1293 lines
41 KiB
JavaScript
1293 lines
41 KiB
JavaScript
var floorPos_y;
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var cameraPosX;
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var camera_speed;
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var fps_recent_values = [];
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var showDebugData = false;
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var debug_charTrace = [];
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var shadows_enabled = true;
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var text_size;
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// Variables to set colors. Set in setup()
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var palette;
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var gameChar;
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var flagpole;
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var gravity;
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var game_score;
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var finish_position_x;
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var audio = {};
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var sound_enabled = false;
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var music_enabled = false;
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var game_state;
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var show_guide;
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var trees_x = [];
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var clouds = [];
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var mountains = [];
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var collectables = [];
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var rivers = [];
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var platforms = [];
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var enemies = [];
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function GameCharacter() {
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this.x = width / 2;
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this.y = floorPos_y + (height - floorPos_y) / 6;
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this.x_step = 5;
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this.y_step = 8;
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this.scale = 1;
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this.sprite = 1;
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this.speed = 5;
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this.baseLives = 3;
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this.curLives = 3;
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this.baseJumpingStrength = 16;
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this.curJumpingStrength = 0;
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this.isRight = false;
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this.isLeft = false;
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this.isFalling = false;
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this.isJumping = false;
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this.isPlummeting = false;
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this.isOnPlatform = false;
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this.curGroundIndex = 0;
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this.memorizedPlatform;
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this.invincibility_time = 0;
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this.death_timer;
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this._updateSprite = function () {
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if (this.isPlummeting) {
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this.sprite = 2;
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} else if (this.isFalling) {
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this.sprite = 2;
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if (this.isLeft && !this.isRight) this.sprite = 5;
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else if (this.isRight && !this.isLeft) this.sprite = 6;
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} else {
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if (this.isLeft && !this.isRight) this.sprite = 4;
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else if (this.isRight && !this.isLeft) this.sprite = 3;
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else this.sprite = 1;
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}
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};
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this.draw = function () {
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this._drawBody = function (jumping = false) {
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fill(palette.body_color);
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if (jumping) {
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triangle(
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this.x - this.x_step * 2,
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this.y - this.y_step * 1.5,
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this.x,
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this.y - this.y_step * 4,
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this.x + this.x_step * 2,
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this.y - this.y_step * 1.5,
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);
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} else {
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triangle(
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this.x - this.x_step * 2,
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this.y,
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this.x,
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this.y - this.y_step * 4,
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this.x + this.x_step * 2,
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this.y,
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);
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}
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};
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this._drawHead = function () {
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fill(palette.ground_colors[this.curGroundIndex]);
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ellipse(
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this.x,
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this.y - this.y_step * 5,
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this.x_step * 6,
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this.y_step * 4,
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);
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};
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this._drawEyes = function (draw_left, draw_right, eyes_height) {
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fill(0);
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if (game_state == 'FAILURE') {
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textAlign(CENTER);
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textSize(this.x_step * 2);
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text(
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'x',
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this.x - this.x_step * 1.2,
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this.y - this.y_step * eyes_height,
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);
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text(
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'x',
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this.x + this.x_step * 1.2,
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this.y - this.y_step * eyes_height,
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);
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} else {
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if (draw_left) {
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ellipse(
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this.x - this.x_step * 1.2,
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this.y - this.y_step * eyes_height,
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this.x_step / 1.5,
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this.y_step / 2,
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);
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}
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if (draw_right) {
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ellipse(
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this.x + this.x_step * 1.2,
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this.y - this.y_step * eyes_height,
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this.x_step / 1.5,
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this.y_step / 2,
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);
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}
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}
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};
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this._updateSprite();
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push();
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strokeWeight(1);
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stroke(1);
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this.x_step *= this.scale;
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this.y_step *= this.scale;
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// Standing, facing frontwards
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if (this.sprite == 1) {
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// Body
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this._drawBody();
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// Head
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this._drawHead();
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// Eyes
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this._drawEyes(true, true, 4.2);
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}
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// Jumping, facing forwards
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else if (this.sprite == 2) {
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// Body
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this._drawBody(true);
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// Hands. (Hands!)
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line(
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this.x - this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x - this.x_step * 3.2,
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this.y - this.y_step * 3.2,
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);
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line(
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this.x + this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x + this.x_step * 3.2,
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this.y - this.y_step * 3.2,
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);
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// Head
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this._drawHead();
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// Eyes
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this._drawEyes(true, true, 3.8);
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}
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// Walking right
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else if (this.sprite == 3) {
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// Body
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this._drawBody();
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// Hand. (Hand!)
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line(
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this.x,
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this.y - this.y_step * 2.5,
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this.x + this.x_step * 0.8,
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this.y - this.y_step * 1,
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);
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// Head
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this._drawHead();
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// Eyes
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this._drawEyes(false, true, 4.2);
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}
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// Walking left
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else if (this.sprite == 4) {
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// Body
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this._drawBody();
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// Hand. (Hand!)
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line(
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this.x,
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this.y - this.y_step * 2.5,
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this.x - this.x_step * 0.8,
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this.y - this.y_step * 1,
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);
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// Head
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this._drawHead();
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// Eyess
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this._drawEyes(true, false, 4.2);
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}
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// Jumping left
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else if (this.sprite == 5) {
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// Body
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this._drawBody(true);
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// Hands. (Hands!)
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line(
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this.x - this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x - this.x_step * 3.2,
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this.y - this.y_step * 3.2,
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);
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line(
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this.x + this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x + this.x_step * 3.2,
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this.y - this.y_step * 3.2,
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);
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// Head
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this._drawHead();
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// Eyes
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this._drawEyes(true, false, 3.8);
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}
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// Jumping right
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else if (this.sprite == 6) {
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// Body
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this._drawBody(true);
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// Hands. (Hands!)
