Version 0.3.4
Changed level design, colouring, added better borders, added ability for different sized actors but only multiples of 16 work, removed enemy, fixed particles being stuck above y 216 and removed their reflections. Added start of main menu.
This commit is contained in:
parent
2851d44891
commit
1154147739
2 changed files with 183 additions and 66 deletions
BIN
Sint.zip
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BIN
Sint.zip
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241
sint.js
241
sint.js
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@ -31,8 +31,8 @@ function reset(){
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// Create arrays
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actors = [];
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controllers = [];
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controllers = [];
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particles = [];
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camera = [];
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ais = [];
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keys = [];
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test = [];
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@ -44,26 +44,36 @@ function reset(){
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sound = {
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shoot1: new Audio('sfx.wav')
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}
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game = 'menu';
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//play();
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game = 'playing';
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play();
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ui = {
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select : 0,
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area : 0
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}
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menu = [
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[
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['Singleplayer', 2, true],
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['Multiplayer', 3, false],
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['Options', 1, false]
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],
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[
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['Music', 's', 0, 0, 100, false],
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['Sound', 's', 0, 0, 100, false],
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],
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['r', 'play']
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]
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lastspeed = 0;
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// Create 2 actors
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actors[0] = new Actor(0, 'player', 200, 3, 80, 80);
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//actors[1] = new Actor(1, 'player', 200, 3, 50, 5);
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actors[1] = new Actor(6, 'all', 50, 3, 70, 80);
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//controllers[1] = new Controller(actors[2], [[39, 'moveRight'], [37, 'moveLeft'], [38, 'jump'], [88, 'camera'], [78, 'bounce', 100]]);
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// Create player key controllers.
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controllers[0] = new Controller(actors[0], [[68, 'moveRight'], [65, 'moveLeft'], [87, 'jump'], [67, 'camera'], [77, 'dark', 100], [83, 'shoot']]);
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//controllers[1] = new Controller(actors[1], [[39, 'moveRight'], [37, 'moveLeft'], [38, 'jump'], [88, 'camera'], [78, 'bounce', 100]]);
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ais[0] = new Ai(1, 'alphaBot');
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//ais[0] = new Ai(1, 'alphaBot');
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// type, affiliation, lifespan, xpos, ypos, xvel, yvel
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particles[0] = new Particle('mouse', 0, 10000000000, 0, 0, 0, 0);
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camera = [actors[0]]; // Set camera.
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canvas.style.background = '#ddf'; // Set canvas style.
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level = 0 // Set level
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canvas.style.background = '#fff'; // Set canvas style
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level = 2 // Set level
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canvas.style.display = 'block'; // Set up canvas
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canvas.style.border = '1px solid #ddd';
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spritesheet = new Image(); // Define spritesheet
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@ -74,19 +84,29 @@ function reset(){
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animate();
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}
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function play(){
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// Create player and its key controller
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actors[0] = new Actor(0, 'player', 200, 3, 80, 80, 16, 16);
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controllers[0] = new Controller(actors[0], [[68, 'moveRight'], [65, 'moveLeft'], [87, 'jump'], [67, 'camera'], [77, 'dark', 100], [83, 'shoot']]);
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//actors[1] = new Actor(6, 'all', 50, 3, 60, 80);
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camera = [actors[0]]; // Set camera.
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}
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// Define the level.
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levels = [
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[
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'################################################'
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,'################################################'
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,'##............................................##'
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,'##............................................##'
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,'##............................................##'
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,'##............................................##'
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,'##............................................##'
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,'##............................................##'
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,'##............................................##'
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,'##............................................##'
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,'##..............................................'
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,'##..............................................'
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,'##.............................##########.....##'
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,'##.............................##########.....##'
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,'##...................####.....................##'
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,'##...................####.....................##'
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,'##...........................####.............##'
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,'##...........................####.............##'
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,'##............................................##'
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,'##..###..##........####..............###########'
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,'###########........#############################'
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@ -97,6 +117,50 @@ levels = [
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,'################################################'
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,'################################################'
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,'################################################'
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],
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[
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'#################################################'
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,'#################################################'
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,'#..............................................##'
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,'#..............................................##'
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,'##################.............................##'
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,'##################....#######..................##'
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,'#.....................#######..................##'
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,'#................................#####.........##'
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,'#................................#####.........##'
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,'#.....................########.................##'
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,'#.....................########.................##'
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,'#............######............................##'
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,'#............######............................##'
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,'#......###.....................................##'
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,'#.....####.....................................##'
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,'#....#####.....................................##'
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,'#...######xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx##'
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,'#..#######xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx##'
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,'#################################################'
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,'#################################################'
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],
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[
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'..................................................................................................................'
