clean up code + documentation
This commit is contained in:
parent
05d1136461
commit
2ca032f930
60
Controller.js
Normal file
60
Controller.js
Normal file
|
@ -0,0 +1,60 @@
|
|||
import { showWinningScreen } from './level/WinLose.js';
|
||||
import { level1Mice } from './level/Level1.js';
|
||||
|
||||
const cheeseCount = document.getElementById('cheeseCount');
|
||||
const gameProgress = document.getElementById('gameProgress');
|
||||
const catCosts = {
|
||||
chefCat: 50,
|
||||
singleYarnCat: 100,
|
||||
doubleYarnCat: 200,
|
||||
sleepyCat: 150,
|
||||
iceCat: 150
|
||||
};
|
||||
let miceKilled = 0;
|
||||
|
||||
/**
|
||||
* Updates the player's cheese count by n
|
||||
*
|
||||
* @param { number } n - The amount of cheese to add (can be negative)
|
||||
*/
|
||||
export function updateCheeseCount(n) {
|
||||
let currCheese = parseInt(cheeseCount.textContent);
|
||||
currCheese += n;
|
||||
cheeseCount.textContent = currCheese;
|
||||
}
|
||||
|
||||
/**
|
||||
* Enables or disables cat selection buttons based on the current cheese count
|
||||
* Buttons will be disabled if the player cannot afford the corresponding cat
|
||||
*/
|
||||
export function updateCatButtons() {
|
||||
document.querySelectorAll('.catButton').forEach(button => {
|
||||
const catType = button.id;
|
||||
const cost = catCosts[catType];
|
||||
|
||||
if (parseInt(cheeseCount.textContent) < cost) {
|
||||
button.disabled = true;
|
||||
button.style.cursor = 'not-allowed';
|
||||
button.style.opacity = '0.5';
|
||||
}
|
||||
else {
|
||||
button.disabled = false;
|
||||
button.style.opacity = '1';
|
||||
button.style.cursor = 'pointer';
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the game progress bar based on the number of mice killed
|
||||
* If all mice are killed, the win screen is triggered
|
||||
*/
|
||||
export function updateGameProgress() {
|
||||
miceKilled++;
|
||||
const percentage = Math.floor((miceKilled / level1Mice.length) * 100);
|
||||
gameProgress.value = percentage;
|
||||
|
||||
if (percentage >= 100) {
|
||||
showWinningScreen();
|
||||
}
|
||||
}
|
263
GameScene.js
263
GameScene.js
|
@ -1,89 +1,36 @@
|
|||
import { prototypeFrame, gameFrame } from './constants/Prototype.js';
|
||||
import { Colors } from './constants/Colors.js';
|
||||
import { imageAssets, selectedCatType, resetCatType } from './sketch.js';
|
||||
import { createCat, SleepyCat, sleepyCats, throwables } from './classes/Cat.js';
|
||||
import { createMouse } from './classes/Mouse.js';
|
||||
import { RobotVacuum } from './classes/RobotVacuum.js';
|
||||
import { createCat, SleepyCat, throwables } from './classes/Cat.js';
|
||||
import { spawnMouse } from './classes/Mouse.js';
|
||||
import { drawRobotVacuums } from './classes/RobotVacuum.js';
|
||||
import { level1Mice } from './level/Level1.js';
|
||||
import { showWinningScreen, showLosingScreen } from './level/WinLose.js';
|
||||
import { showLosingScreen } from './level/WinLose.js';
|
||||
import { updateCatButtons, updateCheeseCount } from './Controller.js';
|
||||
import { calculateCell, isCellValid } from './Helper.js';
|
||||
|
||||
const gameParent = document.getElementById('gameFrame');
|
||||
const upperContainer = document.getElementById('upperContainer');
|
||||
const controlPanel = document.getElementById('controlPanel');
|
||||
const cheeseCount = document.getElementById('cheeseCount');
|
||||
const gameProgress = document.getElementById('gameProgress');
|
||||
export const activeCats = [];
|
||||
export const activeMice = Array.from({ length: 5 }, () => []);
|
||||
const robotVacuums = [];
|
||||
let leftBar, rightBar, cheeseFeast;
|
||||
const menuButton = document.getElementById('menuButton');
|
||||
|
||||
export let activeCats, activeMice, robotVacuums, cheeses, grid, levelMice;
|
||||
export let gameSprites = [];
|
||||
export let cheeses = [];
|
||||
export let grid = Array(5).fill().map(() => Array(9).fill(null));
|
||||
export let catGroup, mouseGroup, throwableGroup;
|
||||
let leftBar, rightBar, cheeseFeast;
|
||||
let startTime;
|
||||
let levelMice = [...level1Mice];
|
||||
export let miceKilled = 0;
|
||||
export let catGroup, mouseGroup, throwableGroup, cheeseGroup;
|
||||
|
||||
export function calculateCell(mouseX, mouseY) {
|
||||
let col = floor((mouseX - gameFrame.padding_left) / gameFrame.tileWidth)
|
||||
let row = floor((mouseY - gameFrame.padding_up) / gameFrame.tileHeight)
|
||||
|
||||
return {row, col};
|
||||
}
|
||||
|
||||
function isCellValid(row, col) {
|
||||
if (row < 0) return false;
|
||||
if (row >= gameFrame.rows) return false;
|
||||
if (col < 0) return false;
|
||||
if (col >= gameFrame.cols) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
export function GameScene() {
|
||||
this.enter = function() {
|
||||
select('#upperContainer').show();
|
||||
select('#endingOverlay').hide();
|
||||
select('#menuButton').show();
|
||||
select('#startButton').hide();
|
||||
upperContainer.style.display = 'flex';
|
||||
menuButton.style.display = 'flex';
|
||||
|
||||
upperContainer.style.width = width + 'px';
|
||||
const gridHeight = gameFrame.rows * gameFrame.tileHeight;
|
||||
upperContainer.style.height = (gameFrame.height - gridHeight - gameFrame.border) + 'px';
|
||||
|
||||
controlPanel.style.margin = gameFrame.border + 'px';
|
||||
controlPanel.style.height = (gameFrame.height - gridHeight - 3 * gameFrame.border) + 'px';
|
||||
|
||||
gameSprites = []; // kayanya ga butuh, sama kayak allSprites
|
||||
|
||||
leftBar = createSprite(gameFrame.border / 2, gameFrame.padding_up + gameFrame.tileHeight * 2.5, gameFrame.border, gameFrame.tileHeight * 5);
|
||||
leftBar.color = Colors.dark_brown;
|
||||
leftBar.layer = 10;
|
||||
leftBar.overlaps(allSprites);
|
||||
gameSprites.push(leftBar);
|
||||
|
||||
rightBar = createSprite(width - gameFrame.border / 2, gameFrame.padding_up + gameFrame.tileHeight * 2.5, gameFrame.border, gameFrame.tileHeight * 5);
