finish level 1
This commit is contained in:
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bd6d88e912
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BIN
public/assets/flag.png
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BIN
public/assets/flag.png
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After Width: | Height: | Size: 16 KiB |
57
src/Flag.js
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57
src/Flag.js
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@ -0,0 +1,57 @@
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export class Flag {
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constructor(x, y, targetSize) {
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// props
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this.x = x;
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this.y = y;
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this.targetSize = targetSize;
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this.sprite = null;
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this.loaded = false;
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this.size = 0;
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// Load the flag image
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loadImage('assets/flag.png', (img) => {
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this.size = img.height;
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this.sprite = new Sprite(
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this.x,
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this.y - this.size * 0.8,
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this.size,
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this.size,
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"dynamic"
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);
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this.sprite.layer = -1;
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this.sprite.spriteSheet = img;
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this.sprite.addAnis({
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default: { row: 0, frames: 5 },
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});
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this.sprite.anis.frameDelay = 8;
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this.sprite.changeAni("default");
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// Scale the sprite to match target size
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const scale = this.targetSize / img.height;
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this.sprite.scale = scale;
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// Set sprite properties
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this.sprite.collider = 'static';
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this.loaded = true;
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});
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}
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update() {
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if (this.isLoaded) {
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this.sprite.position.x = this.x;
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this.sprite.position.y = this.y;
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}
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}
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draw() {
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if (this.isLoaded) {
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drawSprite(this.sprite);
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}
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}
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debug() {
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console.log(`Flag position: x=${this.x}, y=${this.y}`);
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console.log(`Flag loaded: ${this.isLoaded}`);
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}
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}
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89
src/cat.js
89
src/cat.js
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@ -2,7 +2,6 @@ export class Cat {
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constructor(x, y, targetSize, groundRef, obstacleRefs, worldBlockSize) {
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this.x = x;
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this.y = y;
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// this.size = 171;
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this.size = 0;
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this.targetSize = targetSize;
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this.sprite = null;
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@ -19,21 +18,18 @@ export class Cat {
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this.currentStepIndex = 0;
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this.isMoving = false;
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this.stepTimer = 0;
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this.stepDuration = 40; // frames to complete one movement
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this.stepDuration = 40;
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this.moveDirection = null;
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this.lastDirection = null;
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this.hasJumped = false;
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loadImage('assets/cat.webp', (img) => {
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// debugging
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// console.log(`loaded image size: ${img.width} x ${img.height}`);
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// console.log(`one sprite size: ${img.height / 5}`);
