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postEffect.js
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// @ts-check
// Build levels with addLevel()
// Start game
kaplay();
// Load assets
loadSprite("bean", "/sprites/bean.png");
loadSprite("coin", "/sprites/coin.png");
loadSprite("spike", "/sprites/spike.png");
loadSprite("grass", "/sprites/grass.png");
loadSprite("ghosty", "/sprites/ghosty.png");
loadSound("score", "/examples/sounds/score.mp3");
const effects = {
crt: () => ({
"u_flatness": 3,
}),
vhs: () => ({
"u_intensity": 12,
}),
pixelate: () => ({
"u_resolution": vec2(width(), height()),
"u_size": wave(2, 16, time() * 2),
}),
invert: () => ({
"u_invert": 1,
}),
light: () => ({
"u_radius": 64,
"u_blur": 64,
"u_resolution": vec2(width(), height()),
"u_mouse": mousePos(),
}),
};
for (const effect in effects) {
loadShaderURL(effect, null, `/examples/shaders/${effect}.frag`);
}
let curEffect = 0;
const SPEED = 480;
setGravity(2400);
const level = addLevel([
// Design the level layout with symbols
"@ ^ $$",
"=======",
], {
// The size of each grid
tileWidth: 64,
tileHeight: 64,
// The position of the top left block
pos: vec2(100, 200),
// Define what each symbol means (in components)
tiles: {
"@": () => [
sprite("bean"),
area(),
body(),
anchor("bot"),
"player",
],
"=": () => [
sprite("grass"),
area(),
body({ isStatic: true }),
anchor("bot"),
],
"$": () => [
sprite("coin"),
area(),
anchor("bot"),
"coin",
],
"^": () => [
sprite("spike"),
area(),
anchor("bot"),
"danger",
],
},
});
// Get the player object from tag
const player = level.get("player")[0];
// Movements
onKeyPress("space", () => {
if (player.isGrounded()) {
player.jump();
}
});
onKeyDown("left", () => {
player.move(-SPEED, 0);
});
onKeyDown("right", () => {
player.move(SPEED, 0);
});
// Back to the original position if hit a "danger" item
player.onCollide("danger", () => {
player.pos = level.tile2Pos(0, 0);
});
// Eat the coin!
player.onCollide("coin", (coin) => {
destroy(coin);
play("score");
});
onKeyPress("up", () => {
const list = Object.keys(effects);
curEffect = curEffect === 0 ? list.length - 1 : curEffect - 1;
label.text = list[curEffect];
});
onKeyPress("down", () => {
const list = Object.keys(effects);
curEffect = (curEffect + 1) % list.length;
label.text = list[curEffect];
});
const label = add([
pos(8, 8),
text(Object.keys(effects)[curEffect]),
]);
add([
pos(8, height() - 8),
text("Press up / down to switch effects"),
anchor("botleft"),
]);
onUpdate(() => {
const effect = Object.keys(effects)[curEffect];
usePostEffect(effect, effects[effect]());
});