262 lines
9.3 KiB
JavaScript
262 lines
9.3 KiB
JavaScript
import { prototypeFrame, gameFrame } from './prototype.js';
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import { imageAssets, selectedCatType, resetCatType } from './sketch.js';
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import { ChefCat, SingleYarnCat, DoubleYarnCat, SleepyCat, IceCat, throwables } from './Cat.js';
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import { BasicMouse, HelmetMouse } from './Mouse.js';
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import { level1Mice } from './level/level1.js';
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import { RobotVacuum } from './RobotVacuum.js';
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const gameParent = document.getElementById('gameFrame');
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const upperContainer = document.getElementById('upperContainer');
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const controlPanel = document.getElementById('controlPanel');
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const cheeseCount = document.getElementById('cheeseCount');
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const activeCats = [];
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export const activeMice = Array.from({ length: 5 }, () => []);
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let robotVacuums = [];
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let gameSprites = [];
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let sleepyCats = [];
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export let cheeses = [];
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export let grid = Array(5).fill().map(() => Array(9).fill(null));
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let startTime;
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let levelMice = [...level1Mice];
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export let catGroup, mouseGroup, throwableGroup;
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function createCat(type, x, y) {
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switch (type) {
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case 'chefCat':
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let cat = new ChefCat(x, y);
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cat.action();
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return cat;
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case 'singleYarnCat':
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return new SingleYarnCat(x, y);
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case 'doubleYarnCat':
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return new DoubleYarnCat(x, y);
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case 'sleepyCat':
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return new SleepyCat(x, y);
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case 'iceCat':
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return new IceCat(x, y);
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default:
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return undefined;
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}
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}
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function createMouse(type, x, y, row) {
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switch (type) {
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case 'basicMouse':
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return new BasicMouse(x, y, row);
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case 'helmetMouse':
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return new HelmetMouse(x, y, row);
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default:
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return undefined;
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}
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}
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export function calculateCell(mouseX, mouseY) {
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let col = floor((mouseX - gameFrame.padding_left) / gameFrame.tileWidth)
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let row = floor((mouseY - gameFrame.padding_up) / gameFrame.tileHeight)
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return {row, col};
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}
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function isCellValid(row, col) {
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if (row < 0) return false;
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if (row >= gameFrame.rows) return false;
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if (col < 0) return false;
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if (col >= gameFrame.cols) return false;
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return true;
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}
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export function GameScene() {
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this.enter = function() {
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select('#upperContainer').show();
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select('#menuButton').show();
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select('#startButton').hide();
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upperContainer.style.width = width + 'px';
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const gridHeight = gameFrame.rows * gameFrame.tileHeight;
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upperContainer.style.height = (gameFrame.height - gridHeight - gameFrame.border) + 'px';
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controlPanel.style.margin = gameFrame.border + 'px';
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controlPanel.style.height = (gameFrame.height - gridHeight - 3 * gameFrame.border) + 'px';
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gameSprites = []; // kayanya ga butuh, sama kayak allSprites
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robotVacuums = [];
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for (let row = 0; row < gameFrame.rows; row ++) {
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let x = gameFrame.paddingRobot + gameFrame.robotSize / 2;
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let y = gameFrame.padding_up + row * gameFrame.tileHeight + gameFrame.tileHeight / 2;
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let vacuum = new RobotVacuum(x, y, row);
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gameSprites.push(vacuum.sprite);
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robotVacuums.push(vacuum);
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}
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startTime = millis() / 1000;
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}
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this.setup = function() {
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const {width, height} = gameParent.getBoundingClientRect();
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gameFrame.width = width;
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gameFrame.height = height;
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const ratio = width / prototypeFrame.width;
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Object.keys(prototypeFrame).forEach(key => {
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if (key != 'width' && key != 'height') {
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gameFrame[key] = ratio * prototypeFrame[key];
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}
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})
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gameFrame.catRatio = 1.2 * gameFrame.tileWidth/200;
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catGroup = new Group();
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mouseGroup = new Group();
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throwableGroup = new Group();
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}
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this.draw = function() {
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clear();
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image(imageAssets.gameBackground, 0, gameFrame.padding_up - gameFrame.border, gameFrame.width, gameFrame.height - gameFrame.padding_up + gameFrame.border);
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noFill();
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stroke('#B09472');
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strokeWeight(gameFrame.border);
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// fix the border radius --> create a ratio for it
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rect(gameFrame.border / 2, gameFrame.border / 2, width - gameFrame.border, height - gameFrame.border, 35);
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drawGrid();
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let currTime = millis() / 1000 - startTime;
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while (levelMice.length > 0 && levelMice[0].time <= currTime) {
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const { time, type, row } = levelMice.shift();
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spawnMouse(type, row);