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this.size = img.height / 5;
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this.sprite = new Sprite(this.x, this.y, this.size, this.size, 'dynamic');
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this.sprite.rotationLock = true;
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this.sprite.bounciness = 0;
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this.sprite.bounciness = 0.1;
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this.sprite.spriteSheet = img;
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this.sprite.anis.offset.y = 3;
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this.sprite.anis.frameDelay = 8;
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@ -51,9 +47,8 @@ export class Cat {
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this.sprite.scale = scaleFactor;
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this.shiftOffset = this.targetSize - this.sprite.width * this.sprite.scale;
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this.sprite.anis.offset.x = this.shiftOffset + 50;
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// this.sprite.anis.offset.x = 100;
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this.sprite.anis.offset.x = this.shiftOffset + this.targetSize / 4;
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// this.sprite.anis.offset.x = this.targetSize / 4;
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this.loaded = true;
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});
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@ -72,17 +67,6 @@ export class Cat {
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this._handleInput();
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};
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// update() {
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// if (!this.sprite || this.steps.length === 0) return;
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// if (this.isMoving) {
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// this._continueMovement();
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// } else if (this.currentStepIndex < this.steps.length) {
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// this._startMovement(this.steps[this.currentStepIndex]);
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// }
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// }
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run(steps) {
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this.steps = steps.map(e => e.direction);
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this.currentStepIndex = 0;
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@ -90,7 +74,6 @@ export class Cat {
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}
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_startMovement(direction) {
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// const blockSize = 100;
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this.moveDirection = direction;
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this.stepTimer = 0;
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this.isMoving = true;
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@ -141,7 +124,6 @@ export class Cat {
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_checkPlatform() {
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if (!this.sprite) return false;
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// if (this.ground && this.sprite.colliding(this.ground)) return true;
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if (this.ground && Array.isArray(this.ground)) {
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for (let block of this.ground) {
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@ -156,59 +138,6 @@ export class Cat {
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}
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return false;
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}
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// _continueMovement() {
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// this.stepTimer++;
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// // let isOnPlatform = false;
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// let isOnPlatform = this._checkPlatform(); // Use existing _checkPlatform method instead
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// if (this.ground && this.sprite.colliding(this.ground)) {
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// isOnPlatform = true;
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// }
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// if (this.obstacles && Array.isArray(this.obstacles)) {
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// for (let block of this.obstacles) {
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// if (this.sprite.colliding(block)) {
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// isOnPlatform = true;
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// break;
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// }
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// }
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// }
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// if (this.moveDirection === 'right') {
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// this.sprite.vel.x = 3;
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// this.lastDirection = 'right';
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// }
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// if (this.moveDirection === 'left') {
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// this.sprite.vel.x = -3;
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// this.lastDirection = 'left';
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// }
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// if (this.moveDirection === 'up' && isOnPlatform && !this.hasJumped) {
