persist game state

This commit is contained in:
Juraj Michalek
2015-12-29 10:42:51 +01:00
parent 02f1e798a2
commit 47ecce5e92
5 changed files with 410 additions and 370 deletions

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<link rel="stylesheet" href="css/pf2016.css" type="text/css" />
<script src="js/kiwi-js-v1.4.0/kiwi.js"></script>
<script src="js/save-manager-1.0.2/save-manager.js"></script>
<script src="js/app/level-tools.js"></script>
<script src="js/app/level-selector.js"></script>
<script src="js/app/game-state.js"></script>
<script src="js/app/levels-01-12.js"></script>
</head>
<body>
<script>
var state = new Kiwi.State('state');
var levels = [
level1, level2, level3, level4, level5, level6, level7, level8, level9,
level10, level11, level12];
state.preload = function() {
this.addJSON('level1', 'data/levels/level-01.json');
this.addJSON('level2', 'data/levels/level-02.json');
this.addJSON('level3', 'data/levels/level-03.json');
this.addJSON('level4', 'data/levels/level-04.json');
this.addJSON('level5', 'data/levels/level-05.json');
this.addJSON('level6', 'data/levels/level-06.json');
this.addJSON('level7', 'data/levels/level-07.json');
this.addJSON('level8', 'data/levels/level-08.json');
this.addJSON('level9', 'data/levels/level-09.json');
this.addJSON('level10', 'data/levels/level-10.json');
this.addJSON('level11', 'data/levels/level-11.json');
this.addJSON('level12', 'data/levels/level-12.json');
this.addSpriteSheet('base', './data/images/gfx64/tiles.png', 64, 64);
this.addSpriteSheet('character', './data/images/gfx64/marble_black.png', 80, 80 );
this.addSpriteSheet('oneWay', './data/images/gfx64/st_oneway.png', 64, 64 );
this.addSpriteSheet('finishMarker', './data/images/gfx64/finish_marker.png', 64, 64 );
this.addSpriteSheet('button', './data/images/gfx64/button.png', 128, 64 );
this.addSpriteSheet('teleport', './data/images/gfx64/st_spitter_idle.png', 64, 64);
this.addSpriteSheet('box', './data/images/gfx64/st_box_wood.png', 64, 64);
this.addSpriteSheet('switch', './data/images/gfx64/st_switch.png', 64, 64);
this.addSpriteSheet('laserBeam', './data/images/gfx64/it_laser.png', 64, 64);
this.addSpriteSheet('laser', './data/images/gfx64/st_laser.png', 64, 64);
}
state.velocityX = 64;
state.velocityY = 64;
state.create = function() {
var level = levels[this.game.levelIndex - 1];
this.tilemap = new Kiwi.GameObjects.Tilemap.TileMap(this, 'level' + this.game.levelIndex.toString(), this.textures.base);
this.character = new Kiwi.GameObjects.Sprite(this, this.textures.character, 0, 0);
this.character.initialX = 2*64;
this.character.initialY = 64;
this.character.initialVelocityX = 0;
this.character.initialVelocityY = this.velocityY;
// Hitbox is detecting collision in future step.
// This is little bit counter intuitive.
// You have to make collision box smaller at least one step.
