After some time of "development" of the JavaScript game, I've came to a great idea, or so it seemed / sounded.
I was thinking of creating an entity which would represent lava. That lava would move in a specific direction, using:
function Lava(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if(ch == '-') {
this.speed = new Vector(3, 0)
}
}
where is var acrotchar = {"-": Lava};
.
The whole code can be seen here or below:
var LEVELS = [
[" x x",
" xx x",
" xxx x x",
" xx!xx x ox",
" x!!!x x xx",
" xx!xx x x",
" x xvx x x",
" x xx x",
" x x x",
" xx x x",
" x x xx",
" x x",
" x @ xxxxx o x",
" xxxxxx xxxxxxxxx xxxxxxxxxxxxx",
" x x ",
" x!!!!!x ",
" x!!!!!x ",
" xxxxxxx ",
"--------------------------------------"]
];
//set variables (HP and EXP)
var life = 3;
var expo = 0;
document.getElementById("life").innerHTML = ("Lives left: " + life);
document.getElementById("expo").innerHTML = ("Points: " + expo);
//set the playzone
function Vector(x, y) {
this.x = x; this.y = y;
}
Vector.prototype.plus = function(other) {
return new Vector(this.x + other.x, this.y + other.y);
};
Vector.prototype.times = function(scale) {
return new Vector(this.x * scale, this.y * scale);
};
// Note: uppercase words are used that means constructor are values
var actorchars = {
"@": Player,
"o": Coin,
"=": Lava,
"|": Lava,
"v": Lava,
"#": Lava,
"-": Flood
};
function Player(pos) {
this.pos = pos.plus(new Vector(0, -.5));
this.size = new Vector(.5, 1);
this.speed = new Vector(0, 0);
}
Player.prototype.type = "player";
function Lava(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if (ch === "=")
this.speed = new Vector(2, 0);
else if (ch === '|')
this.speed = new Vector(0, 2);
else if (ch === 'v'){
this.speed = new Vector(0, 5);
this.repeatPos = pos;
} else if (ch === '#')
this.speed = new Vector(0, 10);
}
Lava.prototype.type = "lava"
function Flood(pos, ch) {
this.pos = pos;
this.size = new Vector(1, 1);
if (ch === '-') {
this.speed = new Vector(0, 1);
this.repeatPos = pos; //will be removed in the future
}
}
Flood.prototype.type = "flood"
//Lava.prototype.type = "Lava";
// function Wall(pos, ch) {
// this.pos = pos;
// this.size = new Vector(1, 1);
// if (ch === "z")
// this.speed = new Vector(0, 1);
// }
// Wall.prototype.type = "wall"
function Coin(pos) {
this.basePos = this.pos = pos;
this.size = new Vector(.6, .6);
// take a look back
this.wobble = Math.random() * Math.PI * 2;
}
Coin.prototype.type = "coin";
Level.prototype.isFinished = function() {
return this.status !== null && this.finishDelay < 0;
};
function Level(plan) {
this.width = plan[0].length;
this.height = plan.length;
this.grid = [];
this.actors = [];
for (var y = 0; y < this.height; y++) {
var line = plan[y], gridLine = [];
for (var x = 0; x < this.width; x++) {
var ch = line[x], fieldType = null;
var Actor = actorchars[ch];
if (Actor)
this.actors.push(new Actor(new Vector(x, y), ch));
else if (ch === "x")
fieldType = "wall";
else if (ch === "z")
fieldType = "wall";
else if (ch === "!")
