Version 0.3

Move over to new physics engine. Level coloured grey to see it better.
Extremely glitchy, not working very well at all.
This commit is contained in:
Markus Scully 2013-07-05 21:35:40 +01:00
parent 8f3bd8c150
commit b063eecfff
3 changed files with 208 additions and 113 deletions

View file

@ -12,10 +12,18 @@
body{
background-color: #eee;
}
#innergame{
width: 110%;
height: 100%;
background-color: #523;
}
</style>
</head>
<body>
<canvas id="game" width="500" height="320" />
<div id='innergame'>
</div>
</canvas>
</body>
</html>

48
oldCollision.js Normal file
View file

@ -0,0 +1,48 @@
this.xCheck = function(){
this.left = this.right = false;
for(j in actors){
if(actors[j].image != this.image){
if(actors[j].x + 16 > this.x && this.x > actors[j].x && this.sameY(actors[j])){
this.left = true;
this.x = actors[j].x + 16;
this.xvel = (this.xvel < 0 ? 0 : this.xvel);
}
if(this.x + 16 > actors[j].x && this.x < actors[j].x && this.sameY(actors[j])){
this.right = true;
this.x = actors[j].x - 16;
this.xvel = (this.xvel > 0 ? 0 : this.xvel);
}
}
}
}
this.yCheck = function(){
this.up = this.down = false;
if(this.y >= 216){
this.down = true;
this.y = 216;
}
for(j in actors){
if(actors[j].image != this.image){
if(this.y + 16 > actors[j].y && this.y < actors[j].y + 16 && this.sameX(actors[j])){
if(this.y < actors[j].y){
this.down = true;
this.y = actors[j].y - 16;
}else{
this.up = true;
this.y = actors[j].y + 16;
}
}
}
}
}
this.sameY = function(obj){
return (this.y < obj.y + 15 && this.y + 16 > obj.y);
}
this.sameX = function(obj){
return (this.x + 15 > obj.x && this.x < obj.x + 15);
}