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// this.sprite.vel.y = -20;
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// // use lastDirection to add horizontal push
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// if (this.lastDirection === 'right') {
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// this.sprite.vel.x = 3;
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// } else if (this.lastDirection === 'left') {
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// this.sprite.vel.x = -3;
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// } else {
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// this.sprite.vel.x = 0; // jump straight up
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// }
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// }
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// this.hasJumped = true;
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// if (this.stepTimer >= this.stepDuration) {
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// this.isMoving = false;
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// this.currentStepIndex++;
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// this.sprite.vel.x = 0;
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// this.changeAni('i');
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// }
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// }
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_continueMovement() {
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this.stepTimer++;
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if (!this.sprite) return null;
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// Reset position to initial coordinates (from constructor)
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this.sprite.x = this.x;
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this.sprite.y = this.y;
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// Reset velocities
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this.sprite.vel.x = 0;
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this.sprite.vel.y = 0;
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// Reset movement states
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this.steps = [];
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this.currentStepIndex = 0;
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this.isMoving = false;
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@ -277,7 +202,6 @@ export class Cat {
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this.targetX = null;
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this.targetY = null;
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// Reset animation
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this.changeAni('i');
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setTimeout(() => {
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@ -299,15 +223,12 @@ export class Cat {
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noFill();
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stroke(255);
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strokeWeight(1);
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// let w = this.sprite.width * this.sprite.scale;
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// let h = this.sprite.height * this.sprite.scale;
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let w = this.sprite.width;
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let h = this.sprite.height;
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// console.log(`sprite's actual dimension: ${w}x${h}`);
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rectMode(CENTER);
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// rect(this.sprite.x, this.sprite.y, w, h);
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rect(this.sprite.x, this.sprite.y, w, h);
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};
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changeAni(key) {
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@ -1,8 +1,10 @@
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import { colors } from './utils/theme.js';
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import { Arrow } from './components/Arrow.js';
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import { ClickableArrow } from './components/ClickableArrow.js';
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import StartScene from './scenes/startScene.js';
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import GameScene from './scenes/gameScene.js';
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import { ClickableArrow } from './components/ClickableArrow.js';
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import Level1 from './scenes/lvl1.js';
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let mgr;
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@ -16,7 +18,8 @@ function setup(){
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mgr = new SceneManager();
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mgr.addScene(StartScene);
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mgr.addScene(GameScene);
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mgr.showScene(GameScene);
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mgr.addScene(Level1);
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mgr.showScene(Level1);
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};
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function draw(){
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@ -1,20 +1,19 @@
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import { colors } from '../utils/theme.js';
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import { Cat } from '../cat.js';
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import { buttonS } from '../utils/theme.js';
