
Collision with level fixed. Working for the most part. AI added back in, with ability to jump if it gets to a wall. Debugging red tiles removed.
659 lines
No EOL
18 KiB
JavaScript
659 lines
No EOL
18 KiB
JavaScript
window.onload = function(){
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canvas = document.getElementById('game');
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context = canvas.getContext('2d');
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imagesLoading = 0;
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reset();
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};
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window.requestAnimFrame = (function(){
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return window.requestAnimationFrame ||
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window.webkitRequestAnimationFrame ||
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window.mozRequestAnimationFrame ||
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window.oRequestAnimationFrame ||
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window.msRequestAnimationFrame ||
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function(callback, element){
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window.setTimeout(callback, 1000 / 60);
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};
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})();
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// Get mouse position
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function getMouse(evt) {
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var rect = canvas.getBoundingClientRect();
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return {
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x: evt.clientX - rect.left,
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y: evt.clientY - rect.top,
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click: false
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};
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}
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// Set up variables
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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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ais = [];
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keys = [];
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test = [];
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mouse = {
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x: 0,
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y: 0,
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down: false
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};
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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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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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// 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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// 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.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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spritesheet.src = 'actors.png';
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document.addEventListener('keydown', keyDown, true); // Add key events
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document.addEventListener('keyup', keyUp, true);
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document.addEventListener('mousemove', function(evt){mouse = getMouse(evt)}, false);
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animate();
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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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]
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function animate() {
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requestAnimFrame(animate);
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loopGame();
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}
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// Round a number.
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function r(num){
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return Math.round(num);
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}
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// Generate random number from seed
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function seed(num){
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return ((num * 467 + ((num * 6) % 9)) % 1000) / 1000;
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}
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// Add key pressed to key list.
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function keyDown(e){
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var keyPress;
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if (typeof event !== 'undefined') {
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keyPress = event.keyCode;
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}else if(e){
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keyPress = e.which;
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}
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if(keys.indexOf(keyPress) == -1){
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keys.push(keyPress);
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}
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}
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// Remove key from key list.
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function keyUp(e){
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var keyPress;
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if (typeof event !== 'undefined') {
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keyPress = event.keyCode;
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}else if(e){
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keyPress = e.which;
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}
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keys.splice(keys.indexOf(keyPress), 1);
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}
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// Define objects.
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function Controller(object, actions){
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this.actor = object;
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this.checkKeys = function(){
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for(i in actions){
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if(keys.indexOf(actions[i][0]) > -1){
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this.actor.action(actions[i][1]);
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}
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}
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this.actor.refreshActions();
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}
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}
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function Ai(index, ai){
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this.actor = actors[index];
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this.aivars = [0, 0, 0];
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this.action = function(act){
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this.actor.action(act);
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}
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this.run = function(){
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this.actor = actors[index];
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switch(ai){
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case 'alphaBot': // Work in progress following melee AI
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var playerIndex = -1;
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var topDistance = 400;
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var distanceAway = Math.abs(actors[0].x - this.actor.x);
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if((this.aivars[0] == 0 ? distanceAway > 150 : distanceAway < 200)){
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if(actors[0].x > this.actor.x){
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this.action((this.aivars[0] == 0 ? 'moveRight' : 'moveLeft'));
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}else{
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this.action((this.aivars[0] == 0 ? 'moveLeft' : 'moveRight'));
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}
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if(actors[index].xvel < 0.1){
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this.action('jump');
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}
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actors[index].xvel *= Math.pow(0.995, speed);
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}else{
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}
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if(Math.random() < 0.03 || this.aivars[2] > 0){
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if(this.aivars[0] == 0){
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this.aivars[2] += 1;
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this.action('dark');
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}else{
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this.aivars[0] -= 1;
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}
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}
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if(this.aivars[2] == 75){
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this.action('jump');
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}
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if(this.aivars[2] > 75 && actors[index].yvel >= 0){
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actors[index].vars = [false, (actors[0].x - this.actor.x) / 15, (actors[0].y - this.actor.y) / 10];
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this.action('shoot');
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}
