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FruitLoonie

Live

image

Instructions

  1. Clone file and run $ 'npm -i --S'
  2. Run server with $ 'webpack-dev--server'
  3. Proceed to 'localhost:8080' on browser, preferably chome.

Background

FruitLoonie is an interactive slashing game inspired by Fruit Ninja with one simple objective, slashing as many fruits as possible without having slip pass or slashing a bomb. This game utilize ES6, babel.js, Create.Js, and canvas.

Projectiles

Shapes follow parabolic projectile motion and is randomized by starting location. Randomness is added with modulus of shape id

moveSliceables() {
  let self = this;
  let stagedCirclesIds = this.stagedCirclesIds();
  if (stagedCirclesIds.length > 0) {
    stagedCirclesIds.forEach( id => {
      let deltaX = self.projectileMotionX(self.circles[id].x, id);
      let deltaY = self.projectileMotionY(self.circles[id].x, id);

      self.circles[id].x += deltaX;
      self.circles[id].model.x += deltaX;
      self.circles[id].y += deltaY;
      self.circles[id].model.y += deltaY;

      self.stage.update();
    });
  }
  this.stage.update();
}

projectileMotionX(x, id) {
  return 2 * this.velocity + (id % 3);
}

projectileMotionY(x, id) {
  if (x <= 320) {
    return -.26333333*Math.pow(x,2)/100000 - 2 - id % 2;
  } else {
    return .2633333*Math.pow(x,2)/100000 + 2 + id % 2;
  }
}

Out of Bounds & Strikes

Out of bounds is checked by if object exceeds half point from starting location and exceeding boundary length of canvas. Shape is removed upon truthy value. Strike is added, after 3 strikes, game is over.

checkOutOfBounds() {
  let self = this;
  let strikes = 0;
  this.stagedCirclesIds().forEach( id => {
    let never_been_out_of_bound = self.circles[id].outOfBounds === false;
    let passed_outer_bound = (self.circles[id].y > self.height || self.circles[id].x > self.width);
    let passed_its_midpoint = false;

    if ((self.circles[id].begin <= 320) && (self.circles[id].x > self.width / 2)) {
      passed_its_midpoint = true;
    } else if ((self.circles[id].begin >= 320) && (self.circles[id].x < self.width / 2)) {
      passed_its_midpoint = true;
    }

    if (never_been_out_of_bound && passed_its_midpoint && passed_outer_bound) {
      self.circles[id].outOfBounds = true;
      strikes += 1;
      self.stage.removeChild(self.circles[id])
      self.stage.removeChild(self.circles[id].model);
      self.stage.update();
    }
    self.stage.update();
  })
  return strikes;
}

Collision & Scores

Collisions increase score and removes child from stage.

checkCollisions() {
  let pt;
  let self = this;
  let score = 0;
  this.stagedCirclesIds().forEach( id => {
    pt = this.circles[id].globalToLocal(this.stage.mouseX, this.stage.mouseY);
    if (this.circles[id].hitTest(pt.x, pt.y) && this.circles) {
      this.playSound("splatter")
      score += 1;
      this.circles[id].mouseEnabled = false;
      this.stage.removeChild(this.circles[id].model);
      this.stage.removeChild(this.circles[id]);
      this.stage.update();
    }
  });
  return score
}

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