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import { buttonS, buttonM, buttonL } from '../utils/theme.js';
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import { MyButton } from '../utils/components.js';
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import { ClickableArrow } from '../components/ClickableArrow.js';
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import { ControlPanel } from '../components/controlPanel.js';
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import { Flag } from "../Flag.js";
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export default function GameScene() {
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// for ground
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let ground;
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let blocksGround = [];
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let blockSprites = [];
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let restart = false;
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const catSize = 150;
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const catSize = 155;
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const worldBlockSize = 125;
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const groundHeight = worldBlockSize;
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// const worldHeight = windowHeight - groundHeight;
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@ -31,13 +30,20 @@ export default function GameScene() {
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];
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let cat;
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let flag;
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let runButton;
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let nextButton;
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let exitButton;
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let blocks;
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let steps;
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let loops;
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let clickArrow;
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// let loops;
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// let clickArrow;
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let clicked;
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// let clicked;
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let levelFinished = false;
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let selectedStepIndex = null;
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@ -50,9 +56,6 @@ export default function GameScene() {
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let selectedSteps;
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let selectedBlock;
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// selectedSteps = ['up', 'right', 'up', 'up', 'right', 'down'];
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// selectedSteps = selectedSteps.map((e) => new ClickableArrow(e, true));
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const slots = {
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blocks: 2,
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steps: 8,
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@ -71,6 +74,15 @@ export default function GameScene() {
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onPress: () => this.startGame(),
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});
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nextButton = new MyButton({
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x: width / 2,
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y: height / 2.5,
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text: "next",
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mode: "CENTER",
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style: buttonM,
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onPress: () => console.log(`redirect to next game`),
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});
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blocks = new ControlPanel({
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name: 'blocks',
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x: width / 32 * 7,
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@ -94,12 +106,14 @@ export default function GameScene() {
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// numBoxes: slots.loops,
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// });
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flag = new Flag(12 * worldBlockSize, height - worldBlockSize * 4, catSize * 0.75);
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for (let i = 0; i < width; i += worldBlockSize) {
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let b = new Sprite(
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i + worldBlockSize / 2, // x position for each block
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height - groundHeight / 2, // y position
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worldBlockSize, // width of each block
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worldBlockSize, // height of each block
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i + worldBlockSize / 2,
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height - groundHeight / 2,
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worldBlockSize,
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worldBlockSize,
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'static'
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);
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const i_cnt = Math.floor(i / worldBlockSize);
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@ -126,8 +140,7 @@ export default function GameScene() {
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}
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}