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if(this.aivars[2] >= 95){
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this.aivars[0] = 10;
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this.aivars[1] = 0;
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this.aivars[2] = 0;
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actors[index].vars = [false, false, false];
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}
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break;
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case 'pace': // Test AI
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if(this.aivars[0] == 0 || this.actor.x < -300 || this.actor.x > 300){
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this.aivars[0] = (this.actor.x > 0 ? -1 : 1);
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}
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if(this.xvel == 0){
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this.action('jump');
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}
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this.action(this.aivars[0] == 1 ? 'moveRight' : 'moveLeft');
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break;
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case 'still':
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break;
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}
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}
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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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this.image = image;
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this.group = type;
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this.health = health;
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this.power = power;
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this.yvel = 0;
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this.xvel = 0;
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this.imageLoad = 2;
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this.right = this.up = this.down = false;
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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.oneactions = [];
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this.actionsturn = [];
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this.index = actors.length;
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this.vars = [false, false, false]; // for use by AIs to control particles
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this.refreshActions = function(){
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this.oneactions = [];
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for(i in this.actionsturn){
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this.oneactions.push(this.actionsturn[i]);
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}
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}
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// Actions to call from controllers
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this.action = function(type){
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switch(type){
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case 'moveLeft':
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this.xvel -= (0.08 * speed);
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break;
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case 'moveRight':
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this.xvel += (0.08 * speed);
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break;
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case 'jump':
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this.box.y += 1;
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if(this.box.collide()){
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this.yvel = -4 - this.power;
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}
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this.box.y -= 1;
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break;
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case 'melee':
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this.yvel = 10;
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break;
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case 'camera':
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camera = [this];
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break;
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case 'stream':
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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));
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sound.shoot1.play();
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break;
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case 'bounce':
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particles.push(new Particle(1, 0, 5000, this.x, this.y - 1, this.xvel * 2 + ((Math.random() - 0.5) * 5), -5 + this.yvel * 3));
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break;
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case 'flo':
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particles.push(new Particle(2, 0, 100000, this.x, this.y - 16, this.xvel * 4 + ((Math.random() - 0.5) * 10), -10));
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break;
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case 'dark':
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particles.push(new Particle(3, this.index, 3000, this.x + (Math.random() * 16), this.y - (Math.random() * 16), this.xvel, this.yvel));
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this.vars = [false, false, false]
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break;
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case 'shoot':
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this.vars = [true, this.vars[1], this.vars[2]];
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break;
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}
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this.actionsturn.push(type);
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}
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this.simulate = function(){
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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;
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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;
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this.xvel = this.box.xvel;
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this.yvel = this.box.yvel;
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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 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.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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var gradient = context.createLinearGradient(drawx, r((216 - this.y + 216) - looky - 5), drawx, r((214 - (this.y - 216)) - looky) + 16);
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gradient.addColorStop(0.1, 'rgba(255, 255, 255, ' + (this.y < 120 ? 1 : ((200 - this.y) / 35) + 0.2) +')');
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gradient.addColorStop(0.9, 'rgba(255, 255, 255, 1)');
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context.fillStyle = gradient;
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//context.fillRect(drawx, r((216 - (this.y - 216)) - looky), 16, 16);
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}
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}
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function Particle(type, affiliation, lifespan, xpos, ypos, xvel, yvel){
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this.x = xpos;
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this.y = ypos;
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this.xvel = xvel;
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this.yvel = yvel;
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this.type = type;
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this.life = lifespan;
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this.size = [3, 5, 7, 5][type];
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this.created = this.timeup = new Date();
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this.timeup = new Date(this.timeup.getTime() + lifespan);
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this.deleteme = false;
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this.aff = affiliation;
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this.vars = [false, false];
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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.draw = function(){
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//context.beginPath();
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//context.rect(this.x, this.y, 3, 3);
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switch(this.type){
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case 'mouse':
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context.globalAlpha = 0.7;
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context.lineWidth = 2;
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context.strokeStyle = '#33d';
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context.strokeRect(mouse.x - this.vars[0] / 2, mouse.y - this.vars[0] / 2, this.vars[0], this.vars[0]);
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context.globalAlpha = 1;
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break;
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case 0:
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context.globalAlpha = 1;
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context.lineWidth = 1;
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context.strokeStyle = '#66b';
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context.strokeRect(r(this.x - lookx) + 0.5, r(this.y - looky) + 0.5, 2, 2);
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context.strokeStyle = '#aaf';
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context.strokeRect(r(this.x - lookx) + 0.5, r(213 - (this.y - 216) - looky) + 0.5, 2, 2);
