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game.js
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game.js
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kaboom({
global: true,
fullscreen: true,
scale: 2,
debug: true,
clearColor: [0,0,0,1],
})
const MOVE_SPEED = 120
const JUMP_FORCE = 360
const BIG_JUMP_FORCE = 550
let CURRENT_JUMP_FORCE = JUMP_FORCE
let isJumping = true
const FALL_DEATH = 400
loadRoot('https://i.imgur.com/')
loadSprite('coin','wbKxhcd.png')
loadSprite('evil-shroom', 'KPO3fR9.png')
loadSprite('brick', 'pogC9x5.png')
loadSprite('block', 'M6rwarW.png')
loadSprite('mario', 'Wb1qfhK.png')
loadSprite('mushroom', '0wMd92p.png')
loadSprite('surprise', 'gesQ1KP.png')
loadSprite('unboxed', 'bdrLpi6.png')
loadSprite('pipe-top-left', 'ReTPiWY.png')
loadSprite('pipe-top-right', 'hj2GK4n.png')
loadSprite('pipe-bottom-left', 'c1cYSbt.png')
loadSprite('pipe-bottom-right', 'nqQ79eI.png')
loadSprite('blue-block', 'fVscIbn.png')
loadSprite('blue-brick', '3e5YRQd.png')
loadSprite('blue-steel', 'gqVoI2b.png')
loadSprite('blue-evil-shroom', 'SvV4ueD.png')
loadSprite('blue-surprise', 'RMqCc1G.png')
scene("game", ({ level, score }) => {
layers(['bg','obj','ui'],'obj')
const maps = [
[
' ',
' ',
' ',
' ',
' ',
' % =*=%= ',
' ',
' -+ ',
' ^ ^ () ',
'============================== =====',
],
[
'£ £',
'£ £',
'£ £',
'£ £',
'£ £',
'£ @@@@@@ x x £',
'£ x x x £',
'£ x x x x x -+£',
'£ z z x x x x x x ()£',
'!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!',
]
]
const levelCfg = { //level configuration
width: 20,
height: 20,
'=': [sprite('block'), solid()],
'$': [sprite('coin'), 'coin'],
'%': [sprite('surprise'), solid(), 'coin-surprise'],
'*': [sprite('surprise'), solid(), 'mushroom-surprise'],
'}': [sprite('unboxed'), solid()],
'(': [sprite('pipe-bottom-left'), solid(), scale(0.5)],
')': [sprite('pipe-bottom-right'), solid(), scale(0.5)],
'-': [sprite('pipe-top-left'), solid(), scale(0.5), 'pipe'], //scale the pipe if it's too big
'+': [sprite('pipe-top-right'), solid(), scale(0.5), 'pipe'], //adding pipe tag to only the top pipe sprites
'^': [sprite('evil-shroom'), solid(), 'dangerous', body()],
'#': [sprite('mushroom'), solid(), 'mushroom', body()], //'mushroom' after solid() is a tag, body() adds gravity to mushroom so it drops when falls
'!': [sprite('blue-block'), solid(), scale(0.5)],
'£': [sprite('blue-brick'), solid(), scale(0.5)],
'z': [sprite('blue-evil-shroom'), solid(), scale(0.5), 'dangerous'],
'@': [sprite('blue-surprise'), solid(), scale(0.5), 'coin-surprise'],
'x': [sprite('blue-steel'), solid(), scale(0.5)],
}
const gameLevel = addLevel(maps[level], levelCfg)
const scoreLabel = add([
text(score),
pos(30,6),
layer('ui'),
{
value: score,
}
])
add([text('level ' + parseInt(level + 1)), pos(40,6)])
function big(){
let timer = 0
let isBig = false
return{
update(){
if(isBig){
timer -= dt() //delta time
if(timer <= 0){
this.smallify()
}
}
},
isBig(){
return isBig
},
smallify(){
this.scale = vec2(1)
CURRENT_JUMP_FORCE = JUMP_FORCE
timer = 0
isBig = false
},
biggify(time){
this.scale = vec2(2)
CURRENT_JUMP_FORCE = BIG_JUMP_FORCE
timer = time
isBig = true
}
}
}
const player = add([
sprite('mario'), solid(),
pos(30, 0),
body(),
big(),
origin('bot')
])
action('mushroom', (m) => { //move anything with tag 'mushroom'
m.move(100, 0)
})
//when player bump a brick, break brick, generate coin
player.on("headbump", (obj) => {
if(obj.is('coin-surprise')){
gameLevel.spawn('$', obj.gridPos.sub(0,1)) //create coin above the surprise box after headbump
destroy(obj)
gameLevel.spawn('}', obj.gridPos.sub(0,0)) //create empty box to replace surprise box after headbump
}
if(obj.is('mushroom-surprise')){
gameLevel.spawn('#', obj.gridPos.sub(0,1)) //create mushroom above the surprise box after headbump
destroy(obj)
gameLevel.spawn('}', obj.gridPos.sub(0,0))
}
})
player.collides('mushroom', (m) => { //when player eats the mushroom, increase size for 6 seconds
destroy(m)
player.biggify(6)
})
player.collides('coin', (c) => {
destroy(c)
scoreLabel.value++
scoreLabel.text = scoreLabel.value
})
player.collides('dangerous', (d) => {
if(isJumping){
destroy(d)
}
else{
go('lose', {score: scoreLabel.value})
}
})
player.action(() => {
camPos(player.pos)
if(player.pos.y >= FALL_DEATH)[
go('lose', {score: scoreLabel.value})
]
})
player.collides('pipe', () => {
keyPress('down', () => {
go('game', {
level: (level+1) % maps.length, //continue looping the levels
score: scoreLabel.value
})
})
})
const ENEMY_SPEED = 20
action('dangerous', (d) => {
d.move(-ENEMY_SPEED, 0)
})
//keyboard control player direction
keyDown('left', () => {
player.move(-MOVE_SPEED, 0) //move(x-axis, y-axis)
})
keyDown('right', () => {
player.move(MOVE_SPEED, 0)
})
player.action(() => {
if(player.grounded()){
isJumping = false
}
})
keyPress('space', () => {
if(player.grounded()){
isJumping = true
player.jump(CURRENT_JUMP_FORCE)
}
})
})
scene('lose', ({score}) => {
add([text(score, 32), origin('center'), pos(width()/2, height()/2)])
})
start("game", {level: 0, score: 0})