Quintus est un moteur de jeu HTML5 amusant à utiliser et facile à prendre en main.
Il vous permettra de développer des jeux de plateformes pour mobiles, bureau et bien plus encore.
Pour ce faire, il vous suffit de créer une page HTML dans laquelle vous appelez la bibliothèque Quintus (fichier JavaScript).
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 | <html> <head> <!-- Pull the engine from the Quintus CDN or load it locally --> <script src='http://cdn.html5quintus.com/v0.0.1/quintus-all.min.js'></script> </head> <body> <script> // Now set up your game (most games will load a separate .js file) var Q = Quintus() // Create a new engine instance .include("Sprites, Scenes, Input, 2D") // Load any needed modules .controls() // Add in default controls (keyboard, touch) .setup(); // Add a canvas element onto the page /* ... Actual game code goes here ... */ </script> </body> </html> |
Vous créer des sprites pour gérer les événements.
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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 | // You can create a sub-class by extending the Q.Sprite class to create Q.Player Q.Sprite.extend("Player",{ // the init constructor is called on creation init: function(p) { // You can call the parent's constructor with this._super(..) this._super(p, { sheet: "player", // Setting a sprite sheet sets sprite width and height x: 390, // You can also set additional properties that can y: 40, // be overridden on object creation }); // Add in pre-made components to get up and running quickly this.add('2d, platformerControls'); // Write event handlers to respond hook into behaviors. // hit.sprite is called everytime the player collides with a sprite this.on("hit.sprite",function(collision) { // Check the collision, if it's the Tower, you win! if(collision.obj.isA("Tower")) { alert("You Win!"); Q.stageScene("level1"); } }); } }); // Sprites can be simple, the Tower sprite just sets a custom sprite sheet Q.Sprite.extend("Tower", { init: function(p) { this._super(p, { sheet: 'tower' }); } }); // Create the Enemy class to add in some baddies Q.Sprite.extend("Enemy",{ init: function(p) { this._super(p, { sheet: 'enemy', vx: 100 }); // Enemies use the Bounce AI to change direction // whenver they run into something. this.add('2d, aiBounce'); // Listen for a sprite collision, if it's the player, // restart the level this.on("hit.sprite",function(collision) { if(collision.obj.isA("Player")) { Q.stageScene("level1"); } }); } }); |
Définir la scène de votre jeu.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 | // Create a new scene called level 1 Q.scene("level1",function(stage) { // Add in a tile layer, and make it the collision layer stage.collisionLayer(new Q.TileLayer({ dataAsset: 'level.json', sheet: 'tiles' })); // Create the player and add him to the stage var player = stage.insert(new Q.Player()); // Give the stage a moveable viewport and tell it // to follow the player. stage.add("viewport").follow(player); // Add in a couple of enemies stage.insert(new Q.Enemy({ x: 700, y: 0 })); stage.insert(new Q.Enemy({ x: 800, y: 00 })); // Finally add in the tower goal stage.insert(new Q.Tower({ x: 180, y: 35 })); }); |
Et bien plus encore
Il ne reste plus qu'à charger et lancer le jeu !
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 | // Q.load can be called at any time to load additional assets // assets that are already loaded will be skipped Q.load("sprites.png, sprites.json, level.json, tiles.png", // The callback will be triggered when everything is loaded function() { // Sprites sheets can be created manually Q.sheet("tiles","tiles.png", { tilew: 32, tileh: 32 }); // Or from a .json asset that defines sprite locations Q.compileSheets("sprites.png","sprites.json"); // Finally, call stageScene to run the game Q.stageScene("level1"); }); |
Télécharger Quintus.
Source : html5quintus.com
Et vous ?
Que pensez-vous de ce moteur de jeu ?