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10 Commits

Author SHA1 Message Date
adeliptr
2cf34b04be finish README 2025-05-11 23:16:55 +09:00
adeliptr
9826e8f115 fix bug SleepyCat 2025-05-11 14:22:34 +09:00
adeliptr
839b9fbb4c add characters gif 2025-05-11 00:49:54 +09:00
adeliptr
1f19216529 reorganize files 2025-05-11 00:49:29 +09:00
adeliptr
d8ad66f6a9 update IceCat attack 2025-05-10 16:54:33 +09:00
adeliptr
ca8adb23c0 fix Mouse 2025-05-10 15:31:02 +09:00
adeliptr
2ca032f930 clean up code + documentation 2025-05-10 15:10:42 +09:00
adeliptr
05d1136461 win-lose condition applied 2025-05-10 00:17:37 +09:00
adeliptr
cb2b42497a cheese currecncy working 2025-05-09 15:08:28 +09:00
adeliptr
ad4ec1d64b Cats-Mice interaction 2025-05-08 17:40:02 +09:00
69 changed files with 1473 additions and 718 deletions

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# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
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# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
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<output url="file://$PROJECT_DIR$/out" />
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Cat.js
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import { gameFrame } from './prototype.js';
import { catAnimation, imageAssets } from './sketch.js';
import { grid, cheeses, activeMice, calculateCell, mouseGroup, throwableGroup } from './GameScene.js';
import { Yarn, Snowball } from './Throwable.js';
export const throwables = [];
export const catAniDesc = {
chefCat: {
idle: { row: 0, frames: 4, frameSize: [200, 200], frameDelay: 10 },
action: { row: 0, frames: 4, frameSize: [200, 200], frameDelay: 10 }
},
singleYarnCat: {
idle: { row: 0, frameSize: [200, 200] },
action: {row: 1, frames: 8, frameSize: [200, 200], frameDelay: 22 }
},
doubleYarnCat: {
idle: { row: 0, frameSize: [200, 200] },
action: {row: 1, frames: 8, frameSize: [200, 200], frameDelay: 22 }
},
sleepyCat: {
idle: {row: 0, frames: 6, frameSize: [200, 200], frameDelay: 20 },
action: {row: 1, frames: 9, frameSize: [200, 200], frameDelay: 10 }
},
iceCat: {
idle: { row: 0, frameSize: [200, 200] },
action: {row: 1, frames: 8, frameSize: [200, 200], frameDelay: 22 }
}
}
export class Cat {
constructor(x, y, cost, spriteSheet, ani, width) {
// (x, y) is the center of the grid
this.sprite = createSprite(x, y, width, width);
this.sprite.spriteSheet = spriteSheet;
this.sprite.addAnis(ani);
this.sprite.collider = 'static';
this.sprite.collides(mouseGroup);
this.sprite.overlaps(throwableGroup);
this.sprite.layer = 1;
this.sprite.changeAni('idle');
this.active = false;
this.x = x;
this.y = y;
this.cost = cost;
this.ani = ani;
this.width = width;
this.HP = 200;
const { row, col } = calculateCell(x, y);
this.row = row;
this.col = col;
}
switchToIdle() {
this.sprite.changeAni('idle');
this.active = false;
}
switchToAction() {
this.sprite.changeAni('action');
this.active = true;
}
action() {
// TODO:
// - ChefCat: produces cheese every 10 seconds -> cheese.png pop up on top of the ChefCat every 10 seconds
// - SingleYarnCat: throw a yarn every 3 seconds -> a sprite of yarn.png shows up on the right of the cat with velocity of 1 to the right,
// delete the sprite of yarn when yarn hit a mouse or get out of the gameFrame
// - DoubleYarnCat: similar to SingleYarnCat but throw 2 yarns every 3 seconds, the yarns are visibly detached from each other
// - SleepyCat: stay idle until collide with a mouse, when colliding, change ani into 'wake_up' and then remove the sleepyCat sprite
// - IceCat: throw a snowball every 3 seconds from its mouth, the snowball is a sprite with image snowball.png
// delete the snowball sprite when it hit a mouse or get out of gameFrame
}
update() {
// update ani
clear();
if (kb.presses('a')) {
console.log(`a is pressed`)
this.sprite.changeAni('action');
}
}
attacked(mouse) {
this.HP = max(0, this.HP - mouse.AP);
// if HP = 0, remove sprite
}
// draw() {
// drawSprite(this.sprite);
// // animation(this.ani, this.x, this.y, 0, this.width, this.width);
// }
collide() {
//
}
changeAni(name) {
this.sprite.changeAni(name);
}
remove() {
this.sprite.remove();
grid[this.row][this.col] = null;
}
}
export class ChefCat extends Cat {
constructor(x, y) {
super(x, y, 50, catAnimation.chefCat, catAniDesc.chefCat, 100);
this.lastProduced = millis();
}
action() {
// Produces 25 cheese every 10 seconds, cheese.png pop in front of the chefCat
if (millis() - this.lastProduced > 10000) {
console.log(`produces Cheese!`)
const cheese = createSprite(this.x + this.width / 5, this.y + this.width / 5);
cheese.scale = this.width / 300;
cheese.image = imageAssets.cheese;
cheese.mouseActive = true;
cheeses.push(cheese);
this.lastProduced = millis();
}
}
}
export class SingleYarnCat extends Cat {
constructor(x, y) {
super(x, y, 100, catAnimation.singleYarnCat, catAniDesc.singleYarnCat, 100);
this.lastShot = millis();
}
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();
if (this.active && (millis() - this.lastShot > 3000)) {
let yarnX = this.x + gameFrame.tileWidth / 2;
let yarnY = this.y;
const yarn = new Yarn(yarnX, yarnY);
if (yarn) {
throwables.push(yarn);
throwableGroup.add(yarn.sprite);
}
this.lastShot = millis();
}
}
}
export class DoubleYarnCat extends Cat {
constructor(x, y) {
super(x, y, 200, catAnimation.doubleYarnCat, catAniDesc.doubleYarnCat, 100);
this.lastShot = millis();
}
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]) {
let yarnX = this.x + gameFrame.tileWidth / 2 + offset;
let yarnY = this.y;
const yarn = new Yarn(yarnX, yarnY);
if (yarn) {
throwables.push(yarn);
throwableGroup.add(yarn.sprite);
}
}
this.lastShot = millis();
}
}
}
export class SleepyCat extends Cat {
constructor(x, y) {
super(x, y, 150, catAnimation.sleepyCat, catAniDesc.sleepyCat, 100);
this.awake = false;
this.wakeStart = undefined;
this.targetMouse = undefined;
}
action(targetMouse) {
if (this.awake) {
this.changeAni('action');
this.wakeStart = millis();
this.targetMouse = targetMouse;
this.awake = false;
}
if (this.wakeStart != undefined) {
if (millis() - this.wakeStart > 900) {
if (this.targetMouse) this.targetMouse.remove();
}
if (millis() - this.wakeStart > 1480) this.remove();
}
}
}
export class IceCat extends Cat {
constructor(x, y) {
super(x, y, 150, catAnimation.iceCat, catAniDesc.iceCat, 100);
this.lastShot = millis();
}
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();
if (this.active && (millis() - this.lastShot > 3000)) {
const snowballX = this.x + gameFrame.tileWidth / 2;
const snowballY = this.y;
const snowball = new Snowball(snowballX, snowballY)
if (snowball) {
throwables.push(snowball);
throwableGroup.add(snowball.sprite);
}
this.lastShot = millis();
}
}
}

