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:
Markus Scully 2013-07-20 14:20:11 +01:00
parent 2851d44891
commit 1154147739
2 changed files with 183 additions and 66 deletions

BIN
Sint.zip Normal file

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