|
||||
rightBar.color = Colors.dark_brown;
|
||||
rightBar.layer = 10;
|
||||
rightBar.overlaps(allSprites);
|
||||
gameSprites.push(rightBar);
|
||||
|
||||
cheeseFeast = createSprite(gameFrame.tileWidth / 4, gameFrame.padding_up + gameFrame.tileHeight * 2.5, gameFrame.tileWidth / 2, gameFrame.tileHeight * 5);
|
||||
cheeseFeast.opacity = 0;
|
||||
cheeseFeast.overlaps(mouseGroup);
|
||||
gameSprites.push(cheeseFeast)
|
||||
|
||||
for (let row = 0; row < gameFrame.rows; row ++) {
|
||||
let x = gameFrame.paddingRobot + gameFrame.robotSize / 2;
|
||||
let y = gameFrame.padding_up + row * gameFrame.tileHeight + gameFrame.tileHeight / 2;
|
||||
|
||||
let vacuum = new RobotVacuum(x, y, row);
|
||||
|
||||
gameSprites.push(vacuum.sprite);
|
||||
robotVacuums.push(vacuum);
|
||||
}
|
||||
|
||||
startTime = millis() / 1000;
|
||||
cheeseCount.textContent = 50;
|
||||
resetGame();
|
||||
drawSideBars();
|
||||
drawRobotVacuums();
|
||||
}
|
||||
|
||||
this.setup = function() {
|
||||
|
@ -100,20 +47,16 @@ export function GameScene() {
|
|||
|
||||
gameFrame.catRatio = 1.2 * gameFrame.tileWidth/200;
|
||||
|
||||
catGroup = new Group();
|
||||
mouseGroup = new Group();
|
||||
throwableGroup = new Group();
|
||||
cheeseGroup = new Group();
|
||||
resizeFrame();
|
||||
}
|
||||
|
||||
this.draw = function() {
|
||||
clear();
|
||||
image(imageAssets.gameBackground, 0, gameFrame.padding_up - gameFrame.border, gameFrame.width, gameFrame.height - gameFrame.padding_up + gameFrame.border);
|
||||
noFill();
|
||||
stroke(Colors.dark_brown);
|
||||
stroke(Colors.med_brown);
|
||||
strokeWeight(gameFrame.border);
|
||||
// fix the border radius --> create a ratio for it
|
||||
rect(gameFrame.border / 2, gameFrame.border / 2, width - gameFrame.border, height - gameFrame.border, 35);
|
||||
rect(gameFrame.border / 2, gameFrame.border / 2, width - gameFrame.border, height - gameFrame.border, 0.025 * width);
|
||||
updateCatButtons();
|
||||
drawGrid();
|
||||
|
||||
|
@ -136,17 +79,13 @@ export function GameScene() {
|
|||
showLosingScreen();
|
||||
}
|
||||
|
||||
sleepyCats.forEach((cat) => {
|
||||
if (cat.sprite.overlaps(currMouse.sprite)) {
|
||||
activeCats.forEach((cat) => {
|
||||
if (cat instanceof SleepyCat && cat.sprite.overlaps(currMouse.sprite)) {
|
||||
cat.awake = true;
|
||||
cat.action(currMouse);
|
||||
}
|
||||
})
|
||||
|
||||
activeCats.forEach((cat) => {
|
||||
if (!(cat instanceof SleepyCat) && cat.sprite.overlaps(currMouse.sprite)) {
|
||||
else if (cat.sprite.overlaps(currMouse.sprite)) {
|
||||
currMouse.targetCat = cat;
|
||||
console.log(`seting targetCat to ${currMouse.targetCat}`);
|
||||
}
|
||||
})
|
||||
|
||||
|
@ -167,10 +106,8 @@ export function GameScene() {
|
|||
}
|
||||
|
||||
this.exit = function() {
|
||||
console.log(`i exit gameScene`);
|
||||
console.log(allSprites);
|
||||
gameSprites.forEach((sprite) => sprite.remove());
|
||||
activeCats.forEach((cat) => cat.remove()); // idk if it is needed or not
|
||||
activeCats.forEach((cat) => cat.remove());
|
||||
}
|
||||
|
||||
this.mousePressed = function() {
|
||||
|
@ -185,6 +122,7 @@ export function GameScene() {
|
|||
activeCats.splice(index, 1);
|
||||
}
|
||||
grid[row][col] = null;
|
||||
resetCatType();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -203,15 +141,13 @@ export function GameScene() {
|
|||
}
|
||||
|
||||
for (let i = 0; i < cheeses.length; i++) {
|
||||
console.log(`there are ${cheeses.length} cheeses`)
|
||||
// Calculate boundaries
|
||||
// Calculate boundaries of the cheese
|
||||
let left = cheeses[i].x - cheeses[i].width / 2;
|
||||
let right = cheeses[i].x + cheeses[i].width / 2;
|
||||
let top = cheeses[i].y - cheeses[i].height / 2;
|
||||
let bottom = cheeses[i].y + cheeses[i].height / 2;
|
||||
|
||||
if (mouseX >= left && mouseX <= right && mouseY >= top && mouseY <= bottom) {
|
||||
console.log(`cheese ${i} is pressed`)
|
||||
updateCheeseCount(25);
|
||||
cheeses[i].remove();
|
||||
cheeses.splice(i, 1);
|
||||
|
@ -220,84 +156,93 @@ export function GameScene() {
|
|||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
function drawGrid() {
|
||||
for (let row = 0; row < gameFrame.rows; row++) {
|
||||
for (let col = 0; col < gameFrame.cols; col++) {
|
||||
let x = gameFrame.padding_left + col * gameFrame.tileWidth;
|
||||
let y = gameFrame.padding_up + row * gameFrame.tileHeight;
|
||||
/**
|
||||
* Resizes and styles UI containers and game canvas based on screen width
|
||||
*/
|
||||
function resizeFrame() {
|
||||
gameParent.style.borderRadius = (0.03125 * width) + 'px';
|
||||
canvas.style.borderRadius = (0.03125 * width) + 'px';
|
||||
|
||||
let isHovering = (
|
||||
mouseX > x && mouseX < x + gameFrame.tileWidth &&
|
||||
mouseY > y && mouseY < y + gameFrame.tileHeight
|
||||
);
|
||||
|
||||
if (isHovering && selectedCatType && selectedCatType === 'petCage' && grid[row][col] != null) fill('red');
|
||||
else if (isHovering && selectedCatType && selectedCatType != 'petCage' && grid[row][col] == null) fill('red');
|
||||
else fill((row + col) % 2 === 0 ? Colors.dark_yellow : Colors.light_yellow);
|
||||
const gridHeight = gameFrame.rows * gameFrame.tileHeight;
|
||||
upperContainer.style.width = width + 'px';
|
||||
upperContainer.style.height = (gameFrame.height - gridHeight - gameFrame.border) + 'px';
|
||||
upperContainer.style.borderRadius = (0.03125 * width) + 'px' + (0.03125 * width) + 'px 0 0';
|
||||
|
||||
noStroke();
|
||||
rect(x, y, gameFrame.tileWidth, gameFrame.tileHeight);
|
||||
controlPanel.style.margin = gameFrame.border + 'px';
|
||||
controlPanel.style.marginRight = 0;
|
||||
controlPanel.style.height = (gameFrame.height - gridHeight - 3 * gameFrame.border) + 'px';
|
||||
}
|
||||
|
||||
/**
|
||||
* Resets all game state variables and reinitializes the game board
|
||||
*/
|
||||
function resetGame() {
|
||||