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line(
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this.x - this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x - this.x_step * 3.2,
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this.y - this.y_step * 3.2,
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);
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line(
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this.x + this.x_step * 1,
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this.y - this.y_step * 2.5,
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this.x + this.x_step * 3.2,
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this.y - this.y_step * 3.2,
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);
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// Head
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this._drawHead();
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// Eyes
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this._drawEyes(false, true, 3.8);
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} else {
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text('Bad sprite number!', 10, 10);
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console.error('Bad this sprite number: ' + this.sprite);
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noLoop();
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}
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// Drawing an aura of invincibility
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if (this.invincibility_time > 0 && floor(frameCount / 10) % 2 == 0) {
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fill('rgba(255,255,255,0.2)');
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noStroke();
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ellipse(
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this.x,
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this.y - this.y_step * 3,
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this.x_step * 9,
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this.y_step * 9,
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);
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}
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this.x_step /= this.scale;
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this.y_step /= this.scale;
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pop();
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};
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this.drawShadow = function () {
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push();
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noStroke();
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this.x_step *= this.scale;
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this.y_step *= this.scale;
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fill('rgba(0,0,0,0.2)');
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if (!this.isPlumetting) shadow_y = groundPositions[this.curGroundIndex];
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else shadow_y = NaN;
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ellipse(this.x, shadow_y, this.x_step * 5, this.y_step * 1.5);
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this.x_step /= this.scale;
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this.y_step /= this.scale;
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pop();
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};
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this.takeLife = function () {
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playSound(audio.hurt);
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gameChar.curLives--;
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gameChar.invincibility_time += 180;
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if (this.curLives == 0) {
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playSound(audio.failure_drum);
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game_state = 'FAILURE';
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// recheck music to stop playing
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playMusic();
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}
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};
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this._checkPlayerDie = function () {
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if (frameCount - this.death_timer > 60) {
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if (this.curLives > 1) {
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this.curLives--;
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this.death_timer = undefined;
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startGame();
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} else if (this.curLives == 1) {
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this.curLives--;
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playSound(audio.failure_drum);
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} else {
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this.curLives = 0;
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game_state = 'FAILURE';
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// recheck music to stop playing
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playMusic();
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}
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}
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};
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this.act = function () {
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// undercapping invincibility time
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this.invincibility_time = max(0, this.invincibility_time - 1);
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// capping x coordinate to the left
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this.x = max(-150, this.x);
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if (!this.isPlummeting) {
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if (this.isLeft && !this.isRight) {
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this.x -= this.speed;
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} else if (this.isRight && !this.isLeft) {
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this.x += this.speed;
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}
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if (this.isJumping) {
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this.y -= this.curJumpingStrength;
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this.curJumpingStrength -= gravity;
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// If the jump peak is reached, the character is considered to be falling instead.
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if (this.curJumpingStrength <= 0) {
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this.isFalling = true;
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this.isJumping = false;
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}
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} else if (this.isFalling) {
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this.y -= this.curJumpingStrength;
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this.curJumpingStrength -= gravity;
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for (i = 0; i < platforms[this.curGroundIndex].length; i++) {
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// If a character is falling above some platform, memorize it
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if (platforms[this.curGroundIndex][i].isAbove(this)) {
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this.memorizedPlatform =
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platforms[this.curGroundIndex][i];
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}
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// If a character is below a memorized platform, make them stand on that platform
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if (
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typeof this.memorizedPlatform !== 'undefined' &&
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this.memorizedPlatform.isBelow(this)
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) {
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this.y = this.memorizedPlatform.y;
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this.isFalling = false;
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this.curJumpingStrength = 0;
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this.isOnPlatform = true;
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}
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}
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// if a character is below the ground, make them stand on the ground
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if (this.y >= this.getCurGroundY()) {
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this.y = this.getCurGroundY();
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this.isFalling = false;
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this.curJumpingStrength = 0;
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this.isOnPlatform = false;
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}
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} else if (this.isOnPlatform) {
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// Not plummeting, standing or falling means being on a platform.
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// Perform checks whether the player is still on the same platform,
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// and fall them in case they aren't.
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if (
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!this.memorizedPlatform._isWithinX(this) ||
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this.curGroundIndex != this.memorizedPlatform.curGroundIndex
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) {
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this.isFalling = true;
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this.isOnPlatform = false;
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this.memorizedPlatform = undefined;
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}
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}
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}
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this._checkPlayerDie();
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// Doing plummeting
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if (this.isPlummeting) {
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// using OR operator to set to frameCount in case death_timer is undefined,
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// but not updating the death_timer again in case it is not undefined.
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this.death_timer = this.death_timer || frameCount;
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this.y += 3;
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}
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};
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this.getCurGroundY = function () {
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return groundPositions[this.curGroundIndex];
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};
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this.goUp = function () {
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memorizedIndex = this.curGroundIndex;
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this.curGroundIndex = max(0, this.curGroundIndex - 1);
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if (memorizedIndex != this.curGroundIndex) {
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this.y -= (height - floorPos_y) / 3;
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this.scale -= 0.1;
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if (this.curGroundIndex == 0) playSound(audio.a_note);
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if (this.curGroundIndex == 1) playSound(audio.b_note);
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if (this.curGroundIndex == 2) playSound(audio.c_note);
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}
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};
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this.goDown = function () {
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memorizedIndex = this.curGroundIndex;
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this.curGroundIndex = min(
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groundPositions.length - 1,
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this.curGroundIndex + 1,
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);
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if (memorizedIndex != this.curGroundIndex) {
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this.y += (height - floorPos_y) / 3;
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this.scale += 0.1;
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if (this.curGroundIndex == 0) playSound(audio.a_note);
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if (this.curGroundIndex == 1) playSound(audio.b_note);
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if (this.curGroundIndex == 2) playSound(audio.c_note);
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}
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};
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}
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// NB: All the platforms and enemies mechanics were done
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// before the task was seen on Week 20.