265
sint.js
View file

@ -46,16 +46,16 @@ function reset(){
game = 'menu';
// Create 2 actors
actors[0] = new Actor(0, 'player', 200, 3, 5, 5);
actors[0] = new Actor(0, 'player', 200, 3, 48, 16);
//actors[1] = new Actor(1, 'player', 200, 3, 50, 5);
actors[2] = new Actor(6, 'all', 50, 3, 100, 150);
actors[1] = new Actor(6, 'all', 50, 3, 70, 16);
// 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(actors[2], 'alphabot');
ais[0] = new Ai(1, 'still');
// type, affiliation, lifespan, xpos, ypos, xvel, yvel
particles[0] = new Particle('mouse', 0, 10000000000, 0, 0, 0, 0);
@ -68,17 +68,34 @@ function reset(){
spritesheet.src = 'actors.png';
document.addEventListener('keydown', keyDown, true); // Add key events
document.addEventListener('keyup', keyUp, true);
canvas.addEventListener('mousemove', function(evt){mouse = getMouse(evt)}, false);
document.addEventListener('mousemove', function(evt){mouse = getMouse(evt)}, false);
animate();
}
// Define the level.
levels = [
['#...................#']
,['#...................#']
,['########............#']
,['################...##']
,['#####################']
[
'.....................'
,'.....................'
,'.....................'
,'.....................'
,'#...................#'
,'#...................#'
,'#...................#'
,'#...................#'
,'#...................#'
,'#...................#'
,'#...................#'
,'#...................#'
,'#...................#'
,'##############.....##'
,'##############.....##'
,'#####################'
,'#####################'
,'#####################'
,'#####################'
,'#####################'
]
]
function animate() {
@ -129,22 +146,49 @@ function Controller(object, actions){
}
}
function Ai(object, ai){
this.actor = object;
function Ai(index, ai){
this.actor = actors[index];
this.aivars = [0, 0, 0];
this.action = function(act){
this.actor.action(act);
}
this.run = function(){
this.actor = actors[index];
switch(ai){
case 'alphaBot': // Work in progress following melee AI
var playerIndex = -1;
var topDistance = 400;
for(i in actors){
if(actors[i].image == 0 && Math.abs(actors[i].x - this.actor) < topDistance){
playerIndex = i;
topDistance = Math.abs(actors[i].x - this.actor) - 50;
var distanceAway = Math.abs(actors[0].x - this.actor.x);
if((this.aivars[0] == 0 ? distanceAway > 150 : distanceAway < 200)){
if(actors[0].x > this.actor.x){
this.action((this.aivars[0] == 0 ? 'moveRight' : 'moveLeft'));
}else{
this.action((this.aivars[0] == 0 ? 'moveLeft' : 'moveRight'));
}
actors[index].xvel *= Math.pow(0.995, speed);
}else{
}
if(Math.random() < 0.03 || this.aivars[2] > 0){
if(this.aivars[0] == 0){
this.aivars[2] += 1;
this.action('dark');
}else{
this.aivars[0] -= 1;
}
}
if(playerIndex >= 0){
if(this.aivars[2] == 75){
this.action('jump');
}
if(this.aivars[2] > 75 && actors[index].yvel >= 0){
actors[index].vars = [false, (actors[0].x - this.actor.x) / 15, (actors[0].y - this.actor.y) / 10];
this.action('shoot');
}
if(this.aivars[2] >= 95){
this.aivars[0] = 10;
this.aivars[1] = 0;
this.aivars[2] = 0;
actors[index].vars = [false, false, false];
}
break;
case 'pace': // Test AI
@ -154,13 +198,9 @@ function Ai(object, ai){
if(this.xvel == 0){
this.action('jump');
}
this.actor.xvel += ((0.02 * this.aivars[0]) * speed);
this.action(this.aivars[0] == 1 ? 'moveRight' : 'moveLeft');
break;
case 'still':
this.actor.x = mouse.x + lookx;
this.actor.y = mouse.y + looky;
this.actor.xvel = 0;
this.actor.yvel = 0;
break;
}
}
@ -172,12 +212,13 @@ function Actor(image, type, health, power, xpos, ypos){
this.group = type;
this.health = health;
this.power = power;
this.xvel = this.yvel = this.jump = 0;
this.yvel = 0;
this.xvel = 0;
this.imageLoad = 2;
this.right = this.left = this.up = this.down = false;
this.box = new Box(this.x, this.y, 16, 16, this.xvel, this.yvel, ['player', 'pacer']); // Set physics class for this actor
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.oneactions = [];
this.actionsturn = [];
this.index = actors.length;
@ -200,7 +241,10 @@ function Actor(image, type, health, power, xpos, ypos){
this.xvel += (0.08 * speed);
break;
case 'jump':
this.yvel = (this.down ? -4 - this.power : this.yvel);
if(this.box.down){
this.yvel = -4 - this.power;
this.y -= 3;
}
break;
case 'melee':
this.yvel = 10;
@ -223,83 +267,30 @@ function Actor(image, type, health, power, xpos, ypos){
this.vars = [false, false, false]
break;
case 'shoot':
this.vars = [true, this.xvel + (mouse.x + 250 - (this.x - lookx + 250)) / 30, this.yvel + (mouse.y - this.y) / 30];
this.vars = [true, this.vars[1], this.vars[2]];
break;
}
this.actionsturn.push(type);
}
this.xCheck = function(){
this.left = this.right = false;
for(j in actors){
if(actors[j].image != this.image){
if(actors[j].x + 16 > this.x && this.x > actors[j].x && this.sameY(actors[j])){
this.left = true;
this.x = actors[j].x + 16;
this.xvel = (this.xvel < 0 ? 0 : this.xvel);