gameSprites.forEach((sprite) => sprite.remove());
|
||||
activeCats = [];
|
||||
activeMice = Array.from({ length: 5 }, () => []);
|
||||
gameSprites = [];
|
||||
robotVacuums = [];
|
||||
cheeses = [];
|
||||
grid = Array(5).fill().map(() => Array(9).fill(null));
|
||||
levelMice = [...level1Mice];
|
||||
|
||||
startTime = millis() / 1000;
|
||||
cheeseCount.textContent = 50;
|
||||
|
||||
catGroup = new Group();
|
||||
mouseGroup = new Group();
|
||||
throwableGroup = new Group();
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the tile grid on the game canvas
|
||||
* Applies hover feedback based on selected cat type and grid cell state
|
||||
*/
|
||||
function drawGrid() {
|
||||
for (let row = 0; row < gameFrame.rows; row++) {
|
||||
for (let col = 0; col < gameFrame.cols; col++) {
|
||||
let x = gameFrame.padding_left + col * gameFrame.tileWidth;
|
||||
let y = gameFrame.padding_up + row * gameFrame.tileHeight;
|
||||
|
||||
let isHovering = (
|
||||
mouseX > x && mouseX < x + gameFrame.tileWidth &&
|
||||
mouseY > y && mouseY < y + gameFrame.tileHeight
|
||||
);
|
||||
|
||||
if (isHovering && selectedCatType && selectedCatType === 'petCage' && grid[row][col] != null) {
|
||||
fill(Colors.med_brown);
|
||||
}
|
||||
else if (isHovering && selectedCatType && selectedCatType != 'petCage' && grid[row][col] == null) {
|
||||
fill(Colors.med_brown);
|
||||
}
|
||||
else fill((row + col) % 2 === 0 ? Colors.dark_yellow : Colors.light_yellow);
|
||||
|
||||
noStroke();
|
||||
rect(x, y, gameFrame.tileWidth, gameFrame.tileHeight);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function updateCheeseCount(n) {
|
||||
let currCheese = int(cheeseCount.textContent);
|
||||
currCheese += n;
|
||||
cheeseCount.textContent = currCheese;
|
||||
}
|
||||
/**
|
||||
* Draws the left and right borders and the cheeseFeast loss-detection area
|
||||
*/
|
||||
function drawSideBars() {
|
||||
leftBar = createSprite(gameFrame.border / 2, gameFrame.padding_up + gameFrame.tileHeight * 2.5, gameFrame.border, gameFrame.tileHeight * 5);
|
||||
leftBar.color = Colors.med_brown;
|
||||
leftBar.layer = 10;
|
||||
leftBar.overlaps(allSprites);
|
||||
gameSprites.push(leftBar);
|
||||
|
||||
function spawnMouse(type, row) {
|
||||
let x = width;
|
||||
let y = gameFrame.padding_up + row * gameFrame.tileHeight + gameFrame.tileHeight / 2;
|
||||
|
||||
let newMouse = new createMouse(type, x, y, row);
|
||||
if (newMouse) {
|
||||
activeMice[row].push(newMouse);
|
||||
if (type == 'bossMouse') {
|
||||
if (row - 1 >= 0) activeMice[row - 1].push(newMouse);
|
||||
if (row + 1 < gameFrame.rows) activeMice[row + 1].push(newMouse);
|
||||
}
|
||||
mouseGroup.add(newMouse.sprite);
|
||||
gameSprites.push(newMouse.sprite);
|
||||
}
|
||||
}
|
||||
rightBar = createSprite(width - gameFrame.border / 2, gameFrame.padding_up + gameFrame.tileHeight * 2.5, gameFrame.border, gameFrame.tileHeight * 5);
|
||||
rightBar.color = Colors.med_brown;
|
||||
rightBar.layer = 10;
|
||||
rightBar.overlaps(allSprites);
|
||||
gameSprites.push(rightBar);
|
||||
|
||||
export function updateProgressBar() {
|
||||
miceKilled++;
|
||||
const percentage = Math.floor((miceKilled / level1Mice.length) * 100);
|
||||
gameProgress.value = percentage;
|
||||
|
||||
if (percentage >= 100) {
|
||||
showWinningScreen();
|
||||
}
|
||||
console.log(`killed ${miceKilled} out of ${level1Mice.length}, % = ${percentage}`);
|
||||
}
|
||||
|
||||
const catCosts = {
|
||||
chefCat: 50,
|
||||
singleYarnCat: 100,
|
||||
doubleYarnCat: 200,
|
||||
sleepyCat: 150,
|
||||
iceCat: 150
|
||||
};
|
||||
|
||||
function updateCatButtons() {
|
||||
document.querySelectorAll('.catButton').forEach(button => {
|
||||
const catType = button.id;
|
||||
const cost = catCosts[catType];
|
||||
|
||||
if (parseInt(cheeseCount.textContent) < cost) {
|
||||
button.disabled = true;
|
||||
button.style.cursor = 'not-allowed';
|
||||
button.style.opacity = '0.5';
|
||||
}
|
||||
else {
|
||||
button.disabled = false;
|
||||
button.style.opacity = '1';
|
||||
button.style.cursor = 'pointer';
|
||||
}
|
||||
})
|
||||
cheeseFeast = createSprite(gameFrame.tileWidth / 4, gameFrame.padding_up + gameFrame.tileHeight * 2.5, gameFrame.tileWidth / 2, gameFrame.tileHeight * 5);
|
||||
cheeseFeast.opacity = 0;
|
||||
cheeseFeast.overlaps(mouseGroup);
|
||||
gameSprites.push(cheeseFeast)
|
||||
}
|
30
Helper.js
Normal file
30
Helper.js
Normal file
|
@ -0,0 +1,30 @@
|
|||
import { gameFrame } from "./constants/Prototype.js";
|
||||
|
||||
/**
|
||||
* Calculates the grid cell (row and column) corresponding to the given mouse coordinates
|
||||
*
|
||||
* @param { number } mouseX - The X-coordinate of the mouse relative to the canvas
|
||||
* @param { number } mouseY - The Y-coordinate of the mouse relative to the canvas
|
||||
* @returns {{row: number, col: number}} An object containing the calculated row and column indices
|
||||
*/
|
||||
export function calculateCell(mouseX, mouseY) {
|
||||
let col = floor((mouseX - gameFrame.padding_left) / gameFrame.tileWidth)
|
||||
let row = floor((mouseY - gameFrame.padding_up) / gameFrame.tileHeight)
|
||||
|
||||
return {row, col};
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks whether the specified cell coordinates are within the valid bounds the game grid
|
||||
*
|
||||
* @param {number} row - The row index of the cell to validate
|
||||
* @param {number} col - The column index of the cell to validate
|
||||
* @returns {boolean} True if the cell is within the bounds of the game grid, otherwise, false
|
||||
*/
|
||||
export function isCellValid(row, col) {
|
||||
if (row < 0) return false;
|
||||
if (row >= gameFrame.rows) return false;
|
||||
if (col < 0) return false;
|
||||
if (col >= gameFrame.cols) return false;
|
||||
return true;
|
||||
}
|
BIN
assets/.DS_Store
vendored
BIN
assets/.DS_Store
vendored
Binary file not shown.
