Math.PI); this.sprite.swap(bullet); }, reset: function(speed) { var ths = this; this.selectTime = false; if (!this.selectTime) { game.Timer.add(speed, function() { ths.selectTime = true; }); } }, update: function() { if (game.scene.isMouseDown && this.selectTime) { this.shoot(); this.reset(300); } this.worldPosition.copy(this.sprite.position); this.worldPosition.subtract(game.scene.camera.position); var angle = game.input.mouse.angle(this.worldPosition); this.sprite.rotation = angle - Math.PI / 2; if (game.keyboard.down('A')) { this.body.velocity.x = -this.speed; } else if (game.keyboard.down('D')) { this.body.velocity.x = this.speed; } else { this.body.velocity.x = 0; } // Set y velocity based on up and down keys if (game.keyboard.down('W')) this.body.velocity.y = -this.speed; else if (game.keyboard.down('S')) this.body.velocity.y = this.speed; else this.body.velocity.y = 0; /* this.sprite.rotation= this.sprite.position.angle(game.scene.circle2.position); */ this.sprite.position.x = this.body.position.x; this.sprite.position.y = this.body.position.y; } }); game.createClass('Enemy', { immortal: false, alive: true, health: 3, speed: 400, selectTime: true, init: function(x, y) { var ths = this; // Play animation this.sprite = new game.Sprite('Enemy.png'); this.sprite.anchorCenter(); this.sprite.position.set(x, y); this.sprite.addTo(game.scene.container); this.body = new game.Body(); this.body.collisionGroup = game.Body.ENEMY; this.body.collideAgainst = [game.Body.PLAYER, game.Body.PLAYERBULLET]; this.body.position.set(x, y); var shape = new game.Rectangle(this.sprite.width / 2, this.sprite.height / 2); this.body.addShape(shape); this.body.addTo(game.scene.world); this.body.collide = this.collide.bind(this); this.removeTimer = game.Timer.add(8000, this.remove.bind(this)); }, play: function(anim) { if (this.sprite.currentAnim === this.sprite.anims[anim]) return; this.sprite.play(anim); }, collide: function(body) { if (body.collisionGroup === game.Body.PLAYERBULLET) { this.hurt(); return false; } return true; }, hurt: function() { var ths = this; if (this.immortal == false) { this.immortal = true; this.health--; var ths = this; this.sprite.tint = '#ffffff'; game.Timer.add(100, function() { ths.sprite.tint = ''; ths.immortal = false; }); } }, remove: function() { this.body.remove(); this.sprite.remove(); game.scene.removeObject(this); }, dead: function() { var ths = this; if (this.health <= 0) { if (this.alive) { this.alive = false; game.scene.score = game.scene.score + 10; game.scene.scoretxt.text = 'Score : ' + game.scene.score; var explosion = new game.Explosion(this.body.position.x, this.body.position.y); explosion.sprite.addTo(game.scene.container); this.remove(); } } }, reset: function(speed) { var ths = this; this.selectTime = false; if (!this.selectTime) { game.Timer.add(speed, function() { ths.selectTime = true; }); } }, update: function() { this.dead(); this.sprite.rotation = this.body.position.angle(game.scene.player.body.position) + .1; var e = this.sprite.position.angle(game.scene.player.sprite.position); this.body.velocity.x = Math.cos(e) * 300, this.body.velocity.y = Math.sin(e) * 300; this.sprite.position.x = this.body.position.x; this.sprite.position.y = this.body.position.y; } }); game.createClass('playerbullet', 'PhysicsSprite', { // How fast playerbullet moves (pixels in second) init: function(texture, width, height, x, y) { this.anchorCenter(); this.body.position.set(x, y); this.body.collisionGroup = game.Body.PLAYERBULLET; this.body.collideAgainst = [game.Body.ENEMY]; }, collide: function(body) { this.remove(); }, remove: function() { // Extend remove function to also remove object from scene // So it's update function doesn't get called anymore this.super(); game.scene.removeObject(this); }, update: function() { // Remove playerbullet if out of screen if (!this.onScreen()) this.remove(); } }); game.createClass('Explosion', { init: function(x, y) { var ths = this; this.sheet = new game.SpriteSheet('explosion.png', 256, 256); this.sprite = new game.Animation(this.sheet.textures); this.sprite.addAnim('doexplode', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15], { speed: 30, loop: false }); //Explosion animation completed, the boom will be destroyed this.sprite.anims.doexplode.onComplete = function() { ths.sprite.remove(); ths.body.remove(); game.scene.stage.removeChild(ths); }; this.sprite.anchorCenter(); this.sprite.position.set(x, y); this.sprite.play('doexplode'); this.body = new game.Body(); this.body.mass = 0; this.body.position.set(x, y); var shape = new game.Rectangle(this.sheet.width, this.sheet.height); this.body.addShape(shape); this.body.addTo(game.scene.world); }, play: function(anim) { if (this.sprite.currentAnim === this.sprite.anims[anim]) return; this.sprite.play(anim); } }); game.createClass('Wall', { init: function(x, y, width, height) { this.body = new game.Body(); var shape = new game.Rectangle(); shape.width = width; shape.height = height; this.body.position.x = x; this.body.position.y = y; this.body.addShape(shape); this.body.static = true; this.body.addTo(game.scene.world); } }); game.createClass('Dialogue', { init: function(x, y, txt) { this.text = new game.SystemText(txt); this.text.size = 25; this.text.color = '#fdfdfd'; this.text.position.set(x, y); this.text.addTo(game.scene.stage); } }); // Attributes for different body types game.addAttributes('Body', { WALL: 0, PLAYER: 1, PLAYERBULLET: 2, ENEMY: 3, ENEMYBULLET: 4 }); }); TopDownShooter.zip Wolfsbane 1 Quote Link to comment Share on other sites More sharing options...
Stephan Posted August 26, 2019 Share Posted August 26, 2019 Great work! ? khleug35 1 Quote Link to comment Share on other sites More sharing options...
Wolfsbane Posted August 27, 2019 Share Posted August 27, 2019 It looks, and feels really nice! You added some nice touches with the visuals. I'm kind of curious about adding path finding to it. ? Quote Link to comment Share on other sites More sharing options...
khleug35 Posted August 27, 2019 Author Share Posted August 27, 2019 @Stephan @Wolfsbane Thank you for playing and comment Quote Link to comment Share on other sites More sharing options...
enpu Posted August 28, 2019 Share Posted August 28, 2019 Really great work! khleug35 1 Quote Link to comment Share on other sites More sharing options...
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