this.character.box.hitbox = new Kiwi.Geom.Rectangle( 12, 12, 58, 58 );
this.character.physics = this.character.components.add( new Kiwi.Components.ArcadePhysics( this.character, this.character.box ) );
this.character.animation.add('walking', [ 0, 1 ], 0.2, true);
this.character.animation.add('idle', [ 2, 3, 4, 5, 6, 5, 4, 3 ], 0.2, true);
this.character.animation.add('failed', [ 11, 10, 9, 8, 7, 8, 9, 10], 0.2, true);
this.redirectorGroup = new Kiwi.Group( this );
this.finishMarker = new Kiwi.GameObjects.Sprite(this, this.textures.finishMarker, 6*64, 4*64);
this.finishMarker.animation.add('idle', [ 0, 1, 2, 3, 2, 1 ], 0.3, true);
this.finishMarker.animation.play('idle', true);
// Ground layer
this.addChild(this.tilemap.layers[0]);
// Load level specific data
level.create(this);
// Fix character coordinates and speed
this.resetCharacter();
this.addChild(this.finishMarker);
// Walls layer
this.addChild(this.tilemap.layers[1]);
// Add action objects
this.addChild(this.redirectorGroup);
this.addChild(this.character);
// Sky layer
this.addChild(this.tilemap.layers[2]);
// Create collision layer
for(var i = 21; i < this.tilemap.tileTypes.length; i++) {
this.tilemap.tileTypes[i].allowCollisions = Kiwi.Components.ArcadePhysics.ANY;
}
this.keyboard = this.game.input.keyboard;
this.leftKey = this.keyboard.addKey(Kiwi.Input.Keycodes.LEFT, true);
this.rightKey = this.keyboard.addKey(Kiwi.Input.Keycodes.RIGHT, true);
//Prevent the down key from scrolling the page
this.keyboard.addKey(Kiwi.Input.Keycodes.DOWN, true);
this.stageState = 'init';
this.myButton = new Kiwi.GameObjects.Textfield( this, "Start", 6*64+16, 60, "#000", 32, 'normal', 'Impact' );
this.myButtonSprite = new Kiwi.GameObjects.Sprite(this, this.textures.button, 6*64, 50);
this.myButtonSprite.input.onUp.add( this.buttonReleased, this );
this.character.input.onUp.add( this.buttonReleased, this );
}
state.buttonReleased = function(sprite) {
if (this.stageState == 'init') {
this.myButton.text = '...';
this.activateScene();
} else if (this.stageState == 'stop') {
this.resetStage();
this.myButton.text = 'Start'
this.stageState = 'init';
} else if (this.stageState == 'complete') {
game.states.switchState('levelSelector');
}
}
state.resetCharacter = function () {
this.character.physics.velocity.x = 0;
this.character.physics.velocity.y = 0;
this.character.x = this.character.initialX - 8;
this.character.y = this.character.initialY - 8;
}
/**
* Reset all objects that should be back in the original position.
* Dragable redirectors are left on original place.
*/
state.resetStage = function() {
this.resetCharacter();
var redirectors = this.redirectorGroup.members;
for ( var i = 0; i < redirectors.length; i++ ) {
var redirector = redirectors[i];
if (redirector.type == 'box') {
redirector.x = redirector.initialX;
redirector.y = redirector.initialY;
} else if (redirector.type == 'switch') {
redirector.cellIndex = redirector.initialCellIndex;
} else if (redirector.type == 'laserBeam') {
redirector.visible = redirector.initialVisible;
} else if (redirector.type == 'laser') {
redirector.animation.play(redirector.initialAnimation, true);
}
}
}
state.startedDrag = function(sprite) {
sprite.formerX = sprite.x;
sprite.formerY = sprite.y;
}
/**
* Reverse effect of drag operaion. Set original coordinates.
*/
state.resetDrag = function(sprite) {
sprite.x = sprite.formerX;
sprite.y = sprite.formerY;
}
/**
* Get tile index from specified coordinates.
*/
state.getTileIndex = function(x, y) {
var tile = this.tilemap.layers[0].getTileFromXY(x / 64 , y / 64);
if (tile == null) {
return 0;
}
return tile.index;
}
/**
* Perform adjustments of coordinates for drop operation.
* Make sure that object is dropped on valid place and check
* collision with other objects. In case of failure revert
* to former coordinates.