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import { prototypeFrame, gameFrame } from './prototype.js';
import { imageAssets, selectedCatType, resetCatType } from './sketch.js';
import { ChefCat, SingleYarnCat, DoubleYarnCat, SleepyCat, IceCat, throwables } from './Cat.js';
import { BasicMouse, HelmetMouse } from './Mouse.js';
import { level1Mice } from './level/level1.js';
import { RobotVacuum } from './RobotVacuum.js';
const gameParent = document.getElementById('gameFrame');
const upperContainer = document.getElementById('upperContainer');
const controlPanel = document.getElementById('controlPanel');
const cheeseCount = document.getElementById('cheeseCount');
const activeCats = [];
export const activeMice = Array.from({ length: 5 }, () => []);
let robotVacuums = [];
let gameSprites = [];
let sleepyCats = [];
export let cheeses = [];
export let grid = Array(5).fill().map(() => Array(9).fill(null));
let startTime;
let levelMice = [...level1Mice];
export let catGroup, mouseGroup, throwableGroup;
function createCat(type, x, y) {
switch (type) {
case 'chefCat':
let cat = new ChefCat(x, y);
cat.action();
return cat;
case 'singleYarnCat':
return new SingleYarnCat(x, y);
case 'doubleYarnCat':
return new DoubleYarnCat(x, y);
case 'sleepyCat':
return new SleepyCat(x, y);
case 'iceCat':
return new IceCat(x, y);
default:
return undefined;
}
}
function createMouse(type, x, y, row) {
switch (type) {
case 'basicMouse':
return new BasicMouse(x, y, row);
case 'helmetMouse':
return new HelmetMouse(x, y, row);
default:
return undefined;
}
}
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('#menuButton').show();
select('#startButton').hide();
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
robotVacuums = [];
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;
}
this.setup = function() {
const {width, height} = gameParent.getBoundingClientRect();
gameFrame.width = width;
gameFrame.height = height;
const ratio = width / prototypeFrame.width;
Object.keys(prototypeFrame).forEach(key => {
if (key != 'width' && key != 'height') {
gameFrame[key] = ratio * prototypeFrame[key];
}
})
gameFrame.catRatio = 1.2 * gameFrame.tileWidth/200;
catGroup = new Group();
mouseGroup = new Group();
throwableGroup = new Group();
}
this.draw = function() {
clear();
image(imageAssets.gameBackground, 0, gameFrame.padding_up - gameFrame.border, gameFrame.width, gameFrame.height - gameFrame.padding_up + gameFrame.border);
noFill();
stroke('#B09472');
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);
drawGrid();
let currTime = millis() / 1000 - startTime;
while (levelMice.length > 0 && levelMice[0].time <= currTime) {
const { time, type, row } = levelMice.shift();
spawnMouse(type, row);
}
activeCats.forEach((cat) => cat.action());
for (let row = 0; row < gameFrame.rows; row++) {
for (let i = 0; i < activeMice[row].length; i++) {
const currMouse = activeMice[row][i];
sleepyCats.forEach((cat) => {
if (cat.sprite.overlaps(currMouse.sprite)) {
cat.awake = true;
cat.action(currMouse);
activeMice[row].splice(i, 1);
}
})
robotVacuums.forEach((vacuum) => {
if (vacuum.sprite.overlaps(currMouse.sprite)) {
vacuum.action();
}
})
throwables.forEach((throwable) => {
if (throwable.sprite.overlaps(currMouse.sprite)) {
currMouse.attacked(throwable.point);
throwable.remove();
}
})
}
}
}
this.exit = function() {
console.log(`i exit gameScene`);
gameSprites.forEach((sprite) => sprite.remove());
activeCats.forEach((cat) => cat.remove()); // idk if it is needed or not
}
this.mousePressed = function() {
const {row, col} = calculateCell(mouseX, mouseY);
if (isCellValid(row, col) && selectedCatType === 'petCage') {
const cat = grid[row][col];
if (cat) {
cat.remove();
// TODO: need to remove from activeCats too
const index = activeCats.indexOf(cat);
if (index !== -1) {
activeCats.splice(index, 1);
}
grid[row][col] = null;
}
}
else if (isCellValid(row, col) && selectedCatType != null) {
let x = gameFrame.padding_left + col * gameFrame.tileWidth + gameFrame.tileWidth / 2;
let y = gameFrame.padding_up + row * gameFrame.tileHeight + gameFrame.tileHeight / 2;
const newCat = createCat(selectedCatType, x, y);
if (newCat) {
newCat.sprite.scale = gameFrame.catRatio;
grid[row][col] = newCat;
activeCats.push(newCat);
catGroup.add(newCat.sprite);
gameSprites.push(newCat.sprite); // Is this redundant? kedouble2
if (newCat instanceof SleepyCat) sleepyCats.push(newCat);
resetCatType();
}
// grid[row][col] = selectedCatType;
// console.log(`after click, grid[${row}][${col}] = ${grid[row][col]}`)
}
for (let i = 0; i < cheeses.length; i++) {
console.log(`there are ${cheeses.length} cheeses`)
// Calculate boundaries
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);
break;
}
}
}
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) {
fill('red');
}
else {
fill((row + col) % 2 === 0 ? '#F7E7BE' : '#FDF4E5');
}
noStroke();
rect(x, y, gameFrame.tileWidth, gameFrame.tileHeight);
}
}
}
}
function updateCheeseCount(n) {
console.log(`update cheeseCount by ${n}`)
let currCheese = int(cheeseCount.textContent);
currCheese += n;
cheeseCount.textContent = currCheese;
// TODO: handle if n is negative and currCheese < -n somewhere else
}
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) {
newMouse.sprite.scale = gameFrame.catRatio;
activeMice[row].push(newMouse);
mouseGroup.add(newMouse.sprite);
gameSprites.push(newMouse.sprite); // Is this redundant? kedouble2 sama allSprites
}
}

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import { gameFrame } from './prototype.js';
import { imageAssets } from './sketch.js';
import { activeMice } from './GameScene.js';
export class Mouse {
constructor(x, y, row, speed, HP, AP, img, width) {
this.sprite = createSprite(x, y, width, width);
this.sprite.image = img;
this.sprite.layer = 3;
this.sprite.velocity.x = speed;
this.row = row;
this.HP = HP;
this.AP = AP;
this.width = width;
}
remove() {
this.sprite.remove();
const index = activeMice[this.row].indexOf(this);
if (index != -1) {
activeMice[this.row].splice(index, 1);
}
// console.log(`there are now ${activeMice[this.row].length} mice in row ${this.row}`)
}
attacked(point) {
this.HP -= point;
if (this.HP <= 0) this.remove();
}
}
export class BasicMouse extends Mouse {
constructor(x, y, row) {
super(x, y, row, -0.25, 100, 20, imageAssets.mouse, gameFrame.tileWidth);
}
}
export class HelmetMouse extends Mouse {
constructor(x, y, row) {
super(x, y, row, -0.25, 150, 20, imageAssets.mouse, gameFrame.tileWidth);
}
}