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// Therefore, the implementation may
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// differ from one in the lecture.
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function Platform(curGroundIndex, x, width, y) {
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this.curGroundIndex = curGroundIndex;
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this.x = x;
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this.width = width;
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// To make platforms jumpable to each other, define a max vertical difference
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// thru an arithmetic progression dependent on the game character's jumping strength and gravity.
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this.max_y_deviation =
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((gameChar.baseJumpingStrength / gravity) *
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gameChar.baseJumpingStrength) /
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2;
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this.y = y || groundPositions[curGroundIndex] - this.max_y_deviation;
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this.draw = function () {
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push();
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stroke(0);
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strokeWeight(2);
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fill(palette.ground_colors[curGroundIndex]);
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rect(this.x - this.width, this.y, width * 2, height / 100);
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pop();
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};
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this.drawShadow = function () {
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push();
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// drawing shadow on the ground
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noStroke();
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fill('rgba(0,0,0, 0.08)');
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rect(
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this.x - this.width,
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groundPositions[curGroundIndex],
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width * 2,
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height / 100,
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);
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pop();
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};
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|
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this._isWithinX = function (who) {
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if (who.x >= this.x - this.width && who.x <= this.x + this.width) {
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return true;
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}
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return false;
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};
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|
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this.isBelow = function (who) {
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if (this._isWithinX(who) && who.y >= this.y) {
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return true;
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}
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return false;
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};
|
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|
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this.isAbove = function (who) {
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if (this._isWithinX(who) && who.y < this.y) {
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return true;
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}
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return false;
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};
|
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}
|
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function Enemy(curGroundIndex, x, y, size) {
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this.x = x;
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this.y = y;
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this.size = size;
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this.curGroundIndex = curGroundIndex;
|
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this.draw = function () {
|
|
push();
|
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fill(
|
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lerpColor(
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palette.enemy_head_color,
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|
palette.ground_colors[this.curGroundIndex],
|
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0.7,
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),
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);
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|
ellipse(this.x, this.y, this.size);
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|
fill(255, 0, 0);
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|
ellipse(this.x - this.size / 2, this.y, this.size / 8, this.size / 4);
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ellipse(this.x + this.size / 2, this.y, this.size / 8, this.size / 4);
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textSize(this.size / 1.5);
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textAlign(CENTER);
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fill(palette.enemy_body_color);
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text(this.curGroundIndex, this.x, this.y + this.size / 4);
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pop();
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};
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this.drawShadow = function () {
|
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push();
|
|
fill('rgba(0,0,0,0.2)');
|
|
noStroke();
|
|
ellipse(
|
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this.x,
|
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groundPositions[this.curGroundIndex],
|
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this.size / 2,
|
|
this.size / 4,
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);
|
|
pop();
|
|
};
|
|
this.collidesWith = function (who) {
|
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if (
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dist(
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who.x,
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who.y - 20 /*to account for gameChar's center*/,
|
|
this.x,
|
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this.y,
|
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) <
|
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this.size / 2 &&
|
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who.curGroundIndex == this.curGroundIndex
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)
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return true;
|
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return false;
|
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};
|
|
this.updatePosition = function () {
|
|
this.x = this.x + sin((frameCount / random(20, 50)) * random(0.5, 10));
|
|
this.y = this.y + cos((frameCount / random(10, 20)) * random(0.5, 10));
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|
};
|
|
}
|
|
function preload() {
|
|
soundFormats('mp3', 'wav');
|
|
audio = {
|
|
a_note: loadSound('assets/audio/a_note.wav'),
|
|
b_note: loadSound('assets/audio/b_note.wav'),
|
|
c_note: loadSound('assets/audio/c_note.wav'),
|
|
coin: loadSound('assets/audio/coin.wav'),
|
|
failure_drum: loadSound('assets/audio/failure_drum.mp3'),
|
|
hurt: loadSound('assets/audio/hurt.wav'),
|
|
jump: loadSound('assets/audio/jump.wav'),
|
|
stream_short: loadSound('assets/audio/stream-short.wav'),
|
|
victory: loadSound('assets/audio/victory.wav'),
|
|
music: loadSound('assets/audio/Floating Cities.mp3'),
|
|
};
|
|
audio.music.playMode('untilDone');
|
|
audio.stream_short.playMode('untilDone');
|
|
}
|
|
function setup() {
|
|
createCanvas(1024, 576);
|
|
palette = {
|
|
body_color: color('white'),
|
|
head_color: color('darkgreen'),
|
|
sky_color: color('#8E9887'),
|
|
ground_colors: [color('#874321'), color('#636721'), color('#634345')],
|
|
river_river_color: color('#56C525'),
|
|
river_river_wave_color: color('#4BAD21'),
|
|
river_color: color('#7B672A'),
|
|
pine_leaves_color: color('#3F4834'),
|
|
maple_leaves_color: color('#4E3D1F'),
|
|
pine_stem: color('#644D0D'),
|
|
maple_stem: color('#936907'),
|
|
mountain: color('#5a5a5a'),
|
|
mountain_shadow: color('#3c3c3c'),
|
|
cloud0: color(200),
|
|
cloud1: color(220),
|
|
cloud2: color(255),
|
|
coin_outer: color('#FDC334'),
|
|
coin_middle: color('#ababab'),
|
|
coin_inner: color('#FDC334'),
|
|
heart_color: color('darkred'),
|
|
enemy_head_color: color('rgba(0,0,0,0.5)'),
|
|
enemy_body_color: color('rgba(255,255,255,0.3)'),
|
|
};
|
|
startGame((level_start = true));
|
|
}
|
|
function startGame(level_start) {
|
|
game_state = 'LEVEL';
|
|
floorPos_y = 432;
|
|
text_size = sqrt(width) + sqrt(height);
|
|
if (music_enabled) playMusic();
|
|
audio.stream_short.stop();
|
|
// levels of depth where the character, collectable and enemies stand.