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}
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activeCats.forEach((cat) => cat.action());
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for (let row = 0; row < gameFrame.rows; row++) {
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for (let i = 0; i < activeMice[row].length; i++) {
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const currMouse = activeMice[row][i];
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sleepyCats.forEach((cat) => {
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if (cat.sprite.overlaps(currMouse.sprite)) {
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cat.awake = true;
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cat.action(currMouse);
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activeMice[row].splice(i, 1);
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}
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})
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robotVacuums.forEach((vacuum) => {
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if (vacuum.sprite.overlaps(currMouse.sprite)) {
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vacuum.action();
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}
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})
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throwables.forEach((throwable) => {
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if (throwable.sprite.overlaps(currMouse.sprite)) {
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currMouse.attacked(throwable.point);
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throwable.remove();
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}
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})
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}
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}
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}
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this.exit = function() {
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console.log(`i exit gameScene`);
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gameSprites.forEach((sprite) => sprite.remove());
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activeCats.forEach((cat) => cat.remove()); // idk if it is needed or not
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}
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this.mousePressed = function() {
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const {row, col} = calculateCell(mouseX, mouseY);
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if (isCellValid(row, col) && selectedCatType === 'petCage') {
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const cat = grid[row][col];
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if (cat) {
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cat.remove();
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// TODO: need to remove from activeCats too
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const index = activeCats.indexOf(cat);
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if (index !== -1) {
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activeCats.splice(index, 1);
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}
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grid[row][col] = null;
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}
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}
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else if (isCellValid(row, col) && selectedCatType != null) {
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let x = gameFrame.padding_left + col * gameFrame.tileWidth + gameFrame.tileWidth / 2;
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let y = gameFrame.padding_up + row * gameFrame.tileHeight + gameFrame.tileHeight / 2;
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const newCat = createCat(selectedCatType, x, y);
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if (newCat) {
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newCat.sprite.scale = gameFrame.catRatio;
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grid[row][col] = newCat;
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activeCats.push(newCat);
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catGroup.add(newCat.sprite);
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gameSprites.push(newCat.sprite); // Is this redundant? kedouble2
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if (newCat instanceof SleepyCat) sleepyCats.push(newCat);
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resetCatType();
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}
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// grid[row][col] = selectedCatType;
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// console.log(`after click, grid[${row}][${col}] = ${grid[row][col]}`)
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}
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for (let i = 0; i < cheeses.length; i++) {
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console.log(`there are ${cheeses.length} cheeses`)
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// Calculate boundaries
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let left = cheeses[i].x - cheeses[i].width / 2;
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let right = cheeses[i].x + cheeses[i].width / 2;
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let top = cheeses[i].y - cheeses[i].height / 2;
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let bottom = cheeses[i].y + cheeses[i].height / 2;
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if (mouseX >= left && mouseX <= right && mouseY >= top && mouseY <= bottom) {
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console.log(`cheese ${i} is pressed`)
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updateCheeseCount(25);
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cheeses[i].remove();
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cheeses.splice(i, 1);
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break;
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}
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}
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}
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function drawGrid() {
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for (let row = 0; row < gameFrame.rows; row++) {
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for (let col = 0; col < gameFrame.cols; col++) {
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let x = gameFrame.padding_left + col * gameFrame.tileWidth;
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let y = gameFrame.padding_up + row * gameFrame.tileHeight;
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let isHovering = (
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mouseX > x && mouseX < x + gameFrame.tileWidth &&
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mouseY > y && mouseY < y + gameFrame.tileHeight
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);
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if (isHovering && selectedCatType) {
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fill('red');
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}
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else {
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fill((row + col) % 2 === 0 ? '#F7E7BE' : '#FDF4E5');
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}
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noStroke();
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rect(x, y, gameFrame.tileWidth, gameFrame.tileHeight);
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}
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}
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}
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}
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function updateCheeseCount(n) {
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console.log(`update cheeseCount by ${n}`)
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let currCheese = int(cheeseCount.textContent);
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currCheese += n;
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cheeseCount.textContent = currCheese;
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// TODO: handle if n is negative and currCheese < -n somewhere else
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}
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function spawnMouse(type, row) {
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let x = width;
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let y = gameFrame.padding_up + row * gameFrame.tileHeight + gameFrame.tileHeight / 2;
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let newMouse = new createMouse(type, x, y, row);
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if (newMouse) {
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newMouse.sprite.scale = gameFrame.catRatio;
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activeMice[row].push(newMouse);
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mouseGroup.add(newMouse.sprite);
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gameSprites.push(newMouse.sprite); // Is this redundant? kedouble2 sama allSprites
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}
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} |