mirror of
https://github.com/ysoftdevs/pf2016.git
synced 2026-01-15 08:14:04 +01:00
265 lines
8.5 KiB
HTML
265 lines
8.5 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-selector.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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state.preload = function() {
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this.addJSON('tilemap', 'tilemap.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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}
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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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this.tilemap = new Kiwi.GameObjects.Tilemap.TileMap(this, 'tilemap', this.textures.base);
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this.character = new Kiwi.GameObjects.Sprite(this, this.textures.character, 2*64 - 8, 64 - 8);
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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.physics.acceleration.y = 0;
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this.character.physics.maxVelocity.y = 140;
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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, 4, 3 ], 0.2, true);
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var redirector = new Kiwi.GameObjects.Sprite(this, this.textures.oneWay, 9*64, 2*64);
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redirector.affectVelocityX = this.velocityX;
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redirector.affectVelocityY = 0;
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redirector.input.enableDrag(true);
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redirector.input.onDragStarted.add(this.startedDrag, this);
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redirector.input.onDragStopped.add(this.stoppedDrag, this );
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var redirector2 = new Kiwi.GameObjects.Sprite(this, this.textures.oneWay, 9*64, 3*64);
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redirector2.affectVelocityX = 0;
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redirector2.affectVelocityY = this.velocityY;
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redirector2.cellIndex = 6;
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redirector2.input.enableDrag(true);
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redirector2.input.onDragStarted.add(this.startedDrag, this);
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redirector2.input.onDragStopped.add(this.stoppedDrag, 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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this.redirectorGroup = new Kiwi.Group( this );
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this.redirectorGroup.addChild(redirector);
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this.redirectorGroup.addChild(redirector2);
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// Ground layer
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this.addChild(this.tilemap.layers[0]);
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this.addChild(this.character);
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// Walls layer
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this.addChild(this.tilemap.layers[1]);
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this.addChild(this.finishMarker);
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// Add action objects
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this.addChild(this.redirectorGroup);
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// Sky layer
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this.addChild(this.tilemap.layers[2]);
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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", 9*64+16, 60, "#000", 32, 'normal', 'Impact' );
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this.sprite = new Kiwi.GameObjects.Sprite(this, this.textures.button, 9*64, 50);
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this.sprite.input.onUp.add( this.buttonReleased, this );
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this.character.input.onUp.add( this.buttonReleased, this );
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this.addChild( this.sprite );
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this.addChild( this.myButton );
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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.resetCharacter();
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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 = 2*64 - 8;
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this.character.y = 64 - 8;
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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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* 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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var tile = this.tilemap.layers[0].getTileFromXY(sprite.x / 64 , sprite.y /64);
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if ((tile.index == 0) || (tile == null)) {
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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.y = this.velocityY;
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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.updateCharacterMovement();
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this.updateCharacterAnimation();
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// this.resetCharacter();
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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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this.character.animation.play('idle', false);
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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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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 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 (((Math.round(positionX/64) == Math.round(redirector.x/64) )) && (Math.round(positionY/64) == Math.round(redirector.y/64))) {
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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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this.character.y = Math.round(this.character.y);
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this.character.x = Math.round(this.character.x);
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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.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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state.updateCharacterMovement = function () {
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//Move the player/character
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if ( this.leftPressed ) {
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this.character.scaleX = -1;
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this.character.physics.velocity.x = -this.velocityX;
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} else if ( this.rightPressed ) {
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this.character.scaleX = 1;
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this.character.physics.velocity.x = this.velocityY;
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}
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}
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var game = new Kiwi.Game(null, 'PF 2016', levelSelectorState);
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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> |