|
|
groundPositions = [
|
|
floorPos_y + (height - floorPos_y) / 6,
|
|
floorPos_y + (3 * (height - floorPos_y)) / 6,
|
|
floorPos_y + (5 * (height - floorPos_y)) / 6,
|
|
];
|
|
camera_speed = 0.9;
|
|
gravity = 1;
|
|
game_score = 0;
|
|
finish_position_x = 4000;
|
|
textSize(width / 20);
|
|
flagpole = {
|
|
x: finish_position_x,
|
|
isReached: false,
|
|
size_vert: 4,
|
|
size_hor: 7,
|
|
cell_size: 20,
|
|
cell_size_v: 20,
|
|
cell_size_h: 20,
|
|
};
|
|
if (level_start) {
|
|
gameChar = new GameCharacter();
|
|
cameraPosX = gameChar.x - width / 2;
|
|
generateObjects();
|
|
} else {
|
|
gameChar.x = width / 2;
|
|
gameChar.y = floorPos_y + (height - floorPos_y) / 6;
|
|
gameChar.scale = 1;
|
|
gameChar.curGroundIndex = 0;
|
|
audio.stream_short.stop();
|
|
gameChar.isPlummeting = false;
|
|
gameChar.isFalling = false;
|
|
gameChar.isJumping = false;
|
|
gameChar.isLeft = false;
|
|
gameChar.isRight = false;
|
|
gameChar.isOnPlatform = false;
|
|
}
|
|
}
|
|
function generateObjects() {
|
|
// Creating trees, clouds, mountains, rivers, collectables, platforms, enemies.
|
|
// Trees coords
|
|
for (i = 0; i < 150; i++) {
|
|
trees_x[i] = random(-100, 10000);
|
|
}
|
|
// Clouds
|
|
for (i = 0; i < 100; i++) {
|
|
clouds[i] = {
|
|
x: random(-100, 10000),
|
|
y: random(0, floorPos_y / 2),
|
|
size: random(0.4, 2),
|
|
};
|
|
}
|
|
// Latter mountains.
|
|
for (i = 0; i < finish_position_x / 90; i++) {
|
|
mountains[i] = {
|
|
x: random(-200, finish_position_x + 200),
|
|
width: random(60, 150),
|
|
height: random(floorPos_y - 50, floorPos_y - 150),
|
|
skew: random(-20, 20),
|
|
};
|
|
// To prevent spiky mountains which are quite ugly
|
|
mountains[i].height = max(mountains[i].width, mountains[i].height);
|
|
}
|
|
// Start mountains.
|
|
for (i = 0; i < 6; i++) {
|
|
mountains[i] = {
|
|
x: width / (i + 1.5),
|
|
width: width / (i + random(2, 4)),
|
|
height: height / (2 + 0.8 * i),
|
|
skew: (random(-10, 20) * i) / 2,
|
|
};
|
|
}
|
|
// Rivers
|
|
for (i = 0; i < 100; i++) {
|
|
if (i == 0) {
|
|
rivers[0] = {
|
|
x: 700,
|
|
width: 50,
|
|
points: [],
|
|
};
|
|
} else {
|
|
if (rivers[i - 1].x + 600 > finish_position_x) break;
|
|
rivers[i] = {
|
|
x: rivers[i - 1].x + 100 + 200 * random(0.5, 1),
|
|
width: 50 + 30 * random(),
|
|
points: [],
|
|
};
|
|
}
|
|
}
|
|
// Collectables
|
|
for (i = 0; i < 100; i++) {
|
|
if (i == 0) {
|
|
collectables[0] = {
|
|
x: 600,
|
|
curGroundIndex: 0,
|
|
y: groundPositions[0] - 10 /*taking 10 for better visuals*/,
|
|
size: 75,
|
|
isFound: false,
|
|
};
|
|
} else {
|
|
// Skipping generating coins after the finish line
|
|
if (collectables[i - 1].x + 200 > finish_position_x) {
|
|
break;
|
|
}
|
|
r = floor(random(0, groundPositions.length));
|
|
collectables[i] = {
|
|
x: collectables[i - 1].x + 50 + 100 * random(0.5, 1),
|
|
curGroundIndex: r,
|
|
y: groundPositions[r] - 10 /*taking 10 for better visuals*/,
|
|
size: 75,
|
|
isFound: false,
|
|
};
|
|
// Checking whether the coin is over a river;
|
|
// marking it as isFound (making it disabled) in case if.
|
|
for (k = 0; k < rivers.length; k++) {
|
|
if (
|
|
rivers[k].x - rivers[k].width / 2 < collectables[i].x &&
|
|
rivers[k].x + rivers[k].width / 2 > collectables[i].x
|
|
) {
|
|
collectables[i].isFound = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Platform rows
|
|
for (i = 0; i < groundPositions.length; i++) {
|
|
platforms[i] = [];
|
|
}
|
|
// Platforms
|
|
for (i = 0; i < 100; i++) {
|
|
if (i == 0) {
|
|
platforms[0][0] = new Platform(
|
|
0,
|
|
700,
|
|
50,
|
|
groundPositions[0] - Platform.max_y_deviation,
|
|
);
|
|
platforms[1][0] = new Platform(
|
|
1,
|
|
800,
|
|
50,
|
|
groundPositions[1] - Platform.max_y_deviation,
|
|
);
|
|
platforms[2][0] = new Platform(
|
|
2,
|
|
900,
|
|
50,
|
|
groundPositions[2] - Platform.max_y_deviation,
|
|
);
|
|
} else {
|
|
let groundPosIndex = floor(random(0, groundPositions.length));
|
|
// array.slice(-1)[0] gets the last element of an array without removing it,
|
|
// contrary to array.pop().
