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main.js
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main.js
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// utils
var randomMinMax = (min, max) => Math.floor(Math.random() * (max - min + 1)) + min
var randomPick = arr => arr[randomMinMax(0, arr.length-1)]
var collisionCheck = (c1, c2) => {
let dx = c1.x - c2.x
let dy = c1.y - c2.y
let dist = Math.sqrt(dx * dx + dy * dy)
return dist < ((c1.r || EMOJIR) + (c2.r || EMOJIR))
}
// init
var canvas = document.getElementById('canvas')
var ctx = canvas.getContext('2d')
canvas.width = 700
canvas.height = 450
var msgel = document.getElementById('msgel')
// create emojis
var IMGS = {}
var EMOJID = 54
var EMOJIR = EMOJID/2
var imgsLabels = ['enemy', 'cow', 'fire', 'tree0', 'tree1', 'meat', 'dog', 'droplet', 'sunflower']
'👹 🐮 🔥 🌲 🌳 🍖 🐶 💧 🌻'.split(' ').map((emoji, i) => {
let imgCanvas = document.createElement('canvas')
imgCanvas.width = EMOJID
imgCanvas.height = EMOJID
let introTargetEl = document.getElementById('intro_'+imgsLabels[i])
if (introTargetEl) introTargetEl.appendChild(imgCanvas)
let ctx = imgCanvas.getContext('2d')
ctx.font = '50px serif'
ctx.textAlign = 'center';
ctx.textBaseline = 'middle'
ctx.fillText(emoji, imgCanvas.width / 2, imgCanvas.height / 2 + 4)
var dataURL = imgCanvas.toDataURL()
var img = new Image()
img.src = dataURL
IMGS[imgsLabels[i]] = img
})
var DOGSPEED = 1
var dog
// state
var WORLD = []
var initWorld = () => {
dog = {
type: 'dog',
x: undefined,
y: undefined,
xdir: 0,
ydir: 0,
speed: DOGSPEED,
life: Infinity,
hasDroplet: null
}
dog.x = randomMinMax(0, canvas.width-EMOJID)
dog.y = randomMinMax(0, canvas.height-EMOJID)
let enemyCnt = parseFloat(document.getElementById('enemyCnt').value)
let fireCnt = parseFloat(document.getElementById('fireCnt').value)
let cowCnt = parseFloat(document.getElementById('cowCnt').value)
WORLD = [dog]
// add some enemy
new Array(Math.max(1, enemyCnt)).fill(0).forEach(item => {
WORLD.push(
Object({
type: 'enemy',
x: randomMinMax(0, canvas.width-EMOJID),
y: randomMinMax(0, canvas.height-EMOJID),
lastTurn: -Infinity,
xdir: 0,
ydir: 0,
speed: 1,
life: 10
})
)
})
// add some fire
new Array(Math.max(1, fireCnt)).fill(0).forEach(item => {
WORLD.push(
Object({
type: 'fire',
x: randomMinMax(0, canvas.width-EMOJID),
y: randomMinMax(0, canvas.height-EMOJID),
life: 30
})
)
})
// add some cows
new Array(cowCnt).fill(0).forEach(item => {
WORLD.push(
Object({
type: 'cow',
x: randomMinMax(0, canvas.width-EMOJID),
y: randomMinMax(0, canvas.height-EMOJID),
xdir: 0,
ydir: 0,
speed: 1,
life: 100
})
)
})
// and some trees
new Array(15).fill(0).forEach((item, i) => {
WORLD.push(
Object({
type: 'tree'+(i%2),
x: randomMinMax(0, canvas.width-EMOJID),
y: randomMinMax(0, canvas.height-EMOJID),
life: 100
})
)
})
// and some sunflowers
new Array(2).fill(0).forEach((item, i) => {
WORLD.push(
Object({
type: 'sunflower',
x: randomMinMax(0, canvas.width-EMOJID),
y: randomMinMax(0, canvas.height-EMOJID),
life: 100
})
)
})
YOUWIN = false
}
const paingOrder = ['meat', 'cow', 'tree0', 'sunflower', 'tree1', 'fire', 'enemy', 'dog', 'droplet']
const drawItem = item => {
let img = IMGS[item.type]
ctx.drawImage(img, item.x, item.y, img.width, img.height)
}
// render all, in order
const render = () => {
if (!YOUWIN) ctx.clearRect(0, 0, canvas.width, canvas.height)
// draw items back of dog
paingOrder.forEach(imgLabel => WORLD
.filter(x => x.type === imgLabel && !x.toFront).forEach(drawItem))
// draw items in on front of dog
paingOrder.forEach(imgLabel => WORLD
.filter(x => x.type === imgLabel && x.toFront).forEach(drawItem))
if (YOUWIN) {
ctx.font = '50px Verdana'
ctx.textAlign = 'center';
ctx.fillStyle = "#3f51b5";
ctx.strokeStyle = 'black';
ctx.textBaseline = 'middle'
ctx.fillText('YOU WIN!', canvas.width / 2, canvas.height / 2)
ctx.fillText('Bozo is defeated!', canvas.width / 2, canvas.height / 2 + 50)
ctx.strokeText('YOU WIN!', canvas.width / 2, canvas.height / 2)
ctx.strokeText('Bozo is defeated!', canvas.width / 2, canvas.height / 2 + 50)
