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esengine/demo/src/Scenes/Ninja Adventure/NinjaAdventureScene.ts

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module samples {
import CircleCollider = es.CircleCollider;
import Flags = es.Flags;
import SpriteRenderer = es.SpriteRenderer;
import ProjectileHitDetector = es.ProjectileHitDetector;
import FollowCamera = es.FollowCamera;
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import TiledMapLoader = es.TiledMapLoader;
import TiledMapRenderer = es.TiledMapRenderer;
import Vector2 = es.Vector2;
import ProjectileMover = es.ProjectileMover;
import Sprite = es.Sprite;
import SpriteAnimator = es.SpriteAnimator;
import SpriteAnimation = es.SpriteAnimation;
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export class NinjaAdventureScene extends SampleScene {
public async onStart() {
super.onStart();
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let tiledEntity = this.createEntity("tiled-map-entity");
TiledMapLoader.loadTmxMap(new es.TmxMap(), "tilemap_json").then(map => {
let tiledMapRenderer = tiledEntity.addComponent(new TiledMapRenderer(map, "collision"));
tiledMapRenderer.setLayersToRender("tiles", "terrain", "details");
tiledMapRenderer.renderLayer = 10;
let tiledMapDetailsComp = tiledEntity.addComponent(new TiledMapRenderer(map));
tiledMapRenderer.setLayerToRender("above-details");
tiledMapRenderer.renderLayer = -1;
let topLeft = new Vector2(map.tileWidth, map.tileWidth);
let bottomRight = new Vector2(map.tileWidth * (map.width - 1),
map.tileWidth * (map.height - 1));
tiledEntity.addComponent(new CameraBounds(topLeft, bottomRight));
});
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let playerEntity = this.createEntity("player");
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playerEntity.position = new es.Vector2(256 / 2, 224 / 2);
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playerEntity.addComponent(new Ninja());
let collider = playerEntity.addComponent(new CircleCollider());
// 我们只希望与默认图层0上的组件发生冲突
Flags.setFlagExclusive(collider.collidesWithLayers, 0);
// 移动到第1层 保证自己的图层不会如果增加攻击方式则不会攻击到自身
Flags.setFlagExclusive(collider.physicsLayer, 1);
this.camera.entity.addComponent(new FollowCamera(playerEntity));
this.content.loadRes("moon_png").then(moonTexture => {
let moonEntity = this.createEntity("moon");
moonEntity.position = new es.Vector2(412, 460);
moonEntity.addComponent(new SpriteRenderer(moonTexture));
moonEntity.addComponent(new ProjectileHitDetector());
moonEntity.addComponent(new CircleCollider());
});
manager.AlterManager.alter_tips("Ninja 场景加载成功");
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}
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/**
* 使
* @param position
* @param velocity
*/
public createProjectiles(position: Vector2, velocity: Vector2) {
// 创建一个实体来存放投射程序及其逻辑
let entity = this.createEntity("projectile");
entity.position = position;
entity.addComponent(new ProjectileMover());
entity.addComponent(new FireballProjectileController(velocity));
let collider = entity.addComponent(new CircleCollider());
Flags.setFlagExclusive(collider.collidesWithLayers, 0);
Flags.setFlagExclusive(collider.physicsLayer, 1);
this.content.loadRes("plume_png").then(()=>{
let texture = RES.getRes("plume_png");
let sprites = Sprite.spritesFromAtlas(texture, 16, 16);
let animator = entity.addComponent(new SpriteAnimator());
animator.renderLayer = 1;
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animator.addAnimation("default", new SpriteAnimation(sprites));
animator.play("default");
});
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return entity;
}
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}
}