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bounce.js
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bounce.js
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var playerPng = 'http://raw.github.com/boppreh/ludum_dare28/master/player.png',
ballPng = 'http://raw.github.com/boppreh/ludum_dare28/master/ball.png',
targetPng = 'http://raw.github.com/boppreh/ludum_dare28/master/target.png',
enemyPng = 'http://raw.github.com/boppreh/ludum_dare28/master/enemy.png',
explosionPng = 'http://raw.github.com/boppreh/ludum_dare28/master/explosion.png';
function makeCursor() {
player = gl4.createImage(playerPng, 'player');
moveTo('player', gl4.mouse);
shadow('idle attractor', 8, 8, 2);
glow('attractor', '#66F', 20);
push('idle attractor', {angle: 0.01});
push('attractor', {angle: -0.1});
on(or(mouseDown(), keyDown('space')),
[tag('player', 'attractor'), untag('player', 'idle attractor')],
[tag('player', 'idle attractor'), untag('player', 'attractor')]);
}
function Mission(props) {
var self = this;
props = fillDefault(props, {attackFrequency: 3,
nLives: 1000,
//regeneration: 1,
goal: function () { return false; },
onSuccess: function () {},
onFailure: function () {},
damagePerHit: 1,
onDamage: function () {
if (self.lives === undefined) { return; }
self.lives.push({value: -self.damagePerHit});
},
pointsPerKill: 10,
onKill: function () {
if (self.points === undefined) { return; }
self.points.value += self.pointsPerKill;
}
});
for (var property in props) {
this[property] = props[property];
}
}
Mission.prototype.mainMechanics = function () {
var self = this;
var ball = gl4.createImage(ballPng, 'ball', {}, {}, {},
{x: 0.01, y: 0.01, angle: 0});
glow('ball', '#66F', 20);
reflect('ball');
var target = gl4.createImage(targetPng, 'target');
on(pulse(this.attackFrequency),
create(enemyPng, 'enemy', randCircle(gl4.screen.pos, 400)));
follow('enemy', 'target', 2);
on(circleHit('enemy', 'target'),
[destroy(), function () { self.onDamage(self); } ]);
on(circleHit('ball', 'enemy'),
[destroy(MATCH_2), attract(MATCH_1, MATCH_2, -5), this.onKill,
function () {
gl4.createImage(explosionPng, 'explosion', MATCH_2[0].pos);
}]);
expand('explosion', 0.05);
fadeOut('explosion', 0.1);
gl4.register('enemy', function(enemy) {
enemy.pos.angle = Math.atan2(-enemy.inertia.y, enemy.inertia.x);
});
};
Mission.prototype.start = function () {
var self = this;
gl4.unlayerAll();
var gameLayer = gl4.layer();
makeCursor();
var uiLayer = gl4.layer();
this.time = gl4.createText(0, 'text', {x: gl4.canvas.width - 50, y: 60});
this.time.font = '72px Impact';
this.time.color = '#66F';
this.time.alignment = 'right';
gl4.register(function () {
if (self.targetTime) {
self.time.value = self.targetTime - (gl4.seconds - self.startTime);
} else {
self.time.value = gl4.seconds - self.startTime;
}
});
this.lives = gl4.createText(this.nLives, 'text', {x: 50, y: 60});
this.lives.friction.value = 0.1;
this.lives.font = '72px Impact';
this.lives.color = 'red';
this.lives.alignment = 'left';
this.lives.minValue = 0;
this.lives.maxValue = this.nLives;
this.points = gl4.createText(0, 'text', {x: 50, y: 60 + 72});
this.points.font = this.lives.font;
this.points.color = 'green';
this.points.alignment = 'left';
this.points.minDigits = 5;
shadow('text');
gl4.layer(gameLayer);
attract('ball', 'attractor', 2, 20);
this.mainMechanics();
on(function () { return self.goal(self) ? [[]] : []; },
this.onSuccess);
on(this.lives.at(0),
this.onFailure);
uiLayer.paused = true;
gameLayer.paused = true;
var instructionLayer = gl4.layer();
makeCursor();
var instructionText = gl4.createText('Click to start', 'text', {y: 500});
shadow('text');
instructionText.font = '48px Impact';
