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platfrom_game.js
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let simpleLevelPlan = `
......................
..#................#..
..#..............=.#..
..#.........o.o....#..
..#.@......#####...#..
..#####............#..
......#++++++++++++#..
......##############..
......................`;
class Level {
constructor(plan) {
let rows = plan
.trim()
.split('\n')
.map((l) => [...l]);
this.height = rows.length;
this.width = rows[0].length;
this.startActors = [];
this.rows = rows.map((row, y) => {
return row.map((ch, x) => {
let type = levelChars[ch];
if (typeof type == 'string') return type;
this.startActors.push(type.create(new Vec(x, y), ch));
return 'empty';
});
});
}
}
class State {
constructor(level, actors, status) {
this.level = level;
this.actors = actors;
this.status = status;
}
static start(level) {
return new State(level, level.startActors, 'playing');
}
get player() {
return this.actors.find((a) => a.type == 'player');
}
}
class Vec {
constructor(x, y) {
this.x = x;
this.y = y;
}
plus(other) {
return new Vec(this.x + other.x, this.y + other.y);
}
times(factor) {
return new Vec(this.x * factor, this.y * factor);
}
}
class Player {
constructor(pos, speed) {
this.pos = pos;
this.speed = speed;
}
get type() {
return 'player';
}
static create(pos) {
return new Player(pos.plus(new Vec(0, -0.5)), new Vec(0, 0));
}
}
Player.prototype.size = new Vec(0.8, 1.5);
class Lava {
constructor(pos, speed, reset) {
this.pos = pos;
this.speed = speed;
this.reset = reset;
}
get type() {
return 'lava';
}
static create(pos, ch) {
if (ch == '=') {
return new Lava(pos, new Vec(2, 0));
} else if (ch == '|') {
return new Lava(pos, new Vec(0, 2));
} else if (ch == 'v') {
return new Lava(pos, new Vec(0, 3), pos);
}
}
}
Lava.prototype.size = new Vec(1, 1);
class Coin {
constructor(pos, basePos, wobble) {
this.pos = pos;
this.basePos = basePos;
this.wobble = wobble;
}
get type() {
return 'coin';
}
static create(pos) {
let basePos = pos.plus(new Vec(0.2, 0.1));
return new Coin(basePos, basePos, Math.random() * Math.PI * 2);
}
}
Coin.prototype.size = new Vec(0.6, 0.6);
const levelChars = {
'.': 'empty',
'#': 'wall',
'+': 'lava',
'@': Player,
o: Coin,
'=': Lava,
'|': Lava,
v: Lava,
};
function elt(name, attrs, ...children) {
let dom = document.createElement(name);
for (let attr of Object.keys(attrs)) {
dom.setAttribute(attr, attrs[attr]);
}
for (let child of children) {
dom.appendChild(child);
}
return dom;
}
class DOMDisplay {
constructor(parent, level) {
this.dom = elt('div', { class: 'game' }, drawGrid(level));
this.actorLayer = null;
parent.appendChild(this.dom);
}
clear() {
this.dom.remove();
}
}
const scale = 20;
function drawGrid(level) {
return elt(
'table',
{
class: 'background',
style: `width: ${level.width * scale}px`,
},
...level.rows.map((row) =>
elt(
'tr',
{ style: `height: ${scale}px` },
...row.map((type) => elt('td', { class: type }))
)
)
);
}
function drawActors(actors) {
return elt(
'div',
{},
...actors.map((actor) => {
let rect = elt('div', { class: `actor ${actor.type}` });
rect.style.width = `${actor.size.x * scale}px`;
rect.style.height = `${actor.size.y * scale}px`;
rect.style.left = `${actor.pos.x * scale}px`;
rect.style.top = `${actor.pos.y * scale}px`;
return rect;
})
);
}
DOMDisplay.prototype.syncState = function (state) {
if (this.actorLayer) this.actorLayer.remove();
this.actorLayer = drawActors(state.actors);
this.dom.appendChild(this.actorLayer);
this.dom.className = `game ${state.status}`;
this.scrollPlayerIntoView(state);
};
DOMDisplay.prototype.scrollPlayerIntoView = function (state) {
let width = this.dom.clientWidth;
let height = this.dom.clientHeight;
let margin = width / 3;
// The viewport
let left = this.dom.scrollLeft,
right = left + width;
let top = this.dom.scrollTop,
bottom = top + height;
let player = state.player;
let center = player.pos.plus(player.size.times(0.5)).times(scale);
if (center.x < left + margin) {
this.dom.scrollLeft = center.x - margin;
} else if (center.x > right - margin) {
this.dom.scrollLeft = center.x + margin - width;
}
if (center.y < top + margin) {
this.dom.scrollTop = center.y - margin;
} else if (center.y > bottom - margin) {
this.dom.scrollTop = center.y + margin - height;
}
};
Level.prototype.touches = function (pos, size, type) {
var xStart = Math.floor(pos.x);
var xEnd = Math.ceil(pos.x + size.x);
var yStart = Math.floor(pos.y);
var yEnd = Math.ceil(pos.y + size.y);
for (var y = yStart; y < yEnd; y++) {
for (var x = xStart; x < xEnd; x++) {
let isOutside = x < 0 || x >= this.width || y < 0 || y >= this.height;
let here = isOutside ? 'wall' : this.rows[y][x];
if (here == type) return true;
}
}
return false;
};
State.prototype.update = function (time, keys) {
let actors = this.actors.map((actor) => actor.update(time, this, keys));
let newState = new State(this.level, actors, this.status);
if (newState.status != 'playing') return newState;
let player = newState.player;
if (this.level.touches(player.pos, player.size, 'lava')) {
return new State(this.level, actors, 'lost');
}
for (let actor of actors) {
if (actor != player && overlap(actor, player)) {
newState = actor.collide(newState);
}
}