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README.md
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# Cats vs. Mice
# 🐱 Cats vs. Mice 🐭
## 👤 Student Information
Name : Adelia Putri
Student ID : 20210782
Email : adelia@kaist.ac.kr
Email : adelia@kaist.ac.kr
Git Repository: [Cats vs. Mice Repository](https://github.com/adeliptr/Cats-vs-Mice)
Demo Video: [Cats vs. Mice Demo Video](https://youtu.be/wxM7zTX4wvc)
## 📚 Table of Content
- [🐱 Cats vs. Mice 🐭](#-cats-vs-mice-)
- [👤 Student Information](#-student-information)
- [📚 Table of Content](#-table-of-content)
- [🎮 Game Description](#-game-description)
- [🖼️ Game Interface](#-game-interface)
- [🕹️ Game Mechanics](#-game-mechanics)
- [💸 Currency](#-currency)
- [👾 Characters](#-characters)
- [1. Cats 🐈](#1-cats-)
- [2. Mice 🐁](#2-mice-)
- [🔗 Interactions List](#-interactions-list)
- [🗂️ Code Organization](#-code-organization)
- [💻 Tech Stack](#-tech-stack)
- [🧩 How Components Interact](#-how-components-interact)
- [💡 Design Patterns Used](#-design-patterns-used)
- [🏭 Factory Method Pattern](#-factory-method-pattern)
- [♟️ Strategy Pattern](#-strategy-pattern)
- [⭐️ Special Features](#-special-features)
- [⚠️ Limitation](#-limitation)
- [🙌 Acknowledgement](#-acknowledgement)
## 🎮 Game Description
**Cats vs. Mice** is a tower defense-style strategy game inspired by [*Plants vs. Zombies*](https://en.wikipedia.org/wiki/Plants_vs._Zombies), redesigned with a cute kitchen theme. Players place cats on a tiled kitchen floor to stop waves of invading mice who are after the **Cheese Feast**, a table full of cheesy dishes at the leftmost side of the screen.
> 🎯 **Objective**:
> The players goal is to protect the **Cheese Feast** by defending against waves of incoming mice
> To do this, the player can place different types of **[cats](#1-cats-)** with special abilities to attack the **[mice](#2-mice-)**
> 🏆 **Winning Condition**:
> Successfully stops all the mice from reaching the **Cheese Feast**
> The progress can be seen on the progress bar at the top right of the screen
> ❌ **Losing Condition**:
> A mouse reaches the **Cheese Feast**
<p align="center">
<img src="assets/README/cats_vs_mice.png" height="450">
</p>
### 🖼️ Game Interface
- **Background**: A 5x9 tiled kitchen floor with a checkered pattern
- **Cat Panel**: A row of clickable cat icons showing the price of each cat
- **Cheese Feast**: A table full of cheese dishes on the left side of the screen
- **Mice Entrance**: Mice appear from a hole on the floor on the right side of the screen
- **Defense Line**: Each row has a *robot vacuum* at the far left that activates once a mouse approaches it, sweeping away all mice in that row
- **Cheese** (currency): Drops from `🧑‍🍳 Chef Cat` periodically
- **Progress Bar**: Showing the progress of the game, if the progress bar is full, the player wins the game
## 🕹️ Game Mechanics
### 💸 Currency
- The currency of the game is `🧀 Cheese` (replacing the sun in *Plants vs. Zombies*)
- Players can collect cheese produced by `🧑‍🍳 Chef Cat`
- `🧀 Cheese` is used to buy different types of **[cats](#1-cats-)**, which can be placed on the 5x9 kitchen grid
### 👾 Characters
#### 1. Cats 🐈
- Objective: Protect the **Cheese Feast** by attacking the mice, slowing down the mice, or generating cheese. Each cat has a different ability and price
- Cats can only be placed in empty tiles
- Cats can be removed from the tiles by using the `Cage Button`
- Cats' HP is shown through its opacity, the lower the HP, the lower the opacity
**Cat Roles**
| Icon | Cat Type | Ability | Cheese Cost |
|------|----------|---------|-------------|
| <img src="assets/characters/single_yarn_cat.gif" width="75" height="75"> | Single Yarn Cat | Shoots 1 yarn ball every 3 seconds | 100 |
| <img src="assets/characters/double_yarn_cat.gif" width="75" height="75"> | Double Yarn Cat | Shoots 2 yarn balls every 3 seconds (double damage) | 200 |
| <img src="assets/characters/sleepy_cat.gif" width="75" height="75"> | Sleepy Cat | Sleeps until touched, then instantly attacks mouse that touched it | 150 |
| <img src="assets/characters/chef_cat.gif" width="75" height="75"> | Chef Cat | Produces 25 cheeses every 10 seconds | 50 |
| <img src="assets/characters/ice_cat.gif" width="75" height="75"> | Ice Cat | Slows down mice by throwing snowballs and attacks them | 150 |
Notes:
- `🧶 Yarn` : reduces a mouse's HP by 20 points
- `❄️ Snowball` : reduces a mouse's HP by 8 points + speed reduction (-0.02 units/frame)
#### 2. Mice 🐁
- Objective: Mice enter from the right side and move left toward the **Cheese Feast**
- Mice will move forward in a straight line unless blocked by a cat
- If a mouse reaches a cat, it will attack the cat, which is indicated by a smoke puff
**Mouse Roles**
| Visual | Mouse Type | Description | Appearance |
|------|--------------|-------------|------------|
| <img src="assets/characters/basic_mouse.gif" width="75" height="75"> | Basic Mouse | Walks slowly (0.15), standard HP (100) | Early Game |
| <img src="assets/characters/helmet_mouse.gif" width="75" height="75"> | Helmet Mouse | Wears a helmet, high HP (150) | Mid Game |
| <img src="assets/characters/sporty_mouse.gif" width="75" height="75"> | Sporty Mouse | Moves quickly (2x Basic Mouse), low HP (80) | Mid Game |
| <img src="assets/characters/boss_mouse.gif" width="75" height="75"> | Boss Mouse | Very slow (3x Basic Mouse), very high HP (1000) | Late Game |
### 🔗 Interactions List
In the game, players can do the following actions:
| **Action**| **Trigger** | **Result**|
|----------------|-------------|-----------|
| Cheese pick up | Mouse click on cheese icon | Increase cheese count |
| Place cat | Mouse click on UI + tile | Deduct cheese, place cat |
| Remove cat | Mouse click on UI + cat | Remove cat from the tile |
In the game, these interactions between entities can happen:
| **Interaction**| **Trigger** | **Result**|
|----------------|-------------|-----------|
| Yarn / Snowball hits mouse | Collision | Mouse takes damage |
| Mouse reaches cat | Collision | Mouse attacks cat |
| Mouse reaches robot vacuum | Collision | Robot vacuum move to the right and remove all mice in the rows |
| Mouse reaches Cheese Feast | Collision | Trigger loss state |
| All mice defeated | Mouse count check | Trigger win state |
## 🗂️ Code Organization
### 💻 Tech Stack
This project is developed using JavaScript, HTML, and CSS for structuring and styling the user interface
Libraries used in the project:
- `p5.js`: for drawing and managing canvas-based graphics
- `p5.play`: for sprite and animation handling in the game environment
- `p5.scenemanager`: for managing multiple game scenes (start page and actual game page)
### 🧩 How Components Interact
This game is built using `Object-Oriented Programming (OOP)` principles to create reusable code. The overall structure of the code is as follows:
```
├── README.md
├── assets/ // all game assets
├── css/ // game styling
├── index.html // entry point of the game
├── js/ // external libraries
├── sketch.js // main game script
└── src // core game source code
├── classes // class definitions for game entities
│ ├── Cat.js
│ ├── Mouse.js
│ ├── RobotVacuum.js
├── constants
│ ├── Colors.js // centralized color palette
│ └── Prototype.js // dimensions from Figma prototype
├── level
│ ├── Level1.js // list of mice for level 1
│ └── WinLose.js // win/lose overlay
├── logic
│ ├── Controller.js // UI update functions
│ └── Helper.js // general utility functions
└── scenes // game scenes for screen manager
├── GameScene.js
└── StartScene.js
```
In this project, `GameScene.js` acts as the central coordinator of the gameplay. Below is the significance of each components:
- **Game Loop** (`GameScene.js`): checks for interactions between entities and calls the appropriate methods
- **Entity Classes** (`src/classes/`): each entity manages its own state and behavior (action(), attack(), etc.), which will be called by `GameScene.js`
- **UI Sync** (`Controller.js`): updates DOM (cheese count, progress bar, etc.) based on internal game state
The UML for the classes is as follows:
<p align="center">
<img src="assets/README/classes_uml.png" height="450">
</p>
### 💡 Design Patterns Used
#### 🏭 Factory Method Pattern
- Implemented in the `createCat(type, x, y)` and `createMouse(type, row)` functions
- These functions abstract away the creation logic and allows easy type extension
#### ♟️ Strategy Pattern
- Each `🐱 Cat` subclasses overrides the action() method to implement different attack behaviors (e.g., throwing yarn, exploding)
## ⭐️ Special Features
- **Opacity-based HP indicator**: the cats and mice's opacity lowers as their HP decreases
- **Robot Vacuum**: Activated when a mouse touches it and will defeat all mice in its row upon activation
## ⚠️ Limitation
The current version still has these limitations:
- When a `💤 SleepyCat` overlaps with 2 mice, it only attacks the first mouse that touches it instead of both
- When 2 mice perfectly overlap with each other, one of them won't be detected by other entities like `RobotVacuum`
## 🙌 Acknowledgement
- I learned how to use p5.play from the tutorial at [Learn p5play](https://p5play.org/learn/index.html)
- I found solutions to coding issues on [Stack Overflow](https://stackoverflow.com/questions)
- I referred to [W3Schools CSS Reference](https://www.w3schools.com/cssref/index.php) for styling help
- Some visual assets were sourced from [Flaticon](https://www.w3schools.com/cssref/index.php), [PNGTree](https://pngtree.com/), [LovePik](https://lovepik.com/), [PNGEgg](https://www.pngegg.com/)