instructionText.color = 'green';
on(mouseDown(),
function () {
self.startTime = gl4.seconds;
gameLayer.paused = false;
uiLayer.paused = false;
gl4.unlayer();
});
};
function splashText(text, interval, fadeOutTime, onFinished) {
gl4.layer();
shadow('tutorial text');
var lines = text.split('\n'),
n = lines.length,
spacing = gl4.canvas.height * 0.8 / n,
top = gl4.canvas.height * 0.2;
fadeIn('appearing text');
fadeOut('disappearing text');
lines.forEach(function (line) {
if (!line) {
return;
}
var i = lines.indexOf(line);
var y = n === 1 ? gl4.canvas.height / 2 : top + i * spacing,
text = gl4.createText(line, [], {y: y});
text.color = 'red';
text.font = '48px Impact';
text.alpha = 0.0;
gl4.schedule(i * interval, tag(text, 'appearing text'));
gl4.schedule(i * interval + fadeOutTime, function () {
text.untag('appearing text');
text.tag('disappearing text');
});
});
gl4.schedule(interval * n + fadeOutTime, function () {
gl4.unlayer();
onFinished && onFinished();
});
}
function survive(time) {
var survived = false;
return function (mission) {
mission.targetTime = time;
return gl4.seconds - mission.startTime > time;
}
}
//gl4.debug = true;
var currentLevel = 0,
levels = [
{attackFrequency: 0.0, nLives: 1000, goal: survive(20), fadeOutTime: 3.0,
instructions: 'We made the perfect weapon\n\n(Click and hold, play around a bit)'},
{attackFrequency: 0.3, nLives: 1000, goal: survive(30), fadeOutTime: 4.0,
instructions: 'Nobody thought we needed more\nDefending was easy'},
{attackFrequency: 2.0, nLives: 1000, goal: survive(30), fadeOutTime: 7.0,
instructions: 'Until they came from all sides.'},
{attackFrequency: 4.0, nLives: 1000, damagePerHit: 0.5, goal: survive(30), fadeOutTime: 5.0,
instructions: 'The problem with having\nOne perfect weapon\nIs that you\nOnly get one'},
{attackFrequency: 10, nLives: 1000, damagePerHit: 0.1, goal: survive(60), fadeOutTime: 2.0,
instructions: 'DEFEND\nTHE\nBASE\nFOR THE LAST 60 seconds'}
];
function startLevel() {
gl4.unlayerAll();
if (currentLevel >= levels.length) {
currentLevel = 0;
splashText('CONGRATULATIONS!\nYOU SAVED LIKE\nEVERYTHING!', 1.5, 1.0, makeStartScreen);
return;
}
var level = levels[currentLevel];
level.onFailure = startLevel;
level.onSuccess = function () {
destroy('player')();
gl4.layers[1].paused = true;
gl4.layers[2].paused = true;
gl4.layer();
makeCursor();
var instructionText = gl4.createText('Victory!', 'text', {y: 500});
instructionText.font = '48px Impact';
instructionText.color = 'green';
shadow('text');
gl4.schedule(3, function () {
currentLevel++;
gl4.unlayerAll();
startLevel();
});
}
var mission = new Mission(level)
gl4.layer();
makeCursor();
splashText(level.instructions,
0.8, (level.fadeOutTime || 1.0) + 0.1,
function () { mission.start(); });
}
function makeStartScreen() {
gl4.unlayerAll();
var lowerLayer = gl4.activeLayer;
var topLayer = gl4.layer();
makeCursor();
gl4.layer(lowerLayer);
var demoLayer = gl4.layer();
var demoMission = new Mission({attackFrequency: 0.5});
demoMission.mainMechanics();
attract('ball', 'enemy', 0.05);
gl4.forEach('ball', function (ball) {
ball.push({x: Math.random() * 2 - 1, y: -Math.random() * 2});
});
var startScreen = gl4.layer();
var title = gl4.createText('Bounce', ['screen text'], {y: 200});
title.font = '126px Impact';
var btnStart = gl4.createText('New Game', ['screen text', 'button'], {y: 400});
btnStart.font = '62px Impact';
//btnStart.
shadow('screen text');
gl4.forEach('screen text', function (t) {
t.friction = {x: 0.01, y: 0.01, angle: 0.01};
t.push({x: Math.random() * 0.2 - 0.1,
y: Math.random() * 0.2 - 0.1,
angle: Math.random() * 0.002 - 0.001})
});
on(click(btnStart), startLevel);
}
makeStartScreen();