Game is now working

This commit is contained in:
Thomas Forgione 2018-08-21 14:10:44 +02:00
parent 80d370eee5
commit 64a64f2524
No known key found for this signature in database
GPG Key ID: 203DAEA747F48F41
3 changed files with 96 additions and 61 deletions

View File

@ -4,6 +4,11 @@ const G = 500;
class Box {
constructor() {
this.size = 0.1;
this.reset();
}
reset() {
// All these values are in percentage of the screen
this.x = 0.5;
this.y = 0;
@ -11,7 +16,6 @@ class Box {
this.speedX = 0;
this.speedY = 0;
this.size = 0.1;
this.jumpCounter = MAX_JUMP;
}

View File

@ -6,19 +6,16 @@ loop();
function init() {
// Initialize scene
scene = new Scene(document.getElementById('canvas'));
scene.autoResize();
let box = new Box();
scene.addObject(box);
scene.addPlatform(new Platform(0.2, 0.5, 0.3));
scene.addPlatform(new Platform(0.6, 0.2, 0.2));
scene.addPlatform(new Platform(0.7, 0.7, 0.3));
scene = new Scene(document.getElementById('canvas'), box);
// Initialize listeners
window.addEventListener('resize', () => scene.autoResize());
window.addEventListener('resize', () => {
scene.autoResize()
});
document.addEventListener('touchstart', (event) => {
scene.start();
let e = event.changedTouches[0];
box.jump(e.clientX / window.innerWidth, e.clientY / window.innerHeight);
});

View File

@ -1,10 +1,33 @@
class Scene {
constructor(canvas) {
constructor(canvas, player) {
this.canvas = canvas;
this.context = canvas.getContext('2d');
this.objects = [];
this.platforms = [];
this.player = player;
this.maxHeight = 0;
this.initialize();
}
initialize() {
this.autoResize();
this.player.reset();
this.platforms = [];
this.cameraHeight = 0;
this.cameraSpeed = 0;
this.started = false;
// Generate random initial platforms
for (let i = 0.25; i <= 2; i += 0.33) {
let platform = new Platform(Math.random(), i, 0.2);
this.addPlatform(platform);
}
}
start() {
if (!this.started) {
this.started = true;
this.cameraSpeed = 0.005;
}
}
width() {
@ -37,57 +60,70 @@ class Scene {
}
update(time = 0.002) {
for (let object of this.objects) {
// Update high score
this.maxHeight = Math.max(object.y, this.maxHeight);
// Check if the game is lost
if (this.player.y + this.player.size < this.cameraHeight) {
this.initialize();
}
let previous = {
x: object.x,
y: object.y + object.size / 2,
// The last platform is the highest.
let last = this.platforms[this.platforms.length - 1];
// If the last platform is on screen, we need to create the next platform.
if (last.y <= this.cameraHeight + 1) {
let diff = 0.1 + Math.random() * 0.4;
let platform = new Platform(Math.random(), last.y + diff, 0.2);
this.platforms.push(platform);
}
// Increase position of the camera
this.cameraHeight += this.cameraSpeed * time * this.height();
// Update high score
this.maxHeight = Math.max(this.player.y, this.maxHeight);
let previous = {
x: this.player.x,
y: this.player.y + this.player.size / 2,
};
this.player.update(time);
let next = {
x: this.player.x,
y: this.player.y + this.player.size / 2,
size: this.player.size,
};
// Detect collision with platform
for (let platform of this.platforms) {
let p = {
x: platform.x,
y: platform.y + platform.height / 2,
width: platform.width,
height: platform.height,
};
object.update(time);
let next = {
x: object.x,
y: object.y + object.size / 2,
size: object.size,
};
// Detect collision with platform
for (let platform of this.platforms) {
let p = {
x: platform.x,
y: platform.y + platform.height / 2,
width: platform.width,
height: platform.height,
};
if (previous.y >= p.y && next.y < p.y) {
if (next.x >= p.x - p.width / 2 - next.size / 2) {
if (next.x <= p.x + p.width / 2 + next.size / 2) {
// Collision detected
object.collide(p.y - next.size/2);
}
if (previous.y >= p.y && next.y < p.y) {
if (next.x >= p.x - p.width / 2 - next.size / 2) {
if (next.x <= p.x + p.width / 2 + next.size / 2) {
// Collision detected
this.player.collide(p.y - next.size/2);
}
}
}
// Collision with the ground
if (object.y <= 0) {
object.collide(0);
}
// Collisions with the border of the screen
object.x = Math.max(object.x, object.size / 2);
object.x = Math.min(object.x, 1 - object.size / 2);
}
}
addObject(object) {
this.objects.push(object);
// Collision with the ground
if (this.player.y <= 0) {
this.player.collide(0);
}
// Collisions with the border of the screen
this.player.x = Math.max(this.player.x, this.player.size / 2);
this.player.x = Math.min(this.player.x, 1 - this.player.size / 2);
}
addPlatform(object) {
@ -98,14 +134,12 @@ class Scene {
this.clear();
this.drawBackground();
for (let object of this.objects) {
this.drawObject(object);
}
for (let platform of this.platforms) {
this.drawPlatform(platform);
}
this.drawObject(this.player);
this.drawHud();
}
@ -117,7 +151,7 @@ class Scene {
this.context.rect(
(object.x - object.size / 2) * this.width(),
(1 - object.y - object.size / 2) * this.height(),
(1 - object.y - object.size / 2 + this.cameraHeight) * this.height(),
size,
size,
);
@ -133,7 +167,7 @@ class Scene {
this.context.rect(
(object.x - object.width / 2) * this.width(),
(1 - object.y - object.height / 2) * this.height(),
(1 - object.y - object.height / 2 + this.cameraHeight) * this.height(),
width,
height,
);