|
@ -1,10 +1,10 @@
|
|||
import { gameFrame } from '../constants/Prototype.js';
|
||||
import { catAnimation, imageAssets } from '../sketch.js';
|
||||
import { grid, cheeses, activeCats, activeMice, calculateCell, mouseGroup, throwableGroup, gameSprites } from '../GameScene.js';
|
||||
import { grid, cheeses, activeCats, activeMice, mouseGroup, throwableGroup, gameSprites } from '../GameScene.js';
|
||||
import { Yarn, Snowball } from './Throwable.js';
|
||||
import { calculateCell } from '../Helper.js';
|
||||
|
||||
export const throwables = [];
|
||||
export const sleepyCats = [];
|
||||
const catAniDesc = {
|
||||
chefCat: {
|
||||
idle: { row: 0, frames: 4, frameSize: [200, 200], frameDelay: 10 },
|
||||
|
@ -31,7 +31,19 @@ const catAniDesc = {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cat class representing a cat character in the game
|
||||
*/
|
||||
class Cat {
|
||||
/**
|
||||
* Creates an iinstance of a Cat
|
||||
*
|
||||
* @param {number} x - The x-coordinate of the cat's position
|
||||
* @param {number} y - The y-coordinate of the cat's position
|
||||
* @param {number} cost - The cost of placing the cat
|
||||
* @param {p5.SpriteSheet} spriteSheet - The sprite sheet for the cat's animations
|
||||
* @param {Object} ani - Animation details for the cat
|
||||
*/
|
||||
constructor(x, y, cost, spriteSheet, ani) {
|
||||
// (x, y) is the center of the grid
|
||||
this.width = 1.2 * gameFrame.tileWidth;
|
||||
|
@ -57,16 +69,26 @@ class Cat {
|
|||
this.col = col;
|
||||
}
|
||||
|
||||
/**
|
||||
* Switches the cat's animation to 'idle' state
|
||||
*/
|
||||
switchToIdle() {
|
||||
this.sprite.changeAni('idle');
|
||||
this.active = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Switches the cat's animation to 'action' state
|
||||
*/
|
||||
switchToAction() {
|
||||
this.sprite.changeAni('action');
|
||||
this.active = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the cat is attacked by a mouse
|
||||
* @param {Object} mouse - The mouse attacking the cat
|
||||
*/
|
||||
attacked(mouse) {
|
||||
this.addExplosion(imageAssets.grayExplosion);
|
||||
this.explosion = undefined;
|
||||
|
@ -82,20 +104,30 @@ class Cat {
|
|||
}, 1500);
|
||||
}
|
||||
|
||||
changeAni(name) {
|
||||
this.sprite.changeAni(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes the cat from the game
|
||||
*/
|
||||
remove() {
|
||||
this.sprite.remove();
|
||||
grid[this.row][this.col] = null;
|
||||
|
||||
const index = activeCats.indexOf(this);
|
||||
let index = activeCats.indexOf(this);
|
||||
if (index !== -1) {
|
||||
activeCats.splice(index, 1);
|
||||
}
|
||||
|
||||
index = gameSprites.indexOf(this);
|
||||
if (index !== -1) {
|
||||
gameSprites.splice(index, 1);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds an explosion animation to the cat
|
||||
* SleepyCat - Red explosion when it overlaps with a mouse
|
||||
* Other Cats - Gray explosion when it is attacked by a mouse
|
||||
* @param {p5.SpriteSheet} spriteSheet - The sprite sheet for the explosion
|
||||
*/
|
||||
addExplosion(spriteSheet) {
|
||||
this.explosion = createSprite(this.x, this.y, this.width, this.width);
|
||||
gameSprites.push(this.explosion);
|
||||
|
@ -105,11 +137,12 @@ class Cat {
|
|||
this.explosion.collider = 'none';
|
||||
this.explosion.addAnis(catAniDesc.explosion);
|
||||
this.explosion.changeAni('action');
|
||||
// this.explosion.overlaps(mouseGroup);
|
||||
// this.explosion.overlaps(catGroup);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cat that generates cheese periodically for resources
|
||||
*/
|
||||
class ChefCat extends Cat {
|
||||
constructor(x, y) {
|
||||
super(x, y, 50, catAnimation.chefCat, catAniDesc.chefCat);
|
||||
|
@ -118,13 +151,14 @@ class ChefCat extends Cat {
|
|||
}
|
||||
|
||||
action() {
|
||||
// Produces 25 cheese every 10 seconds, cheese.png pop in front of the chefCat
|
||||
// Produces 25 cheese every 10 seconds
|
||||
if (millis() - this.lastProduced > 10000) {
|
||||
const cheese = createSprite(this.x + this.width / 4 + this.offset * this.width / 20, this.y + this.width / 3 + this.offset * this.width / 20);
|
||||
cheese.scale = this.width / 216;
|
||||
cheese.image = imageAssets.cheese;
|
||||
cheese.collider = 'static';
|
||||
cheese.overlaps(mouseGroup);
|
||||
|
||||
cheeses.push(cheese);
|
||||
gameSprites.push(cheese);
|
||||
this.lastProduced = millis();
|
||||
|
@ -133,6 +167,9 @@ class ChefCat extends Cat {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cat that throws a single yarn at mice every 3 seconds
|
||||
*/
|
||||
class SingleYarnCat extends Cat {
|
||||
constructor(x, y) {
|
||||
super(x, y, 100, catAnimation.singleYarnCat, catAniDesc.singleYarnCat);
|
||||
|
@ -140,7 +177,6 @@ class SingleYarnCat extends Cat {
|
|||
}
|
||||
|
||||
action() {
|
||||
// Throw yarn every 3 seconds -> yarn has velocity x of 1 (to the right)
|
||||
if (activeMice[this.row].length > 0) this.switchToAction();
|
||||
else this.switchToIdle();
|
||||
|
||||
|
@ -159,6 +195,9 @@ class SingleYarnCat extends Cat {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cat that throws 2 yarns at mice every 3 seconds
|
||||
*/
|
||||
class DoubleYarnCat extends Cat {
|
||||
constructor(x, y) {
|
||||
super(x, y, 200, catAnimation.doubleYarnCat, catAniDesc.doubleYarnCat);
|
||||
|
@ -166,14 +205,12 @@ class DoubleYarnCat extends Cat {
|
|||
}
|
||||
|
||||
action() {
|
||||
// Throw 2 yarns every 3 seconds -> yarn has velocity x of 1 (to the right)
|
||||
|
||||
if (activeMice[this.row].length > 0) this.switchToAction();
|
||||
else this.switchToIdle();
|
||||
|
||||
if (this.active && (millis() - this.lastShot > 3000)) {
|
||||
// TODO: check on the offset again
|
||||
for (let offset of [0, 20]) {
|
||||
for (let offset of [0, 0.3 * gameFrame.tileWidth]) {
|
||||
