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- var keymap = {
- 32: "jump",
- touch: "jump"
- };
-
- /*
- * Collision box
- */
-
- function Box(width, height, pos) {
- pos = pos || {};
- this.width = width;
- this.height = height;
- this.pos = new Vec2(pos.x, pos.y);
- }
- Box.prototype.collidesWith = function(box, ent1pos, ent2pos) {
- var x1 = ent1pos.x + this.pos.x;
- var x2 = ent2pos.x + box.pos.x;
- var y1 = ent1pos.y + this.pos.y;
- var y2 = ent2pos.y + box.pos.y;
- var w1 = this.width;
- var w2 = box.width;
- var h1 = this.height;
- var h2 = box.height;
-
- return ((x1 + w1 >= x2 && x1 <= x2 + w2) &&
- (y1 + h1 >= y2 && y1 <= y2 + h2));
- }
- Box.prototype.trace = function(ctx) {
- ctx.beginPath();
- ctx.moveTo(this.pos.x, this.pos.y);
- ctx.lineTo(this.pos.x, this.pos.y + this.height);
- ctx.lineTo(this.pos.x + this.width, this.pos.y + this.height);
- ctx.lineTo(this.pos.x + this.width, this.pos.y);
- ctx.closePath();
- }
-
- /*
- * Collision shape
- */
-
- function Shape(ent) {
- this.ent = ent;
- this.boxes = [];
- this._height = -1;
- this._width = -1;
- }
- Shape.prototype.push = function(box) {
- this._height = -1;
- this._width = -1;
- this.boxes.push(box);
- }
- Shape.prototype.pop = function() {
- this._height = -1;
- this._width = -1;
- return this.boxes.pop();
- }
- Shape.prototype.draw = function(ctx) {
- for (var i = 0; i < this.boxes.length; ++i) {
- var box = this.boxes[i];
- box.trace(ctx);
- ctx.stroke();
- ctx.fill();
- }
- }
- Shape.prototype.collidesWith = function(shape) {
- for (var i = 0; i < this.boxes.length; ++i) {
- var box = this.boxes[i];
- for (var j = 0; j < shape.boxes.length; ++j) {
- var otherBox = shape.boxes[j];
- if (box.collidesWith(otherBox, this.ent.pos, shape.ent.pos))
- return true;
- }
- }
-
- return false;
- }
- Shape.prototype.width = function() {
- if (this._width !== -1)
- return this._width;
-
- var minX = 0;
- var maxX = 0;
-
- this.boxes.forEach(function(box) {
- if (box.pos.x < minX)
- minX = box.pos.x;
- if (box.pos.x + box.width > maxX)
- maxX = box.pos.x + box.width;
- });
-
- this._width = Math.abs(maxX - minX);
- return this._width;
- }
- Shape.prototype.height = function() {
- if (this._height !== -1)
- return this._height;
-
- var minY = 0;
- var maxY = 0;
-
- this.boxes.forEach(function(box) {
- if (box.pos.y < minY)
- minY = box.pos.y;
- if (box.pos.y + box.height > maxY)
- maxY = box.pos.y + box.height;
- });
-
- this._height = Math.abs(maxY - minY);
- return this._height;
- }
-
- // Make entity from object
- function makeEnt(obj, game, mass, id) {
- obj.pos = new Vec2();
- obj.vel = new Vec2();
- obj.force = new Vec2();
- obj.game = game;
- obj.shape = new Shape(obj);
- obj.moves = false;
- obj.dead = false;
- obj.inputListener = false;
- obj.collude = true;
- obj.layer = 0;
-
- obj.mass = mass || 0;
- obj.forceScalar = 1 / obj.mass;
-
- if (id) {
- game.ids[id] = obj;
- }
- }
-
- /*
- * Game
- */
-
- function Game(canvas) {
- this.canvas = canvas;
- this.ctx = canvas.getContext("2d");
- this.raf = null;
- this.prevTime = null;
- this.stopped = true;
- this.camera = new Vec2();
- this.worldgen = null;
-
- this.entities = [];
- this.ids = {};
- this.layers = [];
- this.inputListeners = [];
-
- this.keys = {};
- this.onkey = function onkey(evt) {
- var down = (evt.type === "keydown" || evt.type === "touchstart");
- var code = evt.keyCode || "touch";
-
- var name = keymap[code];
- if (name) {
- this.keys[name] = down;