|
|
prev = platforms[groundPosIndex].slice(-1)[0];
|
|
// stopping generation after the flagpole
|
|
if (prev.x + prev.width + 155 > finish_position_x) break;
|
|
// adding platforms
|
|
platforms[groundPosIndex].push(
|
|
new Platform(
|
|
groundPosIndex,
|
|
prev.x + random(prev.width + 70, prev.width + 155),
|
|
random(15, 60),
|
|
max(
|
|
random(
|
|
prev.y - prev.max_y_deviation,
|
|
floorPos_y - prev.max_y_deviation / 2,
|
|
),
|
|
height / 8,
|
|
),
|
|
),
|
|
);
|
|
}
|
|
}
|
|
// Enemies
|
|
enemies = [];
|
|
for (i = 0; i < floor(finish_position_x / 130); i++) {
|
|
index = floor(random(0, groundPositions.length));
|
|
enemies.push(
|
|
new Enemy(
|
|
index,
|
|
random(500, finish_position_x),
|
|
groundPositions[index] - random(50, floorPos_y),
|
|
random(40, 60),
|
|
),
|
|
);
|
|
}
|
|
}
|
|
function draw() {
|
|
// -------- SKY ----------------
|
|
background(palette.sky_color);
|
|
|
|
// -------- GROUND -------------
|
|
drawGround();
|
|
|
|
push();
|
|
fill(0);
|
|
|
|
translate(-cameraPosX, 0); // Scrolling everything
|
|
// Focusing on the character. lerp() ensures fluid camera movement.
|
|
if (gameChar.x < finish_position_x)
|
|
cameraPosX = lerp(gameChar.x - width / 2, cameraPosX, camera_speed);
|
|
else
|
|
cameraPosX = lerp(
|
|
finish_position_x - width / 2,
|
|
cameraPosX,
|
|
camera_speed,
|
|
);
|
|
|
|
// -------- CLOUDS --------------
|
|
drawClouds();
|
|
// -------- MOUNTAINS -----------
|
|
drawMountains();
|
|
// -------- CANYONS -------------
|
|
for (i = 0; i < rivers.length; i++) {
|
|
river = rivers[i];
|
|
drawRiver(river);
|
|
if (!gameChar.isFalling && !gameChar.isJumping) checkRiver(river);
|
|
}
|
|
// -------- TREES ---------------
|
|
drawTrees();
|
|
// -------- PLATFORMS SHADOWS ---
|
|
if (shadows_enabled)
|
|
for (i = 0; i < groundPositions.length; i++) {
|
|
drawPlatformsShadows(i);
|
|
}
|
|
// -------- COLLECTABLES --------
|
|
for (i = 0; i < collectables.length; i++) {
|
|
collectable = collectables[i];
|
|
if (!collectable.isFound) drawCollectable(collectable);
|
|
checkCollectable(collectable);
|
|
}
|
|
// -------- FLAGPOLE ------------
|
|
renderFlagpole();
|
|
if (!flagpole.isReached) checkFlagpole();
|
|
// GAMECHAR & PLATFORMS RENDER --
|
|
complexDraw();
|
|
// -------- ENEMIES -------------
|
|
for (i = 0; i < enemies.length; i++) {
|
|
enemies[i].updatePosition();
|
|
enemies[i].draw();
|
|
if (shadows_enabled) enemies[i].drawShadow();
|
|
if (
|
|
enemies[i].collidesWith(gameChar) &&
|
|
gameChar.invincibility_time <= 0
|
|
) {
|
|
gameChar.takeLife();
|
|
}
|
|
}
|
|
// - ------ GAME CHARACTER ------
|
|
gameChar.act();
|
|
pop(); // Scrolling end
|
|
// -------- INTERFACE -----------
|
|
drawInterface();
|
|
}
|
|
function complexDraw() {
|
|
// Since platforms require being drawn in three different ordrs relative to the game character,
|
|
// a function is made to handle this and to decrease clutter.