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// Cat sprite
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// cat = new Cat(width / 4, height - catSize * 13/12, catSize, blocksGround, blockSprites);
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// Sprites
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cat = new Cat(2.25 * worldBlockSize, height - catSize * 13/12, catSize, blocksGround, blockSprites, worldBlockSize);
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};
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@ -142,10 +155,36 @@ export default function GameScene() {
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text('lvl.1', width / 32, height /32 - 4);
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runButton.draw();
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flag.draw();
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blocks.draw();
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steps.draw();
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// loops.draw();
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cat.draw();
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if (cat.sprite && flag.sprite) {
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if (cat.sprite.overlaps(flag.sprite)) {
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levelFinished = true;
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};
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};
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if (!levelFinished) {
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// draw the overlay
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push();
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fill(35, 20, 45, 190);
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rectMode(CORNER);
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rect(0, 0, width, height);
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textAlign(CENTER, CENTER);
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textSize(128)
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fill(colors.tertiary);
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stroke(colors.secondary);
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strokeWeight(10);
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text("~lvl 1 DONE!~", width / 2, height / 4);
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// draw button
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nextButton.draw();
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pop();
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}
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};
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this.onResize = () => {
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@ -203,4 +242,28 @@ export default function GameScene() {
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cat.run(steps.contents);
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restart = true;
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}
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this.exit = function () {
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// Remove cat sprite
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if (cat) {
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cat.remove();
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}
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// Remove flag sprite
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if (flag && flag.sprite) {
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flag.sprite.remove();
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}
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// Remove ground blocks
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blocksGround.forEach(block => {
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if (block) block.remove();
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});
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blocksGround = [];
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// Remove obstacle blocks
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blockSprites.forEach(block => {
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if (block) block.remove();
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});
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blockSprites = [];
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};
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}
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270
src/scenes/lvl1.js
Normal file
270
src/scenes/lvl1.js
Normal file
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@ -0,0 +1,270 @@
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import { colors } from '../utils/theme.js';
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import { Cat } from '../cat.js';
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import { buttonS, buttonM, buttonL } from '../utils/theme.js';
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import { MyButton } from '../utils/components.js';
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import { ClickableArrow } from '../components/ClickableArrow.js';
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import { ControlPanel } from '../components/controlPanel.js';
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import { Flag } from "../Flag.js";
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import Level2 from "./lvl2.js";
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export default function Level1() {
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let blocksGround = [];
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let blockSprites = [];
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let restart = false;
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const catSize = 155;
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const worldBlockSize = 125;