-
- for (var i = 0; i < this.inputListeners.length; ++i) {
- var ent = this.inputListeners[i];
- if (ent === null) {
- continue;
- } else if (ent.dead) {
- delete this.inputListeners[i];
- continue;
- }
-
- this.inputListeners[i].onInput(name, down);
- }
- }
- }.bind(this);
- }
-
- Game.prototype.start = function(worldgen) {
- window.addEventListener("keydown", this.onkey);
- window.addEventListener("keyup", this.onkey);
- window.addEventListener("touchstart", this.onkey);
- window.addEventListener("touchend", this.onkey);
- this.prevTime = new Date().getTime();
- this.stopped = false;
- this.worldgen = worldgen;
-
- this.update();
- }
- Game.prototype.spawn = function(ent) {
- this.entities.push(ent);
-
- if (!this.layers[ent.layer])
- this.layers[ent.layer] = [];
- this.layers[ent.layer].push(ent);
-
- if (ent.inputListener)
- this.inputListeners.push(ent);
- }
- Game.prototype.update = function() {
- var time = new Date().getTime();
- var dt = time - this.prevTime;
-
- if (this.stopped)
- return;
-
- // Go through and update
- var xRatio = 1 / (1 + (dt * 0.005));
- for (var i = 0; i < this.entities.length; ++i) {
- var ent = this.entities[i];
-
- // Remove dead entities, replace them with the last entity
- if (ent.dead) {
- if (i + 1 === this.entities.length) {
- this.entities.pop();
- continue;
- } else {
- this.entities[i] = this.entities.pop();
- ent = this.entities[i];
- }
- }
-
- if (ent.update)
- ent.update();
-
- if (ent.moves) {
- ent.force.scale(ent.forceScalar * dt);
- ent.vel.add(ent.force);
- ent.force.set({ x: 0, y: 0 });
- ent.vel.scale(xRatio);
- ent.pos.add(ent.vel.clone().scale(dt));
- }
-
- if (ent.move)
- ent.move();
- }
-
- // Exit if stopped
- if (this.stopped)
- return;
-
- // Tick worldgen
- this.worldgen.update();
-
- // Go through and draw
- this.canvas.width = this.canvas.width;
- for (var i = 0; i < this.layers.length; ++i) {
- var layer = this.layers[i];
- for (var j = 0; j < layer.length; ++j) {
- var ent = layer[j];
-
- // Remove dead entities, replace them with the last entity
- if (ent.dead) {
- if (i + 1 === layer.length) {
- layer.pop();
- continue;
- } else {
- layer[j] = layer.pop();
- ent = layer[j];
- }
- }
-
- ent.drawn = false;
-
- if (ent.collude && ent.pos.x + ent.shape.width() < this.camera.x)
- continue;
- if (ent.collude && ent.pos.x > this.camera.x + this.canvas.width)
- continue;
-
- ent.drawn = true;
-
- this.ctx.save();
- this.ctx.translate(
- ent.pos.x - this.camera.x,
- ent.pos.y - this.camera.y);
- ent.draw(this.ctx);
- this.ctx.restore();
- }
- }
-
- // Go through and draw overlap
- for (var i = 0; i < this.layers.length; ++i) {
- var layer = this.layers[i];
- for (var j = 0; j < layer.length; ++j) {
- var ent = layer[j];
-
- if (!ent.drawn)
- continue;
- if (!ent.drawOverlay)
- continue;
-
- this.ctx.save();
- this.ctx.translate(
- ent.pos.x - this.camera.x,
- ent.pos.y - this.camera.y);
- ent.drawOverlay(this.ctx);
- this.ctx.restore();
- }
- }
-
- // Clear presses
- for (var i in this.presses) {
- this.presses[i] = false;
- }
-
- this.prevTime = time;
- if (!this.stopped)
- this.raf = reqAnimFrame(this.update.bind(this));
- }
- Game.prototype.stop = function(score) {
- this.stopped = true;
- cancelAnimFrame(this.raf);
- window.removeEventListener("keyup", this.onkey);
- window.removeEventListener("keydown", this.onkey);
-
- if (this.onstop)
- this.onstop(Math.floor(score));
- }
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