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@ -1,30 +0,0 @@
import { gameFrame } from './prototype.js';
import { imageAssets } from './sketch.js';
import { activeMice } from './GameScene.js';
export class RobotVacuum {
constructor(x, y, row) {
this.sprite = createSprite(x, y, gameFrame.robotSize, gameFrame.robotSize)
this.sprite.image = imageAssets.robotVacuum;
this.sprite.scale = gameFrame.tileWidth / 1000;
this.sprite.layer = 2;
this.activated = false;
this.row = row;
}
action() {
if (!this.activated) {
this.activated = true;
this.sprite.vel.x = 1;
}
for (let i = 0; i < activeMice[this.row].length; i++) {
let currMouse = activeMice[this.row][i];
if (this.sprite.overlaps(currMouse.sprite)) {
activeMice[this.row].splice(i, 1);
currMouse.remove();
}
}
}
}

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@ -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;
}
@ -15,76 +17,97 @@ 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;
border-radius: 35px;
/* border: 10px solid #000; */
background: #FFFEF9;
overflow: hidden;
}
canvas {
display: block;
width: 100%;
height: 100%;
border-radius: 25px;
/* border: 1px solid #000; */
z-index: 0;
}
#upperContainer {
position: absolute;
gap: 16px;
align-items: center;
background: var(--med-brown);
border-radius: 25px 25px 0 0;
}
#controlPanel {
/* background: var(--light-brown); */
border-radius: 30px 30px 0 0;
display: flex;
flex-direction: row;
gap: 4px;
align-items: center;
}
#cheeseLabel {
margin-left: 20px;
width: 2.6%;
}
#cheeseDisplay {
background: var(--light-brown);
height: 100%;
width: auto;
aspect-ratio: 80/83;
border-radius: 8px;
#endingOverlay {
position: fixed;
max-width: 800px;
width: 60vw;
aspect-ratio: 800/569;
border-radius: 35px;
background-color: rgba(80, 62, 40, 0.75);
z-index: 100;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
}
.buttonIcon {
width: 60%
#endingText {
color: var(--dark-yellow);
font-weight: 600;
font-size: x-large;
font-family: "Fredoka", sans-serif;
margin-top: 5%;
}
canvas {
display: block;
width: 100%;
height: 100%;
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;
width: 100%;
}
#controlPanel {
width: 73.4%;
display: flex;
flex-direction: row;
align-items: center;
}
#cheeseLabel {
height: 100%;
}
#catsLabel {
height: 100%;
}
#cheeseDisplay {
background: var(--light-brown);
height: 100%;
width: 13.5%;
border-radius: 12%;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
}
#catToolbar {
display: flex;
flex-direction: row;
height: 100%;
width: 46%;
gap: 1px;
background: var(--light-brown);
/* padding: 4px 8px; */
border-radius: 6px;
width: 65%
}
.catButton {
@ -93,31 +116,49 @@ 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;
font-size: 18px;
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:hover {
.catButton:not(:disabled):hover {
background: var(--dark-yellow);
}
.catButton.activeButton {
background: red;
background: var(--light-yellow);
}
.catButton.activeButton:hover {
background: var(--med-yellow);
}
.divider {
width: 1.5%;
}
#petCage {
height: 100%;
width: auto;
aspect-ratio: 66/83;
aspect-ratio: 60/83;
justify-content: center;
border-radius: 12%;
}
.catIcon {
@ -126,28 +167,65 @@ canvas {
object-fit: contain;
}
.cheeseIcon {
width: 80%;
#cageIcon {
width: 100%;
height: auto;
object-fit: contain;
}
#cheeseIcon {
width: 50%;
height: auto;
object-fit: contain;
}
#cheeseCount {
margin-top: 10%;
font-size: medium;
}
#gameProgressWrapper {
width: 24%;
height: 100%;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
}
#gameProgress {
width: 100px;
height: 10px;
appearance: none;
width: 75%;
height: 20%;
border-radius: 100px;
margin-top: 5%;
background-color: var(--dark-brown);
border: 4px solid var(--dark-brown);
overflow: hidden;
}
#gameProgress::-webkit-progress-bar {
background-color: var(--dark-brown);
border-radius: 100px;
}
#gameProgress::-webkit-progress-value {
background-color: var(--dark-yellow);
border-radius: 100px;
}
#gameProgressLabel {
font-size: 0.75em;
font-weight: 600;
font-family: "Inter", sans-serif;
margin-top: 4%;
color: var(--dark-brown);
}
#gameBackground {
position: absolute;
translate: -50%;
width: 100%;
/* z-index: -1; */
}
.Button {
@ -162,5 +240,11 @@ canvas {
}
.Button:hover {
background: #a8845d;
background: var(--highlight-brown);
}
#menuButton {
display: flex;
flex-direction: row;
gap: 15px;
}