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break;
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case 1:
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context.globalAlpha = 1;
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context.lineWidth = 2;
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context.strokeStyle = '#b79';
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context.strokeRect(r(this.x - lookx) + 0.5, r(this.y - looky) + 0.5, 4, 4);
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context.strokeStyle = '#fbd';
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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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break;
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case 2:
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context.globalAlpha = 0.2;
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context.lineWidth = 1;
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context.strokeStyle = '#363';
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context.strokeRect(r(this.x - lookx) + 0.5, r(this.y - looky) + 0.5, 5, 5);
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context.strokeStyle = '#9c9';
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context.strokeRect(r(this.x - lookx) + 0.5, r(213 - (this.y - 216) - looky) + 0.5, 5, 5);
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context.globalAlpha = 1;
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break;
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case 3:
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context.globalAlpha = 0.5;
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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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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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this.onGround = function(){
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return (this.y > 216 - this.size);
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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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if(this.vars[0] == false){
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this.vars[0] = 8;
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}
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if(this.vars[1] == true){
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this.vars[0] += 0.4;
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if(this.vars[0] >= 10){
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this.vars[1] = false;
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}
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}else{
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this.vars[0] -= 0.4;
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if(this.vars[0] <= 7){
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this.vars[1] = true;
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}
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}
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break;
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case 0:
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this.yvel += (this.onGround() ? 0 : 0.01 * speed);
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this.xvel *= Math.pow(0.998, speed);;
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this.x += this.xvel;
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this.y += this.yvel;
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if(this.onGround()){
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this.y = 216 - this.size;
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this.yvel = 0;
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}
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break;
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case 1:
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this.yvel += (this.onGround() ? 0 : 0.007 * speed);
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this.xvel *= Math.pow(0.999, speed);
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this.x += this.xvel;
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this.y += this.yvel;
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if(this.onGround()){
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this.y = 216 - this.size;
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this.yvel = (this.yvel > 2 ? this.yvel * -0.7 : 0);
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}
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break;
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case 2:
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this.yvel *= Math.pow(0.996, speed);
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this.xvel *= Math.pow(0.996, speed);
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this.x += this.xvel;
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this.y += this.yvel;
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if(this.onGround()){
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this.y = 216 - this.size;
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this.yvel = 0;
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}
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for(j in camera){
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var distance = Math.sqrt(Math.pow(camera[j].x - this.x, 2) + Math.pow(camera[j].y - this.y, 2));
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var xmov = camera[j].x - ((this.addx / (distance / 10)) + 8) - this.x;
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var ymov = camera[j].y - ((this.addy / (distance / 10)) + 0) - this.y;
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this.xvel += (xmov > 0 ? 1 : -1) / (((distance + 10) / 5) / Math.abs(xmov / 10)) + (Math.random() - 0.5) * 0.4;
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this.yvel += (ymov > 0 ? 1 : -1) / (((distance + 10) / 5) / Math.abs(ymov / 10)) + (Math.random() - 0.5) * 0.4;
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if(distance < 35 && this.y < camera[j].y && camera[j].yvel > -1){
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camera[j].yvel -= (this.y < 50 ? this.y / 3000 : 0.05)
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}
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}
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break;
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case 3:
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this.yvel *= Math.pow(0.996, speed);
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this.xvel *= Math.pow(0.996, speed);
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this.x += this.xvel;
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this.y += this.yvel;
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var parent = actors[this.aff];
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if(typeof this.orbit === 'undefined'){
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var angle = Math.random() * 360;
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this.orbit = {
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cube: this.affiliation,
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x: 9 * Math.cos(angle * Math.PI / 180),
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y: 9 * Math.sin(angle * Math.PI / 180)
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}
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}
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if(parent.vars[0] == false && this.vars[0] == false){
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this.xvel += (this.orbit.x + parent.x + 6 - this.x) / 10;
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this.yvel += (this.orbit.y + parent.y - 20 - this.y) / 10;
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}else{
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if(this.vars[0] == false){
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this.xvel = parent.vars[1] + (Math.random() - 0.5) * 1.5;
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this.yvel = parent.vars[2] + (Math.random() - 0.5) * 1.5;
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this.vars[0] = true;
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}
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for(j in actors){
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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;
|
||
}
|
||
}
|
||
}
|
||
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.right = false;
|
||
this.left = false;
|
||
this.up = false;
|
||
this.down = false;
|
||
|
||
this.reset = function(){
|
||
this.right = false;
|
||
this.left = false;
|
||
this.up = false;
|
||
this.down = 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 collision = false;
|
||
var type = 'level';
|
||
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);
|
||
if(lv[ycol - 1][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.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.xvel = 0;
|
||
}
|
||
this.y += this.yvel;
|
||
if(this.collide()){
|
||
this.y = ((this.y >> 4) << 4) + (this.yvel > 0 ? 0 : 16);
|
||
if(this.yvel < 0){
|
||
this.down = true;
|
||
}
|
||
this.yvel = 0;
|
||
}
|
||
this.reset();
|
||
|
||
}
|
||
|
||
this.run = function(){
|
||
this.y += 1;
|
||
if(this.collide() == false){
|
||
this.yvel += 0.5;
|
||
}
|
||
this.y -= 1;
|
||
this.xvel *= Math.pow(0.99, speed);
|
||
this.move();
|
||
}
|
||
}
|
||
|
||
// 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 + camera[i].xvel) - 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();
|
||
}
|
||
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';
|
||
}
|
||
}
|
||
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);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
context.fillStyle = 'rgba(255, 200, 200, 0.7)';
|
||
for(i in test){
|
||
context.fillRect((test[i][0] << 4) - lookx, test[i][1] << 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);
|
||
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(test, 490, 290);
|
||
context.fillText('Actors: ' + actors.length, 490, 20);
|
||
context.fillText('Particles: ' + particles.length, 490, 40);
|
||
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;
|
||
}
|
||
*/
|
||
} |