mirror of
https://github.com/ysoftdevs/pf2016.git
synced 2026-01-14 07:44:02 +01:00
397 lines
14 KiB
HTML
397 lines
14 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>PF 2016</title>
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<meta name="author" content="Juraj Michálek" />
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<meta name="description" content="PF 2016 greeting - puzzle game - set direction for ball" />
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<script src="js/kiwi-js-v1.4.0/kiwi.js"></script>
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<script src="js/app/level-tools.js"></script>
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<script src="js/app/level-selector.js"></script>
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<script src="js/app/levels-01-12.js"></script>
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</head>
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<body>
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<script>
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var state = new Kiwi.State('state');
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var levels = [
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level1, level2, level3, level4, level5, level6, level7, level8, level9,
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level10, level11, level12];
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state.preload = function() {
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this.addJSON('level1', 'data/levels/level-01.json');
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this.addJSON('level2', 'data/levels/level-02.json');
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this.addJSON('level3', 'data/levels/level-03.json');
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this.addJSON('level4', 'data/levels/level-04.json');
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this.addJSON('level5', 'data/levels/level-05.json');
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this.addJSON('level6', 'data/levels/level-06.json');
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this.addJSON('level7', 'data/levels/level-07.json');
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this.addJSON('level8', 'data/levels/level-08.json');
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this.addJSON('level9', 'data/levels/level-09.json');
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this.addJSON('level10', 'data/levels/level-10.json');
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this.addJSON('level11', 'data/levels/level-11.json');
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this.addJSON('level12', 'data/levels/level-12.json');
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this.addSpriteSheet('base', './data/images/gfx64/tiles.png', 64, 64);
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this.addSpriteSheet('character', './data/images/gfx64/marble_black.png', 80, 80 );
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this.addSpriteSheet('oneWay', './data/images/gfx64/st_oneway.png', 64, 64 );
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this.addSpriteSheet('finishMarker', './data/images/gfx64/finish_marker.png', 64, 64 );
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this.addSpriteSheet('button', './data/images/gfx64/button.png', 128, 64 );
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this.addSpriteSheet('teleport', './data/images/gfx64/st_spitter_idle.png', 64, 64);
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this.addSpriteSheet('box', './data/images/gfx64/st_box_wood.png', 64, 64);
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this.addSpriteSheet('switch', './data/images/gfx64/st_switch.png', 64, 64);
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this.addSpriteSheet('laserBeam', './data/images/gfx64/it_laser.png', 64, 64);
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this.addSpriteSheet('laser', './data/images/gfx64/st_laser.png', 64, 64);
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}
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state.velocityX = 64;
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state.velocityY = 64;
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state.create = function() {
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var level = levels[this.game.levelIndex - 1];
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this.tilemap = new Kiwi.GameObjects.Tilemap.TileMap(this, 'level' + this.game.levelIndex.toString(), this.textures.base);
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this.character = new Kiwi.GameObjects.Sprite(this, this.textures.character, 0, 0);
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this.character.initialX = 2*64;
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this.character.initialY = 64;
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this.character.initialVelocityX = 0;
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this.character.initialVelocityY = this.velocityY;
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// Hitbox is detecting collision in future step.
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// This is little bit counter intuitive.
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// You have to make collision box smaller at least one step.
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this.character.box.hitbox = new Kiwi.Geom.Rectangle( 12, 12, 58, 58 );
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this.character.physics = this.character.components.add( new Kiwi.Components.ArcadePhysics( this.character, this.character.box ) );
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this.character.animation.add('walking', [ 0, 1 ], 0.2, true);
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this.character.animation.add('idle', [ 2, 3, 4, 5, 6, 5, 4, 3 ], 0.2, true);
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this.character.animation.add('failed', [ 11, 10, 9, 8, 7, 8, 9, 10], 0.2, true);
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this.redirectorGroup = new Kiwi.Group( this );
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this.finishMarker = new Kiwi.GameObjects.Sprite(this, this.textures.finishMarker, 6*64, 4*64);
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this.finishMarker.animation.add('idle', [ 0, 1, 2, 3, 2, 1 ], 0.3, true);
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this.finishMarker.animation.play('idle', true);
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// Ground layer
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this.addChild(this.tilemap.layers[0]);
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// Load level specific data
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level.create(this);
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// Fix character coordinates and speed
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this.resetCharacter();
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this.addChild(this.finishMarker);
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// Walls layer
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this.addChild(this.tilemap.layers[1]);
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// Add action objects
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this.addChild(this.redirectorGroup);
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this.addChild(this.character);
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// Sky layer
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this.addChild(this.tilemap.layers[2]);
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// Create collision layer
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for(var i = 21; i < this.tilemap.tileTypes.length; i++) {
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this.tilemap.tileTypes[i].allowCollisions = Kiwi.Components.ArcadePhysics.ANY;
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}
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this.keyboard = this.game.input.keyboard;
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this.leftKey = this.keyboard.addKey(Kiwi.Input.Keycodes.LEFT, true);
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this.rightKey = this.keyboard.addKey(Kiwi.Input.Keycodes.RIGHT, true);
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//Prevent the down key from scrolling the page
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this.keyboard.addKey(Kiwi.Input.Keycodes.DOWN, true);
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this.stageState = 'init';
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this.myButton = new Kiwi.GameObjects.Textfield( this, "Start", 6*64+16, 60, "#000", 32, 'normal', 'Impact' );
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this.myButtonSprite = new Kiwi.GameObjects.Sprite(this, this.textures.button, 6*64, 50);
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this.myButtonSprite.input.onUp.add( this.buttonReleased, this );
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this.character.input.onUp.add( this.buttonReleased, this );
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}
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state.buttonReleased = function(sprite) {
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if (this.stageState == 'init') {
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this.myButton.text = '...';
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this.activateScene();
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} else if (this.stageState == 'stop') {
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this.resetStage();
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this.myButton.text = 'Start'
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this.stageState = 'init';
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} else if (this.stageState == 'complete') {
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game.states.switchState('levelSelector');
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}
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}
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state.resetCharacter = function () {