View File

@ -14,57 +14,69 @@
<script type="module" src="sketch.js"></script>
<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=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>
<!-- <script defer src="sketch.js"></script> -->
<body>
<h1 id="title">Cats vs Mice</h1>
<div id="gameFrame">
<div id="endingOverlay">
<h1 id="endingText">Congrats! You've finished level 1!</h1>
<button class="Button" id="quitGameButton">Quit Game</button>
</div>
<div id="upperContainer">
<div id="controlPanel">
<!-- <img src="assets/cheeseLabel.png" alt="Cheese Label" id="cheeseLabel"> -->
<label>CH</label>
<img src="assets/cheeseLabel.png" alt="Cheese Label" id="cheeseLabel">
<div id="cheeseDisplay">
<img src="assets/cheese.png" alt="cheeseIcon" class="buttonIcon" id="cheeseIcon">
<img src="assets/cheese.png" alt="Cheese Icon" id="cheeseIcon">
<span id="cheeseCount">50</span>
</div>
<!-- <img src="assets/catsLabel.png" alt="Cat Label" id="cheeseLabel"> -->
<label>CA</label>
<img src="assets/catsLabel.png" alt="Cat Label" id="catsLabel">
<div id="catToolbar">
<button class="catButton" id="chefCat">
<img src="assets/chef_cat_icon.png" alt="Chef Cat" class="catIcon" />
<img src="assets/icon/chef_cat_icon.png" alt="Chef Cat" class="catIcon" />
<span>50</span>
</button>
<button class="catButton" id="singleYarnCat">
<img src="assets/single_yarn_cat_icon.png" alt="Single Yarn Cat" class="catIcon" />
<img src="assets/icon/single_yarn_cat_icon.png" alt="Single Yarn Cat" class="catIcon" />
<span>100</span>
</button>
<button class="catButton" id="doubleYarnCat">
<img src="assets/double_yarn_cat_icon.png" alt="Double Yarn Cat" class="catIcon" />
<img src="assets/icon/double_yarn_cat_icon.png" alt="Double Yarn Cat" class="catIcon" />
<span>200</span>
</button>
<button class="catButton" id="sleepyCat">
<img src="assets/sleepy_cat_icon.png" alt="Sleepy Cat" class="catIcon" />
<img src="assets/icon/sleepy_cat_icon.png" alt="Sleepy Cat" class="catIcon" />
<span>150</span>
</button>
<button class="catButton" id="iceCat">
<img src="assets/ice_cat_icon.png" alt="Ice Cat" class="catIcon" />
<img src="assets/icon/ice_cat_icon.png" alt="Ice Cat" class="catIcon" />
<span>150</span>
</button>
</div>
<span class="divider"></span>
<button class="catButton" id="petCage">
<img src="assets/petCage.png" alt="Pet Cage" class="catIcon" />
<span>200</span>
<img src="assets/icon/petCage.png" alt="Pet Cage" id="cageIcon" />
</button>
<!-- <div id="gameProgressWrapper">
<progress id="gameProgress" value="30" max="100"></progress>
<label>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>

View File

@ -1,10 +0,0 @@
export const level1Mice = [
{ time: 5, type: 'basicMouse', row: 0 },
{ time: 10, type: 'basicMouse', row: 3 },
{ time: 20, type: 'basicMouse', row: 2 },
{ time: 23, type: 'basicMouse', row: 0 },
{ time: 30, type: 'basicMouse', row: 4 },
{ time: 36, type: 'helmetMouse', row: 1 },
{ time: 45, type: 'basicMouse', row: 0},
{ time: 55, type: 'basicMouse', row: 0}
]

View File

@ -1,63 +1,48 @@
import { StartScene } from './StartScene.js';
import { GameScene } from './GameScene.js';
import { StartScene } from './src/scenes/StartScene.js';
import { GameScene } from './src/scenes/GameScene.js';
export let mgr;
const gameParent = document.getElementById('gameFrame');
const controlPanel = document.getElementById('controlPanel');
const startButton = document.getElementById('startButton');
export let startPageAni, robotVacuum, gameBackground;
export let imageAssets = {};
export const catImages = {};
export let startPageAni;
export const imageAssets = {};
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
});
startPageAni.frameDelay = 10;
robotVacuum = loadImage('assets/robot_vacuum.png');
gameBackground = loadImage('assets/gamebg3.png');
imageAssets.cheese = loadImage('assets/cheese.png');
imageAssets.yarn = loadImage('assets/yarn.png');
imageAssets.snowball = loadImage('assets/snowball.png');
imageAssets.robotVacuum = loadImage('assets/robot_vacuum.png');
imageAssets.gameBackground = loadImage('assets/gamebg3.png');
imageAssets.mouse = loadImage('assets/mouse.png');
imageAssets.gameBackground = loadImage('assets/game_background.png');
imageAssets.redExplosion = loadImage('assets/red_explosion.png');
imageAssets.grayExplosion = loadImage('assets/gray_explosion.png');
catImages.chefCat = loadImage('assets/chef_cat_icon.png');
catImages.singleYarnCat = loadImage('assets/single_yarn_cat_icon.png');
catImages.doubleYarnCat = loadImage('assets/double_yarn_cat_icon.png');
catImages.sleepyCat = loadImage('assets/sleepy_cat_icon.png');
catImages.iceCat = loadImage('assets/ice_cat_icon.png');
catAnimation.chefCat = loadImage('assets/cat/chef_cat_ani.png');
catAnimation.singleYarnCat = loadImage('assets/cat/single_yarn_cat_ani.png');
catAnimation.doubleYarnCat = loadImage('assets/cat/double_yarn_cat_ani.png');
catAnimation.sleepyCat = loadImage('assets/cat/sleepy_cat_ani.png');
catAnimation.iceCat = loadImage('assets/cat/ice_cat_ani.png');
catAnimation.chefCat = loadImage('assets/chef_cat_ani.png');
catAnimation.singleYarnCat = loadImage('assets/single_yarn_cat_ani.png');
catAnimation.doubleYarnCat = loadImage('assets/double_yarn_cat_ani.png');
catAnimation.sleepyCat = loadImage('assets/sleepy_cat_ani.png');
catAnimation.iceCat = loadImage('assets/ice_cat_ani.png');
// catAnimation.chefCat = loadAni('assets/chef_cat_ani.png', {
// width: 200, height: 200, frames: 4
// });
// catAnimation.singleYarnCat = loadAni('assets/single_yarn_cat_ani.png', {
// width: 200, height:200, frames: 8
// });
// catAnimation.doubleYarnCat = loadAni('assets/double_yarn_cat_ani.png', {
// width: 200, height: 200, frames: 8
// });
// catAnimation.iceCat = loadAni('assets/ice_cat_ani.png', {
// width: 200, height: 200, frames: 8
// });
// catAnimation.chefCat.frameDelay = 10;
// catAnimation.singleYarnCat.frameDelay = 5;
// catAnimation.doubleYarnCat.frameDelay = 30;
// catAnimation.iceCat.frameDelay = 5;
mouseAnimation.basicMouse = loadImage('assets/mouse/basic_mouse_ani.png');
mouseAnimation.helmetMouse = loadImage('assets/mouse/helmet_mouse_ani.png');
mouseAnimation.sportyMouse = loadImage('assets/mouse/sporty_mouse_ani.png');
mouseAnimation.bossMouse = loadImage('assets/mouse/boss_mouse_ani.png');
}
function setup() {
// Set the canvas to #gameFrame
const {width, height} = gameParent.getBoundingClientRect();
const canvas = createCanvas(width, height);
@ -66,9 +51,8 @@ function setup() {
mgr.addScene(StartScene);
mgr.addScene(GameScene);
// mgr.addScene(PauseScene);
mgr.showScene(GameScene);
mgr.showScene(StartScene);
}
function draw() {
@ -79,20 +63,33 @@ 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);
});
quitGameButton.addEventListener('click', function (event) {
event.preventDefault();
mgr.showScene(StartScene);
});
@ -102,7 +99,6 @@ document.querySelectorAll('.catButton').forEach(button => {
if (selectedCatType === button.id) {
selectedCatType = null;
button.classList.remove('activeButton');
// document.body.style.cursor = 'default';
}
else {
selectedCatType = button.id;
@ -110,17 +106,10 @@ document.querySelectorAll('.catButton').forEach(button => {
btn.classList.remove('activeButton')
);
button.classList.add('activeButton');
// const img = button.querySelector('img');
// if (img) {
// document.body.style.cursor = `url(${img.src}) 32 32, auto`;
// }
}
console.log('Selected cat type:', selectedCatType);
});
});
window.preload = preload;
window.setup = setup;
window.draw = draw;

