Cats-vs-Mice/GameScene.js
2025-05-06 23:13:43 +09:00

262 lines
9.3 KiB
JavaScript

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
}
}