*/
state.stoppedDrag = function(sprite) {
if (sprite.x % 64 > 32) {
sprite.x += 64;
}
if (sprite.y % 64 > 32) {
sprite.y += 64;
}
sprite.x = sprite.x - sprite.x % 64;
sprite.y = sprite.y - sprite.y % 64;
// Make sure that we drop tile only on valid ground
if (this.getTileIndex(sprite.x, sprite.y) == 0) {
this.resetDrag(sprite);
} else {
// Make sure that we are not dropping on another redirector object
var redirectors = this.redirectorGroup.members;
for ( var i = 0; i < redirectors.length; i++ ) {
var redirector = redirectors[i];
// Skip comparision of self
if (sprite === redirector) {
continue;
}
if ((sprite.x == redirector.x) && (sprite.y == redirector.y)) {
this.resetDrag(sprite);
break;
}
}
}
}
state.activateScene = function () {
this.character.physics.velocity.x = this.character.initialVelocityX;
this.character.physics.velocity.y = this.character.initialVelocityY;
this.stageState = 'running';
}
state.update = function () {
//Update all the gameobjects
Kiwi.State.prototype.update.call(this);
//Update physics
this.checkCollision();
this.updateCharacterAnimation();
}
state.updateCharacterAnimation = function () {
if(( this.character.physics.velocity.y != 0 ) || (this.character.physics.velocity.x != 0)) {
this.character.animation.play('walking', false);
} else {
if (this.stageState == 'stop') {
this.character.animation.play('failed', false);
} else {
this.character.animation.play('idle', false);
}
}
}
state.turnOff = function(items) {
for (var i=0; i!=items.length; i++) {
var item = items[i];
if (item.type == 'laserBeam') {
item.visible = false;
} else if (item.type == 'switch') {
item.cellIndex = 2;
} else {
item.animation.play('idle');
}
}
}
state.turnOn = function(items) {
for (var i=0; i!=items.length; i++) {
var item = items[i];
if (item.type == 'laserBeam') {
item.visible = true;
} else if (item.type == 'switch') {
item.cellIndex = 0;
} else {
item.animation.play('burning');
}
}
}
/**
* Create effect based on type of redirector.
*/
state.applyRedirectorMechanics = function(tileX, tileY, redirector) {
var isRecalculationRequired = false;
var redirectorTileX = Math.round(redirector.x/64);
var redirectorTileY = Math.round(redirector.y/64);
// Box has hit regions around. Compute based on vector of player
if (redirector.type == 'box') {
tileX+=this.character.physics.velocity.x/64;
tileY+=this.character.physics.velocity.y/64;
}
// Check for hit
if ((tileX != redirectorTileX ) || (tileY != redirectorTileY)) {
return;
}
if (redirector.type == 'vector') {
this.character.physics.velocity.x = redirector.affectVelocityX;
this.character.physics.velocity.y = redirector.affectVelocityY;
} else if (redirector.type == 'teleport') {
this.character.x = redirector.affectedX - 8;
this.character.y = redirector.affectedY - 8;
} else if (redirector.type == 'box') {
// Move tile when it is possible
if (this.getTileIndex(redirector.x + this.character.physics.velocity.x, redirector.y + this.character.physics.velocity.y) != 0) {
redirector.x += this.character.physics.velocity.x;
redirector.y += this.character.physics.velocity.y;
}
// Bounce
this.character.physics.velocity.x = -this.character.physics.velocity.x;
this.character.physics.velocity.y = -this.character.physics.velocity.y;
// Bounce from box should relaunch direction calculation
// This is for the case when box lies close to redirector
isRecalculationRequired = true;
} else if (redirector.type == 'switch') {
// Flip the switch
if (redirector.cellIndex == 0) {
redirector.cellIndex = 2;
this.turnOff(redirector.linkedItems);
} else {
redirector.cellIndex = 0;
this.turnOn(redirector.linkedItems);
}
} else if (redirector.type == 'laserBeam') {
if (redirector.visible) {
this.character.physics.velocity.x = 0;
this.character.physics.velocity.y = 0;
}
}
// Correction of coordinates
this.character.y = Math.round(this.character.y);
this.character.x = Math.round(this.character.x);
return isRecalculationRequired;
}
/**
* Resolve collisions between the character and the first layer.