ctx.stroke();
}
}
// check if entity is going out of canvas
var outOfCanvas = (item) => {
let xyFix = [false, false]
if(item.x < 0) xyFix[0] = 1
if(item.x+EMOJID > canvas.width) xyFix[0] = -1
if(item.y < 0) xyFix[1] = 1
if(item.y+EMOJID > canvas.height) xyFix[1] = -1
return (xyFix[0] || xyFix[1]) ? xyFix : false
}
var YOUWIN = false
// last t
var lt
var lastDroplett = 0
// simulate
const update = (t) => {
let dt = t - (lt || t)
lt = t
if (YOUWIN) return
WORLD = WORLD.filter(item => item.life > 0)
if ((t - lastDroplett > 10000) || !lastDroplett) {
lastDroplett = t
WORLD.push({
type: 'droplet',
x: randomMinMax(EMOJID, canvas.width-EMOJID),
y: randomMinMax(EMOJID, canvas.height-EMOJID),
life: 800
})
}
var fires = WORLD.filter(x => x.type === 'fire')
var droplets = WORLD.filter(x => x.type === 'droplet')
// achieve a simple perspective effect
var perspectiveFixItems = WORLD
.filter(x => ['cow', 'tree0', 'tree1', 'sunflower'].indexOf(x.type) !== -1)
.forEach(item => {
if (collisionCheck(item, dog)) {
if (item.y > (dog.y - EMOJIR/5)) {
item.toFront = true
} else {
item.toFront = false
}
}
})
if (fires.length === 0) YOUWIN = true
WORLD.forEach(item => {
if (['enemy', 'dog'].indexOf(item.type) !== -1) {
let outOfCanvasFix = outOfCanvas(item)
if (outOfCanvasFix) {
item.xdir += item.speed*outOfCanvasFix[0]
item.ydir += item.speed*outOfCanvasFix[1]
if (item.type === 'dog') item.speed = DOGSPEED
} else {
if ((t - item.lastTurn > 1000) && (item.type === 'enemy')) {
item.lastTurn = t
item.xdir = item.speed*randomPick([-1, 1])
item.ydir = item.speed*randomPick([-1, 1])
}
}
if ((1 > Math.random()*100) && (item.type === 'enemy')) {
WORLD.push({
type: 'fire',
x: item.x,
y: item.y,
life: 30
})
}
item.x += item.speed*item.xdir
item.y += item.speed*item.ydir
}
if (item.type === 'droplet') {
fires.forEach(fire => {
if (collisionCheck(item, fire)) {
fire.life = Math.max(0, fire.life-0.1*dt)
item.life = Math.max(0, item.life-0.1*dt)
if (item.life <= 0) msgel.innerText = "I need more water!"
}
})
}
if (item.type === 'dog') {
if (item.hasDroplet) {
item.hasDroplet.x = item.x
item.hasDroplet.y = item.y+10
} else {
droplets.forEach(droplet => {
if (collisionCheck(item, droplet)) {
msgel.innerText = "let's extinguish some fire!"
droplet.x = item.x
droplet.y = item.y
item.hasDroplet = droplet
}
})
}
if (item.hasDroplet) {
if (item.hasDroplet.life <= 0) item.hasDroplet = null
} else {
fires.forEach(fire => {
if (collisionCheck(item, fire)) {
msgel.innerText = "I can't pass through the fire!"
item.xdir = 0
item.ydir = 0
if (randomPick([0, 1]) === 1) {
if (fire.x < item.x) {
item.xdir = 1
} else {
item.xdir = -1
}
} else {
if (fire.y < item.y) {
item.ydir = 1
} else {
item.ydir = -1
}
}
}
})
}
WORLD.filter(x => x.type === 'meat').forEach(meat => {
if (collisionCheck(item, meat)) {
meat.life = 0
item.speed = DOGSPEED/3
msgel.innerText = "I fell full of food... Will be good on a whistle."
item.greedy = true
}
})
}
if (item.type === 'cow') {
fires.forEach(fire => {
if(collisionCheck(item, fire)) {
item.life = item.life - dt*0.02
if (item.life <= 0) {
item.type = 'meat'
item.life = Infinity
} else {
item.x += randomMinMax(-1, 1)
item.y += randomMinMax(-1, 1)
}
}
})
}
})
}
document.getElementById('newGameBtn').addEventListener('click', initWorld)
document.getElementById('introSkip').addEventListener('click', () => {
initAudio()
document.getElementById('intro').style.display = 'none'
document.getElementById('main').style = ''
window.addEventListener('keydown', (evt) => {
dog.xdir = 0
dog.ydir = 0
if (!dog.greedy) dog.speed = DOGSPEED
if (evt.code === 'KeyA' || evt.code === 'ArrowLeft') dog.xdir = -1
if (evt.code === 'KeyD' || evt.code === 'ArrowRight') dog.xdir = 1
if (evt.code === 'KeyW' || evt.code === 'ArrowUp') dog.ydir = -1
if (evt.code === 'KeyS' || evt.code === 'ArrowDown') dog.ydir = 1
})
initWorld()
// game loop
;(function () {
function main( tFrame ) {
window.requestAnimationFrame( main );
update( tFrame )
render()
}
main()
})()
})