let yarnX = this.x + gameFrame.tileWidth / 2 + offset;
|
||||
let yarnY = this.y;
|
||||
|
||||
|
@ -189,6 +226,9 @@ class DoubleYarnCat extends Cat {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cat that activates when overlapping with a mouse and explodes, damaging the enemy by 150 points
|
||||
*/
|
||||
export class SleepyCat extends Cat {
|
||||
constructor(x, y) {
|
||||
super(x, y, 150, catAnimation.sleepyCat, catAniDesc.sleepyCat);
|
||||
|
@ -200,7 +240,7 @@ export class SleepyCat extends Cat {
|
|||
|
||||
action(targetMouse) {
|
||||
if (this.awake) {
|
||||
this.changeAni('action');
|
||||
this.switchToAction();
|
||||
this.addExplosion(imageAssets.redExplosion);
|
||||
this.wakeStart = millis();
|
||||
this.targetMouse = targetMouse;
|
||||
|
@ -224,6 +264,9 @@ export class SleepyCat extends Cat {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cat that throws snowballs at mice every 3 seconds
|
||||
*/
|
||||
class IceCat extends Cat {
|
||||
constructor(x, y) {
|
||||
super(x, y, 150, catAnimation.iceCat, catAniDesc.iceCat);
|
||||
|
@ -231,8 +274,6 @@ class IceCat extends Cat {
|
|||
}
|
||||
|
||||
action() {
|
||||
// Throw snowball every 3 seconds -> snowball has velocity x of 1 (to the right)
|
||||
|
||||
if (activeMice[this.row].length > 0) this.switchToAction();
|
||||
else this.switchToIdle();
|
||||
|
||||
|
@ -251,6 +292,13 @@ class IceCat extends Cat {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Factory function to create different types of cats
|
||||
* @param {string} type - The type of cat to create. One of 'chefCat', 'singleYarnCat', 'doubleYarnCat', 'sleepyCat', 'iceCat'
|
||||
* @param {number} x - The x-coordinate
|
||||
* @param {number} y - The y-coordinate
|
||||
* @returns {Cat|undefined} The created cat instance or undefined if type is invalid
|
||||
*/
|
||||
export function createCat(type, x, y) {
|
||||
switch (type) {
|
||||
case 'chefCat':
|
||||
|
@ -262,9 +310,7 @@ export function createCat(type, x, y) {
|
|||
case 'doubleYarnCat':
|
||||
return new DoubleYarnCat(x, y);
|
||||
case 'sleepyCat':
|
||||
const sleepyCat = new SleepyCat(x, y);
|
||||
if (sleepyCat) sleepyCats.push(sleepyCat);
|
||||
return sleepyCat;
|
||||
return new SleepyCat(x, y);
|
||||
case 'iceCat':
|
||||
return new IceCat(x, y);
|
||||
default:
|
||||
|
|
|
@ -1,26 +1,42 @@
|
|||
import { gameFrame } from '../constants/Prototype.js';
|
||||
import { mouseAnimation } from '../sketch.js';
|
||||
import { activeMice, mouseGroup, updateProgressBar } from '../GameScene.js';
|
||||
import { activeMice, mouseGroup, gameSprites } from '../GameScene.js';
|
||||
import { updateGameProgress } from '../Controller.js';
|
||||
|
||||
const mouseAniDesc = {
|
||||
idle: { row: 0, frameSize: [200, 200] },
|
||||
walk: {row: 1, frames: 6, frameSize: [200, 200], frameDelay: 10 }
|
||||
}
|
||||
|
||||
/**
|
||||
* Mouse class representing a mouse character in the game
|
||||
*/
|
||||
class Mouse {
|
||||
constructor(x, y, row, speed, HP, AP, spriteSheet, width) {
|
||||
this.sprite = createSprite(x, y, width, width);
|
||||
/**
|
||||
* Creates an instance of a Mouse
|
||||
*
|
||||
* @param {number} row - The row the mouse belongs to
|
||||
* @param {number} speed - The speed of the mouse's movement
|
||||
* @param {number} HP - The health points of the mouse
|
||||
* @param {number} AP - The attack power of the mouse
|
||||
* @param {object} spriteSheet - The sprite sheet for the mouse animation
|
||||
* @param {number} size - The size of the mouse sprite
|
||||
*/
|
||||
constructor(row, speed, HP, AP, spriteSheet, size) {
|
||||
const y = gameFrame.padding_up + row * gameFrame.tileHeight + gameFrame.tileHeight / 2;
|
||||
|
||||
this.sprite = createSprite(width, y, size, size);
|
||||
this.sprite.spriteSheet = spriteSheet;
|
||||
this.sprite.scale = gameFrame.catRatio * width / gameFrame.tileWidth;
|
||||
this.sprite.scale = gameFrame.catRatio * size / gameFrame.tileWidth;
|
||||
this.sprite.overlaps(mouseGroup)
|
||||
this.sprite.addAnis(mouseAniDesc);
|
||||
this.sprite.changeAni('walk');
|
||||
this.sprite.layer = 3;
|
||||
this.sprite.vel.x = speed;
|
||||
|
||||
this.row = row;
|
||||
this.HP = HP;
|
||||
this.AP = AP;
|
||||
this.width = width;
|
||||
this.targetCat = undefined;
|
||||
this.lastAttack = 0;
|
||||
this.defaultSpeed = speed;
|
||||
|
@ -28,12 +44,16 @@ class Mouse {
|
|||
this.isAlive = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes the mouse from the game and updates the progress
|
||||
*/
|
||||
remove() {
|
||||
this.sprite.remove();
|
||||
let index = activeMice[this.row].indexOf(this);
|
||||
if (index != -1) {
|
||||
activeMice[this.row].splice(index, 1);
|
||||
}
|
||||
|
||||
if (this.defaultHP = 1000) {
|
||||
if (this.row - 1 >= 0) {
|
||||
index = activeMice[this.row - 1].indexOf(this);
|
||||
|
@ -44,17 +64,25 @@ class Mouse {
|
|||
if (index != -1) activeMice[this.row + 1].splice(index, 1);
|
||||
}
|
||||
}
|
||||
|
||||
index = gameSprites.indexOf(this);
|
||||
if (index !== -1) {
|
||||
gameSprites.splice(index, 1);
|
||||
}
|
||||
|
||||
if (this.isAlive) {
|
||||
this.isAlive = false;
|
||||
updateProgressBar();
|
||||
updateGameProgress();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Makes the mouse attack the target cat if one exists
|
||||
*/
|
||||
attack() {
|
||||
if (this.targetCat != undefined) {
|
||||
this.sprite.vel.x = 0;
|
||||
this.sprite.changeAni('idle');
|
||||
console.log(`I have a target Cat, and its HP is ${this.targetCat.HP}`)
|
||||
if (this.lastAttack == 0 || millis() - this.lastAttack > 3000) {
|
||||
this.targetCat.attacked(this);
|
||||
this.lastAttack = millis();
|
||||
|
@ -66,9 +94,12 @@ class Mouse {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles when the mouse is attacked and reduces its health
|
||||