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,'..................................................................................................................'
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,'..................................................................................................................'
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,'..................................................................................................................'
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,'..................................................................................................................'
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,'..................................................................................................................'
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,'..................................................................................................................'
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,'..................................................................................................................'
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,'........####......................................................................................................'
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,'........####......................................................................................................'
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,'........####......................................................................................................'
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,'##..............................................................................................................##'
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,'##...............###.............................................................###............................##'
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,'##...............###............................................................................................##'
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,'##...............#######........................................................................................##'
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,'##################################################.....###########################################################'
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,'##################################################################################################################'
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,'##################################################################################################################'
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,'##################################################################################################################'
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,'##################################################################################################################'
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]
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]
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@ -217,7 +281,7 @@ function Ai(index, ai){
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}
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// Actor class for all solid cubes
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function Actor(image, type, health, power, xpos, ypos){
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function Actor(image, type, health, power, xpos, ypos, width, height){
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this.image = image;
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this.group = type;
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this.health = health;
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@ -229,7 +293,9 @@ function Actor(image, type, health, power, xpos, ypos){
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this.left = false;
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this.x = xpos;
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this.y = ypos;
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this.box = new Box(this.x, this.y, 16, 16, this.xvel, this.yvel, ['player', 'pacer']); // Set physics class for this actor
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this.w = width;
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this.h = height;
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this.box = new Box(this.x, this.y, this.w, this.h, this.xvel, this.yvel, ['player', 'pacer'], true); // Set physics class for this actor
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this.oneactions = [];
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this.actionsturn = [];
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this.index = actors.length;
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@ -295,15 +361,17 @@ function Actor(image, type, health, power, xpos, ypos){
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this.y = this.box.y;
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this.xvel = this.box.xvel;
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this.yvel = this.box.yvel;
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if(this.health <= 0){
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this.health = 0;
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}
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//this.xvel *= Math.pow(0.992, speed);
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}
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this.draw = function(){
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var reflect = 100; // Depth reflection goes before fading completely
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var drawx = r(this.x - lookx);
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var drawx = r(this.x - lookx + this.xvel);
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var drawy = 200;
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context.drawImage(spritesheet, this.image * 16, 16, 16, 16, drawx, r(this.y - 16 - looky), 16, 16);
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context.drawImage(spritesheet, this.image * 16, 16, 16, 16, drawx, r(this.y - 16 - looky), this.w, this.h);
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context.globalAlpha = 1;
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//context.drawImage(spritesheet, this.image * 16, 16, 16, 16, drawx, r((216 - (this.y - 216)) - looky), 16, 16);
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// StartX, StartY, EndX, EndY
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@ -331,6 +399,7 @@ function Particle(type, affiliation, lifespan, xpos, ypos, xvel, yvel){
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var angle = Math.random() * 360;
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this.addx = Math.sin(angle) * ((particles.length + 200) / 5);
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this.addy = Math.cos(angle) * ((particles.length + 200) / 10);
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this.box = new Box(this.x, this.y, this.size, this.size, this.xvel, this.yvel, [], false);
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this.draw = function(){
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//context.beginPath();
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@ -373,16 +442,19 @@ function Particle(type, affiliation, lifespan, xpos, ypos, xvel, yvel){
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context.lineWidth = 1;
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context.strokeStyle = '#000';
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context.strokeRect(r(this.x - lookx) + 0.5, r(this.y - looky) + 0.5, 4, 4);
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/*
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context.strokeStyle = '#aaa';
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context.strokeRect(r(this.x - lookx) + 0.5, r(213 - (this.y - 216) - looky) + 0.5, 4, 4);
