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454 lines (391 loc) · 13.3 KB
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// # -> Walls, + -> Lava, @ -> Starting position of player, O -> Coin, = -> Block of lava that moves back and forth horizontally.
// | -> vertically moving blobs(lava), v -> dripping lava(only moves downwards).
let simpleLevelPlan = `
......................
..#................#..
..#..............=.#..
..#.........o.o....#..
..#.@......#####...#..
..#####............#..
......#++++++++++++#..
......##############..
......................`;
// Levels.
let Level = class Level {
constructor(plan) {
let rows = plan
.trim()
.split("\n")
.map((l) => [...l]);
this.height = rows.length;
this.width = rows[0].length;
this.startActors = [];
this.rows = rows.map((row, y) => {
return row.map((ch, x) => {
let type = levelChars[ch]; // Moving characters/elements(actors).
if (typeof type == "string") return type;
this.startActors.push(type.create(new Vec(x, y), ch));
return "empty";
});
});
}
};
// Actor classes ===============================================================================================================
// Vec - for position and size of actors.
let Vec = class Vec {
constructor(x, y) {
this.x = x;
this.y = y;
}
plus(other) {
return new Vec(this.x + other.x, this.y + other.y);
}
// To get the distance travelled(speed vector/time interval).
times(factor) {
return new Vec(this.x * factor, this.y * factor);
}
};
// Player. pos -> current speed.
let Player = class Player {
constructor(pos, speed) {
this.pos = pos;
this.speed = speed;
}
get type() {
return "player";
}
static create(pos) {
// Because a player is one-and-a-half squares high, its initial position is set to be half a square above the position where the @ character appeared. This way, its bottom aligns with the bottom of the square it appeared in.
return new Player(pos.plus(new Vec(0, -0.5)), new Vec(0, 0));
}
};
// size stored in prototype because it is same for all instances of Player.
Player.prototype.size = new Vec(0.8, 1.5);
// Lava - To create appropriate lava character by looking at the character that Level constructor passes.
// pos -> co-ordinates of the character.
// ch -> character.
let Lava = class Lava {
constructor(pos, speed, reset) {
this.pos = pos;
this.speed = speed;
this.reset = reset;
}
get type() {
return "lava";
}
// Looks at the character that is passed on from the level constructor and creates the lava accordingly.
static create(pos, ch) {
switch (ch) {
case "=":
return new Lava(pos, new Vec(2, 0));
case "|":
return new Lava(pos, new Vec(0, 2));
case "v":
return new Lava(pos, new Vec(0, 3), pos);
default:
return ch;
}
}
};
Lava.prototype.size = new Vec(1, 1);
// Coin.
//pos -> coin's actual position.
//basePos -> to track coin's vertical back and forth motion.
//wobble -> tracks phase of the bouncing motion.
let Coin = class Coin {
constructor(pos, basePos, wobble) {
this.pos = pos;
this.basePos = basePos;
this.wobble = wobble;
}
get type() {
return "coin";
}
static create(pos) {
let basePos = pos.plus(new Vec(0.2, 0.1));
return new Coin(basePos, basePos, Math.random() * Math.PI * 2);
}
};
Coin.prototype.size = new Vec(0.6, 0.6);
// State - to track running the state of running game.
let State = class State {
constructor(level, actors, status) {
this.level = level;
this.actors = actors;
this.status = status;
}
static start(level) {
return new State(level, level.startActors, "playing");
}
get player() {
return this.actors.find((a) => a.type == "player");
}
};
// ========================================================================================================================xoxoxo==
// Characters in level.
let levelChars = {
".": "empty",
"#": "wall",
"+": "lava",
"@": Player,
o: Coin,
"=": Lava,
"|": Lava,
v: Lava,
};
// Creating level instance.
let simpleLevel = new Level(simpleLevelPlan);
console.log(`${simpleLevel.width} by ${simpleLevel.height}`);
// Display =======================================================================================================================
// Creating an element and giving it some attributes and child nodes.
const scale = 20; //number of pixels that a single unit takes up on the screen.
function elt(name, attrs, ...children) {
let dom = document.createElement(name);
for (let attr of Object.keys(attrs)) {
dom.setAttribute(attr, attrs[attr]);
}
for (let child of children) {
dom.appendChild(child);
}
return dom;
}
let DOMDisplay = class DOMDisplay {
constructor(parent, level) {
this.dom = elt("div", { class: "game" }, drawGrid(level));
this.actorLayer = null; //used to track the element that holds the actors so that they can be easily removed and replaced.
parent.appendChild(this.dom);
}
clear() {
this.dom.remove();
}
};
function drawGrid(level) {
return elt(
//background is drawn as a table element because it corresponds to the structure of rows property of the level.
