Author: admin
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Layers
See also: maps and levels Layers Later, rework this so there can be more data layers – and we will start on ‘layer 0’ or, the ground. Resources
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Game objects
See also: Any game object can pass in its own animation definition/behaviour (into the sprite object, which also handles animationGame objects all have an ID – it is drawn from the data in overworldMap… Game objects are drawn in order of the data – e.g. top most item in data is drawn FIRST and then…
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Grid
See also: maps and levels 16*16 – defined in ‘withGrid’ in utils.jsNudge of sprites – 8 and 18 – done in ‘draw’ in sprite.js walkable gridThis is an array (or object) of the Resources
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Easing
See also: animation Look up table for easing – easing 1 is no easing Resources
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Dynamic Key (in js)
See also: Dynamic Key (in js)The square braces are used for creating dynamic keys: Resources
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Delta time
See also: Delta timeSee timeDiff (delta time) Resources
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Cutscenes
See also: intros puppeting Player – no control Camera puppeted NPCs puppeted Text boxes auto complete… Also used for intros etc… Cutscene characters retry they have a retry if they collide with our character (or anything) and then keep trying their loop… So, for a ‘scheduled walk’ this is the case where we want to…
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Events
See also: System: Event cues two types: These are canned behaviours Keep in mind when authoring – that if you keep going in a direction, you need to be aware about the edge of the map… An example of a loop that a characer could walk in: {type: “walk”, direction: “left”}, {type: “stand”, direction: “up”,…
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Interaction zones
See also: System: Areas on the map that do something special. For instance, when the character walks onto a door tile we might teleport them to a new map. Our interaction zones are made up two parts: actions and triggers. Actions are special functions that cause something to happen in the world. Triggers are invisible…
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Controls/Input
See also: System: Keyboard input allows for if you are pressing ‘left’ then press ‘right’ at the same time, then let go of ‘right’, ‘left’ will continue – all in the ‘DirectionInput.js’ class. utilises ‘held directions’ array – e.g. We also have a getter so that other items can ask which key is being held…