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app.js
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app.js
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/*
Javascript Space Game
By Frank Force 2021
*/
'use strict';
const clampCamera = !debug;
const lowGraphicsSettings = glOverlay = !window['chrome']; // only chromium uses high settings
const startCameraScale = 4*16;
const defaultCameraScale = 4*16;
const maxPlayers = 4;
const team_none = 0;
const team_player = 1;
const team_enemy = 2;
let updateWindowSize, renderWindowSize, gameplayWindowSize;
engineInit(
///////////////////////////////////////////////////////////////////////////////
()=> // appInit
{
resetGame();
cameraScale = startCameraScale;
},
///////////////////////////////////////////////////////////////////////////////
()=> // appUpdate
{
const cameraSize = vec2(mainCanvas.width, mainCanvas.height).scale(1/cameraScale);
renderWindowSize = cameraSize.add(vec2(5));
gameplayWindowSize = vec2(mainCanvas.width, mainCanvas.height).scale(1/defaultCameraScale);
updateWindowSize = gameplayWindowSize.add(vec2(30));
//debugRect(cameraPos, maxGameplayCameraSize);
//debugRect(cameraPos, updateWindowSize);
if (debug)
{
randSeeded(randSeeded(randSeeded(randSeed = Date.now()))); // set random seed for debug mode stuf
if (keyWasPressed(81))
new Enemy(mousePosWorld);
if (keyWasPressed(84))
{
//for(let i=30;i--;)
new Prop(mousePosWorld);
}
if (keyWasPressed(69))
explosion(mousePosWorld);
if (keyIsDown(89))
{
let e = new ParticleEmitter(mousePosWorld);
// test
e.collideTiles = 1;
//e.tileIndex=7;
e.emitSize = 2;
e.colorStartA = new Color(1,1,1,1);
e.colorStartB = new Color(0,1,1,1);
e.colorEndA = new Color(0,0,1,0);
e.colorEndB = new Color(0,.5,1,0);
e.emitConeAngle = .1;
e.particleTime = 1
e.speed = .3
e.elasticity = .1
e.gravityScale = 1;
//e.additive = 1;
e.angle = -PI;
}
if (mouseWheel) // mouse zoom
cameraScale = clamp(cameraScale*(1-mouseWheel/10), defaultTileSize.x*16, defaultTileSize.x/16);
//if (keyWasPressed(77))
// playSong([[[,0,219,,,,,1.1,,-.1,-50,-.05,-.01,1],[2,0,84,,,.1,,.7,,,,.5,,6.7,1,.05]],[[[0,-1,1,0,5,0],[1,1,8,8,0,3]]],[0,0,0,0],90]) // music test
if (keyWasPressed(77))
players[0].pos = mousePosWorld;
/*if (keyWasPressed(32))
{
skyParticles && skyParticles.destroy();
tileLayer.destroy();
tileBackgroundLayer.destroy();
tileParallaxLayers.forEach((tileParallaxLayer)=>tileParallaxLayer.destroy());
randomizeLevelParams();
applyArtToLevel();
}*/
if (keyWasPressed(78))
nextLevel();
}
// restart if no lives left
let minDeadTime = 1e3;
for(const player of players)
minDeadTime = min(minDeadTime, player && player.isDead() ? player.deadTimer.get() : 0);
if (minDeadTime > 3 && (keyWasPressed(90) || keyWasPressed(32) || gamepadWasPressed(0)) || keyWasPressed(82))
resetGame();
if (levelEndTimer.get() > 3)
nextLevel();
},
///////////////////////////////////////////////////////////////////////////////
()=> // appUpdatePost
{
if (players.length == 1)
{
const player = players[0];
if (!player.isDead())
cameraPos = cameraPos.lerp(player.pos, clamp(player.getAliveTime()/2));
}
else
{
// camera follows average pos of living players
let posTotal = vec2();
let playerCount = 0;
let cameraOffset = 1;
for(const player of players)
{
if (player && !player.isDead())
{
++playerCount;
posTotal = posTotal.add(player.pos.add(vec2(0,cameraOffset)));
}
}
if (playerCount)
cameraPos = cameraPos.lerp(posTotal.scale(1/playerCount), .2);
}
// spawn players if they don't exist
for(let i = maxPlayers;i--;)
{
if (!players[i] && (gamepadWasPressed(0, i)||gamepadWasPressed(1, i)))
{
++playerLives;
new Player(checkpointPos, i);
}
}
// clamp to bottom and sides of level
if (clampCamera)
{
const w = mainCanvas.width/2/cameraScale+1;
const h = mainCanvas.height/2/cameraScale+2;
cameraPos.y = max(cameraPos.y, h);
if (w*2 < tileCollisionSize.x)
cameraPos.x = clamp(cameraPos.x, tileCollisionSize.x - w, w);
}
updateParallaxLayers();
updateSky();
},
///////////////////////////////////////////////////////////////////////////////
()=> // appRender
{
const gradient = mainContext.createLinearGradient(0,0,0,mainCanvas.height);
gradient.addColorStop(0,levelSkyColor.rgba());
gradient.addColorStop(1,levelSkyHorizonColor.rgba());
mainContext.fillStyle = gradient;
//mainContext.fillStyle = levelSkyColor.rgba();
mainContext.fillRect(0,0,mainCanvas.width, mainCanvas.height);
drawStars();
},
///////////////////////////////////////////////////////////////////////////////
()=> // appRenderPost
{
//let minAliveTime = 9;
//for(const player of players)
// minAliveTime = min(minAliveTime, player.getAliveTime());
//const livesPercent = percent(minAliveTime, 5, 4)
//const s = 8;
//const offset = 100*livesPercent;
//mainContext.drawImage(tileImage, 32, 8, s, s, 32, mainCanvas.height-90, s*9, s*9);
mainContext.textAlign = 'center';
const p = percent(gameTimer.get(), 8, 10);
//mainContext.globalCompositeOperation = 'difference';
mainContext.fillStyle = new Color(0,0,0,p).rgba();
if (p > 0)
{
//mainContext.fillStyle = (new Color).setHSLA(time/3,1,.5,p).rgba();
mainContext.font = '1.5in impact';
mainContext.fillText('SPACE HUGGERS', mainCanvas.width/2, 140);
}
mainContext.font = '.5in impact';
p > 0 && mainContext.fillText('A JS13K Game by Frank Force',mainCanvas.width/2, 210);
// check if any enemies left
let enemiesCount = 0;
for (const o of engineCollideObjects)
{
if (o.isCharacter && o.team == team_enemy)
{
++enemiesCount;
const pos = vec2(mainCanvas.width/2 + (o.pos.x - cameraPos.x)*30,mainCanvas.height-20);
drawRectScreenSpace(pos, o.size.scale(20), o.color.scale(1,.6));
}
}
if (!enemiesCount && !levelEndTimer.isSet())
levelEndTimer.set();
mainContext.fillStyle = new Color(0,0,0).rgba();
mainContext.fillText('Level ' + level + ' Lives ' + playerLives + ' Enemies ' + enemiesCount, mainCanvas.width/2, mainCanvas.height-40);
// fade in level transition
const fade = levelEndTimer.isSet() ? percent(levelEndTimer.get(), 3, 1) : percent(levelTimer.get(), .5, 2);
drawRect(cameraPos, vec2(1e3), new Color(0,0,0,fade))
});