*/
state.checkCollision = function () {
this.tilemap.layers[1].physics.overlapsTiles( this.character, true );
if ((this.character.physics.velocity.x == 0) && (this.character.physics.velocity.y == 0)) {
if (this.stageState == 'running') {
this.stageState = 'stop';
this.myButton.text = 'Restart'
}
return;
}
// Make collision detection only when ball is fully on the same tile
var positionX = Math.round(this.character.x) + 8;
var positionY = Math.round(this.character.y) + 8;
if ((Math.round(positionX) % 64 != 0) || (Math.round(positionY)% 64 != 0)) {
return;
}
var isRecalculationRequired = false;
var redirectors = this.redirectorGroup.members;
for ( var i = 0; i < redirectors.length; i++ ) {
if (this.applyRedirectorMechanics(Math.round(positionX/64), Math.round(positionY/64), redirectors[i])) {
isRecalculationRequired = true;
}
}
// Make the second round of calculation in case of hit of box
if (isRecalculationRequired) {
for ( var i = 0; i < redirectors.length; i++ ) {
this.applyRedirectorMechanics(Math.round(positionX/64), Math.round(positionY/64), redirectors[i]);
}
}
if (((Math.round(positionX/64) == Math.round(this.finishMarker.x/64) )) && (Math.round(positionY/64) == Math.round(this.finishMarker.y/64))) {
this.stageState = 'complete';
this.myButton.text = 'Next->'
this.addChild( this.myButtonSprite );
this.addChild( this.myButton );
this.character.physics.velocity.x = 0;
this.character.physics.velocity.y = 0;
}
}
var gameOptions = {
width: 840,
height: 600
height: 600,
plugins: ["SaveGame"]
};
var game = new Kiwi.Game(null, 'PF 2016', levelSelectorState, gameOptions);
game.stage.color = "121d35";
game.levelIndex = 0;
game.levelStatus = 'none';
game.states.addState(state);
</script>

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js/app/game-state.js Normal file
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var state = new Kiwi.State('state');
state.preload = function() {
this.addJSON('level1', 'data/levels/level-01.json');
this.addJSON('level2', 'data/levels/level-02.json');
this.addJSON('level3', 'data/levels/level-03.json');
this.addJSON('level4', 'data/levels/level-04.json');
this.addJSON('level5', 'data/levels/level-05.json');
this.addJSON('level6', 'data/levels/level-06.json');
this.addJSON('level7', 'data/levels/level-07.json');
this.addJSON('level8', 'data/levels/level-08.json');
this.addJSON('level9', 'data/levels/level-09.json');
this.addJSON('level10', 'data/levels/level-10.json');
this.addJSON('level11', 'data/levels/level-11.json');
this.addJSON('level12', 'data/levels/level-12.json');
this.addSpriteSheet('base', './data/images/gfx64/tiles.png', 64, 64);
this.addSpriteSheet('character', './data/images/gfx64/marble_black.png', 80, 80 );
this.addSpriteSheet('oneWay', './data/images/gfx64/st_oneway.png', 64, 64 );
this.addSpriteSheet('finishMarker', './data/images/gfx64/finish_marker.png', 64, 64 );
this.addSpriteSheet('button', './data/images/gfx64/button.png', 128, 64 );
this.addSpriteSheet('teleport', './data/images/gfx64/st_spitter_idle.png', 64, 64);
this.addSpriteSheet('box', './data/images/gfx64/st_box_wood.png', 64, 64);
this.addSpriteSheet('switch', './data/images/gfx64/st_switch.png', 64, 64);
this.addSpriteSheet('laserBeam', './data/images/gfx64/it_laser.png', 64, 64);
this.addSpriteSheet('laser', './data/images/gfx64/st_laser.png', 64, 64);
}
state.velocityX = 64;
state.velocityY = 64;
state.create = function() {
var level = levels[this.game.levelIndex - 1];
this.tilemap = new Kiwi.GameObjects.Tilemap.TileMap(this, 'level' + this.game.levelIndex.toString(), this.textures.base);
this.character = new Kiwi.GameObjects.Sprite(this, this.textures.character, 0, 0);
this.character.initialX = 2*64;
this.character.initialY = 64;
this.character.initialVelocityX = 0;
this.character.initialVelocityY = this.velocityY;
// Hitbox is detecting collision in future step.
// This is little bit counter intuitive.
// You have to make collision box smaller at least one step.