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319
src/classes/Cat.js Normal file
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@ -0,0 +1,319 @@
import { catAnimation, imageAssets } from '../../sketch.js';
import { gameFrame } from '../constants/Prototype.js';
import { grid, cheeses, activeCats, activeMice, mouseGroup, throwableGroup, gameSprites } from '../scenes/GameScene.js';
import { calculateCell } from '../logic/Helper.js';
import { Yarn, Snowball } from './Throwable.js';
export const throwables = [];
const catAniDesc = {
chefCat: {
idle: { row: 0, frames: 4, frameSize: [200, 200], frameDelay: 10 },
action: { row: 0, frames: 4, frameSize: [200, 200], frameDelay: 10 }
},
singleYarnCat: {
idle: { row: 0, frameSize: [200, 200] },
action: {row: 1, frames: 8, frameSize: [200, 200], frameDelay: 22 }
},
doubleYarnCat: {
idle: { row: 0, frameSize: [200, 200] },
action: {row: 1, frames: 8, frameSize: [200, 200], frameDelay: 22 }
},
sleepyCat: {
idle: {row: 0, frames: 6, frameSize: [200, 200], frameDelay: 20 },
action: {row: 1, frames: 9, frameSize: [200, 200], frameDelay: 10 }
},
explosion: {
action: {row: 0, frames: 9, frameSize: [200, 200], frameDelay: 10 }
},
iceCat: {
idle: { row: 0, frameSize: [200, 200] },
action: {row: 1, frames: 8, frameSize: [200, 200], frameDelay: 22 }
}
}
/**
* 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;
this.sprite = createSprite(x, y, this.width, this.width);
this.sprite.spriteSheet = spriteSheet;
this.sprite.scale = gameFrame.catRatio;
this.sprite.addAnis(ani);
this.sprite.collider = 'static';
this.sprite.overlaps(throwableGroup);
this.sprite.layer = 1;
this.sprite.changeAni('idle');
this.active = false;
this.explosion = undefined;
this.x = x;
this.y = y;
this.cost = cost;
this.ani = ani;
this.HP = 100;
const { row, col } = calculateCell(x, y);
this.row = row;
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;
this.HP -= mouse.AP;
setTimeout(() => {
if (this.HP <= 0) {
this.remove();
mouse.targetCat = undefined;
}
else {
this.sprite.opacity = (this.HP / 100) * 0.7 + 0.3;
}
}, 1500);
}
/**
* Removes the cat from the game
*/
remove() {
this.sprite.remove();
grid[this.row][this.col] = null;
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);
this.explosion.spriteSheet = spriteSheet;
this.explosion.scale = gameFrame.catRatio;
this.explosion.life = 90;
this.explosion.collider = 'none';
this.explosion.addAnis(catAniDesc.explosion);
this.explosion.changeAni('action');
}
}
/**
* Cat that generates cheese periodically for resources
*/
class ChefCat extends Cat {
constructor(x, y) {
super(x, y, 50, catAnimation.chefCat, catAniDesc.chefCat);
this.lastProduced = millis();
this.offset = 0;
}
action() {
// 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();
this.offset = (this.offset + 1) % 3;
}
}
}
/**
* 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);
this.lastShot = millis();
}
action() {
if (activeMice[this.row].length > 0) this.switchToAction();
else this.switchToIdle();
if (this.active && (millis() - this.lastShot > 3000)) {
let yarnX = this.x + gameFrame.tileWidth / 2;
let yarnY = this.y;
const yarn = new Yarn(yarnX, yarnY);
if (yarn) {
throwables.push(yarn);
throwableGroup.add(yarn.sprite);
}
this.lastShot = millis();
}
}
}
/**
* 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);
this.lastShot = millis();
}
action() {
if (activeMice[this.row].length > 0) this.switchToAction();
else this.switchToIdle();
if (this.active && (millis() - this.lastShot > 3000)) {
for (let offset of [0, 0.3 * gameFrame.tileWidth]) {
let yarnX = this.x + gameFrame.tileWidth / 2 + offset;
let yarnY = this.y;
const yarn = new Yarn(yarnX, yarnY);
if (yarn) {
throwables.push(yarn);
throwableGroup.add(yarn.sprite);
}
}
this.lastShot = millis();
}
}
}
/**
* 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);
this.awake = false;
this.hasAttacked = false;
this.wakeStart = undefined;
this.targetMouse = undefined;
}
action(targetMouse) {
if (this.awake) {
this.switchToAction();
this.addExplosion(imageAssets.redExplosion);
this.wakeStart = millis();
this.targetMouse = targetMouse;
this.targetMouse.sprite.vel.x = 0;
this.targetMouse.sprite.changeAni('idle');
this.awake = false;
}
if (this.wakeStart != undefined) {
if (!this.hasAttacked && this.targetMouse && millis() - this.wakeStart > 900) {
const explode = { point: 150 };
this.targetMouse.attacked(explode);
if (this.targetMouse && this.targetMouse.HP > 0) this.targetMouse.sprite.changeAni('walk');
this.hasAttacked = true;
}
if (millis() - this.wakeStart > 1480) {
this.remove();
this.explosion.remove();
this.explosion = undefined;
}
}
}
}
/**
* Cat that throws snowballs at mice every 3 seconds
*/
class IceCat extends Cat {
constructor(x, y) {
super(x, y, 150, catAnimation.iceCat, catAniDesc.iceCat);
this.lastShot = millis();
}
action() {
if (activeMice[this.row].length > 0) this.switchToAction();
else this.switchToIdle();
if (this.active && (millis() - this.lastShot > 3000)) {
const snowballX = this.x + gameFrame.tileWidth / 2;
const snowballY = this.y;
const snowball = new Snowball(snowballX, snowballY)
if (snowball) {
throwables.push(snowball);
throwableGroup.add(snowball.sprite);
}
this.lastShot = millis();
}
}
}
/**
* 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':
const chefCat = new ChefCat(x, y);
chefCat.action();
return chefCat;
case 'singleYarnCat':
return new SingleYarnCat(x, y);
case 'doubleYarnCat':
return new DoubleYarnCat(x, y);
case 'sleepyCat':
return new SleepyCat(x, y);
case 'iceCat':
return new IceCat(x, y);
default:
return undefined;
}
}