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const groundHeight = worldBlockSize;
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// const worldHeight = windowHeight - groundHeight;
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const maxIdx = {
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x: Math.ceil(windowWidth / worldBlockSize),
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y: Math.floor(windowHeight / worldBlockSize)
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}
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const obstacle = [
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...Array(maxIdx.y - 3 - 1).fill(...Array(maxIdx.x).fill(0)),
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[...Array(9).fill(0), ...Array(maxIdx.x - 9).fill(1)],
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[...Array(7).fill(0), ...Array(maxIdx.x - 7).fill(1)],
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[...Array(5).fill(0), ...Array(maxIdx.x - 5).fill(1)],
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];
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let cat;
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let flag;
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let runButton;
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let nextButton;
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let exitButton;
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let blocks;
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let steps;
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// let loops;
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// let clickArrow;
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// let clicked;
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let levelFinished = false;
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let selectedStepIndex = null;
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||||
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||||
const buildingBlocks = [
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new ClickableArrow('up', false),
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new ClickableArrow('right', false),
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];
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||||
|
||||
// changed on user input
|
||||
let selectedSteps;
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let selectedBlock;
|
||||
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||||
const slots = {
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||||
blocks: 2,
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||||
steps: 8,
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||||
loop: 3,
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||||
}
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||||
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||||
this.name = "GameScene";
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||||
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||||
this.setup = () => {
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runButton = new MyButton({
|
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x: (width / 32) * 28.5,
|
||||
y: height / 32,
|
||||
text: "run >>",
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||||
mode: "CORNER",
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||||
style: buttonS,
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||||
onPress: () => this.startGame(),
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||||
});
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||||
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||||
nextButton = new MyButton({
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||||
x: width / 2,
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||||
y: height / 2.5,
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text: "next",
|
||||
mode: "CENTER",
|
||||
style: buttonM,
|
||||
onPress: () => this.sceneManager.showScene(Level2),
|
||||
});
|
||||
|
||||
blocks = new ControlPanel({
|
||||
name: 'blocks',
|
||||
x: width / 32 * 7,
|
||||
y: height / 32,
|
||||
numBoxes: slots.blocks,
|
||||
});
|
||||
blocks.setContents(buildingBlocks);
|
||||
|
||||
steps = new ControlPanel({
|
||||
name: 'steps',
|
||||
x: width / 32 * 7 + 48 * (slots.blocks + 1),
|
||||
y: height / 32,
|
||||
numBoxes: slots.steps,
|
||||
});
|
||||
|
||||
|
||||
// loops = new ControlPanel({
|
||||
// name: 'loop',
|
||||
// x: width / 32 * 7 + 48 * (slots.blocks + slots.steps + 2.75),
|
||||
// y: height / 32,
|
||||
// numBoxes: slots.loops,
|
||||
// });
|
||||
|
||||
flag = new Flag(12 * worldBlockSize, height - worldBlockSize * 4, catSize * 0.75);
|
||||
|
||||
for (let i = 0; i < width; i += worldBlockSize) {
|
||||
let b = new Sprite(
|
||||
i + worldBlockSize / 2,
|
||||
height - groundHeight / 2,
|
||||
worldBlockSize,
|
||||
worldBlockSize,
|
||||
'static'
|
||||
);
|
||||
const i_cnt = Math.floor(i / worldBlockSize);
|
||||
|
||||
b.color = (i_cnt % 2) === 0 ? color(colors.secondary) : color(colors.darkRed);
|
||||
b.strokeWeight = 5;
|
||||
b.stroke = (i_cnt % 2) === 0 ? color(colors.darkRed) : color(colors.darkRed);
|
||||
blocksGround.push(b);
|
||||
}
|
||||
|
||||
// Obstacles (physical)
|
||||
for (let y = windowHeight - groundHeight - 2; y > 0; y -= worldBlockSize) {
|
||||
for (let x = 0; x < width; x += worldBlockSize) {
|
||||
const x_cnt = Math.floor(x / worldBlockSize);
|
||||
const y_cnt = Math.floor(y / worldBlockSize);
|
||||
const isObs = obstacle[y_cnt] && obstacle[y_cnt][x_cnt];
|
||||
|
||||
if (isObs) {
|
||||
let b = new Sprite(x + worldBlockSize / 2, y + worldBlockSize / 2, worldBlockSize, worldBlockSize, 'static');
|
||||
b.color = (x_cnt + y_cnt) % 2 === 0 ? color(colors.tertiary) : color(colors.accent);
|
||||
b.strokeWeight = 0;
|
||||
blockSprites.push(b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Sprites
|
||||