this.character.box.hitbox = new Kiwi.Geom.Rectangle( 12, 12, 58, 58 );
this.character.physics = this.character.components.add( new Kiwi.Components.ArcadePhysics( this.character, this.character.box ) );
this.character.animation.add('walking', [ 0, 1 ], 0.2, true);
this.character.animation.add('idle', [ 2, 3, 4, 5, 6, 5, 4, 3 ], 0.2, true);
this.character.animation.add('failed', [ 11, 10, 9, 8, 7, 8, 9, 10], 0.2, true);
this.redirectorGroup = new Kiwi.Group( this );
this.finishMarker = new Kiwi.GameObjects.Sprite(this, this.textures.finishMarker, 6*64, 4*64);
this.finishMarker.animation.add('idle', [ 0, 1, 2, 3, 2, 1 ], 0.3, true);
this.finishMarker.animation.play('idle', true);
// Ground layer
this.addChild(this.tilemap.layers[0]);
// Load level specific data
level.create(this);
// Fix character coordinates and speed
this.resetCharacter();
this.addChild(this.finishMarker);
// Walls layer
this.addChild(this.tilemap.layers[1]);
// Add action objects
this.addChild(this.redirectorGroup);
this.addChild(this.character);
// Sky layer
this.addChild(this.tilemap.layers[2]);
// Create collision layer
for(var i = 21; i < this.tilemap.tileTypes.length; i++) {
this.tilemap.tileTypes[i].allowCollisions = Kiwi.Components.ArcadePhysics.ANY;
}
this.keyboard = this.game.input.keyboard;
this.leftKey = this.keyboard.addKey(Kiwi.Input.Keycodes.LEFT, true);
this.rightKey = this.keyboard.addKey(Kiwi.Input.Keycodes.RIGHT, true);
//Prevent the down key from scrolling the page
this.keyboard.addKey(Kiwi.Input.Keycodes.DOWN, true);
this.stageState = 'init';
this.myButton = new Kiwi.GameObjects.Textfield( this, "Start", 6*64+16, 60, "#000", 32, 'normal', 'Impact' );
this.myButtonSprite = new Kiwi.GameObjects.Sprite(this, this.textures.button, 6*64, 50);
this.myButtonSprite.input.onUp.add( this.buttonReleased, this );
this.character.input.onUp.add( this.buttonReleased, this );
}
state.buttonReleased = function(sprite) {
if (this.stageState == 'init') {
this.myButton.text = '...';
this.activateScene();
} else if (this.stageState == 'stop') {
this.resetStage();
this.myButton.text = 'Start'
this.stageState = 'init';
} else if (this.stageState == 'complete') {
game.levelStatus = 'complete';
game.states.switchState('levelSelector');
}
}
state.resetCharacter = function () {
this.character.physics.velocity.x = 0;
this.character.physics.velocity.y = 0;
this.character.x = this.character.initialX - 8;
this.character.y = this.character.initialY - 8;
}
/**
* Reset all objects that should be back in the original position.
* Dragable redirectors are left on original place.
*/
state.resetStage = function() {
this.resetCharacter();
var redirectors = this.redirectorGroup.members;
for ( var i = 0; i < redirectors.length; i++ ) {
var redirector = redirectors[i];
if (redirector.type == 'box') {
redirector.x = redirector.initialX;
redirector.y = redirector.initialY;
} else if (redirector.type == 'switch') {
redirector.cellIndex = redirector.initialCellIndex;
} else if (redirector.type == 'laserBeam') {
redirector.visible = redirector.initialVisible;
} else if (redirector.type == 'laser') {
redirector.animation.play(redirector.initialAnimation, true);
}
}
}
state.startedDrag = function(sprite) {
sprite.formerX = sprite.x;
sprite.formerY = sprite.y;
}
/**
* Reverse effect of drag operaion. Set original coordinates.
*/
state.resetDrag = function(sprite) {
sprite.x = sprite.formerX;
sprite.y = sprite.formerY;
}
/**
* Get tile index from specified coordinates.
*/
state.getTileIndex = function(x, y) {
var tile = this.tilemap.layers[0].getTileFromXY(x / 64 , y / 64);
if (tile == null) {
return 0;
}
return tile.index;
}
/**
* Perform adjustments of coordinates for drop operation.
* Make sure that object is dropped on valid place and check
* collision with other objects. In case of failure revert
* to former coordinates.
