Spaces:
Running
Running
File size: 10,967 Bytes
020d2dc 71eae78 020d2dc 71eae78 020d2dc 71eae78 020d2dc 3647d73 020d2dc 71eae78 020d2dc 71eae78 020d2dc 71eae78 020d2dc 71eae78 020d2dc 71eae78 020d2dc | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 | // The loop, in order:
// 1. Prince enters from the left, running, as a solid black silhouette.
// 2. He stops centre-left.
// 3. A Drained enters from the right, walking. Slow. Unhurried. Never runs.
// 4. Player holds torch -> sword away, light opens ahead of his raised hand.
// 5. Inside the light only, the Drained resolves into line art.
// 6. Release -> light closes, sword returns.
// 7. The Drained reaches him, holds, fades, resets.
//
// SPEC DEPARTURE — combat. Sections 1, 5.4 and 7 of the spec say the Drained
// never accelerates, never reacts to the torch and never attacks, and list
// combat as out of scope. That was overridden deliberately: once a Drained has
// been revealed in the torchlight it rushes, which forces the prince to put the
// torch down and fight. Standing decisions, all easy to reverse:
// * No health. One touch ends the loop, using the same hold-fade-reset the
// demo already had. Nothing new on screen.
// * He cannot kill it. A hit knocks it back and buys time; it gets up and
// keeps coming. The Drained are people, so the sword does not solve them.
// * Never raise the torch and nothing changes — it ambles in as before.
//
// Every size, anchor and frame rate comes from the manifest by way of the
// loaded clips. Nothing here hardcodes how big a character is.
import { createPlayer } from './anim.js';
import { createTorch } from './torch.js';
import { DEMO } from './tuning.js';
export const W = 1920;
export const H = 1080;
export const GROUND_Y = 880;
// --- Tunables -------------------------------------------------------------
// The demo's own numbers live in tuning.js under DEMO, separate from the
// level's, so tuning the level cannot silently change the thing that is
// deployed and being played.
//
// NOTE ON LOOP LENGTH: the spec asks for both a "fifteen-second demo" and a
// Drained walk speed of 55px/sec. Those two numbers disagree — at 55px/sec the
// walk across the screen alone is ~21s. Keeping the spec's speed was the call,
// so the loop runs ~24s.
const {
DRAINED_SPEED, DRAINED_RUSH_SPEED, DRAINED_RUSH_ACCEL,
KNOCKBACK_SPEED, KNOCKBACK_DECEL, STUN_TIME,
PRINCE_RUN_SPEED, PRINCE_STOP_X, CONTACT_GAP,
CONTACT_HOLD, FADE_TIME,
} = DEMO;
// --------------------------------------------------------------------------
const clamp01 = (v) => (v < 0 ? 0 : v > 1 ? 1 : v);
export function createScene(clips, { speedScale = 1 } = {}) {
// Playtest affordance only. The demo's own numbers are unchanged at scale 1;
// ?speed=3 just stops a tester waiting out the twenty-second walk-in.
const baseSpeed = DRAINED_SPEED * speedScale;
const rushSpeed = DRAINED_RUSH_SPEED * speedScale;
const runClip = clips.prince_run;
const idleClip = clips.prince_idle;
const torchClip = clips.prince_torch;
const guardClip = clips.prince_guard;
const attackClip = clips.prince_attack;
const walkClip = clips.drained_walk;
const ATTACK_DURATION = attackClip.count / attackClip.fps;
// The hand the torch is held in, published by the manifest in sprite
// coordinates. Converted once into an offset from the prince's feet, so
// moving the pose in the art moves the light with it.
const hand = torchClip.handPivot ?? [torchClip.pivotX, torchClip.pivotY - 230];
const HAND_DX = hand[0] - torchClip.pivotX;
const HAND_DY = hand[1] - torchClip.pivotY;
// Edges derived from the art, not from numbers typed in here.
const princeFrontEdge = runClip.width - runClip.pivotX;
const princeBackEdge = runClip.pivotX;
const drainedFrontEdge = walkClip.pivotX; // it faces left
const drainedBackEdge = walkClip.width - walkClip.pivotX;
const PRINCE_SPAWN_X = -princeFrontEdge - 10;
const DRAINED_SPAWN_X = W + drainedFrontEdge;
const DRAINED_CONTACT_X = PRINCE_STOP_X + princeFrontEdge + drainedFrontEdge + CONTACT_GAP;
const prince = {
x: PRINCE_SPAWN_X, prevX: PRINCE_SPAWN_X,
facing: 1,
hasSword: true,
clip: runClip,
frame: 0,
run: createPlayer(runClip),
idle: createPlayer(idleClip),
torch: createPlayer(torchClip),
guard: createPlayer(guardClip),
attacking: false,
attackTime: 0,
attackConnected: false,
};
const drained = {
x: DRAINED_SPAWN_X, prevX: DRAINED_SPAWN_X,
active: false,
clip: walkClip,
frame: 0,
walk: createPlayer(walkClip),
revealed: false, // latches the first time it is seen in the light
speed: baseSpeed,
stun: 0,
knockVel: 0,
};
const flame = { clip: clips.fire, player: createPlayer(clips.fire), frame: 0 };
const torch = createTorch();
const state = {
prince, drained, torch, flame,
ground: clips.ground,
phase: 'enter',
timer: 0,
fade: 0, prevFade: 0,
clock: 0,
loopElapsed: 0,
lastLoopLength: 0,
};
function reset() {
torch.reset();
prince.x = prince.prevX = PRINCE_SPAWN_X;
prince.hasSword = true;
prince.run.reset();
prince.idle.reset();
drained.x = drained.prevX = DRAINED_SPAWN_X;
drained.active = false;
drained.walk.reset();
drained.revealed = false;
drained.speed = baseSpeed;
drained.stun = 0;
drained.knockVel = 0;
prince.attacking = false;
prince.attackTime = 0;
prince.attackConnected = false;
state.phase = 'enter';
state.timer = 0;
state.fade = state.prevFade = 0;
state.loopElapsed = 0;
}
function update(dt, input) {
prince.prevX = prince.x;
drained.prevX = drained.x;
torch.snapshot();
state.prevFade = state.fade;
state.clock += dt;
state.loopElapsed += dt;
// --- Torch (spec 5.2, 5.3) -------------------------------------------
const eased = torch.update(dt, !!input.torch, state.clock,
prince.x, GROUND_Y, prince.facing, HAND_DX, HAND_DY);
// The sword rule: torch up means sword away. Not negotiable. There is no
// sword sprite — the sword lives in the run and idle art and is absent from
// the torch clip, so swapping the clip IS putting it away.