cat = new Cat(2.25 * worldBlockSize, height - catSize * 13/12, catSize, blocksGround, blockSprites, worldBlockSize);
|
||||
};
|
||||
|
||||
this.draw = () => {
|
||||
background(colors.primary);
|
||||
|
||||
fill(colors.tertiary);
|
||||
textSize(128);
|
||||
stroke(colors.secondary);
|
||||
strokeWeight(7);
|
||||
textAlign(LEFT, TOP);
|
||||
text('lvl.1', width / 32, height /32 - 4);
|
||||
|
||||
runButton.draw();
|
||||
flag.draw();
|
||||
blocks.draw();
|
||||
steps.draw();
|
||||
// loops.draw();
|
||||
cat.draw();
|
||||
|
||||
if (cat.sprite && flag.sprite) {
|
||||
if (cat.sprite.overlaps(flag.sprite)) {
|
||||
levelFinished = true;
|
||||
};
|
||||
};
|
||||
|
||||
if (levelFinished) {
|
||||
// draw the overlay
|
||||
push();
|
||||
fill(35, 20, 45, 190);
|
||||
rectMode(CORNER);
|
||||
rect(0, 0, width, height);
|
||||
|
||||
textAlign(CENTER, CENTER);
|
||||
textSize(128)
|
||||
fill(colors.tertiary);
|
||||
stroke(colors.secondary);
|
||||
strokeWeight(10);
|
||||
text("~lvl 1 DONE!~", width / 2, height / 4);
|
||||
|
||||
// draw button
|
||||
nextButton.draw();
|
||||
pop();
|
||||
}
|
||||
};
|
||||
|
||||
this.onResize = () => {
|
||||
cat.setPosition(width / 2, height - 177.5);
|
||||
runButton.setPosition((width / 16) * 15, height / 16);
|
||||
blocks.setPosition(width / 32, height / 32);
|
||||
steps.setPosition((width / 32) * 4, height / 32);
|
||||
}
|
||||
|
||||
this.keyPressed = () => {
|
||||
console.log(`key: ${key}, keyCode: ${keyCode}`);
|
||||
|
||||
const _key = key;
|
||||
console.log(`key passed: ${_key}`);
|
||||
|
||||
if (keyCode === ESCAPE) {
|
||||
// Deselect the currently selected arrow if any
|
||||
if (selectedStepIndex !== null && steps.contents[selectedStepIndex]) {
|
||||
steps.contents[selectedStepIndex].selected = false;
|
||||
}
|
||||
selectedStepIndex = null;
|
||||
} else {
|
||||
cat.keyPressed(key);
|
||||
}
|
||||
}
|
||||
|
||||
this.mousePressed = function() {
|
||||
// console.log(`canvas clicked at ${mouseX}, ${mouseY}`);
|
||||
|
||||
steps.contents.forEach((arrow, index) => {
|
||||
if (arrow._isMouseOver(mouseX, mouseY)) {
|
||||
selectedStepIndex = index;
|
||||
steps.contents.forEach(a => a.selected = false);
|
||||
arrow.select();
|
||||
}
|
||||
});
|
||||
|
||||
blocks.contents.forEach((arrow) => {
|
||||
if (arrow._isMouseOver(mouseX, mouseY)) {
|
||||
// console.log("Clicked arrow", arrow.direction);
|
||||
if (selectedStepIndex !== null) {
|
||||
const selectedArrow = steps.contents[selectedStepIndex];
|
||||
selectedArrow.set(arrow.direction);
|
||||
selectedArrow.clickable = true;
|
||||
selectedArrow.selected = false;
|
||||
selectedStepIndex = null;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
};
|
||||
|
||||
this.startGame = () => {
|
||||
if (restart) cat.restart();
|
||||
cat.run(steps.contents);
|
||||
restart = true;
|
||||
};
|
||||
|
||||
this.exit = function () {
|
||||
// Remove cat sprite
|
||||
if (cat) {
|
||||
cat.remove();
|
||||
}
|
||||
|
||||
// Remove flag sprite
|
||||
if (flag && flag.sprite) {
|
||||
flag.sprite.remove();
|
||||
}
|
||||
|
||||
// Remove ground blocks
|
||||
blocksGround.forEach(block => {
|
||||
if (block) block.remove();
|
||||
});
|
||||
blocksGround = [];
|
||||
|
||||
// Remove obstacle blocks
|
||||
blockSprites.forEach(block => {
|
||||
if (block) block.remove();
|
||||
});
|
||||
blockSprites = [];
|
||||
};
|
||||
}
|
269
src/scenes/lvl2.js
Normal file
269
src/scenes/lvl2.js
Normal file
|
@ -0,0 +1,269 @@
|
|||
import { colors } from '../utils/theme.js';
|
||||
import { Cat } from '../cat.js';
|
||||
import { buttonS, buttonM, buttonL } from '../utils/theme.js';
|
||||
import { MyButton } from '../utils/components.js';
|
||||
import { ClickableArrow } from '../components/ClickableArrow.js';
|
||||
import { ControlPanel } from '../components/controlPanel.js';
|
||||
import { Flag } from "../Flag.js";
|
||||
|
||||
|
||||
export default function Level2() {
|
||||
let blocksGround = [];
|
||||
let blockSprites = [];
|
||||
|
||||
let restart = false;
|
||||
|
||||
const catSize = 155;
|
||||
const worldBlockSize = 125;
|
||||
const groundHeight = worldBlockSize;
|
||||
// const worldHeight = windowHeight - groundHeight;
|
||||
const maxIdx = {
|
||||
x: Math.ceil(windowWidth / worldBlockSize),
|
||||
y: Math.floor(windowHeight / worldBlockSize)
|
||||
}
|
||||
|
||||
const obstacle = [
|
||||
...Array(maxIdx.y - 3 - 1).fill(...Array(maxIdx.x).fill(0)),
|
||||
[...Array(9).fill(0), ...Array(maxIdx.x - 9).fill(1)],
|
||||
[...Array(7).fill(0), ...Array(maxIdx.x - 7).fill(1)],
|
||||
[...Array(5).fill(0), ...Array(maxIdx.x - 5).fill(1)],
|
||||
];
|
||||
|
||||
let cat;
|
||||
let flag;
|
||||
|
||||
let runButton;
|
||||
let nextButton;
|
||||
let exitButton;
|
||||
|
||||
let blocks;
|
||||
let steps;
|
||||
// let loops;
|
||||
// let clickArrow;
|
||||
|
||||
// let clicked;
|
||||
|
||||
let levelFinished = false;
|
||||
|
||||
let selectedStepIndex = null;
|
||||
|
||||
const buildingBlocks = [
|
||||
new ClickableArrow('up', false),
|
||||
new ClickableArrow('right', false),
|
||||
];
|
||||
|
||||
// changed on user input
|
||||
let selectedSteps;
|
||||
let selectedBlock;
|
||||
|
||||
const slots = {
|
||||
blocks: 2,
|
||||
steps: 8,
|
||||
loop: 3,
|
||||
}
|
||||
|
||||
this.name = "GameScene";
|
||||
|
||||
this.setup = () => {
|
||||
runButton = new MyButton({
|
||||
x: (width / 32) * 28.5,
|
||||
y: height / 32,
|
||||
text: "run >>",
|
||||
mode: "CORNER",
|
||||
style: buttonS,
|
||||
onPress: () => this.startGame(),
|
||||
});
|
||||
|
||||
nextButton = new MyButton({
|
||||
x: width / 2,
|
||||
y: height / 2.5,
|
||||
text: "next",
|
||||
mode: "CENTER",
|
||||
style: buttonM,
|
||||
onPress: () => console.log(`redirect to next game`),
|
||||
});
|
||||
|
||||
blocks = new ControlPanel({
|
||||
name: 'blocks',
|
||||
x: width / 32 * 7,
|
||||
y: height / 32,
|
||||
numBoxes: slots.blocks,
|
||||
});
|
||||
blocks.setContents(buildingBlocks);
|
||||
|
||||
steps = new ControlPanel({
|
||||
name: 'steps',
|
