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Add level not work #662
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You should use const levelConf = {
tileWidth: 64,
tileHeight: 64,
} |
I have tried to but it results in errors |
And you need select the map, because |
You also need to move your tile definitions inside const levelConf = {
tileWidth: 64,
tileHeight: 64,
tiles: {
"=": () => [sprite("block"), pos(center()), area(), solid(), scale(2), origin("center"), "wall"],
},
} |
thank you for the help but I seem to have another error it doesn't like the components. |
Solid and origin |
Those two components have been removed in v3000. You need to replace Please take a look at the docs for v3000 and the changelog: https://kaboom3000.lajbel.repl.co/ You should also post these questions in Discussions or the help channels on Discord since they are not an issue of the library. |
thank you I was wondering where the new docs was. |
my code starts but the kaboom player doesn't load? do you have any ideas why import kaboom from "kaboom"
kaboom({
scale: window.innerWidth/110,
//pixelDensity: 1,
crisp : true,
})
// load assets
loadSprite("b", "sprites/b2.png");
loadSprite("t2", "sprites/t22.png");
loadPedit("block", "sprites/block.pedit");
loadSprite("ai", "sprites/player.png");
if (window.self == window.top) {
} else {
window.open('https://Kaboom-2d-shooter-test-3000.alford.repl.co/', '_blank');
};
const MOVE_SPEED = 280
const LEVELS = [
[
"=================",
"= =",
"= =",
" =",
"= =",
"= =",
"=================",
],
]
const levelConf = {
tileWidth: 64,
tileHeight: 64,
tiles: {
"=": () => [
sprite("block"),
pos(center()),
area(),
body({ isStatic: true }),
scale(2),
anchor("center"),
"wall",
],
},
}
camScale(0.2)
const level = addLevel(LEVELS[0], levelConf)
// define player object
const player = add([
sprite("ai"),
pos(0,0),
area(),
rotate(0),
scale(0.13),
body({ isStatic: true }),
anchor("center"),
])
const gun = add([
sprite("t2"),
pos(),
area(),
scale(0.2),
anchor("bot"),
])
// action() runs every frame
player.onUpdate(() => {
//camScale(1),
camPos(player.pos)
gun.moveTo(player.pos)
player.use(rotate(player.pos.angle(toWorld(mousePos()))))
gun.use(rotate(player.pos.angle(toWorld(mousePos()))-90 ))
//fps.text = player.pos
})
let shot = true
function shoot(){
shot = true
if (shot) {
const projectile = add([
sprite("b"),
scale(0.2),
anchor("center"),
pos(player.pos.add(
Math.sin((player.angle+90) /57)*-30,
-Math.cos((player.angle+90) /57)*-30,
)
),
rotate(player.pos.angle(toWorld(mousePos()))-90),
area(),
"bullet",
move(player.pos.angle(toWorld(mousePos())), -480),
])
shot = false
wait(0.1, () => {
shot = true
})
}
// const projectile = add([
// sprite("b"),
// scale(0.1),
// pos(player.pos),
// area(),
// "bullet",
// move(player.pos.angle(toWorld(mousePos())), -100),
// ])
}
onCollide("wall","bullet", (w,b) => {
destroy(b)
//debug.log("delete")
})
onMouseDown(() => {
if (shot) {
shoot()
}
});
onKeyDown("left", () => {
player.move(-MOVE_SPEED, 0)
})
onKeyDown("right", () => {
player.move(MOVE_SPEED, 0)
})
onKeyDown("up", () => {
player.move(0, -MOVE_SPEED)
})
onKeyDown("down", () => {
player.move(0, MOVE_SPEED)
})
onKeyPress("f", () => {
fullscreen(!fullscreen())
})
onKeyPress("e", () => {
debug.paused = true
})
onKeyPress("q", () => {
debug.paused = false
})
debug.inspect = true |
Can you provide an online demo? Or Repl? Btw, is this related to the original issue? |
here is a demo https://replit.com/@alford/Kaboom-2d-shooter-test-3000?v=1 |
Version
v3000.0.0-alpha.10
What browsers are you seeing the problem on?
Chrome
What happened?
The addlevel function throws a c.split error.
What's the expected behavior?
error function c.split is undefined.
Minimum reproducible code
Live demo
No response
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