fieldType = "lava";
else if (ch === "|")
fieldType = "lava";
else if (ch === "=")
fieldType = "lava";
else if (ch === "#")
fieldType = "lava";
else if (ch === "-")
fieldType = "flood";
else if (ch === "v"){
fieldType = "lava";
console.log(fieldType);
}
gridLine.push(fieldType);
}
this.grid.push(gridLine);
}
this.player = this.actors.filter(function(actor) {
return actor.type === "player";
})[0];
this.status = this.finishDelay = null;
}
function element(name, className) {
var elem = document.createElement(name);
if(className) elem.className = className;
return elem;
}
function DOMDisplay(parent, level) {
this.wrap = parent.appendChild(element("div", "game"));
this.level = level;
this.wrap.appendChild(this.drawBackground());
this.actorLayer = null;
this.drawFrame();
}
var scale = 15;
DOMDisplay.prototype.drawBackground = function() {
var table = element("table", "background");
table.style.width = this.level.width * scale + "px";
table.style.height = this.level.height * scale + "px";
this.level.grid.forEach(function(row) {
var rowElement = table.appendChild(element("tr"));
rowElement.style.height = scale + "px";
row.forEach(function(type) {
rowElement.appendChild(element("td", type));
});
});
return table;
};
DOMDisplay.prototype.drawActors = function() {
var wrap = element("div");
this.level.actors.forEach(function(actor) {
var rect = wrap.appendChild(element("div", "actor " + actor.type));
rect.style.width = actor.size.x * scale + "px";
rect.style.height = actor.size.y * scale + "px";
rect.style.left = actor.pos.x * scale + "px";
rect.style.top = actor.pos.y * scale + "px";
});
return wrap;
};
DOMDisplay.prototype.drawFrame = function() {
if (this.actorLayer)
this.wrap.removeChild(this.actorLayer);
this.actorLayer = this.wrap.appendChild(this.drawActors());
this.wrap.className = "game " + (this.level.status || "");
this.scrollPlayerIntoView();
};
// clear it later
DOMDisplay.prototype.scrollPlayerIntoView = function() {
var width = this.wrap.clientWidth;
var height = this.wrap.clientHeight;
var margin = width / 3;
// The viewport
var left = this.wrap.scrollLeft, right = left + width;
var top = this.wrap.scrollTop, bottom = top + height;
var player = this.level.player;
var center = player.pos.plus(player.size.times(0.5))
.times(scale);
if (center.x < left + margin)
this.wrap.scrollLeft = center.x - margin;
else if (center.x > right - margin)
this.wrap.scrollLeft = center.x + margin - width;
if (center.y < top + margin)
this.wrap.scrollTop = center.y - margin;
else if (center.y > bottom - margin)
this.wrap.scrollTop = center.y + margin - height;
};
DOMDisplay.prototype.clear = function() {
this.wrap.parentNode.removeChild(this.wrap);
};
Level.prototype.obstacleAt = function(pos, size) {
var xStart = Math.floor(pos.x);
var xEnd = Math.ceil(pos.x + size.x);
var yStart = Math.floor(pos.y);
var yEnd = Math.ceil(pos.y + size.y);
if (xStart < 0 || xEnd > this.width || yStart < 0)
return "wall";
if (yEnd > this.height)
return "lava", "flood";
for (var y = yStart; y < yEnd; y++) {
for (var x = xStart; x < xEnd; x++) {
var fieldType = this.grid[y][x];
if (fieldType) return fieldType;
}
}
};
Level.prototype.actorAt = function(actor) {
for (var i = 0; i < this.actors.length; i++) {
var other = this.actors[i];
if (other != actor &&
actor.pos.x + actor.size.x > other.pos.x &&
actor.pos.x < other.pos.x + other.size.x &&
actor.pos.y + actor.size.y > other.pos.y &&
actor.pos.y < other.pos.y + other.size.y)
return other;
}
};
var maxStep = 0.05;
Level.prototype.animate = function(step, keys) {
if (this.status !== null)
this.finishDelay -= step;
while (step > 0) {
var thisStep = Math.min(step, maxStep);
this.actors.forEach(function(actor) {
actor.act(thisStep, this, keys);
}, this);
step -= thisStep;
}
};
Lava.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.size))
this.pos = newPos;
else if (this.repeatPos)
this.pos = this.repeatPos;
else
this.speed = this.speed.times(-1);
};
Flood.prototype.act = function(step, level) {
var newPos = this.pos.plus(this.speed.times(step));
if (!level.obstacleAt(newPos, this.size))
this.pos = newPos;
else
this.speed = this.speed.times(-1);
};
var wobbleSpeed = 8, wobbleDist = 0.07;
Coin.prototype.act = function(step) {
this.wobble += step * wobbleSpeed;
var wobblePos = Math.sin(this.wobble) * wobbleDist;
this.pos = this.basePos.plus(new Vector(0, wobblePos));
};
var playerXSpeed = 10;
Player.prototype.moveX = function(step, level, keys) {
this.speed.x = 0;
if (keys.left) this.speed.x -= playerXSpeed;
if (keys.right) this.speed.x += playerXSpeed;
var motion = new Vector(this.speed.x * step, 0);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle)