|
|
for (i = 0; i <= gameChar.curGroundIndex; i++) {
|
|
drawPlatforms(i);
|
|
}
|
|
if (shadows_enabled) {
|
|
gameChar.drawShadow();
|
|
}
|
|
gameChar.draw();
|
|
for (i = gameChar.curGroundIndex + 1; i < groundPositions.length; i++) {
|
|
drawPlatforms(i);
|
|
}
|
|
}
|
|
function showGuide() {
|
|
push();
|
|
stroke(0);
|
|
strokeWeight(5);
|
|
fill('rgba(0,0,0,0.5)');
|
|
rect();
|
|
textSize(text_size/2);
|
|
rect(text_size, text_size*1.5, width - text_size*2, height - text_size*2);
|
|
fill(255);
|
|
noStroke();
|
|
text("Press WASD or arrow buttons to move.", text_size*1.1, text_size*2);
|
|
text("Press Space to jump, too.", text_size*1.1, text_size*2.5);
|
|
text("Toggle music by P, toggle sounds by O.", text_size*1.1, text_size*3);
|
|
text("Jump onto same-colored platforms,", text_size*1.1, text_size*4);
|
|
text("and avoid enemial blobs of your current color.", text_size*1.1, text_size*4.5);
|
|
text("Go towards the finish, to the right. Have fun!", text_size*1.1, text_size*5);
|
|
fill('rgba(0,0,0,0.9)');
|
|
text("Toggle shadows by N, toggle debug data by M", text_size*1.1, text_size*9.5);
|
|
pop();
|
|
}
|
|
function drawInterface() {
|
|
push();
|
|
fill(0);
|
|
if (show_guide) showGuide();
|
|
text('Score: ' + game_score, 12, text_size);
|
|
textSize(text_size / 2);
|
|
if (music_enabled) phrase = 'enabled';
|
|
else phrase = 'disabled';
|
|
text('Music - ' + phrase, 300, text_size / 2);
|
|
if (sound_enabled) phrase = 'enabled';
|
|
else phrase = 'disabled';
|
|
text('Sound - ' + phrase, 300, text_size);
|
|
if (!show_guide) text('Q - Help', width - text_size*2, height - text_size/5);
|
|
textSize(text_size);
|
|
stroke(255);
|
|
strokeWeight(2);
|
|
drawLives();
|
|
if (game_state == 'FAILURE') {
|
|
text('Game over. Press space to continue...', 0, height / 2);
|
|
} else if (flagpole.isReached)
|
|
text('Level complete. Press space to continue...', 0, height / 2);
|
|
if (showDebugData) {
|
|
text(gameChar.curGroundIndex, 99, 99);
|
|
text(gameChar.getCurGroundY(), 188, 99);
|
|
text(gameChar.sprite, 277, 99);
|
|
console.log(keyCode, key);
|
|
// draw game character's trajectory
|
|
drawCharTrace();
|
|
drawFps();
|
|
}
|
|
pop();
|
|
}
|
|
function drawCharTrace() {
|
|
debug_charTrace.push([gameChar.x, gameChar.y]);
|
|
if (debug_charTrace.length > 100) debug_charTrace.shift();
|
|
push();
|
|
stroke(255, 0, 0);
|
|
strokeWeight(3);
|
|
translate(-cameraPosX, 0);
|
|
for (i = 0; i < debug_charTrace.length; i++) {
|
|
point(debug_charTrace[i][0], debug_charTrace[i][1]);
|
|
}
|
|
translate(cameraPosX, 0);
|
|
pop();
|
|
}
|
|
function checkRiver(t_river) {
|
|
if (
|
|
gameChar.x > river.x - river.width / 2 &&
|
|
gameChar.x < river.x + river.width / 2 &&
|
|
gameChar.y > floorPos_y
|
|
) {
|
|
playSound(audio.stream_short);
|
|
gameChar.isPlummeting = true;
|
|
}
|
|
}
|
|
function checkCollectable(t_collectable) {
|
|
if (
|
|
!t_collectable.isFound &&
|
|
collectable.curGroundIndex == gameChar.curGroundIndex &&
|
|
dist(
|
|
t_collectable.x,
|
|
t_collectable.y,
|
|
gameChar.x,
|
|
gameChar.y - gameChar.x_step * 4,
|
|
) <
|
|
t_collectable.size / 2
|
|
) {
|
|
playSound(audio.coin);
|
|
t_collectable.isFound = true;
|
|
game_score++;
|
|
}
|
|
}
|
|
function drawGround() {
|
|
push();
|
|
noStroke();
|
|
fill(palette.ground_colors[0]);
|
|
rect(0, floorPos_y, width, height - floorPos_y);
|
|
fill(palette.ground_colors[1]);
|
|
rect(
|
|
0,
|
|
floorPos_y + (2 * (height - floorPos_y)) / 6,
|
|
width,
|
|
floorPos_y + (2 * (height - floorPos_y)) / 6,
|
|
);
|
|
fill(palette.ground_colors[2]);
|
|
rect(
|
|
0,
|
|
floorPos_y + (4 * (height - floorPos_y)) / 6,
|
|
width,
|
|
floorPos_y + (4 * (height - floorPos_y)) / 6,
|
|
);
|
|
stroke(1);
|
|
translate(-cameraPosX, 0);
|
|
for (i = -width / 2; i < finish_position_x + width / 2; i += 20) {
|
|
line(
|
|
i,
|
|
floorPos_y + (2 * (height - floorPos_y)) / 6,
|
|
i + 1,
|
|
floorPos_y + (2 * (height - floorPos_y)) / 6,
|
|
);
|
|
line(
|
|
i,
|
|
floorPos_y + (4 * (height - floorPos_y)) / 6,
|
|
i + 1,
|
|
floorPos_y + (4 * (height - floorPos_y)) / 6,
|
|
);
|
|
}
|
|
pop();
|
|
}
|
|
function drawRiver(t_river) {
|
|
push();
|
|
fill(palette.river_river_color);
|
|
rect(t_river.x - t_river.width / 2, floorPos_y, t_river.width, height);
|
|
|
|
// Waves animation.