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this.character.physics.velocity.x = 0;
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this.character.physics.velocity.y = 0;
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this.character.x = this.character.initialX - 8;
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this.character.y = this.character.initialY - 8;
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}
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/**
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* Reset all objects that should be back in the original position.
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* Dragable redirectors are left on original place.
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*/
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state.resetStage = function() {
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this.resetCharacter();
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var redirectors = this.redirectorGroup.members;
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for ( var i = 0; i < redirectors.length; i++ ) {
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var redirector = redirectors[i];
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if (redirector.type == 'box') {
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redirector.x = redirector.initialX;
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redirector.y = redirector.initialY;
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} else if (redirector.type == 'switch') {
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redirector.cellIndex = redirector.initialCellIndex;
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} else if (redirector.type == 'laserBeam') {
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redirector.visible = redirector.initialVisible;
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} else if (redirector.type == 'laser') {
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redirector.animation.play(redirector.initialAnimation, true);
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}
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}
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}
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state.startedDrag = function(sprite) {
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sprite.formerX = sprite.x;
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sprite.formerY = sprite.y;
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}
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/**
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* Reverse effect of drag operaion. Set original coordinates.
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*/
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state.resetDrag = function(sprite) {
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sprite.x = sprite.formerX;
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sprite.y = sprite.formerY;
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}
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/**
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* Get tile index from specified coordinates.
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*/
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state.getTileIndex = function(x, y) {
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var tile = this.tilemap.layers[0].getTileFromXY(x / 64 , y / 64);
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if (tile == null) {
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return 0;
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}
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return tile.index;
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}
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/**
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* Perform adjustments of coordinates for drop operation.
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* Make sure that object is dropped on valid place and check
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* collision with other objects. In case of failure revert
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* to former coordinates.
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*/
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state.stoppedDrag = function(sprite) {
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if (sprite.x % 64 > 32) {
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sprite.x += 64;
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}
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if (sprite.y % 64 > 32) {
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sprite.y += 64;
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}
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sprite.x = sprite.x - sprite.x % 64;
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sprite.y = sprite.y - sprite.y % 64;
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// Make sure that we drop tile only on valid ground
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if (this.getTileIndex(sprite.x, sprite.y) == 0) {
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this.resetDrag(sprite);
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} else {
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// Make sure that we are not dropping on another redirector object
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var redirectors = this.redirectorGroup.members;
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for ( var i = 0; i < redirectors.length; i++ ) {
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var redirector = redirectors[i];
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// Skip comparision of self
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if (sprite === redirector) {
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continue;
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}
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if ((sprite.x == redirector.x) && (sprite.y == redirector.y)) {
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this.resetDrag(sprite);
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break;
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}
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}
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}
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}
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state.activateScene = function () {
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this.character.physics.velocity.x = this.character.initialVelocityX;
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this.character.physics.velocity.y = this.character.initialVelocityY;
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this.stageState = 'running';
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}
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state.update = function () {
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//Update all the gameobjects
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Kiwi.State.prototype.update.call(this);
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//Update physics
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this.checkCollision();
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this.updateCharacterAnimation();
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}
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state.updateCharacterAnimation = function () {
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if(( this.character.physics.velocity.y != 0 ) || (this.character.physics.velocity.x != 0)) {
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this.character.animation.play('walking', false);
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} else {
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if (this.stageState == 'stop') {
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this.character.animation.play('failed', false);
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} else {
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this.character.animation.play('idle', false);
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}
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}
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}
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state.turnOff = function(items) {
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for (var i=0; i!=items.length; i++) {
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var item = items[i];
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if (item.type == 'laserBeam') {
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item.visible = false;
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} else if (item.type == 'switch') {
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item.cellIndex = 2;
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} else {
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item.animation.play('idle');
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}
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}
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}
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state.turnOn = function(items) {
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for (var i=0; i!=items.length; i++) {
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var item = items[i];
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if (item.type == 'laserBeam') {
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item.visible = true;
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} else if (item.type == 'switch') {
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item.cellIndex = 0;
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} else {
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item.animation.play('burning');
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}
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}
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}
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/**
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* Create effect based on type of redirector.