* @param {number} point - The damage taken by the mouse
|
||||
*/
|
||||
attacked(point) {
|
||||
this.HP -= point;
|
||||
console.log(`I'm being attacked by ${point} points and my HP is now ${this.HP}`)
|
||||
if (this.HP <= 0) this.remove();
|
||||
else {
|
||||
this.sprite.opacity = (this.HP / this.defaultHP) * 0.5 + 0.5;
|
||||
|
@ -76,41 +107,82 @@ class Mouse {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Basic type of mouse
|
||||
*/
|
||||
class BasicMouse extends Mouse {
|
||||
constructor(x, y, row) {
|
||||
super(x, y, row, -0.15, 100, 20, mouseAnimation.basicMouse, gameFrame.tileWidth);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Helmet-wearing mouse
|
||||
* Has a higher HP compared to BasicMouse
|
||||
*/
|
||||
class HelmetMouse extends Mouse {
|
||||
constructor(x, y, row) {
|
||||
super(x, y, row, -0.15, 150, 20, mouseAnimation.helmetMouse, gameFrame.tileWidth);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sporty type of mouse
|
||||
* Has a higher speed compared to Basic Mouse
|
||||
*/
|
||||
class SportyMouse extends Mouse {
|
||||
constructor(x, y, row) {
|
||||
super(x, y, row, -0.3, 85, 20, mouseAnimation.sportyMouse, gameFrame.tileWidth);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Boss mouse is 3 times bigger than other mice
|
||||
* Has a higher HP and AP compared to the other types
|
||||
* Has a slower speed compared to the other types
|
||||
*/
|
||||
class BossMouse extends Mouse {
|
||||
constructor(x, y, row) {
|
||||
super(x, y, row, -0.05, 1000, 50, mouseAnimation.bossMouse, 3 * gameFrame.tileWidth);
|
||||
}
|
||||
}
|
||||
|
||||
export function createMouse(type, x, y, row) {
|
||||
/**
|
||||
* Factory function to create different types of cats
|
||||
*
|
||||
* @param {string} type - The type of mouse to create
|
||||
* @param {number} row - The row the mouse belongs to
|
||||
* @returns @returns {Mouse|undefined} The created mouse instance or undefined if type is invalid
|
||||
*/
|
||||
function createMouse(type, row) {
|
||||
switch (type) {
|
||||
case 'basicMouse':
|
||||
return new BasicMouse(x, y, row);
|
||||
return new BasicMouse(row);
|
||||
case 'helmetMouse':
|
||||
return new HelmetMouse(x, y, row);
|
||||
return new HelmetMouse(row);
|
||||
case 'sportyMouse':
|
||||
return new SportyMouse(x, y, row);
|
||||
return new SportyMouse(row);
|
||||
case 'bossMouse':
|
||||
return new BossMouse(x, y, row);
|
||||
return new BossMouse(row);
|
||||
default:
|
||||
return undefined;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Spawns a mouse of a specified type and adds it to the game
|
||||
* @param {string} type - The type of mouse to spawn
|
||||
* @param {number} row - The row to spawn the mouse in
|
||||
*/
|
||||
export function spawnMouse(type, row) {
|
||||
let newMouse = new createMouse(type, row);
|
||||
if (newMouse) {
|
||||
activeMice[row].push(newMouse);
|
||||
if (type == 'bossMouse') {
|
||||
if (row - 1 >= 0) activeMice[row - 1].push(newMouse);
|
||||
if (row + 1 < gameFrame.rows) activeMice[row + 1].push(newMouse);
|
||||
}
|
||||
mouseGroup.add(newMouse.sprite);
|
||||
gameSprites.push(newMouse.sprite);
|
||||
}
|
||||
}
|
|
@ -1,6 +1,6 @@
|
|||
import { gameFrame } from '../constants/Prototype.js';
|
||||
import { imageAssets } from '../sketch.js';
|
||||
import { activeMice, catGroup, throwableGroup } from '../GameScene.js';
|
||||
import { activeMice, catGroup, throwableGroup, gameSprites, robotVacuums } from '../GameScene.js';
|
||||
|
||||
export class RobotVacuum {
|
||||
constructor(x, y, row) {
|
||||
|
@ -10,10 +10,12 @@ export class RobotVacuum {
|
|||
this.sprite.layer = 2;
|
||||
this.sprite.overlaps(catGroup);
|
||||
this.sprite.overlaps(throwableGroup);
|
||||
|
||||
this.activated = false;
|
||||
this.row = row;
|
||||
}
|
||||
|
||||
// If activated, kills all the active mice in its row
|
||||
action() {
|
||||
if (!this.activated) {
|
||||
this.activated = true;
|
||||
|
@ -29,4 +31,19 @@ export class RobotVacuum {
|
|||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws 1 vacuum robot on each row at the bginning of the game
|
||||
*/
|
||||
export function drawRobotVacuums() {
|
||||
for (let row = 0; row < gameFrame.rows; row ++) {
|
||||
let x = gameFrame.paddingRobot + gameFrame.robotSize / 2;
|
||||
let y = gameFrame.padding_up + row * gameFrame.tileHeight + gameFrame.tileHeight / 2;
|
||||
|
||||
let vacuum = new RobotVacuum(x, y, row);
|
||||
|
||||
gameSprites.push(vacuum.sprite);
|
||||
robotVacuums.push(vacuum);
|
||||
}
|
||||
}
|
|
@ -11,6 +11,7 @@ export class Throwable {
|
|||
this.sprite.vel.x = 1;
|
||||
this.sprite.rotationSpeed = 1;
|
||||
this.sprite.life = 600;
|
||||
|
||||
this.point = point;
|
||||
this.width = width;
|
||||
}
|
||||
|
@ -20,12 +21,14 @@ export class Throwable {
|
|||
}
|
||||
}
|
||||
|
||||
// Yarn is thrown by singleYarnCat and doubleYarnCat
|
||||
export class Yarn extends Throwable {
|
||||
constructor(x, y) {
|
||||
super(x, y, 15, imageAssets.yarn, gameFrame.tileWidth / 4);
|
||||
}
|
||||
}
|
||||
|
||||
// Snowball is thrown by IceCat
|
||||
export class Snowball extends Throwable {
|
||||
constructor(x, y) {
|
||||
super(x, y, 20, imageAssets.snowball, gameFrame.tileWidth / 4);
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
export const Colors = {
|
||||
dark_brown: '#B09472',
|
||||
dark_brown: '#503E28',
|
||||
med_brown: '#B09472',
|
||||
light_brown: '#CAB49A',
|
||||
dark_yellow: '#F7E7BE',
|
||||
light_yellow: '#FDF4E5'
|
||||
}
|
|
@ -1,3 +1,4 @@
|
|||
// Numbers from the prototype designed on Figma
|
||||
export const prototypeFrame = {
|
||||
border: 10,
|
||||
width: 800,
|
||||
|
@ -13,6 +14,7 @@ export const prototypeFrame = {
|
|||
controlPanelGap: 8
|
||||
}
|
||||
|
||||
// Numbers used in the actual gameFrame
|
||||
export const gameFrame = {
|
||||
x: 0,
|
||||