|
|
if (frameCount % 2 == 0) {
|
|
PointX = random(
|
|
t_river.x - t_river.width / 2 + 5,
|
|
t_river.x + t_river.width / 2 - 5,
|
|
);
|
|
PointY = random(floorPos_y, height);
|
|
if (t_river.points.length > 2) {
|
|
t_river.points.shift();
|
|
}
|
|
t_river.points.push([PointX, PointY, random(20, 100)]);
|
|
}
|
|
stroke(palette.river_river_wave_color);
|
|
strokeWeight(5);
|
|
for (k = 0; k < t_river.points.length; k++) {
|
|
line(
|
|
t_river.points[k][0],
|
|
t_river.points[k][1],
|
|
t_river.points[k][0],
|
|
t_river.points[k][1] + t_river.points[k][2],
|
|
);
|
|
}
|
|
|
|
pop();
|
|
}
|
|
function drawCollectable(t_collectable) {
|
|
push();
|
|
// animating the coin's jiggle
|
|
// a - vert. intensity, c - hor. intensity, b - vert. speed, d - hor. speed
|
|
a = 0.1;
|
|
b = 3;
|
|
c = 0.2;
|
|
d = 2;
|
|
t_collectable.y -= sin(frameCount * a) * b;
|
|
t_collectable.x += sin(frameCount * c) * d;
|
|
stroke(0.2);
|
|
fill(palette.coin_outer);
|
|
ellipse(t_collectable.x, t_collectable.y, 0.7 * t_collectable.size);
|
|
fill(palette.coin_middle);
|
|
ellipse(t_collectable.x, t_collectable.y, 0.6 * t_collectable.size);
|
|
fill(palette.coin_inner);
|
|
ellipse(t_collectable.x, t_collectable.y, 0.5 * t_collectable.size);
|
|
// restoring coin's coordinates to preserve game logic
|
|
t_collectable.y += sin(frameCount * a) * b;
|
|
t_collectable.x -= sin(frameCount * c) * d;
|
|
pop();
|
|
}
|
|
function drawClouds() {
|
|
for (i = 0; i < clouds.length; i++) {
|
|
push();
|
|
// imitating clouds movement, upper ones should go faster
|
|
translate((frameCount / clouds[i].y) * 20, 0);
|
|
// Adding counter-translating to implement parallax, the feeling of depth
|
|
translate(cameraPosX / 1.1, 0);
|
|
|
|
noStroke();
|
|
fill(palette.cloud0);
|
|
ellipse(
|
|
clouds[i].x - 20,
|
|
clouds[i].y - 10,
|
|
20 * clouds[i].size,
|
|
30 * clouds[i].size,
|
|
);
|
|
fill(palette.cloud1);
|
|
ellipse(
|
|
clouds[i].x + 20,
|
|
clouds[i].y - 20,
|
|
70 * clouds[i].size,
|
|
50 * clouds[i].size,
|
|
);
|
|
fill(palette.cloud2);
|
|
ellipse(
|
|
clouds[i].x,
|
|
clouds[i].y,
|
|
90 * clouds[i].size,
|
|
40 * clouds[i].size,
|
|
);
|
|
ellipse(
|
|
clouds[i].x + 45,
|
|
clouds[i].y - 10,
|
|
50 * clouds[i].size,
|
|
35 * clouds[i].size,
|
|
);
|
|
pop();
|
|
}
|
|
}
|
|
function drawMountains() {
|
|
for (i = 0; i < mountains.length; i++) {
|
|
push();
|
|
// slowing down translation to add parallax, the feeling of depth
|
|
translate(cameraPosX / 2, 0);
|
|
noStroke();
|
|
fill(palette.mountain_shadow);
|
|
triangle(
|
|
mountains[i].x - mountains[i].width,
|
|
floorPos_y,
|
|
mountains[i].x + mountains[i].skew,
|
|
mountains[i].height,
|
|
mountains[i].x + mountains[i].width,
|
|
floorPos_y,
|
|
);
|
|
fill(palette.mountain);
|
|
triangle(
|
|
mountains[i].x - mountains[i].width,
|
|
floorPos_y,
|
|
mountains[i].x + mountains[i].skew,
|
|
mountains[i].height,
|
|
mountains[i].x - mountains[i].width / 1.5,
|
|
floorPos_y,
|
|
);
|
|
pop();
|
|
}
|
|
}
|
|
function drawHeart(isEmpty, x, y, size) {
|
|
push();
|
|
if (isEmpty) {
|
|
noFill();
|
|
stroke(0);
|
|
} else {
|
|
fill(palette.heart_color);
|
|
stroke(palette.heart_color);
|
|
}
|
|
triangle(x, y, x + size, y - size, x + size * 2, y);
|
|
triangle(x - size * 2, y, x - size, y - size, x, y);
|
|
triangle(x, y, x + size, y + size, x - size, y + size);
|
|
triangle(x - size * 2, y, x, y + size * 2, x + size * 2, y);
|
|
pop();
|
|
}
|
|
function drawLives() {
|
|
push();
|
|
stroke(255, 0, 0);
|
|
noFill();
|
|
var heart_size = 20;
|
|
for (i = gameChar.baseLives; i > 0; i--) {
|
|
drawHeart(
|
|
true,
|
|
width - i * heart_size * 4.5,
|
|
heart_size * 1.5,
|
|
heart_size,
|
|
);
|
|
}
|
|
for (i = gameChar.curLives; i > 0; i--) {
|
|
drawHeart(
|
|
false,
|
|
width - i * heart_size * 4.5,
|
|
heart_size * 1.5,
|
|
heart_size,
|
|
);
|
|
}
|
|
pop();
|
|
}
|
|
function drawTrees() {
|
|
for (i = 0; i < trees_x.length; i++) {
|
|
// Draw pine in case the integer part of tree
|
|
// coordinate is even.
|
|
if (Math.trunc(trees_x[i]) % 2 == 0) {
|
|
fill(palette.pine_stem);
|
|
triangle(
|
|
trees_x[i] - 15,
|
|
floorPos_y,
|
|
trees_x[i],
|
|
floorPos_y - 150,
|
|
trees_x[i] + 15,
|
|
floorPos_y,
|
|
);
|
|
fill(palette.pine_leaves_color);
|
|
triangle(
|
|
trees_x[i] - 45,
|
|
floorPos_y - 45,
|
|
trees_x[i],
|
|
floorPos_y - 120,
|
|
trees_x[i] + 45,
|
|
floorPos_y - 45,
|
|
);
|
|
triangle(
|
|
trees_x[i] - 45,
|
|
floorPos_y - 85,
|
|
trees_x[i],
|
|
floorPos_y - 180,
|
|
trees_x[i] + 45,
|
|
floorPos_y - 85,
|
|
);
|
|
}
|
|
// Draw maple
|
|
else {
|
|
fill(palette.maple_stem);
|
|
triangle(
|
|
trees_x[i] - 10,
|
|
floorPos_y,
|
|
trees_x[i],
|
|
floorPos_y - 120,
|
|
trees_x[i] + 10,
|
|
floorPos_y,
|
|
);
|
|
fill(palette.maple_leaves_color);
|
|
ellipse(trees_x[i], floorPos_y - 50, 80, 30);
|
|
ellipse(trees_x[i], floorPos_y - 70, 100, 30);
|
|
ellipse(trees_x[i], floorPos_y - 90, 80, 30);
|
|
ellipse(trees_x[i], floorPos_y - 110, 40, 30);
|
|
}
|
|
}
|
|
}
|
|
function drawPlatforms(rowIndex) {
|
|
push();
|
|
for (k = 0; k < platforms[rowIndex].length; k++) {
|
|
platforms[rowIndex][k].draw();
|
|
}
|
|
pop();
|
|
}
|
|
function drawPlatformsShadows(rowIndex) {
|
|
push();
|
|
for (k = 0; k < platforms[rowIndex].length; k++) {
|
|
platforms[rowIndex][k].drawShadow();
|
|
}
|
|
pop();
|
|
}
|
|
function renderFlagpole() {
|
|
// NB - This function is implemented a bit differently than how it was requested in Part 6.
