Files
pf2016/index.html
2015-12-27 16:05:30 +01:00

281 lines
8.8 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>PF 2016</title>
<meta name="author" content="Juraj Michálek" />
<meta name="description" content="PF 2016 greeting - puzzle game - set direction for ball" />
<script src="js/kiwi-js-v1.4.0/kiwi.js"></script>
</head>
<body>
<script>
var levelSelectorState = new Kiwi.State('levelSelector');
levelSelectorState.preload = function() {
this.addSpriteSheet('button', './data/images/gfx64/button.png', 128, 64 );
}
levelSelectorState.create = function() {
this.text = new Kiwi.GameObjects.Textfield( this, "Start", 66, 60, "#000", 32, 'normal', 'Impact' );
this.sprite = new Kiwi.GameObjects.Sprite(this, this.textures.button, 50, 50);
this.sprite.input.onUp.add( this.buttonReleased, this );
this.addChild( this.sprite );
this.addChild( this.text );
}
levelSelectorState.buttonReleased = function() {
game.states.switchState('state');
}
var state = new Kiwi.State('state');
state.preload = function() {
this.addJSON('tilemap', 'tilemap.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 );
}
state.create = function() {
this.tilemap = new Kiwi.GameObjects.Tilemap.TileMap(this, 'tilemap', this.textures.base);
this.character = new Kiwi.GameObjects.Sprite(this, this.textures.character, 2*64 - 8, 64 - 8);
// 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.physics.acceleration.y = 0;
this.character.physics.maxVelocity.y = 140;
this.character.animation.add('walking', [ 0, 1 ], 0.2, true);
this.character.animation.add('idle', [ 2, 3, 4, 5, 4, 3 ], 0.2, true);
this.redirector = new Kiwi.GameObjects.Sprite(this, this.textures.oneWay, 9*64, 2*64);
this.redirector.input.enableDrag(true);
this.redirector.input.onDragStarted.add(this.startedDrag, this);
this.redirector.input.onDragStopped.add(this.stoppedDrag, this );
this.redirector2 = new Kiwi.GameObjects.Sprite(this, this.textures.oneWay, 9*64, 3*64);
this.redirector2.cellIndex = 6;
this.redirector2.input.enableDrag(true);
this.redirector2.input.onDragStarted.add(this.startedDrag, this);
this.redirector2.input.onDragStopped.add(this.stoppedDrag, 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]);
this.addChild(this.character);
// Walls layer
this.addChild(this.tilemap.layers[1]);
this.addChild(this.finishMarker);
this.addChild(this.redirector);
this.addChild(this.redirector2);
// Sky layer
this.addChild(this.tilemap.layers[2]);
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.keyboard.onKeyDownOnce.add(this.keyDownOnce, this);
this.keyboard.onKeyUp.add(this.keyUp, this);
this.stageState = 'init';
this.myButton = new Kiwi.GameObjects.Textfield( this, "Start", 9*64+16, 60, "#000", 32, 'normal', 'Impact' );
this.sprite = new Kiwi.GameObjects.Sprite(this, this.textures.button, 9*64, 50);
this.sprite.input.onUp.add( this.buttonReleased, this );
this.character.input.onUp.add( this.buttonReleased, this );
this.addChild( this.sprite );
this.addChild( this.myButton );
}
state.velocityX = 64;
state.velocityY = 64;
state.buttonPressed = function() {
}
state.buttonReleased = function() {
if (this.stageState == 'init') {
this.myButton.text = '...';
this.activateScene();
} else if (this.stageState == 'stop') {
this.resetCharacter();
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 = 2*64 - 8;
this.character.y = 64 - 8;
}
state.startedDrag = function(sprite) {
sprite.formerX = sprite.x;
sprite.formerY = sprite.y;
}
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
var tile = this.tilemap.layers[0].getTileFromXY(sprite.x / 64 , sprite.y /64);
if ((tile.index == 0) || (tile == null)) {
sprite.x = sprite.formerX;
sprite.y = sprite.formerY;
}
}
state.activateScene = function () {
this.character.physics.velocity.y = this.velocityY;
this.stageState = 'running';
}
state.update = function () {
//Update all the gameobjects
Kiwi.State.prototype.update.call(this);
//Update physics
this.checkCollision();
this.updateCharacterMovement();
this.updateCharacterAnimation();
// this.resetCharacter();
}
state.updateCharacterAnimation = function () {
if(( this.character.physics.velocity.y != 0 ) || (this.character.physics.velocity.x != 0)) {
this.character.animation.play('walking', false);
} else {
this.character.animation.play('idle', false);
}
}
//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;
}
if (((Math.round(positionX/64) == Math.round(this.redirector.x/64) )) && (Math.round(positionY/64) == Math.round(this.redirector.y/64))) {
this.character.physics.velocity.x = this.velocityX;
this.character.physics.velocity.y = 0;
this.character.y = Math.round(this.character.y);
this.character.x = Math.round(this.character.x);
} else if (((Math.round(positionX/64) == Math.round(this.redirector2.x/64) )) && (Math.round(positionY/64) == Math.round(this.redirector2.y/64))) {
this.character.physics.velocity.x = 0;
this.character.physics.velocity.y = this.velocityY;
this.character.y = Math.round(this.character.y);
this.character.x = Math.round(this.character.x);
}
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.character.physics.velocity.x = 0;
this.character.physics.velocity.y = 0;
}
}
state.updateCharacterMovement = function () {
//Move the player/character
if ( this.leftPressed ) {
this.character.scaleX = -1;
this.character.physics.velocity.x = -this.velocityX;
} else if ( this.rightPressed ) {
this.character.scaleX = 1;
this.character.physics.velocity.x = this.velocityY;
}
}
//When the key is pressed
state.keyDownOnce = function(keyCode, key) {
if( keyCode === this.rightKey.keyCode ){
this.rightPressed = true;
}
if( keyCode === this.leftKey.keyCode ){
this.leftPressed = true;
}
}
//When the key is released
state.keyUp = function(keyCode, key) {
if( keyCode === this.rightKey.keyCode ){
this.rightPressed = false;
}
if( keyCode === this.leftKey.keyCode ){
this.leftPressed = false;
}
}
var game = new Kiwi.Game(null, 'PF 2016', levelSelectorState);
game.states.addState(state);
</script>
</body>
</html>