||||
x: width / 32 * 7 + 48 * (slots.blocks + 1),
|
||||
y: height / 32,
|
||||
numBoxes: slots.steps,
|
||||
});
|
||||
|
||||
|
||||
// loops = new ControlPanel({
|
||||
// name: 'loop',
|
||||
// x: width / 32 * 7 + 48 * (slots.blocks + slots.steps + 2.75),
|
||||
// y: height / 32,
|
||||
// numBoxes: slots.loops,
|
||||
// });
|
||||
|
||||
flag = new Flag(12 * worldBlockSize, height - worldBlockSize * 4, catSize * 0.75);
|
||||
|
||||
for (let i = 0; i < width; i += worldBlockSize) {
|
||||
let b = new Sprite(
|
||||
i + worldBlockSize / 2,
|
||||
height - groundHeight / 2,
|
||||
worldBlockSize,
|
||||
worldBlockSize,
|
||||
'static'
|
||||
);
|
||||
const i_cnt = Math.floor(i / worldBlockSize);
|
||||
|
||||
b.color = (i_cnt % 2) === 0 ? color(colors.secondary) : color(colors.darkRed);
|
||||
b.strokeWeight = 5;
|
||||
b.stroke = (i_cnt % 2) === 0 ? color(colors.darkRed) : color(colors.darkRed);
|
||||
blocksGround.push(b);
|
||||
}
|
||||
|
||||
// Obstacles (physical)
|
||||
for (let y = windowHeight - groundHeight - 2; y > 0; y -= worldBlockSize) {
|
||||
for (let x = 0; x < width; x += worldBlockSize) {
|
||||
const x_cnt = Math.floor(x / worldBlockSize);
|
||||
const y_cnt = Math.floor(y / worldBlockSize);
|
||||
const isObs = obstacle[y_cnt] && obstacle[y_cnt][x_cnt];
|
||||
|
||||
if (isObs) {
|
||||
let b = new Sprite(x + worldBlockSize / 2, y + worldBlockSize / 2, worldBlockSize, worldBlockSize, 'static');
|
||||
b.color = (x_cnt + y_cnt) % 2 === 0 ? color(colors.tertiary) : color(colors.accent);
|
||||
b.strokeWeight = 0;
|
||||
blockSprites.push(b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Sprites
|
||||
cat = new Cat(2.25 * worldBlockSize, height - catSize * 13/12, catSize, blocksGround, blockSprites, worldBlockSize);
|
||||
};
|
||||
|
||||
this.draw = () => {
|
||||
background(colors.primary);
|
||||
|
||||
fill(colors.tertiary);
|
||||
textSize(128);
|
||||
stroke(colors.secondary);
|
||||
strokeWeight(7);
|
||||
textAlign(LEFT, TOP);
|
||||
text('lvl.2', width / 32, height /32 - 4);
|
||||
|
||||
runButton.draw();
|
||||
flag.draw();
|
||||
blocks.draw();
|
||||
steps.draw();
|
||||
// loops.draw();
|
||||
cat.draw();
|
||||
|
||||
if (cat.sprite && flag.sprite) {
|
||||
if (cat.sprite.overlaps(flag.sprite)) {
|
||||
levelFinished = true;
|
||||
};
|
||||
};
|
||||
|
||||
if (levelFinished) {
|
||||
// draw the overlay
|
||||
push();
|
||||
fill(35, 20, 45, 190);
|
||||
rectMode(CORNER);
|
||||
rect(0, 0, width, height);
|
||||
|
||||
textAlign(CENTER, CENTER);
|
||||
textSize(128)
|
||||
fill(colors.tertiary);
|
||||
stroke(colors.secondary);
|
||||
strokeWeight(10);
|
||||
text("~lvl 2 DONE!~", width / 2, height / 4);
|
||||
|
||||
// draw button
|
||||
nextButton.draw();
|
||||
pop();
|
||||
}
|
||||
};
|
||||
|
||||
this.onResize = () => {
|
||||
cat.setPosition(width / 2, height - 177.5);
|
||||
runButton.setPosition((width / 16) * 15, height / 16);
|
||||
blocks.setPosition(width / 32, height / 32);
|
||||
steps.setPosition((width / 32) * 4, height / 32);
|
||||
}
|
||||
|
||||
this.keyPressed = () => {
|
||||
console.log(`key: ${key}, keyCode: ${keyCode}`);
|
||||
|
||||
const _key = key;
|
||||
console.log(`key passed: ${_key}`);
|
||||
|
||||
if (keyCode === ESCAPE) {
|
||||
// Deselect the currently selected arrow if any
|
||||
if (selectedStepIndex !== null && steps.contents[selectedStepIndex]) {
|
||||
steps.contents[selectedStepIndex].selected = false;
|
||||
}
|
||||
selectedStepIndex = null;
|
||||
} else {
|
||||
cat.keyPressed(key);
|
||||
}
|
||||
}
|
||||
|
||||
this.mousePressed = function() {
|
||||
// console.log(`canvas clicked at ${mouseX}, ${mouseY}`);
|
||||
|
||||
steps.contents.forEach((arrow, index) => {
|
||||
if (arrow._isMouseOver(mouseX, mouseY)) {
|
||||
selectedStepIndex = index;
|
||||
steps.contents.forEach(a => a.selected = false);
|
||||
arrow.select();
|
||||
}
|
||||
});
|
||||
|
||||
blocks.contents.forEach((arrow) => {
|
||||
if (arrow._isMouseOver(mouseX, mouseY)) {
|
||||
// console.log("Clicked arrow", arrow.direction);
|
||||
if (selectedStepIndex !== null) {
|
||||
const selectedArrow = steps.contents[selectedStepIndex];
|
||||
selectedArrow.set(arrow.direction);
|
||||
selectedArrow.clickable = true;
|
||||
selectedArrow.selected = false;
|
||||
selectedStepIndex = null;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
};
|
||||
|
||||
this.startGame = () => {
|
||||
if (restart) cat.restart();
|
||||
cat.run(steps.contents);
|
||||
restart = true;
|
||||
};
|
||||
|
||||
this.exit = function () {
|
||||
// Remove cat sprite
|
||||
if (cat) {
|
||||
cat.remove();
|
||||
}
|
||||
|
||||
// Remove flag sprite
|
||||
if (flag && flag.sprite) {
|
||||
flag.sprite.remove();
|
||||
}
|
||||
|
||||
// Remove ground blocks
|
||||
blocksGround.forEach(block => {
|
||||
if (block) block.remove();
|
||||
});
|
||||
blocksGround = [];
|
||||
|
||||
// Remove obstacle blocks
|
||||
blockSprites.forEach(block => {
|
||||
if (block) block.remove();
|
||||
});
|
||||
blockSprites = [];
|
||||
};
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
export class MyButton {
|
||||
constructor({ x, y, text, mode = "CORNER", style = {}, onPress = null }) {
|
||||
constructor({ x, y, text, mode = "CORNER", style = {}, onPress = null, size = 'small' }) {
|
||||
this.button = new Clickable();
|
||||
|
||||
// Apply layout
|
||||
|
@ -36,5 +36,4 @@ export class MyButton {
|
|||
setPosition(x, y) {
|
||||
this.button.locate(x, y);
|
||||
}
|
||||
};
|
||||
|
||||
};
|
|
@ -21,6 +21,13 @@ const buttonL = {
|
|||
textSize: 32,
|
||||
};
|
||||
|
||||
const buttonM = {
|
||||
...button,
|
||||
width: 200,
|
||||
height: 60,
|
||||
textSize: 26,
|
||||
strokeWeight: 3,
|
||||
};
|
||||
|
||||
const buttonS = {
|
||||
...button,
|
||||
|
@ -30,4 +37,4 @@ const buttonS = {
|
|||
strokeWeight: 3,
|
||||
};
|
||||
|
||||
export { colors, buttonL, buttonS };
|
||||
export { colors, buttonL, buttonM, buttonS };
|
||||
|
|
Loading…
Reference in New Issue
Block a user