*/
state.stoppedDrag = function(sprite) {
if (sprite.x % 64 > 32) {
sprite.x += 64;
}
if (sprite.y % 64 > 32) {
sprite.y += 64;
}
sprite.x = sprite.x - sprite.x % 64;
sprite.y = sprite.y - sprite.y % 64;
// Make sure that we drop tile only on valid ground
if (this.getTileIndex(sprite.x, sprite.y) == 0) {
this.resetDrag(sprite);
} else {
// Make sure that we are not dropping on another redirector object
var redirectors = this.redirectorGroup.members;
for ( var i = 0; i < redirectors.length; i++ ) {
var redirector = redirectors[i];
// Skip comparision of self
if (sprite === redirector) {
continue;
}
if ((sprite.x == redirector.x) && (sprite.y == redirector.y)) {
this.resetDrag(sprite);
break;
}
}
}
}
state.activateScene = function () {
this.character.physics.velocity.x = this.character.initialVelocityX;
this.character.physics.velocity.y = this.character.initialVelocityY;
this.stageState = 'running';
}
state.update = function () {
//Update all the gameobjects
Kiwi.State.prototype.update.call(this);
//Update physics
this.checkCollision();
this.updateCharacterAnimation();
}
state.updateCharacterAnimation = function () {
if(( this.character.physics.velocity.y != 0 ) || (this.character.physics.velocity.x != 0)) {
this.character.animation.play('walking', false);
} else {
if (this.stageState == 'stop') {
this.character.animation.play('failed', false);
} else {
this.character.animation.play('idle', false);
}
}
}
state.turnOff = function(items) {
for (var i=0; i!=items.length; i++) {
var item = items[i];
if (item.type == 'laserBeam') {
item.visible = false;
} else if (item.type == 'switch') {
item.cellIndex = 2;
} else {
item.animation.play('idle');
}
}
}
state.turnOn = function(items) {
for (var i=0; i!=items.length; i++) {
var item = items[i];
if (item.type == 'laserBeam') {
item.visible = true;
} else if (item.type == 'switch') {
item.cellIndex = 0;
} else {
item.animation.play('burning');
}
}
}
/**
* Create effect based on type of redirector.
*/
state.applyRedirectorMechanics = function(tileX, tileY, redirector) {
var isRecalculationRequired = false;
var redirectorTileX = Math.round(redirector.x/64);
var redirectorTileY = Math.round(redirector.y/64);
// Box has hit regions around. Compute based on vector of player
if (redirector.type == 'box') {
tileX+=this.character.physics.velocity.x/64;
tileY+=this.character.physics.velocity.y/64;
}
// Check for hit
if ((tileX != redirectorTileX ) || (tileY != redirectorTileY)) {
return;
}
if (redirector.type == 'vector') {
this.character.physics.velocity.x = redirector.affectVelocityX;
this.character.physics.velocity.y = redirector.affectVelocityY;
} else if (redirector.type == 'teleport') {
this.character.x = redirector.affectedX - 8;
this.character.y = redirector.affectedY - 8;
} else if (redirector.type == 'box') {
// Move tile when it is possible
if (this.getTileIndex(redirector.x + this.character.physics.velocity.x, redirector.y + this.character.physics.velocity.y) != 0) {
redirector.x += this.character.physics.velocity.x;
redirector.y += this.character.physics.velocity.y;
}
// Bounce
this.character.physics.velocity.x = -this.character.physics.velocity.x;
this.character.physics.velocity.y = -this.character.physics.velocity.y;
// Bounce from box should relaunch direction calculation
// This is for the case when box lies close to redirector
isRecalculationRequired = true;
} else if (redirector.type == 'switch') {
// Flip the switch
if (redirector.cellIndex == 0) {
redirector.cellIndex = 2;
this.turnOff(redirector.linkedItems);
} else {
redirector.cellIndex = 0;
this.turnOn(redirector.linkedItems);
}
} else if (redirector.type == 'laserBeam') {
if (redirector.visible) {
this.character.physics.velocity.x = 0;
this.character.physics.velocity.y = 0;
}
}
// Correction of coordinates
this.character.y = Math.round(this.character.y);
this.character.x = Math.round(this.character.x);
return isRecalculationRequired;
}
/**
* Resolve collisions between the character and the first layer.