}
if(this.x + 16 > actors[j].x && this.x < actors[j].x && this.sameY(actors[j])){
this.right = true;
this.x = actors[j].x - 16;
this.xvel = (this.xvel > 0 ? 0 : this.xvel);
}
}
}
}
this.yCheck = function(){
this.up = this.down = false;
if(this.y >= 216){
this.down = true;
this.y = 216;
}
for(j in actors){
if(actors[j].image != this.image){
if(this.y + 16 > actors[j].y && this.y < actors[j].y + 16 && this.sameX(actors[j])){
if(this.y < actors[j].y){
this.down = true;
this.y = actors[j].y - 16;
}else{
this.up = true;
this.y = actors[j].y + 16;
}
}
}
}
}
this.sameY = function(obj){
return (this.y < obj.y + 15 && this.y + 16 > obj.y);
}
this.sameX = function(obj){
return (this.x + 15 > obj.x && this.x < obj.x + 15);
}
this.simulate = function(){
this.y += this.yvel;
this.yCheck();
if(this.down || this.up){
if(Math.abs(this.yvel) > 8){
this.yvel *= -0.2;
this.y -= 0;
}else{
this.yvel = 0;
}
}else{
this.yvel += 0.03 * speed;
}
this.x += this.xvel;
this.xCheck();
this.xvel *= Math.pow(0.992, speed);
this.box.xvel = this.xvel;
this.box.yvel = this.yvel;
this.box.x = this.x;
this.box.y = this.y;
this.box.run();
this.x = this.box.x;
this.y = this.box.y;
this.xvel = this.box.xvel;
this.yvel = this.box.yvel;
//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 drawy =
var drawy = 200;
context.drawImage(spritesheet, this.image * 16, 16, 16, 16, drawx, r(this.y - 16 - looky), 16, 16);
context.globalAlpha = 1;
context.drawImage(spritesheet, this.image * 16, 16, 16, 16, drawx, r((216 - (this.y - 216)) - looky), 16, 16);
@ -309,17 +300,7 @@ function Actor(image, type, health, power, xpos, ypos){
gradient.addColorStop(0.9, 'rgba(255, 255, 255, 1)');
context.fillStyle = gradient;
context.fillRect(drawx, r((216 - (this.y - 216)) - looky), 16, 16);
context.globalAlpha = 1;
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);
context.textAlign = 'right';
context.fillText('Sint version 0.2.1', 490, 310);
}
//this.xvel += (canMove(xpos, ypos, '-1', this.xvel));
}
function Particle(type, affiliation, lifespan, xpos, ypos, xvel, yvel){
@ -466,12 +447,17 @@ function Particle(type, affiliation, lifespan, xpos, ypos, xvel, yvel){
this.xvel += (this.orbit.x + parent.x + 6 - this.x) / 10;
this.yvel += (this.orbit.y + parent.y - 20 - this.y) / 10;
}else{
if(this.vars[1] == false){
this.xvel = parent.vars[1] + (Math.random() - 0.5) * 3;
this.yvel = parent.vars[2] + (Math.random() - 0.5) * 3;
this.vars[1] = true;
if(this.vars[0] == false){
this.xvel = parent.vars[1] + (Math.random() - 0.5) * 1.5;
this.yvel = parent.vars[2] + (Math.random() - 0.5) * 1.5;
this.vars[0] = true;
}
for(j in actors){
if(this.x > actors[j].x && this.x < actors[j].x + 16 && this.y > actors[j].y - 16 && this.y < actors[j].y + 16 && true && actors[j] != parent){
actors[j].health -= 1;
this.deleteme = true;
}
}
this.vars[0] = true;
}
if(this.onGround()){
this.y = 216 - this.size;
@ -503,23 +489,57 @@ function Box(x, y, w, h, xvel, yvel, colgroup){
var lv = levels[level];
var colareax = ((this.width - 2) >> 4) + 2;
var colareay = ((this.height - 2) >> 4) + 2;
var any = false;
var collision = false;
var type = 'level';
for(var hr = 0; hr < colareax; hr++){
for(var vr = 0; vr < colareay; ve++){
if(lv[(this.x + (16 * hr))][(this.y + (16 * vr))] == '#'){
any = true;
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);
this.left
if(lv[ycol][xcol] == '#'){
collision = true;
}
}
}
// Check for collision with other boxes in same collision group
/*
for(j in actors){
var obj = actors[j].box;
if(this.y < obj.y + 16 && this.y + 16 > obj.y && this.x + 16 > obj.x && this.x < obj.x + 16){
collision = true;
type = 'cube';
}
}
*/
return collision;
}
this.move = function(){
this.x += xvel;
this.y += yvel;
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 = 32;
this.xvel = 0;
}
this.y += this.yvel;
if(this.collide()){
this.y -= this.yvel;
if(this.yvel < 0){
this.down = true;
}
this.yvel = 0;
}
this.reset();
}
this.run = function(){
this.move();
this.yvel += 0.5;
this.xvel *= Math.pow(0.99, speed);
}
}
// Run game.
@ -537,7 +557,7 @@ function loopGame(){
lookx = looky = 0;
looky = -0;
for(i in camera){
lookx += (camera[i] instanceof Array ? camera[i][0] : camera[i].x) - 250;
lookx += (camera[i] instanceof Array ? camera[i][0] : camera[i].x + camera[i].xvel) - 250;
// looky += (camera[i] == instanceof Array ? camera[i][1] : camera[i].y) - 175;
}
lookx /= camera.length;
@ -558,6 +578,25 @@ function loopGame(){
actors[i].simulate();
actors[i].draw();
}
for(i in levels[level]){
for(j in levels[level][i]){
context.globalAlpha = 1;
context.lineWidth = 1;
context.fillStyle = '#eee';
if(levels[level][i][j] == '#'){
context.fillRect((j << 4) - lookx, i << 4, 16, 16);
}
}
}
context.globalAlpha = 1;
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);
context.textAlign = 'right';
context.fillText('Sint version 0.3 Alpha', 490, 310);
for(i in ais){
ais[i].run();
}