"table",
{
class: "background",
style: `width: ${level.width * scale}px`,
},
//each grid is turned into a tablw row.
...level.rows.map((row) =>
elt(
"tr",
{ style: `height: ${scale}px` },
// strings in the grid are used as class names for the table cell elements.
...row.map((type) => elt("td", { class: type }))
)
)
);
}
// Drawing actors.
function drawActors(actors) {
return elt(
"div",
{},
...actors.map((actor) => {
let rect = elt("div", { class: `actor ${actor.type}` });
// multiplied by scale to go from game units to pixels.
rect.style.width = `${actor.size.x * scale}px`;
rect.style.height = `${actor.size.y * scale}px`;
rect.style.left = `${actor.pos.x * scale}px`;
rect.style.top = `${actor.pos.y * scale}px`;
return rect;
})
);
}
// To make display show a given state.
DOMDisplay.prototype.syncState = function (state) {
if (this.actorLayer) this.actorLayer.remove();
this.actorLayer = drawActors(state.actors);
this.dom.appendChild(this.actorLayer);
this.dom.className = `game ${state.status}`;
this.scrollPlayerIntoView(state);
};
// finding the players position and updating the wrapping element's scroll position.
DOMDisplay.prototype.scrollPlayerIntoView = function (state) {
let width = this.dom.clientWidth;
let height = this.dom.clientHeight;
let margin = width / 3;
// viewport: here we change the scroll position by manipulating that element's scrollLeft and scrollTop properties when player is too close to the edge.
let left = this.dom.scrollLeft,
right = left + width;
let top = this.dom.scrollTop,
bottom = top + height;
let player = state.player;
//finding the player's centre involves adding it's position and half it's size.
// to get it in pixel coordinates we multiply the resulting vector by our display scale.
let center = player.pos.plus(player.size.times(0.5)).times(scale);
// verifies that the player position is isn't outside of the allowed range.
if (center.x < left + margin) {
this.dom.scrollLeft = center.x - margin;
} else if (center.x > right - margin) {
this.dom.scrollLeft = center.x + margin - width;
}
if (center.y < top + margin) {
this.dom.scrollTop = center.y - margin;
} else if (center.y > bottom - margin) {
this.dom.scrollTop = center.y + margin - height;
}
};
// =======================================================================================================================xoxoxo===
// Movements(actions)==============================================================================================================
Level.prototype.touches = function (pos, size, type) {
let xStart = Math.floor(pos.x);
let xEnd = Math.ceil(pos.x + size.x);
let yStart = Math.floor(pos.y);
let yEnd = Math.ceil(pos.y + size.y);
for (let y = yStart; y < yEnd; y++) {
for (let x = xStart; x < xEnd; x++) {
let isOutside = x < 0 || x >= this.width || y < 0 || y >= this.height;
let here = isOutside ? "wall" : this.rows[y][x];
if (here == type) return true;
}
}
return false;
};
// State update method -> whether player is touching the lava.
// time -> time step.
// keys -> which keys are being held down.