*/
state.checkCollision = function () {
this.tilemap.layers[1].physics.overlapsTiles( this.character, true );
if ((this.character.physics.velocity.x == 0) && (this.character.physics.velocity.y == 0)) {
if (this.stageState == 'running') {
this.stageState = 'stop';
this.myButton.text = 'Restart'
}
return;
}
// Make collision detection only when ball is fully on the same tile
var positionX = Math.round(this.character.x) + 8;
var positionY = Math.round(this.character.y) + 8;
if ((Math.round(positionX) % 64 != 0) || (Math.round(positionY)% 64 != 0)) {
return;
}
var isRecalculationRequired = false;
var redirectors = this.redirectorGroup.members;
for ( var i = 0; i < redirectors.length; i++ ) {
if (this.applyRedirectorMechanics(Math.round(positionX/64), Math.round(positionY/64), redirectors[i])) {
isRecalculationRequired = true;
}
}
// Make the second round of calculation in case of hit of box
if (isRecalculationRequired) {
for ( var i = 0; i < redirectors.length; i++ ) {
this.applyRedirectorMechanics(Math.round(positionX/64), Math.round(positionY/64), redirectors[i]);
}
}
if (((Math.round(positionX/64) == Math.round(this.finishMarker.x/64) )) && (Math.round(positionY/64) == Math.round(this.finishMarker.y/64))) {
this.stageState = 'complete';
this.myButton.text = 'Next->'
this.addChild( this.myButtonSprite );
this.addChild( this.myButton );
this.character.physics.velocity.x = 0;
this.character.physics.velocity.y = 0;
}
}

View File

@@ -1,23 +1,55 @@
var levelSelectorState = new Kiwi.State('levelSelector');
/**
* Save status of locks.
*/
levelSelectorState.save = function() {
this.game.saveManager.add('levelStatus', this.levelStatus);
this.game.saveManager.save();
}
levelSelectorState.preload = function() {
this.addSpriteSheet('button', './data/images/gfx64/button.png', 128, 64 );
if (this.game.saveManager.exists('levelStatus')) {
this.levelStatus = this.game.saveManager.getData('levelStatus');
} else {
this.levelStatus = ['unlocked', 'locked', 'locked', 'locked', 'locked', 'locked', 'locked', 'locked', 'locked',
'locked', 'locked', 'locked'
];
this.save();
}
}
levelSelectorState.create = function() {
var counterX = 0;
var counterY = 0;
// Unlock next level when previous was completed
if (game.levelStatus == 'complete') {
if (game.levelIndex < 12) {
this.levelStatus[game.levelIndex] = 'unlocked';
game.levelStatus = 'none';
this.save();
}
}
for (var i=1; i<levels.length+1; i++) {
var text = new Kiwi.GameObjects.Textfield( this, "Level " + i.toString(), 16+counterX*140, 60+counterY*80, "#000", 32, 'normal', 'Impact' );
var sprite = new Kiwi.GameObjects.Sprite(this, this.textures.button, counterX*140, 50+counterY*80);
var sprite = new Kiwi.GameObjects.Sprite(this, this.textures.button, 40+counterX*140, 50+counterY*80);
sprite.levelIndex = i;
sprite.input.onUp.add( this.buttonReleased, this );
this.addChild( sprite );
this.addChild( text );
if (this.levelStatus[i-1] == 'locked') {
sprite.cellIndex = 1;
} else {
var text = new Kiwi.GameObjects.Textfield( this, i.toString(), 100+counterX*140, 60+counterY*80, "#1d5f0e", 32, 'normal', 'Impact' );
this.addChild(text);
sprite.input.onUp.add( this.buttonReleased, this );
}
counterX++;
if (counterX > 4) {
if (counterX > 3) {
counterX = 0;
counterY++;
}

View File

@@ -0,0 +1 @@