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context.globalAlpha = 1;
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*/
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}
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}
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this.onGround = function(){
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return (this.y > 216 - this.size);
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return false;
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}
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this.simulate = function(){
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switch(this.type){
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case 'mouse':
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@ -480,11 +552,20 @@ function Particle(type, affiliation, lifespan, xpos, ypos, xvel, yvel){
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if(thisLoop > this.timeup){
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this.deleteme = true;
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}
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this.box.xvel = this.xvel;
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this.box.yvel = this.yvel;
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this.box.x = this.x;
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this.box.y = this.y + 16;
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this.box.run();
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this.x = this.box.x;
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this.y = this.box.y - 16;
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this.xvel = this.box.xvel;
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this.yvel = this.box.yvel;
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}
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}
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// Collision detection class
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function Box(x, y, w, h, xvel, yvel, colgroup){
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function Box(x, y, w, h, xvel, yvel, colgroup, gravity){
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this.x = x;
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this.y = y;
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this.width = w;
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@ -494,6 +575,7 @@ function Box(x, y, w, h, xvel, yvel, colgroup){
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this.left = false;
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this.up = false;
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this.down = false;
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this.gravity = gravity;
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this.reset = function(){
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this.right = false;
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@ -512,13 +594,17 @@ function Box(x, y, w, h, xvel, yvel, colgroup){
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test = [];
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for(var hr = 0; hr < colareax; hr++){
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for(var vr = 0; vr < colareay; vr++){
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var xcol = (((this.x - (hr == colareax - 1 ? 1 : 0)) >> 4) + hr);
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var ycol = (((this.y - (vr == colareay - 1 ? 1 : 0)) >> 4) + vr);
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var xcol = (((this.x - (hr == colareax - 1 ? 1 + 16 - (((this.width - 1) % 16) + 1): 0)) >> 4) + hr);
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var ycol = (((this.y - (vr == colareay - 1 ? 1 + 16 - (((this.height - 1) % 16) + 1) : 0)) >> 4) + vr);
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if(ycol - 1 >= 0 && ycol <= lv.length){
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if(xcol >= 0 && xcol < lv[ycol].length){
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if(lv[ycol - 1][xcol] == '#'){
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collision = true;
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}
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}
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}
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}
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}
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// Check for collision with other boxes in same collision group
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/*
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@ -537,12 +623,12 @@ function Box(x, y, w, h, xvel, yvel, colgroup){
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this.down = false;
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this.x += this.xvel;
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if(this.collide() && Math.abs(this.xvel) > 0){
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this.x = ((this.x >> 4) << 4) + (this.xvel > 0 ? 0 : 16);
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this.x = ((this.x >> 4) << 4) + (this.xvel > 0 ? 16 - (((this.width - 1) % 16) + 1) : 16);
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this.xvel = 0;
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}
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this.y += this.yvel;
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if(this.collide()){
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this.y = ((this.y >> 4) << 4) + (this.yvel > 0 ? 0 : 16);
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this.y = ((this.y >> 4) << 4) + (this.yvel > 0 ? 16 - (((this.height - 1) % 16) + 1) : 16);
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if(this.yvel < 0){
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this.down = true;
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}
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@ -554,7 +640,7 @@ function Box(x, y, w, h, xvel, yvel, colgroup){
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this.run = function(){
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this.y += 1;
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if(this.collide() == false){
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if(this.collide() == false && this.gravity){
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this.yvel += 0.5;
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}
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this.y -= 1;
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@ -577,12 +663,21 @@ function loopGame(){
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context.clearRect(0, 0, 500, 350);
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lookx = looky = 0;
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looky = -0;
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for(i in controllers){
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controllers[i].checkKeys();
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}
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for(i in actors){
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actors[i].simulate();
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}
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for(i in camera){
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lookx += (camera[i] instanceof Array ? camera[i][0] : camera[i].x + camera[i].xvel) - 250;
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lookx += (camera[i] instanceof Array ? camera[i][0] : camera[i].x + camera[i].xvel * 1) - 250;
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// looky += (camera[i] == instanceof Array ? camera[i][1] : camera[i].y) - 175;
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}
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lookx /= camera.length;
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looky /= camera.length;
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for(i in actors){
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actors[i].draw();
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}
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/*
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if( instanceof Array){
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lookx = camera[0];