194
src/classes/Mouse.js Normal file
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import { mouseAnimation } from '../../sketch.js';
import { gameFrame } from '../constants/Prototype.js';
import { activeMice, mouseGroup, gameSprites } from '../scenes/GameScene.js';
import { updateGameProgress } from '../logic/Controller.js';
import { Snowball } from './Throwable.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 {
/**
* 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 {p5.SpriteSheet} 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 * 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.targetCat = undefined;
this.lastAttack = 0;
this.defaultSpeed = speed;
this.defaultHP = HP;
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);
if (index != -1) activeMice[this.row - 1].splice(index, 1);
}
if (this.row + 1 < gameFrame.rows) {
index = activeMice[this.row + 1].indexOf(this);
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;
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');
if (this.lastAttack == 0 || millis() - this.lastAttack > 3000) {
this.targetCat.attacked(this);
this.lastAttack = millis();
}
}
else {
this.sprite.vel.x = this.defaultSpeed;
this.sprite.changeAni('walk');
}
}
/**
* Handles when the mouse is attacked and reduces its health
* @param {number} point - The damage taken by the mouse
*/
attacked(throwable) {
this.HP -= throwable.point;
if (this.HP <= 0) this.remove();
else {
this.sprite.opacity = (this.HP / this.defaultHP) * 0.5 + 0.5;
}
if (throwable instanceof Snowball) {
this.defaultSpeed = min(-0.05, this.defaultSpeed + 0.02);
this.sprite.vel.x = this.defaultSpeed;
}
}
}
/**
* Basic type of mouse
*/
class BasicMouse extends Mouse {
constructor(row) {
super(row, -0.15, 100, 20, mouseAnimation.basicMouse, gameFrame.tileWidth);
}
}
/**
* Helmet-wearing mouse
* Has a higher HP compared to BasicMouse
*/
class HelmetMouse extends Mouse {
constructor(row) {
super(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(row) {
super(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(row) {
super(row, -0.05, 1000, 50, mouseAnimation.bossMouse, 3 * gameFrame.tileWidth);
}
}
/**
* 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(row);
case 'helmetMouse':
return new HelmetMouse(row);
case 'sportyMouse':
return new SportyMouse(row);
case 'bossMouse':
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);
}
}

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@ -0,0 +1,49 @@
import { imageAssets } from '../../sketch.js';
import { gameFrame } from '../constants/Prototype.js';
import { activeMice, catGroup, throwableGroup, gameSprites, robotVacuums } from '../scenes/GameScene.js';
export class RobotVacuum {
constructor(x, y, row) {
this.sprite = createSprite(x, y, gameFrame.robotSize, gameFrame.robotSize)
this.sprite.image = imageAssets.robotVacuum;
this.sprite.scale = gameFrame.tileWidth / 1000;
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;
this.sprite.vel.x = 2;
}
for (let i = 0; i < activeMice[this.row].length; i++) {
let currMouse = activeMice[this.row][i];
if (this.sprite.overlaps(currMouse.sprite)) {
activeMice[this.row].splice(i, 1);
currMouse.remove();
}
}
}
}
/**
* 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);
}
}

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@ -1,14 +1,17 @@
import { gameFrame } from "./prototype.js";
import { imageAssets } from "./sketch.js";
import { imageAssets } from '../../sketch.js';
import { gameFrame } from '../constants/Prototype.js';
import { gameSprites } from '../scenes/GameScene.js';
export class Throwable {
constructor(x, y, point, img, width) {
this.sprite = createSprite(x, y, width, width);
gameSprites.push(this.sprite);
this.sprite.image = img;
// TODO: check on the scale again
this.sprite.scale = gameFrame.tileWidth / 1024;
this.sprite.vel.x = 1;
this.sprite.rotationSpeed = 1;
this.sprite.life = 600;
this.point = point;
this.width = width;
}
@ -18,14 +21,16 @@ 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);
super(x, y, 8, imageAssets.snowball, gameFrame.tileWidth / 4);
}
}

7
src/constants/Colors.js Normal file
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export const Colors = {
dark_brown: '#503E28',
med_brown: '#B09472',
light_brown: '#CAB49A',
dark_yellow: '#F7E7BE',
light_yellow: '#FDF4E5'
}

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@ -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,

65
src/level/Level1.js Normal file
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export const level1Mice = [
// First 30 seconds — Setup Time (no mice)
// First minute (30 - 89) — Basic Mice only
{ time: 30, type: 'basicMouse', row: 2 },
{ time: 45, type: 'basicMouse', row: 0 },
{ time: 57, type: 'basicMouse', row: 3 },
{ time: 63, type: 'basicMouse', row: 1 },
{ time: 76, type: 'basicMouse', row: 0 },
{ time: 84, type: 'basicMouse', row: 1 },
// Minute 2 (90 - 149) — introduce Helmet Mouse
{ time: 92, type: 'helmetMouse', row: 0 },
{ time: 98, type: 'basicMouse', row: 4 },
{ time: 105, type: 'basicMouse', row: 2 },
{ time: 115, type: 'helmetMouse', row: 1 },
{ time: 125, type: 'helmetMouse', row: 3 },
{ time: 138, type: 'basicMouse', row: 3},
{ time: 149, type: 'basicMouse', row: 4},
// Minute 3 (150 - 209) — introduce Sporty Mouse
{ time: 161, type: 'sportyMouse', row: 1 },
{ time: 167, type: 'basicMouse', row: 0 },
{ time: 175, type: 'helmetMouse', row: 2 },
{ time: 179, type: 'basicMouse', row: 2 },
{ time: 185, type: 'sportyMouse', row: 4 },
{ time: 194, type: 'basicMouse', row: 3},
{ time: 208, type: 'basicMouse', row: 1},
// Minute 4 (210 - 269) — mixed mice
{ time: 212, type: 'basicMouse', row: 3 },
{ time: 216, type: 'helmetMouse', row: 4 },
{ time: 219, type: 'sportyMouse', row: 1 },
{ time: 230, type: 'basicMouse', row: 0 },
{ time: 235, type: 'helmetMouse', row: 2 },
{ time: 238, type: 'sportyMouse', row: 0 },
{ time: 243, type: 'sportyMouse', row: 3 },
{ time: 246, type: 'helmetMouse', row: 4 },
{ time: 251, type: 'sportyMouse', row: 2},
{ time: 253, type: 'helmetMouse', row: 1},
{ time: 257, type: 'basicMouse', row: 0 },
{ time: 260, type: 'helmetMouse', row: 1},
{ time: 266, type: 'sportyMouse', row: 4 },
// Minute 5 (270 - 329) — boss and support
{ time: 272, type: 'bossMouse', row: 2 },
{ time: 275, type: 'basicMouse', row: 1 },
{ time: 280, type: 'basicMouse', row: 4},
{ time: 282, type: 'helmetMouse', row: 1},
{ time: 285, type: 'sportyMouse', row: 0 },
{ time: 290, type: 'helmetMouse', row: 3 },
{ 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},
{ time: 314, type: 'sportyMouse', row: 2 },
{ time: 317, type: 'helmetMouse', row: 1 },
{ time: 320, type: 'basicMouse', row: 3 },
{ time: 323, type: 'helmetMouse', row: 4},
{ time: 327, type: 'basicMouse', row: 0}
];