Kiwi.Plugins.SaveGame={name:"SaveGame",version:"1.0.2",minimumKiwiVersion:"1.0.0"};Kiwi.PluginManager.register(Kiwi.Plugins.SaveGame);Kiwi.Plugins.SaveGame.create=function(e){var t=new Kiwi.Plugins.SaveGame.SaveManager(e);e.saveManager=t;return e.saveManager};Kiwi.Plugins.SaveGame.SaveManager=function(e){this.game=e};Kiwi.Plugins.SaveGame.SaveManager.prototype.objType=function(){return"SaveManager"};Kiwi.Plugins.SaveGame.SaveManager.prototype.boot=function(){this.localStorage=new Kiwi.Plugins.SaveGame.LocalStorage(this.game);this.current=this.localStorage};Kiwi.Plugins.SaveGame.SaveManager.prototype.switchCurrent=function(e){if(typeof e==="undefined")return;switch(e){case Kiwi.Plugins.SaveGame.SaveManager.LOCAL_STORAGE:this.current=this.localStorage;break}};Object.defineProperty(Kiwi.Plugins.SaveGame.SaveManager.prototype,"add",{get:function(){return this.current.add.bind(this.current)},enumerable:true,configurable:true});Object.defineProperty(Kiwi.Plugins.SaveGame.SaveManager.prototype,"edit",{get:function(){return this.current.edit.bind(this.current)},enumerable:true,configurable:true});Object.defineProperty(Kiwi.Plugins.SaveGame.SaveManager.prototype,"remove",{get:function(){return this.current.remove.bind(this.current)},enumerable:true,configurable:true});Object.defineProperty(Kiwi.Plugins.SaveGame.SaveManager.prototype,"getData",{get:function(){return this.current.getData.bind(this.current)},enumerable:true,configurable:true});Object.defineProperty(Kiwi.Plugins.SaveGame.SaveManager.prototype,"save",{get:function(){return this.current.save.bind(this.current)},enumerable:true,configurable:true});Object.defineProperty(Kiwi.Plugins.SaveGame.SaveManager.prototype,"exists",{get:function(){return this.current.exists.bind(this.current)},enumerable:true,configurable:true});Kiwi.Plugins.SaveGame.SaveManager.LOCAL_STORAGE=1;Kiwi.Plugins.SaveGame.LocalStorage=function(e){this.game=e;this._data={};this._supported=Kiwi.DEVICE.localStorage;if(this.supported)this._retrieveData()};Object.defineProperty(Kiwi.Plugins.SaveGame.LocalStorage.prototype,"data",{get:function(){return this._data},enumerable:true,configurable:true});Object.defineProperty(Kiwi.Plugins.SaveGame.LocalStorage.prototype,"supported",{get:function(){return this._supported},enumerable:true,configurable:true});Kiwi.Plugins.SaveGame.LocalStorage.prototype.objType=function(){return"LocalStorage"};Kiwi.Plugins.SaveGame.LocalStorage.prototype._retrieveData=function(){if(localStorage.getItem(this.game.stage.name)!==null){var e=localStorage.getItem(this.game.stage.name);this._data=JSON.parse(e)}else{this._create()}};Kiwi.Plugins.SaveGame.LocalStorage.prototype._create=function(){try{this._data={name:this.game.stage.name};localStorage.setItem(this.game.stage.name,JSON.stringify(this._data))}catch(e){console.log("Can not use localstorage due to memory limitations.");this._supported=false}};Kiwi.Plugins.SaveGame.LocalStorage.prototype.add=function(e,t,n){if(typeof n=="undefined")n=false;if(this.supported===true){this._data[e]=t;if(n===true){return this.save()}else{return true}}return false};Kiwi.Plugins.SaveGame.LocalStorage.prototype.edit=function(e,t,n){if(typeof n=="undefined")n=false;if(this.supported===true){if(this._data[e]!==null){this._data[e]=t;if(n===true){this.save()}else{return true}}}return false};Kiwi.Plugins.SaveGame.LocalStorage.prototype.getData=function(e){if(this.supported===true){if(typeof this._data[e]!=="undefined"){return this._data[e]}}return null};Kiwi.Plugins.SaveGame.LocalStorage.prototype.exists=function(e){return this._data[e]!==undefined};Kiwi.Plugins.SaveGame.LocalStorage.prototype.remove=function(e,t){if(typeof t=="undefined")t=false;if(this.supported===true){if(this._data[e]!==null){delete this._data[e];if(t===true){this.save()}else{return true}}}};Kiwi.Plugins.SaveGame.LocalStorage.prototype.clear=function(e){if(typeof e=="undefined")e=false;if(this.supported===true){this._data={};if(e===true)this.save()}};Kiwi.Plugins.SaveGame.LocalStorage.prototype.save=function(){try{localStorage.setItem([this.game.stage.name],JSON.stringify(this._data));return true}catch(e){console.log("Localstorage is full. Could not update.");return false}};Kiwi.Plugins.SaveGame.LocalStorage.prototype.load=function(){if(this.supported===true){this._data=JSON.parse(localStorage.getItem(this.game.stage.name));return true}return false}