level.playerTouched(obstacle);
else
this.pos = newPos;
};
var gravity = 30;
var jumpSpeed = 17;
Player.prototype.moveY = function(step, level, keys) {
this.speed.y += step * gravity;
var motion = new Vector(0, this.speed.y * step);
var newPos = this.pos.plus(motion);
var obstacle = level.obstacleAt(newPos, this.size);
if (obstacle) {
level.playerTouched(obstacle);
if (keys.up && this.speed.y > 0)
this.speed.y = -jumpSpeed;
else
this.speed.y = 0;
} else {
this.pos = newPos;
}
};
Player.prototype.act = function(step, level, keys) {
this.moveX(step, level, keys);
this.moveY(step, level, keys);
var otherActor = level.actorAt(this);
if (otherActor)
level.playerTouched(otherActor.type, otherActor);
// Losing animation
if (level.status == "lost") {
this.pos.y += step;
this.size.y -= step;
}
};
Level.prototype.playerTouched = function(type, actor) {
//if (type == "lava" || type == "Lava" && this.status === null) { //DOESN'T SEEM TO WORK, FIND OUT WHY MASS DAMAGE
if (type == "lava" && this.status === null || type == "flood" && this.status === null) {
this.status = "lost";
life -= 1;
console.log(life);
expo = 0;
document.getElementById("expo").innerHTML = ("Points: " + expo);
document.getElementById("life").innerHTML = ("Lives left: " + life);
if(life < 0) {
sessionStorage.setItem("reloading", "true");
document.location.reload();
}
this.finishDelay = 1;
} else if (type == "coin") {
expo += 1;
document.getElementById("expo").innerHTML = ("Points: " + expo);
this.actors = this.actors.filter(function(other) {
return other != actor;
});
if (!this.actors.some(function(actor) {
return actor.type == "coin";
})) {
life += 1;
document.getElementById("life").innerHTML = ("Lives left: " + life);
this.status = "won";
this.finishDelay = 1;
}
}
};
var arrowCodes = {37: "left", 38: "up", 39: "right"};
function trackKeys(codes) {
var pressed = Object.create(null);
function handler(event) {
if (codes.hasOwnProperty(event.keyCode)) {
var down = event.type == "keydown";
pressed[codes[event.keyCode]] = down;
event.preventDefault();
}
}
addEventListener("keydown", handler);
addEventListener("keyup", handler);
return pressed;
}
function runAnimation(frameFunc) {
var lastTime = null;
function frame(time) {
var stop = false;
if (lastTime !== null) {
var timeStep = Math.min(time - lastTime, 100) / 1000;
stop = frameFunc(timeStep) === false;
}
lastTime = time;
if (!stop)
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
var arrows = trackKeys(arrowCodes);
function runLevel(level, Display, andThen) {
var display = new Display(document.body, level);
runAnimation(function(step) {
level.animate(step, arrows);
display.drawFrame(step);
if (level.isFinished()) {
display.clear();
if (andThen)
andThen(level.status);
return false;
}
});
}
var lives = function() {
ctx.font = "20px Courier";
ctx.fontFamily = "monospace";
ctx.fillStyle = "#666";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillText("Lives left: " + life, 10, 10);
};
function runGame(plans, Display) {
function startLevel(n) {
runLevel(new Level(plans[n]), Display, function(status) {
if (status == "lost") {
startLevel(n);
} else if (n < plans.length - 1)
startLevel(n + 1);
else
alert("You win!");
});
}
startLevel(0);
}
runGame(LEVELS, DOMDisplay);
body {
background: #222;
}
h2 {
color: #666;
font-family: monospace;
text-align: center;
}
.background {
table-layout: fixed;
border-spacing: 0;
}
.background td {
padding: 0;
}
.lava, .actor {
background: #e55;
}
.wall {
background: #444;
border: solid 3px #333;
box-sizing: content-box;
}
.actor {
position: absolute;
}
.coin {
background: #e2e838;
border-radius: 50%;
}
.player {
background: #335699;
box-shadow: none;
}
.lost .player {
background: #a04040;
}
.won .player {
background: green;
}
.game {
position: relative;
overflow: hidden;
}
#life, #expo {
font-size: 16px;
font-family: monospace;
color: #666;
text-align: left;
baseline: top;
margin-left: 30px;
font-weight: bold;
}
input {
margin-left: 30px;
}
<h2>Simple JavaScript Game</h2>
<div id="life"></div>
<div id="expo"></div>
What I would like to achieve is the following:
Lava (red colored blocks, in code presented as "-", tagged as "flood") that would:
move in a specific direction (is already done, more or less),leaves "trace" behind it's movement, (technically speaking, the lava level in this case would seem as it is rising up),
"flood" is able to go through the objects (optional, as I have to check the whole code carefully on my own to see where did I give the entity the "collisions")
I would really appreciate any help, especially with the lava rising effect.