y: 0,
|
||||
|
|
|
@ -2,7 +2,9 @@
|
|||
--dark-brown: #503E28;
|
||||
--med-brown: #B09472;
|
||||
--light-brown: #CAB49A;
|
||||
--highlight-brown: #A8845D;
|
||||
--dark-yellow: #F7E7BE;
|
||||
--med-yellow: #EDDBBD;
|
||||
--light-yellow: #FDF4E5;
|
||||
}
|
||||
|
||||
|
@ -15,11 +17,18 @@ body {
|
|||
flex-direction: column;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
font-family: "Inter", sans-serif;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
#title {
|
||||
color: var(--dark-brown);
|
||||
font-weight: 600;
|
||||
font-family: "Fredoka", sans-serif;;
|
||||
}
|
||||
|
||||
#gameFrame {
|
||||
position: relative;
|
||||
/* flex-shrink: 0; */
|
||||
max-width: 800px;
|
||||
width: 60vw;
|
||||
aspect-ratio: 800/569;
|
||||
|
@ -44,18 +53,23 @@ body {
|
|||
|
||||
#endingText {
|
||||
color: var(--dark-yellow);
|
||||
font-weight: 600;
|
||||
font-size: x-large;
|
||||
font-family: "Fredoka", sans-serif;
|
||||
}
|
||||
|
||||
canvas {
|
||||
display: block;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
border-radius: 25px;
|
||||
z-index: 0;
|
||||
background-color: var(--med-brown);
|
||||
}
|
||||
|
||||
#upperContainer {
|
||||
position: absolute;
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
align-items: center;
|
||||
background: var(--med-brown);
|
||||
border-radius: 25px 25px 0 0;
|
||||
|
@ -63,8 +77,7 @@ canvas {
|
|||
}
|
||||
|
||||
#controlPanel {
|
||||
/* background: var(--light-brown); */
|
||||
border-radius: 30px 30px 0 0;
|
||||
width: 73.4%;
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
align-items: center;
|
||||
|
@ -81,8 +94,8 @@ canvas {
|
|||
#cheeseDisplay {
|
||||
background: var(--light-brown);
|
||||
height: 100%;
|
||||
width: 9.7%;
|
||||
border-radius: 8px;
|
||||
width: 13.5%;
|
||||
border-radius: 12%;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: center;
|
||||
|
@ -93,12 +106,7 @@ canvas {
|
|||
display: flex;
|
||||
flex-direction: row;
|
||||
height: 100%;
|
||||
width: auto;
|
||||
aspect-ratio: 330/83;
|
||||
/* gap: 1px; */
|
||||
background: var(--light-brown);
|
||||
/* padding: 4px 8px; */
|
||||
border-radius: 6px;
|
||||
width: 65%
|
||||
}
|
||||
|
||||
.catButton {
|
||||
|
@ -107,16 +115,25 @@ canvas {
|
|||
flex-direction: column;
|
||||
align-items: center;
|
||||
background: var(--light-brown);
|
||||
border: 1px solid var(--dark-brown);
|
||||
border-radius: 4px;
|
||||
border: 1px solid var(--med-brown);
|
||||
padding: 4px 6px;
|
||||
cursor: pointer;
|
||||
transition: background 0.2s;
|
||||
transition: background 0.2s ease;
|
||||
}
|
||||
|
||||
#chefCat {
|
||||
border-radius: 12% 0 0 12%;
|
||||
}
|
||||
|
||||
#iceCat {
|
||||
border-radius: 0 12% 12% 0;
|
||||
}
|
||||
|
||||
.catButton span {
|
||||
font-size: 12px;
|
||||
color: #333;
|
||||
margin-top: 5%;
|
||||
font-size: small;
|
||||
font-weight: 600;
|
||||
color: var(--dark-brown);
|
||||
}
|
||||
|
||||
.catButton:not(:disabled):hover {
|
||||
|
@ -124,7 +141,11 @@ canvas {
|
|||
}
|
||||
|
||||
.catButton.activeButton {
|
||||
background: red;
|
||||
background: var(--light-yellow);
|
||||
}
|
||||
|
||||
.catButton.activeButton:hover {
|
||||
background: var(--med-yellow);
|
||||
}
|
||||
|
||||
.divider {
|
||||
|
@ -136,6 +157,7 @@ canvas {
|
|||
width: auto;
|
||||
aspect-ratio: 60/83;
|
||||
justify-content: center;
|
||||
border-radius: 12%;
|
||||
}
|
||||
|
||||
.catIcon {
|
||||
|
@ -156,8 +178,13 @@ canvas {
|
|||
object-fit: contain;
|
||||
}
|
||||
|
||||
#cheeseCount {
|
||||
margin-top: 10%;
|
||||
font-size: medium;
|
||||
}
|
||||
|
||||
#gameProgressWrapper {
|
||||
width: 22%;
|
||||
width: 24%;
|
||||
height: 100%;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
|
@ -187,7 +214,7 @@ canvas {
|
|||
}
|
||||
|
||||
#gameProgressLabel {
|
||||
height: 20%;
|
||||
font-size: 0.75em;
|
||||
font-weight: 600;
|
||||
font-family: "Inter", sans-serif;
|
||||
margin-top: 4%;
|
||||
|
@ -198,7 +225,6 @@ canvas {
|
|||
position: absolute;
|
||||
translate: -50%;
|
||||
width: 100%;
|
||||
/* z-index: -1; */
|
||||
}
|
||||
|
||||
.Button {
|
||||
|
@ -213,5 +239,11 @@ canvas {
|
|||
}
|
||||
|
||||
.Button:hover {
|
||||
background: #a8845d;
|
||||
background: var(--highlight-brown);
|
||||
}
|
||||
|
||||
#menuButton {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
gap: 15px;
|
||||
}
|
21
index.html
21
index.html
|
@ -16,7 +16,7 @@
|
|||
<link rel="stylesheet" type="text/css" href="css/style.css" />
|
||||
<link rel="preconnect" href="https://fonts.googleapis.com">
|
||||
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
|
||||
<link href="https://fonts.googleapis.com/css2?family=Inter:ital,opsz,wght@0,14..32,100..900;1,14..32,100..900&display=swap" rel="stylesheet">
|
||||
<link href="https://fonts.googleapis.com/css2?family=Fredoka:wght@300..700&family=Inter:ital,opsz,wght@0,14..32,100..900;1,14..32,100..900&family=Paytone+One&display=swap" rel="stylesheet">
|
||||
</head>
|
||||
|
||||
<body>
|
||||
|
@ -24,7 +24,7 @@
|
|||
<div id="gameFrame">
|
||||
<div id="endingOverlay">
|
||||
<h1 id="endingText">Congrats! You've finished level 1!</h1>
|
||||
<button class="Button" id="quitButton">Quit Game</button>
|
||||
<button class="Button" id="quitGameButton">Quit Game</button>
|
||||
</div>
|
||||
<div id="upperContainer">
|
||||
<div id="controlPanel">
|
||||
|
@ -65,19 +65,18 @@
|
|||
<button class="catButton" id="petCage">
|
||||
<img src="assets/petCage.png" alt="Pet Cage" id="cageIcon" />
|
||||
</button>
|
||||
|
||||
<span class="divider"></span>
|
||||
|
||||
<div id="gameProgressWrapper">
|
||||
<progress id="gameProgress" value="0" max="100"></progress>
|
||||
<label id="gameProgressLabel">Game Progress</label>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<div id="gameProgressWrapper">
|
||||
<progress id="gameProgress" value="0" max="100"></progress>
|
||||
<label id="gameProgressLabel">Game Progress</label>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<button class="Button" id="startButton">Start Game</button>
|
||||
<button class="Button" id="menuButton">Menu</button>
|
||||
<div id="menuButton">
|
||||
<button class="Button" id="restartButton">Restart Game</button>
|
||||
<button class="Button" id="quitButton">Quit Game</button>
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
|
@ -1,6 +1,5 @@
|
|||
export const level1Mice = [
|
||||
// First 30 seconds — Setup Time (no mice)
|
||||
// { time: 5, type: 'basicMouse', row: 2 },
|
||||
|
||||
// First minute (30 - 89) — Basic Mice only
|
||||
{ time: 30, type: 'basicMouse', row: 2 },
|
||||
|
@ -53,6 +52,7 @@ export const level1Mice = [
|
|||
{ time: 296, type: 'sportyMouse', row: 2},
|
||||
{ time: 299, type: 'basicMouse', row: 4 },
|
||||
{ time: 303, type: 'helmetMouse', row: 2 },
|
||||
{ time: 305, type: 'bossMouse', row: 3},
|
||||
{ time: 307, type: 'sportyMouse', row: 0 },
|
||||
{ time: 310, type: 'sportyMouse', row: 1 },
|
||||
{ time: 312, type: 'basicMouse', row: 0},
|
||||
|
|
|
@ -1,17 +1,25 @@
|
|||
const endingOverlay = document.getElementById('endingOverlay');
|
||||
const endingText = document.getElementById('endingText');
|
||||
const menuButton = document.getElementById('menuButton');
|
||||
|
||||
const endingMessage = {
|
||||
win: "Nice job! The Cheese Feast is safe!",
|
||||
lose: "Oh no! The mice crashed the Cheese Feast!<br>Give it another shot! (whiskers crossed)"
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays the winning screen with a congratulatory message
|
||||
*/
|
||||
export function showWinningScreen() {
|
||||
endingText.innerHTML = endingMessage.win;
|
||||
endingOverlay.style.display = 'flex';
|
||||
menuButton.style.display = 'none';
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays the losing screen with a retry encouragement message
|
||||
*/
|
||||
export function showLosingScreen() {
|
||||
endingText.innerHTML = endingMessage.lose;
|
||||
endingOverlay.style.display = 'flex';
|
||||
menuButton.style.display = 'none';
|
||||
}
|
31
sketch.js
31
sketch.js
|
@ -2,8 +2,6 @@ import { StartScene } from './StartScene.js';
|
|||
import { GameScene } from './GameScene.js';
|
||||
|
||||
export let mgr;
|
||||
const gameParent = document.getElementById('gameFrame');
|
||||
const startButton = document.getElementById('startButton');
|
||||
export let startPageAni;
|
||||
export const imageAssets = {};
|
||||
export const catImages = {};
|
||||
|
@ -11,7 +9,14 @@ export const catAnimation = {};
|
|||
export const mouseAnimation = {};
|
||||
export let selectedCatType = null;
|
||||
|
||||
const gameParent = document.getElementById('gameFrame');
|
||||
const startButton = document.getElementById('startButton');
|
||||
const restartButton = document.getElementById('restartButton');
|
||||
const quitButton = document.getElementById('quitButton');
|
||||
const quitGameButton = document.getElementById('quitGameButton');
|
||||
|
||||
function preload() {
|
||||
// Load all images and animations
|
||||
startPageAni = loadAni('assets/start_page_ani.png', {
|
||||
width: 1440, height: 1024, frames: 5
|
||||
});
|
||||
|
@ -22,7 +27,6 @@ function preload() {
|
|||
imageAssets.snowball = loadImage('assets/snowball.png');
|
||||
imageAssets.robotVacuum = loadImage('assets/robot_vacuum.png');
|
||||
imageAssets.gameBackground = loadImage('assets/game_background.png');
|
||||
imageAssets.mouse = loadImage('assets/mouse.png');
|
||||
imageAssets.redExplosion = loadImage('assets/red_explosion.png');
|
||||
imageAssets.grayExplosion = loadImage('assets/gray_explosion.png');
|
||||
|
||||
|
@ -45,6 +49,7 @@ function preload() {
|
|||
}
|
||||
|
||||
function setup() {
|
||||
// Set the canvas to #gameFrame
|
||||
const {width, height} = gameParent.getBoundingClientRect();
|
||||
|
||||
const canvas = createCanvas(width, height);
|
||||
|
@ -53,9 +58,8 @@ function setup() {
|
|||
|
||||
mgr.addScene(StartScene);
|
||||
mgr.addScene(GameScene);
|
||||
// mgr.addScene(PauseScene);
|
||||
|
||||
mgr.showScene(GameScene);
|
||||
mgr.showScene(StartScene);
|
||||
}
|
||||
|
||||
function draw() {
|
||||
|
@ -66,25 +70,33 @@ function mousePressed() {
|
|||
mgr.handleEvent("mousePressed");
|
||||
}
|
||||
|
||||
/**
|
||||
* Reset selectedCatType to null
|
||||
*/
|
||||
export function resetCatType() {
|
||||
console.log(`reset is called`)
|
||||
selectedCatType = null;
|
||||
document.querySelectorAll('.catButton').forEach(button =>
|
||||
button.classList.remove('activeButton')
|
||||
);
|
||||
}
|
||||
|
||||
// Add event listener to the buttons
|
||||
startButton.addEventListener('click', function (event) {
|
||||
event.preventDefault();
|
||||
mgr.showScene(GameScene);
|
||||
});
|
||||
|
||||
menuButton.addEventListener('click', function (event) {
|
||||
restartButton.addEventListener('click', function (event) {
|
||||
event.preventDefault();
|
||||
mgr.showScene(GameScene);
|
||||
});
|
||||
|
||||
quitButton.addEventListener('click', function (event) {
|
||||
event.preventDefault();
|
||||
mgr.showScene(StartScene);
|
||||
});
|
||||
|
||||
quitButton.addEventListener('click', function (event) {
|
||||
quitGameButton.addEventListener('click', function (event) {
|
||||
event.preventDefault();
|
||||
mgr.showScene(StartScene);
|
||||
});
|
||||
|
@ -102,12 +114,9 @@ document.querySelectorAll('.catButton').forEach(button => {
|
|||
);
|
||||
button.classList.add('activeButton');
|
||||
}
|
||||
console.log('Selected cat type:', selectedCatType);
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
|
||||
window.preload = preload;
|
||||
window.setup = setup;
|
||||
window.draw = draw;
|
||||
|
|
Loading…
Reference in New Issue
Block a user