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@ -592,32 +687,25 @@ function loopGame(){
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looky = 0;
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}
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*/
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for(i in controllers){
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controllers[i].checkKeys();
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}
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for(i in actors){
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actors[i].simulate();
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actors[i].draw();
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}
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context.globalAlpha = 1;
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context.lineWidth = 1;
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for(i in levels[level]){
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for(j in levels[level][i]){
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if(levels[level][i][j] == '#'){
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//context.fillStyle = ['#aaa', '#bbb', '#ccc', '#ddd', '#eee', '#fff'][Math.floor(Math.random() * 6)];
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context.fillStyle = '#7a7';
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if(i > 0){
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if(levels[level][i - 1][j] == '#'){
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context.fillStyle = '#ca4';
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for(i = 1; i < levels[level].length; i++){
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for(j = 1; j < levels[level][i].length; j++){
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if(levels[level][i][j] == '#' || levels[level][i][j] == 'x'){
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//#efefef
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context.fillStyle = '#eee';
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if((j < levels[level][i].length && j > 0 && i < levels[level].length - 1 && i > 0)){
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if(levels[level][i][j + 1] != '#' || levels[level][i][j - 1] != '#'){
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context.fillStyle = '#ddd';
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}
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if(levels[level][i + 1][j] != '#' || levels[level][i - 1][j] != '#'){
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context.fillStyle = '#ddd';
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}
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}
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if(levels[level][i][j] == 'x'){
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context.fillStyle = '#d77';
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}
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context.fillRect((j << 4) - r(lookx), i << 4, 16, 16);
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if(context.fillStyle == '#ccaa44'){
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context.fillStyle = '#b93';
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for(k = 1; k <= 3; k++){
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context.fillRect((j << 4) - r(lookx) + (seed(j * i + k) * 14), (i << 4) + (seed(j * i / k) * 14), 2, 2);
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}
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}
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}
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}
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}
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@ -629,16 +717,20 @@ function loopGame(){
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context.fillStyle = "#444";
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context.font = "10pt Arial";
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context.textAlign = 'left';
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context.fillText('Health: ' + actors[0].health, 10, 290);
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context.fillText('X: ' + r(actors[0].x), 10, 310);
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context.fillText('Y: ' + r(actors[0].y), 70, 310);
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if(game == 'playing'){
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context.fillText('Health: ' + camera[0].health, 10, 290);
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context.fillText('X: ' + r(camera[0].x), 10, 310);
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context.fillText('Y: ' + r(camera[0].y), 70, 310);
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}
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lastspeed = (new Date() % 10 == 0 ? r(1000 / speed) : lastspeed);
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context.fillText('FPS: ' + lastspeed, 10, 20);
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context.textAlign = 'right';
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context.fillText('Sint version α 0.3.3', 490, 310);
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context.fillText('Sint version α 0.3.4', 490, 310);
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context.fillText(test, 490, 290);
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if(game == 'playing'){
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context.fillText('Actors: ' + actors.length, 490, 20);
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context.fillText('Particles: ' + particles.length, 490, 40);
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}
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for(i in ais){
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ais[i].run();
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}
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@ -650,10 +742,35 @@ function loopGame(){
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i--;
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}
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}
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if(game == 'menu'){
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context.font = '40pt Helvetica';
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context.textAlign = 'center';
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context.fillStyle = '69d';
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context.fillText('Sint', 250, 100);
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if(menu[ui.area][0] == 'r'){
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switch(menu[ui.area][1]){
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case 'play':
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play();
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game = 'playing';
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break;
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default:
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ui.area = 0;
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break;
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}
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}else{
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for(i in menu[ui.area]){
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context.fillStyle = (ui.select == i ? '#9bf' : '#cdf');
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context.fillRect(150, 150 + (30 * i), 200, 25);
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context.font = '12pt Helvetica';
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context.fillStyle = (ui.select == i ? '#fff' : '#eef');
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context.fillText(menu[ui.area][i][0], 250, 168 + (30 * i));
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}
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}
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}
|
||||
// Slow down game to test low framerates
|
||||
/*
|
||||
for(var j=1; j < 10000000; j++){
|
||||
j = j;
|
||||
}
|
||||
*/
|
||||
}*/
|
||||
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue