window.onload = function(){ canvas = document.getElementById('game'); context = canvas.getContext('2d'); imagesLoading = 0; reset(); }; window.requestAnimFrame = (function(){ return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback, element){ window.setTimeout(callback, 1000 / 60); }; })(); // Get mouse position function getMouse(evt) { var rect = canvas.getBoundingClientRect(); return { x: evt.clientX - rect.left, y: evt.clientY - rect.top, click: false }; } // Set up variables function reset(){ // Create arrays actors = []; controllers = []; controllers = []; particles = []; ais = []; keys = []; mouse = { x: 0, y: 0, down: false }; sound = { shoot1: new Audio('sfx.wav') } game = 'menu'; // Create 2 actors actors[0] = new Actor(0, 'player', 200, 3, 5, 5); //actors[1] = new Actor(1, 'player', 200, 3, 50, 5); actors[2] = new Actor(6, 'all', 50, 3, 100, 150); // 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'); // 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 = '#fff'; // Set canvas style. level = 0 // Set level canvas.style.display = 'block'; // Set up canvas canvas.style.border = '1px solid #ddd'; spritesheet = new Image(); // Define spritesheet 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); animate(); } // Define the level. levels = [ ['#...................#'] ,['#...................#'] ,['########............#'] ,['################...##'] ,['#####################'] ] function animate() { requestAnimFrame(animate); loopGame(); } // Round a number. function r(num){ return Math.round(num); } // Add key pressed to key list. function keyDown(e){ var keyPress; if (typeof event !== 'undefined') { keyPress = event.keyCode; }else if(e){ keyPress = e.which; } if(keys.indexOf(keyPress) == -1){ keys.push(keyPress); } } // Remove key from key list. function keyUp(e){ var keyPress; if (typeof event !== 'undefined') { keyPress = event.keyCode; }else if(e){ keyPress = e.which; } keys.splice(keys.indexOf(keyPress), 1); } // Define objects. function Controller(object, actions){ this.actor = object; this.checkKeys = function(){ for(i in actions){ if(keys.indexOf(actions[i][0]) > -1){ this.actor.action(actions[i][1]); } } this.actor.refreshActions(); } } function Ai(object, ai){ this.actor = object; this.aivars = [0, 0, 0]; this.run = function(){ 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; } } if(playerIndex >= 0){ } break; case 'pace': // Test AI if(this.aivars[0] == 0 || this.actor.x < -300 || this.actor.x > 300){ this.aivars[0] = (this.actor.x > 0 ? -1 : 1); } if(this.xvel == 0){ this.action('jump'); } this.actor.xvel += ((0.02 * this.aivars[0]) * speed); break; case 'still': this.actor.x = mouse.x + lookx; this.actor.y = mouse.y + looky; this.actor.xvel = 0; this.actor.yvel = 0; break; } } } // Actor class for all solid cubes function Actor(image, type, health, power, xpos, ypos){ this.image = image; this.group = type; this.health = health; this.power = power; this.xvel = this.yvel = this.jump = 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.oneactions = []; this.actionsturn = []; this.index = actors.length; this.vars = [false, false, false]; // for use by AIs to control particles this.refreshActions = function(){ this.oneactions = []; for(i in this.actionsturn){ this.oneactions.push(this.actionsturn[i]); } } // Actions to call from controllers this.action = function(type){ switch(type){ case 'moveLeft': this.xvel -= (0.08 * speed); break; case 'moveRight': this.xvel += (0.08 * speed); break; case 'jump': this.yvel = (this.down ? -4 - this.power : this.yvel); break; case 'melee': this.yvel = 10; break; case 'camera': camera = [this]; break; case 'stream': particles.push(new Particle(0, 0, 60000, this.x, this.y - 1, this.xvel + ((this.x - (lookx + 250)) + (mouse.x - 250)) / 30, -3 + this.yvel * 3)); sound.shoot1.play(); break; case 'bounce': particles.push(new Particle(1, 0, 5000, this.x, this.y - 1, this.xvel * 2 + ((Math.random() - 0.5) * 5), -5 + this.yvel * 3)); break; case 'flo': particles.push(new Particle(2, 0, 100000, this.x, this.y - 16, this.xvel * 4 + ((Math.random() - 0.5) * 10), -10)); break; case 'dark': particles.push(new Particle(3, this.index, 3000, this.x, this.y, this.xvel, this.yvel)); 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]; 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.draw = function(){ var reflect = 100; // Depth reflection goes before fading completely var drawx = r(this.x - lookx); var drawy = 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); // StartX, StartY, EndX, EndY var gradient = context.createLinearGradient(drawx, r((216 - this.y + 216) - looky - 5), drawx, r((214 - (this.y - 216)) - looky) + 16); gradient.addColorStop(0.1, 'rgba(255, 255, 255, ' + (this.y < 120 ? 1 : ((200 - this.y) / 35) + 0.2) +')'); 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){ this.x = xpos; this.y = ypos; this.xvel = xvel; this.yvel = yvel; this.type = type; this.life = lifespan; this.size = [3, 5, 7, 5][type]; this.created = this.timeup = new Date(); this.timeup = new Date(this.timeup.getTime() + lifespan); this.deleteme = false; this.aff = affiliation; this.vars = [false, false]; var angle = Math.random() * 360; this.addx = Math.sin(angle) * ((particles.length + 200) / 5); this.addy = Math.cos(angle) * ((particles.length + 200) / 10); this.draw = function(){ //context.beginPath(); //context.rect(this.x, this.y, 3, 3); switch(this.type){ case 'mouse': context.globalAlpha = 0.7; context.lineWidth = 2; context.strokeStyle = '#33d'; context.strokeRect(mouse.x - this.vars[0] / 2, mouse.y - this.vars[0] / 2, this.vars[0], this.vars[0]); context.globalAlpha = 1; break; case 0: context.globalAlpha = 1; context.lineWidth = 1; context.strokeStyle = '#66b'; context.strokeRect(r(this.x - lookx) + 0.5, r(this.y - looky) + 0.5, 2, 2); context.strokeStyle = '#aaf'; context.strokeRect(r(this.x - lookx) + 0.5, r(213 - (this.y - 216) - looky) + 0.5, 2, 2); break; case 1: context.globalAlpha = 1; context.lineWidth = 2; context.strokeStyle = '#b79'; context.strokeRect(r(this.x - lookx) + 0.5, r(this.y - looky) + 0.5, 4, 4); context.strokeStyle = '#fbd'; context.strokeRect(r(this.x - lookx) + 0.5, r(213 - (this.y - 216) - looky) + 0.5, 4, 4); break; case 2: context.globalAlpha = 0.2; context.lineWidth = 1; context.strokeStyle = '#363'; context.strokeRect(r(this.x - lookx) + 0.5, r(this.y - looky) + 0.5, 5, 5); context.strokeStyle = '#9c9'; context.strokeRect(r(this.x - lookx) + 0.5, r(213 - (this.y - 216) - looky) + 0.5, 5, 5); context.globalAlpha = 1; break; case 3: context.globalAlpha = 0.5; 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); } this.simulate = function(){ switch(this.type){ case 'mouse': if(this.vars[0] == false){ this.vars[0] = 8; } if(this.vars[1] == true){ this.vars[0] += 0.4; if(this.vars[0] >= 10){ this.vars[1] = false; } }else{ this.vars[0] -= 0.4; if(this.vars[0] <= 7){ this.vars[1] = true; } } break; case 0: this.yvel += (this.onGround() ? 0 : 0.01 * speed); this.xvel *= Math.pow(0.998, speed);; this.x += this.xvel; this.y += this.yvel; if(this.onGround()){ this.y = 216 - this.size; this.yvel = 0; } break; case 1: this.yvel += (this.onGround() ? 0 : 0.007 * speed); this.xvel *= Math.pow(0.999, speed); this.x += this.xvel; this.y += this.yvel; if(this.onGround()){ this.y = 216 - this.size; this.yvel = (this.yvel > 2 ? this.yvel * -0.7 : 0); } break; case 2: this.yvel *= Math.pow(0.996, speed); this.xvel *= Math.pow(0.996, speed); this.x += this.xvel; this.y += this.yvel; if(this.onGround()){ this.y = 216 - this.size; this.yvel = 0; } for(j in camera){ var distance = Math.sqrt(Math.pow(camera[j].x - this.x, 2) + Math.pow(camera[j].y - this.y, 2)); var xmov = camera[j].x - ((this.addx / (distance / 10)) + 8) - this.x; var ymov = camera[j].y - ((this.addy / (distance / 10)) + 0) - this.y; this.xvel += (xmov > 0 ? 1 : -1) / (((distance + 10) / 5) / Math.abs(xmov / 10)) + (Math.random() - 0.5) * 0.4; this.yvel += (ymov > 0 ? 1 : -1) / (((distance + 10) / 5) / Math.abs(ymov / 10)) + (Math.random() - 0.5) * 0.4; if(distance < 35 && this.y < camera[j].y && camera[j].yvel > -1){ camera[j].yvel -= (this.y < 50 ? this.y / 3000 : 0.05) } } break; case 3: this.yvel *= Math.pow(0.996, speed); this.xvel *= Math.pow(0.996, speed); this.x += this.xvel; this.y += this.yvel; var parent = actors[this.aff]; if(typeof this.orbit === 'undefined'){ var angle = Math.random() * 360; this.orbit = { cube: this.affiliation, x: 9 * Math.cos(angle * Math.PI / 180), y: 9 * Math.sin(angle * Math.PI / 180) } } if(parent.vars[0] == false && this.vars[0] == false){ 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; } this.vars[0] = true; } if(this.onGround()){ this.y = 216 - this.size; this.yvel = 0; } break; } if(thisLoop > this.timeup){ this.deleteme = true; } } } // Collision detection class function Box(x, y, w, h, xvel, yvel, colgroup){ this.x = x; this.y = y; this.width = w; this.height = h; this.col = colgroup; this.left = this.right = this.up = this.down = false; this.reset = function(){ this.down = this.up = this.left = this.right = false; } this.collide = function(){ // Check for collision with level var lv = levels[level]; var colareax = ((this.width - 2) >> 4) + 2; var colareay = ((this.height - 2) >> 4) + 2; var any = false; 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; } } } // Check for collision with other boxes in same collision group } this.move = function(){ this.x += xvel; this.y += yvel; this.reset(); } } // Run game. var speed; var lastLoop = new Date(); var thisLoop = lastLoop; function loopGame(){ canvas.style.margin = (window.innerHeight > 360 ? window.innerHeight / 2 - 180 + 'px auto' : '10px auto'); lastLoop = thisLoop; thisLoop = new Date(); speed = (thisLoop - lastLoop); speed = (speed > 50 ? 50 : speed); context.clearRect(0, 0, 500, 350); lookx = looky = 0; looky = -0; for(i in camera){ lookx += (camera[i] instanceof Array ? camera[i][0] : camera[i].x) - 250; // looky += (camera[i] == instanceof Array ? camera[i][1] : camera[i].y) - 175; } lookx /= camera.length; looky /= camera.length; /* if( instanceof Array){ lookx = camera[0]; looky = camera[1]; }else{ lookx = camera.x - 250 + camera.xvel * 5; looky = 0; } */ for(i in controllers){ controllers[i].checkKeys(); } for(i in actors){ actors[i].simulate(); actors[i].draw(); } for(i in ais){ ais[i].run(); } for(i in particles){ particles[i].simulate() particles[i]. draw() if(particles[i].deleteme || particles.length > 3000){ particles.splice(i, 1); i--; } } // Slow down game to test low framerates /* for(var j=1; j < 10000000; j++){ j = j; } */ }