|
|
// It has no states to switch between - instead, the flag gradually goes into the opposite direction
|
|
// as the player crosses it, what is done by manipulating flagpole's parameters.
|
|
// This is done for animation purposes.
|
|
|
|
push();
|
|
strokeWeight(0);
|
|
fill(0);
|
|
|
|
// Movement animation, as mentioned in NB.
|
|
if (flagpole.isReached && flagpole.cell_size_h > -flagpole.cell_size)
|
|
flagpole.cell_size_h -= 0.8;
|
|
// the flagpole pole
|
|
rect(flagpole.x, floorPos_y / 2, 2, floorPos_y / 2);
|
|
|
|
// the flagpole flag
|
|
for (i = 0; i < flagpole.size_hor; i++) {
|
|
for (j = 0; j < flagpole.size_vert; j++) {
|
|
fill(((i + j) % 2) * 255);
|
|
rect(
|
|
flagpole.x + flagpole.cell_size_h * i,
|
|
floorPos_y / 2 + flagpole.cell_size_v * j,
|
|
flagpole.cell_size_h,
|
|
flagpole.cell_size_v,
|
|
);
|
|
}
|
|
}
|
|
pop();
|
|
}
|
|
function checkFlagpole() {
|
|
// Considering the linear nature of the game, the flagpole is triggered whenever player is beyond it by x.
|
|
// If to imagine a hypothetical jump where the player somehow jumps beyond the pole in one frame,
|
|
// this function will trigger anyway.
|
|
if (gameChar.x >= finish_position_x) {
|
|
flagpole.isReached = true;
|
|
playSound(audio.victory);
|
|
game_state = 'WIN';
|
|
// Stops music by recheking the game state
|
|
playMusic();
|
|
}
|
|
}
|
|
function drawFps() {
|
|
push();
|
|
fps = Math.round(frameRate() * 10) / 10;
|
|
if (fps_recent_values.length < 200) fps_recent_values.push(fps);
|
|
else fps_recent_values.shift();
|
|
fps_recent_values.push(fps);
|
|
fill('red');
|
|
text(fps, 400, 99);
|
|
stroke('black');
|
|
beginShape(LINES);
|
|
for (i = 1; i < fps_recent_values.length; i++) {
|
|
vertex(i, fps_recent_values[i]);
|
|
}
|
|
endShape();
|
|
pop();
|
|
}
|
|
function keyPressed() {
|
|
if (game_state == 'FAILURE' || game_state == 'WIN') {
|
|
if (keyCode == 32 /*Space*/) {
|
|
/*Hard resets the game*/
|
|
startGame((level_start = true));
|
|
}
|
|
} else if (!gameChar.isPlummeting) {
|
|
if (keyCode == 65 /*A*/ || keyCode == LEFT_ARROW)
|
|
gameChar.isLeft = true;
|
|
if (keyCode == 68 /*D*/ || keyCode == RIGHT_ARROW)
|
|
gameChar.isRight = true;
|
|
if (keyCode == 83 /*S*/ || keyCode == DOWN_ARROW) gameChar.goDown();
|
|
if (keyCode == 87 /*W*/ || keyCode == UP_ARROW) gameChar.goUp();
|
|
// Rewrote jumping routine to make it more natural and be able to
|
|
// support platforms and different player dimensions
|
|
if (
|
|
(keyCode == 32 /*Space*/ || keyCode == 88) /*X*/ &&
|
|
!gameChar.isFalling &&
|
|
!gameChar.isJumping
|
|
) {
|
|
playSound(audio.jump);
|
|
gameChar.isJumping = true;
|
|
gameChar.curJumpingStrength = gameChar.baseJumpingStrength;
|
|
}
|
|
}
|
|
if (keyCode == 77 /*M*/) showDebugData = !showDebugData;
|
|
if (keyCode == 78 /*N*/) shadows_enabled = !shadows_enabled;
|
|
if (keyCode == 79 /*P*/) sound_enabled = !sound_enabled;
|
|
if (keyCode == 80 /*O*/) {
|
|
music_enabled = !music_enabled;
|
|
playMusic();
|
|
}
|
|
if (keyCode == 81 /*Q*/) show_guide = !show_guide;
|
|
}
|
|
function keyReleased() {
|
|
if (keyCode == 65 /*A*/ || keyCode == LEFT_ARROW) gameChar.isLeft = false;
|
|
if (keyCode == 68 /*D*/ || keyCode == RIGHT_ARROW) gameChar.isRight = false;
|
|
}
|
|
function playSound(sound) {
|
|
if (sound_enabled) sound.play();
|
|
}
|
|
function playMusic() {
|
|
if (music_enabled && game_state == 'LEVEL') {
|
|
audio.music.play();
|
|
} else {
|
|
audio.music.stop();
|
|
}
|
|
}
|