prince.hasSword = torch.raise <= 0.001;
// --- Revealed? ---------------------------------------------------------
// Latches the first time the Drained is caught inside the lit circle. Once
// it knows it has been seen, it comes for him, and it does not settle back
// down.
if (!drained.revealed && drained.active &&
torch.covers(drained.x, GROUND_Y - walkClip.height * 0.5)) {
drained.revealed = true;
}
const targetSpeed = drained.revealed ? rushSpeed : baseSpeed;
if (drained.speed < targetSpeed) {
drained.speed = Math.min(targetSpeed, drained.speed + DRAINED_RUSH_ACCEL * speedScale * dt);
}
// --- The sword ---------------------------------------------------------
// He can only swing with the sword out, which means the torch must be down,
// which means he cannot see what he is swinging at. That is the whole trade.
if (input.attack) {
input.attack = false;
// Only while it is still coming. Once it has reached him the loop is
// over, and a swing that visibly changes nothing reads as a broken input.
const canSwing = prince.hasSword && !prince.attacking && state.phase === 'approach';
if (canSwing) {
prince.attacking = true;
prince.attackTime = 0;
prince.attackConnected = false;
}
}
if (prince.attacking) {
prince.attackTime += dt;
const frame = Math.min(Math.floor(prince.attackTime * attackClip.fps), attackClip.count - 1);
// The manifest says which frame connects and how far the blade reaches.
if (!prince.attackConnected && frame >= (attackClip.hitFrame ?? 0)) {
prince.attackConnected = true;
const gap = (drained.x - drainedFrontEdge) - prince.x;
if (drained.active && gap <= attackClip.reach) {
// It gets knocked back and it gets up. He cannot kill it — they are
// people. The sword buys time, it does not solve anything.
drained.knockVel = KNOCKBACK_SPEED;
drained.stun = STUN_TIME;
}
}
if (prince.attackTime >= ATTACK_DURATION) prince.attacking = false;
}
if (drained.knockVel > 0) {
drained.x += drained.knockVel * dt;
drained.knockVel = Math.max(0, drained.knockVel - KNOCKBACK_DECEL * dt);
}
if (drained.stun > 0) drained.stun -= dt;
// --- Prince animation --------------------------------------------------
if (prince.attacking) {
prince.clip = attackClip;
prince.frame = Math.min(Math.floor(prince.attackTime * attackClip.fps), attackClip.count - 1);
} else if (!prince.hasSword) {
// Pose is driven by the light, so raising and lowering read as one move.
// The clip's own fps and frame count still decide how many frames exist.
prince.torch.time = (eased * (torchClip.count - 1)) / torchClip.fps;
prince.clip = torchClip;
prince.frame = prince.torch.index;
flame.player.advance(dt);
flame.frame = flame.player.index;
} else if (state.phase === 'enter') {
prince.run.advance(dt);
prince.clip = runClip;
prince.frame = prince.run.index;
} else if (drained.revealed) {
// Once it has been seen, he stands ready whenever he is not swinging.
prince.guard.advance(dt);
prince.clip = guardClip;
prince.frame = prince.guard.index;
} else {
prince.idle.advance(dt);
prince.clip = idleClip;
prince.frame = prince.idle.index;
}
// --- Phases ----------------------------------------------------------
if (state.phase === 'enter') {
// He cannot walk while looking. Movement speed drops to zero. (spec 5.2)
const speed = prince.hasSword ? PRINCE_RUN_SPEED : 0;
prince.x += speed * dt;
if (prince.x >= PRINCE_STOP_X) {
prince.x = PRINCE_STOP_X;
state.phase = 'approach';
drained.active = true;
}
} else if (state.phase === 'approach') {
if (drained.stun <= 0 && drained.knockVel <= 0) {
drained.x -= drained.speed * dt;
}
// The walk cycle plays at the same ratio as the movement, so a faster
// Drained does not moonwalk. Base rate still comes from the manifest.
drained.walk.advance(dt * (drained.speed / DRAINED_SPEED));
drained.frame = drained.walk.index;
if (drained.x <= DRAINED_CONTACT_X) {
drained.x = DRAINED_CONTACT_X;
state.phase = 'contact';
state.timer = CONTACT_HOLD;
}
} else if (state.phase === 'contact') {
state.timer -= dt;
if (state.timer <= 0) {
state.phase = 'fade';
state.timer = FADE_TIME;
}
} else if (state.phase === 'fade') {
state.timer -= dt;
state.fade = clamp01(1 - state.timer / FADE_TIME);
if (state.timer <= 0) {
state.lastLoopLength = state.loopElapsed;
reset();
}
}
}
return { state, update, reset };
}
|