return newState;
};
function overlap(actor1, actor2) {
return (
actor1.pos.x + actor1.size.x > actor2.pos.x &&
actor1.pos.x < actor2.pos.x + actor2.size.x &&
actor1.pos.y + actor1.size.y > actor2.pos.y &&
actor1.pos.y < actor2.pos.y + actor2.size.y
);
}
Lava.prototype.collide = function (state) {
return new State(state.level, state.actors, 'lost');
};
Coin.prototype.collide = function (state) {
let filtered = state.actors.filter((a) => a != this);
let status = state.status;
if (!filtered.some((a) => a.type == 'coin')) status = 'won';
return new State(state.level, filtered, status);
};
Lava.prototype.update = function (time, state) {
let newPos = this.pos.plus(this.speed.times(time));
if (!state.level.touches(newPos, this.size, 'wall')) {
return new Lava(newPos, this.speed, this.reset);
} else if (this.reset) {
return new Lava(this.reset, this.speed, this.reset);
} else {
return new Lava(this.pos, this.speed.times(-1));
}
};
const wobbleSpeed = 8,
wobbleDist = 0.07;
Coin.prototype.update = function (time) {
let wobble = this.wobble + time * wobbleSpeed;
let wobblePos = Math.sin(wobble) * wobbleDist;
return new Coin(this.basePos.plus(new Vec(0, wobblePos)), this.basePos, wobble);
};
const playerXSpeed = 7;
const gravity = 30;
const jumpSpeed = 17;
Player.prototype.update = function (time, state, keys) {
let xSpeed = 0;
if (keys.ArrowLeft) xSpeed -= playerXSpeed;
if (keys.ArrowRight) xSpeed += playerXSpeed;
let pos = this.pos;
let movedX = pos.plus(new Vec(xSpeed * time, 0));
if (!state.level.touches(movedX, this.size, 'wall')) {
pos = movedX;
}
let ySpeed = this.speed.y + time * gravity;
let movedY = pos.plus(new Vec(0, ySpeed * time));
if (!state.level.touches(movedY, this.size, 'wall')) {
pos = movedY;
} else if (keys.ArrowUp && ySpeed > 0) {
ySpeed = -jumpSpeed;
} else {
ySpeed = 0;
}
return new Player(pos, new Vec(xSpeed, ySpeed));
};
function runAnimation(frameFunc) {
let lastTime = null;
function frame(time) {
if (lastTime != null) {
let timeStep = Math.min(time - lastTime, 100) / 1000;
if (frameFunc(timeStep) === false) return;
}
lastTime = time;
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
function runLevel(level, Display) {
let display = new Display(document.body, level);
let state = State.start(level);
let ending = 1;
let running = 'yes';
return new Promise((resolve) => {
function escHandler(event) {
if (event.key != 'Escape') return;
event.preventDefault();
if (running == 'no') {
running = 'yes';
runAnimation(frame);
} else if (running == 'yes') {
running = 'pausing';
} else {
running = 'yes';
}
}
window.addEventListener('keydown', escHandler);
let arrowKeys = trackKeys(['ArrowLeft', 'ArrowRight', 'ArrowUp']);
function frame(time) {
if (running == 'pausing') {
running = 'no';
return false;
}
state = state.update(time, arrowKeys);
display.syncState(state);
if (state.status == 'playing') {
return true;
} else if (ending > 0) {
ending -= time;
return true;
} else {
display.clear();
window.removeEventListener('keydown', escHandler);
arrowKeys.unregister();
resolve(state.status);
return false;
}
}
runAnimation(frame);
});
}
function trackKeys(keys) {
let down = Object.create(null);
function track(event) {
if (keys.includes(event.key)) {
down[event.key] = event.type == 'keydown';
event.preventDefault();
}
}
window.addEventListener('keydown', track);
window.addEventListener('keyup', track);
down.unregister = () => {
window.removeEventListener('keydown', track);
window.removeEventListener('keyup', track);
};
return down;
}
// The old runGame function. Modify it...
async function runGame(plans, Display) {
let lives = 3;
for (let level = 0; level < plans.length && lives > 0; ) {
console.log(`Level ${level + 1}, lives: ${lives}`);
let status = await runLevel(new Level(plans[level]), Display);
if (status == 'won') level++;
else lives--;
}
if (lives > 0) {
console.log("You've won!");
} else {
console.log('Game over');
}
}
const monsterSpeed = 4;
class Monster {
constructor(pos) {
this.pos = pos;
}
get type() {
return 'monster';
}
static create(pos) {
return new Monster(pos.plus(new Vec(0, -1)));
}
update(time, state) {
let player = state.player;
let speed = (player.pos.x < this.pos.x ? -1 : 1) * time * monsterSpeed;
let newPos = new Vec(this.pos.x + speed, this.pos.y);
if (state.level.touches(newPos, this.size, 'wall')) return this;
else return new Monster(newPos);
}
collide(state) {
let player = state.player;
if (player.pos.y + player.size.y < this.pos.y + 0.5) {
let filtered = state.actors.filter((a) => a != this);
return new State(state.level, filtered, state.status);
} else {
return new State(state.level, state.actors, 'lost');
}
}
}
Monster.prototype.size = new Vec(1.2, 2);
levelChars['M'] = Monster;
runLevel(
new Level(`
..................................
.################################.
.#..............................#.
.#..............................#.
.#..............................#.
.#...........................o..#.
.#..@...........................#.
.##########..............########.
..........#..o..o..o..o..#........
..........#...........M..#........
..........################........
..................................
`),
DOMDisplay
);
// runGame(GAME_LEVELS, DOMDisplay);