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*/
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state.applyRedirectorMechanics = function(tileX, tileY, redirector) {
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var isRecalculationRequired = false;
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var redirectorTileX = Math.round(redirector.x/64);
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var redirectorTileY = Math.round(redirector.y/64);
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// Box has hit regions around. Compute based on vector of player
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if (redirector.type == 'box') {
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tileX+=this.character.physics.velocity.x/64;
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tileY+=this.character.physics.velocity.y/64;
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}
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// Check for hit
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if ((tileX != redirectorTileX ) || (tileY != redirectorTileY)) {
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return;
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}
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if (redirector.type == 'vector') {
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this.character.physics.velocity.x = redirector.affectVelocityX;
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this.character.physics.velocity.y = redirector.affectVelocityY;
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} else if (redirector.type == 'teleport') {
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this.character.x = redirector.affectedX - 8;
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this.character.y = redirector.affectedY - 8;
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} else if (redirector.type == 'box') {
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// Move tile when it is possible
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if (this.getTileIndex(redirector.x + this.character.physics.velocity.x, redirector.y + this.character.physics.velocity.y) != 0) {
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redirector.x += this.character.physics.velocity.x;
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redirector.y += this.character.physics.velocity.y;
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}
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// Bounce
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this.character.physics.velocity.x = -this.character.physics.velocity.x;
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this.character.physics.velocity.y = -this.character.physics.velocity.y;
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// Bounce from box should relaunch direction calculation
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// This is for the case when box lies close to redirector
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isRecalculationRequired = true;
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} else if (redirector.type == 'switch') {
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// Flip the switch
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if (redirector.cellIndex == 0) {
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redirector.cellIndex = 2;
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this.turnOff(redirector.linkedItems);
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} else {
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redirector.cellIndex = 0;
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this.turnOn(redirector.linkedItems);
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}
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} else if (redirector.type == 'laserBeam') {
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if (redirector.visible) {
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this.character.physics.velocity.x = 0;
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this.character.physics.velocity.y = 0;
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}
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}
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// Correction of coordinates
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this.character.y = Math.round(this.character.y);
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this.character.x = Math.round(this.character.x);
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return isRecalculationRequired;
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}
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/**
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* Resolve collisions between the character and the first layer.
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*/
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state.checkCollision = function () {
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this.tilemap.layers[1].physics.overlapsTiles( this.character, true );
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if ((this.character.physics.velocity.x == 0) && (this.character.physics.velocity.y == 0)) {
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if (this.stageState == 'running') {
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this.stageState = 'stop';
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this.myButton.text = 'Restart'
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}
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return;
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}
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// Make collision detection only when ball is fully on the same tile
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var positionX = Math.round(this.character.x) + 8;
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var positionY = Math.round(this.character.y) + 8;
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if ((Math.round(positionX) % 64 != 0) || (Math.round(positionY)% 64 != 0)) {
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return;
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}
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var isRecalculationRequired = false;
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var redirectors = this.redirectorGroup.members;
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for ( var i = 0; i < redirectors.length; i++ ) {
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if (this.applyRedirectorMechanics(Math.round(positionX/64), Math.round(positionY/64), redirectors[i])) {
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isRecalculationRequired = true;
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}
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}
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// Make the second round of calculation in case of hit of box
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if (isRecalculationRequired) {
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for ( var i = 0; i < redirectors.length; i++ ) {
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this.applyRedirectorMechanics(Math.round(positionX/64), Math.round(positionY/64), redirectors[i]);
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}
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}
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if (((Math.round(positionX/64) == Math.round(this.finishMarker.x/64) )) && (Math.round(positionY/64) == Math.round(this.finishMarker.y/64))) {
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this.stageState = 'complete';
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this.myButton.text = 'Next->'
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this.addChild( this.myButtonSprite );
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this.addChild( this.myButton );
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this.character.physics.velocity.x = 0;
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this.character.physics.velocity.y = 0;
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}
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}
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var gameOptions = {
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width: 840,
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height: 600
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};
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var game = new Kiwi.Game(null, 'PF 2016', levelSelectorState, gameOptions);
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game.levelIndex = 0;
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game.states.addState(state);
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</script>
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</body>
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</html>
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