25
src/level/WinLose.js Normal file
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@ -0,0 +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';
}

64
src/logic/Controller.js Normal file
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@ -0,0 +1,64 @@
import { level1Mice } from '../level/Level1.js';
import { showWinningScreen } from '../level/WinLose.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';
}
})
}
export function restartGameProgress() {
miceKilled = 0;
}
/**
* 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();
}
}

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src/logic/Helper.js Normal file
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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;
}

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src/scenes/GameScene.js Normal file
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import { imageAssets, selectedCatType, resetCatType } from '../../sketch.js';
import { prototypeFrame, gameFrame } from '../constants/Prototype.js';
import { Colors } from '../constants/Colors.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 { showLosingScreen } from '../level/WinLose.js';
import { updateCatButtons, updateCheeseCount, restartGameProgress } from '../logic/Controller.js';
import { calculateCell, isCellValid } from '../logic/Helper.js';
const gameParent = document.getElementById('gameFrame');
const endingOverlay = document.getElementById('endingOverlay');
const upperContainer = document.getElementById('upperContainer');
const controlPanel = document.getElementById('controlPanel');
const cheeseCount = document.getElementById('cheeseCount');
const menuButton = document.getElementById('menuButton');
export let activeCats, activeMice, robotVacuums, cheeses, grid, levelMice;
export let gameSprites = [];
export let catGroup, mouseGroup, throwableGroup;
let leftBar, rightBar, cheeseFeast;
let startTime;
export function GameScene() {
this.enter = function() {
select('#endingOverlay').hide();
select('#startButton').hide();
upperContainer.style.display = 'flex';
menuButton.style.display = 'flex';
resetGame();
drawSideBars();
drawRobotVacuums();
}
this.setup = function() {
const {width, height} = gameParent.getBoundingClientRect();
gameFrame.width = width;
gameFrame.height = height;
const ratio = width / prototypeFrame.width;
Object.keys(prototypeFrame).forEach(key => {
if (key != 'width' && key != 'height') {
gameFrame[key] = ratio * prototypeFrame[key];
}
})
gameFrame.catRatio = 1.2 * gameFrame.tileWidth/200;
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.med_brown);
strokeWeight(gameFrame.border);
rect(gameFrame.border / 2, gameFrame.border / 2, width - gameFrame.border, height - gameFrame.border, 0.025 * width);
updateCatButtons();
drawGrid();
// Spawn Mouse at the designated time
let currTime = millis() / 1000 - startTime;
while (levelMice.length > 0 && levelMice[0].time <= currTime) {
const { time, type, row } = levelMice.shift();
spawnMouse(type, row);
}
// Let each cat perform its action
activeCats.forEach((cat) => cat.action());
// Detect collision or overlaps of mice to carry out the proper interaction
// Mouse - Cheese Feast: Game Over, the player lose the game
// Mouse - SleepyCat: SleepyCat will explode and be removed, Mouse will be attacked
// Mouse - other types of cats: the mouse will attack the cat
// Mouse - RobotVacuum: RobotVacuum will be activated and removed all activeMice in its row
// Mouse - Throwable: Mouse will be attacked by the Throwable (Yarn, Snowball)
for (let row = 0; row < gameFrame.rows; row++) {
for (let i = 0; i < activeMice[row].length; i++) {
const currMouse = activeMice[row][i];
currMouse.attack();
if (cheeseFeast.overlaps(currMouse.sprite)) {
showLosingScreen();
}
activeCats.forEach((cat) => {
if (cat instanceof SleepyCat && cat.sprite.overlaps(currMouse.sprite)) {
cat.awake = true;
cat.action(currMouse);
}
else if (cat.sprite.overlaps(currMouse.sprite)) {
currMouse.targetCat = cat;
}
})
robotVacuums.forEach((vacuum) => {
if (vacuum.sprite.overlaps(currMouse.sprite)) {
vacuum.action();
}
})
throwables.forEach((throwable) => {
if (throwable.sprite.overlaps(currMouse.sprite)) {
currMouse.attacked(throwable);
throwable.remove();
}
})
}
}
}
// Remove all active sprites
this.exit = function() {
gameSprites.forEach((sprite) => sprite.remove());
activeCats.forEach((cat) => cat.remove());
}
this.mousePressed = function() {
const {row, col} = calculateCell(mouseX, mouseY);
// Remove an existing cat using the pet cage button
if (isCellValid(row, col) && selectedCatType === 'petCage') {
const cat = grid[row][col];
if (cat) {
cat.remove();
const index = activeCats.indexOf(cat);
if (index !== -1) {
activeCats.splice(index, 1);
}
grid[row][col] = null;
resetCatType();
}
}
// Placing a new cat
else if (isCellValid(row, col) && grid[row][col] == null && selectedCatType != null) {
let x = gameFrame.padding_left + col * gameFrame.tileWidth + gameFrame.tileWidth / 2;
let y = gameFrame.padding_up + row * gameFrame.tileHeight + gameFrame.tileHeight / 2;
const newCat = createCat(selectedCatType, x, y);
if (newCat) {
grid[row][col] = newCat;
activeCats.push(newCat);
catGroup.add(newCat.sprite);
gameSprites.push(newCat.sprite);
updateCheeseCount(-newCat.cost);
resetCatType();
}
}
// Detecting click on cheese to collect it and update the cheeseCount
for (let i = 0; i < cheeses.length; i++) {
// 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) {
updateCheeseCount(25);
cheeses[i].remove();
cheeses.splice(i, 1);
break;
}
}
}
}
/**
* 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';
endingOverlay.style.borderRadius = (0.03125 * width) + 'px';
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';
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];
restartGameProgress();
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
);
// Highlight the hovered grid if any action is possible with the currently selected button (selectedCatType)
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);
}
}
}
/**
* Draws the left and right borders and the cheeseFeast loss-detection area
*/
function drawSideBars() {
// Drawn so that the Mouse and RobotVacuum goes under the border
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);
// Drawn so that the Mouse and RobotVacuum goes under the border
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);
// Drawn to detect loss
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)
}

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import { startPageAni } from './sketch.js';
import { startPageAni } from '../../sketch.js';
export function StartScene() {
this.enter = function() {
const self = this;
select('#upperContainer').hide();
select('#endingOverlay').hide();
select('#menuButton').hide();
select('#startButton').show();
}