State.prototype.update = function (time, keys) {
let actors = this.actors.map((actor) => actor.update(time, this, keys));
let newState = new State(this.level, actors, this.status);
// if the game is already over, no further processing has to be done.
if (newState.status != "playing") return newState;
let player = newState.player;
// testing if the player is touching the lava.
if (this.level.touches(player.pos, player.size, "lava")) {
return new State(this.level, actors, "lost");
}
// seeing if any other actors overlap the players if the game is still going on.
for (let actor of actors) {
if (actor != player && overlap(actor, player)) {
newState = actor.collide(newState);
}
}
return newState;
};
function overlap(actor1, actor2) {
return (
actor1.pos.x + actor1.size.x > actor2.pos.x &&
actor1.pos.x < actor2.pos.x + actor2.size.x &&
actor1.pos.y + actor1.size.y > actor2.pos.y &&
actor1.pos.y < actor2.pos.y + actor2.size.y
);
}
Lava.prototype.collide = function (state) {
return new State(state.level, state.actors, "lost");
};
Coin.prototype.collide = function (state) {
let filtered = state.actors.filter((a) => a != this);
let status = state.status;
if (!filtered.some((a) => a.type == "coin")) status = "won";
return new State(state.level, filtered, status);
};
// actor updates.
Lava.prototype.update = function (time, state) {
let newPos = this.pos.plus(this.speed.times(time));
if (!state.level.touches(newPos, this.size, "wall")) {
return new Lava(newPos, this.speed, this.reset);
} else if (this.reset) {
return new Lava(this.reset, this.speed, this.reset);
} else {
return new Lava(this.pos, this.speed.times(-1));
}
};
const wobbleSpeed = 8;
const wobbleDist = 0.07;
Coin.prototype.update = function (time) {
let wobble = this.wobble + time * wobbleSpeed;
let wobblePos = Math.sin(wobble) * wobbleDist;
return new Coin(
this.basePos.plus(new Vec(0, wobblePos)),
this.basePos,
wobble
);
};
const playerXSpeed = 7;
const gravity = 30;
const jumpSpeed = 17;
Player.prototype.update = function (time, state, keys) {
// horizontal motion is computed based on the state of left and right arrow keys.
let xSpeed = 0;
if (keys.ArrowLeft) xSpeed -= playerXSpeed;
if (keys.ArrowRight) xSpeed += playerXSpeed;
let pos = this.pos;
let movedX = pos.plus(new Vec(xSpeed * time, 0));
if (!state.level.touches(movedX, this.size, "wall")) {
//when there is no wall blocking, new position is created by this motion or else the old position is kept.
pos = movedX;
}
let ySpeed = this.speed.y + time * gravity;
let movedY = pos.plus(new Vec(0, ySpeed * time));
if (!state.level.touches(movedY, this.size, "wall")) {
pos = movedY;
} else if (keys.ArrowUp && ySpeed > 0) {
ySpeed = -jumpSpeed;
} else {
ySpeed = 0;
}
return new Player(pos, new Vec(xSpeed, ySpeed));
};
// tracking keys.
// storing the current state of the left, right and up arrow keys.
// an array of key names is given and will return an object that tracks the current position of those keys
function trackKeys(keys) {
let down = Object.create(null);
function track(event) {
if (keys.includes(event.key)) {
down[event.key] = event.type == "keydown"; //determines whether the key state should be updated to true or false('keyup').
event.preventDefault(); // to prevent accidental scrolling of the page.
}
}
window.addEventListener("keydown", track);
window.addEventListener("keyup", track);
return down;
}
let arrowKeys = trackKeys(["ArrowLeft", "ArrowRight", "ArrowUp"]);
// ========================================================================================================================xoxoxo==
// running the game.
function runAnimation(frameFunc) {
let lastTime = null;
function frame(time) {
if (lastTime != null) {
// the entire time in which page will be hidden until tab or window is showm again
let timeStep = Math.min(time - lastTime, 100) / 1000;
if (frameFunc(timeStep) === false) return;
}
lastTime = time;
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
function runLevel(level, Display) {
let display = new Display(document.body, level);
let state = State.start(level);
// to let user sees what happened before clearing the display, stopping the animation and resolving the status to game's end status.
let ending = 1;
return new Promise((resolve) => {
runAnimation((time) => {
state = state.update(time, arrowKeys);
display.syncState(state);
if (state.status == "playing") {
return true;
} else if (ending > 0) {
ending -= time;
return true;
} else {
display.clear();
resolve(state.status);
return false;
}
});
});
}
async function runGame(plans, Display) {
for (let level = 0; level < plans.length; ) {
let status = await runLevel(new Level(plans[level]), Display);
if (status == "won") level++;
}
console.log("You have won!");
}