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main.js
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main.js
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"use strict";
function setGlobals() {
// window.ext is set by cocoonjs
window.isMobile = !!window.ext
window.devPixelRatio = (window.devicePixelRatio > 2 ? 2 : window.devicePixelRatio) || 1
window.$canv = document.getElementById('mainCanv')
$canv.width = window.innerWidth * devPixelRatio
$canv.height = window.innerHeight * devPixelRatio
window.ctx = $canv.getContext('2d')
ctx.lineJoin = 'round'
window.debug = false // true
// this probably shouldnt be a global...
window.usingSmallLogo = false
// color pallet // blue l blue l green orange d orange
window.pallet = [[105,210,231], [167,219,216], [224,228,204], [243,134,48], [250,105,0]]
window.lastColor = new Color()
window.GAME = {
MENU: {
opacity: 1
},
state: 'menu',
firstLoop : true,
bufferLoop: true
}
window.ASSETS = {loaded: false}
if(debug){
window.stats = new Stats()
document.body.appendChild(stats.domElement)
}
// game loop
window.MS_PER_UPDATE = 32
window.previousTime = 0.0
window.lag = 0.0
window.quality = 10
}
setGlobals()
loadAssets(fadeInMenu)
function init() {
GAME.state = 'playing'
GAME.player = new Fish(false)
GAME.fishes = [GAME.player]
GAME.spawner = new Spawner($canv.width, $canv.height, GAME.player, GAME.fishes)
GAME.levelParticles = []
GAME.levelBar = new LevelBar($canv.width)
GAME.levelBalls = new LevelBalls($canv.width, $canv.height)
GAME.levelBallParticles = []
GAME.endGameParticles = []
GAME.firstLoop = true
//previousTime = Date.now() - previousTime
requestAnimFrame(draw)
}
function lowerQuality() {
if(!isMobile) return
if(quality >= 7) {
quality -= 1
resizeWindow()
}
}
// main game loop
function draw(time) {
var i, l, j, dist, nextStage, fish, fish2
lag += time - previousTime
previousTime = time
if(GAME.state === 'playing'){
requestAnimFrame(function(t){
draw(t)
})
} else {
return fadeInMenu()
}
var player = GAME.player
var fishes = GAME.fishes
var spawner = GAME.spawner
var levelParticles = GAME.levelParticles
var levelBar = GAME.levelBar
var levelBalls = GAME.levelBalls
var levelBallParticles = GAME.levelBallParticles
var endGameParticles = GAME.endGameParticles
if(debug) stats.begin()
var MAX_CYCLES = 17
while(lag >= MS_PER_UPDATE && MAX_CYCLES) {
physics()
lag -= MS_PER_UPDATE
MAX_CYCLES--
}
if(MAX_CYCLES === 0 && GAME.firstLoop) {
GAME.firstLoop = false
} else if( MAX_CYCLES === 0 && GAME.bufferLoop) {
GAME.bufferLoop = false
} else if (MAX_CYCLES === 0) {
// adaptive quality
lowerQuality()
GAME.firstLoop = true
GAME.bufferLoop = true
}
// if 5 frames behind, jump
if(lag/MS_PER_UPDATE > 75) {
lag = 0.0
}
paint()
if(debug) stats.end()
function physics() {
levelBarPhysics()
levelBallPhysics()
endGameParticlePhysics()
// enemy spawner
spawner.update()
// enemy spawner debug
fishPhysics()
playerScore()
}
function paint() {
// clear and draw background
ctx.fillStyle = '#111'
ctx.fillRect(0, 0, $canv.width, $canv.height)
// static position objects
levelBar.draw(ctx)
paintLevelParticles()
paintLevelBallParticles()
levelBalls.draw(ctx)
// dynamic position objects
ctx.save()
ctx.translate(-player.x + $canv.width/2, -player.y + $canv.height/2)
paintEndGameParticles()
paintFish()
if(debug) spawner.debug()
ctx.restore()
drawSoundControl()
}
function levelBarPhysics() {
// levelBar level up
nextStage = levelBar.physics()
if(nextStage) {
GAME.levelBallParticles = levelBallParticles.concat(levelBar.toParticles(levelBalls))
levelBalls.nextColors = levelBar.colors.slice(0, 2)
// reset levelBar
GAME.levelBar = new LevelBar($canv.width)
}
// levelBar Particles physics
i = levelParticles.length
while(i-- > 0) {
dist = levelParticles[i].physics()
if (dist < 10) {
levelParticles.splice(i, 1)
if(!levelBar.updating) {
levelBar.updating = true
levelBar.addColor()
}
if(levelParticles.length === 0) {
levelBar.updating = false
}
}
}
}
function levelBallPhysics() {
// levelBalls level up
nextStage = levelBalls.physics()
if(nextStage) {
GAME.endGameParticles = levelBalls.toParticles(player)
// un-static position
for(i=0;i<GAME.endGameParticles.length;i++) {
GAME.endGameParticles[i].x += player.x - $canv.width/2
GAME.endGameParticles[i].y += player.y - $canv.height/2
}
GAME.levelBalls = new LevelBalls($canv.width, $canv.height)
}
i = levelBallParticles.length
while(i-- > 0) {
dist = levelBallParticles[i].physics()
if (dist < 10) {
levelBallParticles.splice(i, 1)
if(!levelBalls.updating) {
levelBalls.updating = true
levelBalls.addBall()
}
if(levelBallParticles.length === 0) {
levelBalls.updating = false
levelBalls.shift()
}
}
}
}
function endGameParticlePhysics() {
for(i = -1, l = endGameParticles.length; ++i < l;) {
endGameParticles[i].physics()
}
}
function fishPhysics() {
// physics and drawing
i = fishes.length
while(i-- > 0) {
// cleanup dead fish - in here for performance
if(fishes[i].dead) {
if(fishes[i] === player) {
setTimeout(function(){
GAME.state = 'menu'
}, 4000)
}
fishes.splice(i, 1)
continue
}
fish = fishes[i]
if(Math.abs(fish.x - player.x) < $canv.width && Math.abs(fish.y - player.y) < $canv.height) {
fish.physics()
// collision - in here for performance
j=i
while (j-- > 0) {
fish2 = fishes[j]
if(Math.abs(fish2.x - player.x) < $canv.width && Math.abs(fish2.y - player.y) < $canv.height) {
if(fish.collide(fish2)) {
if(fish.size >= fish2.size){
fish2.killedBy(fish)
} else {
fish.killedBy(fish2)
}
}
}
}
}
// if far enough away from player, remove
if(distance(fish, player) > Math.max($canv.width, $canv.height) * 1.5) {
fish.dead = true
}
}
}
function playerScore() {
i=player.colors.length
if (i <=4 ) return
while(i-->0) {
if (player.colors[i].loaded < 1) {
return
}
}
// player score
// steal colors from player
player.drawColors()
var newParticles = player.toParticles(levelBar)
// staticly position
for(i=0;i<newParticles.length;i++) {
newParticles[i].x += -player.x + $canv.width/2
newParticles[i].y += -player.y + $canv.height/2
}
GAME.levelParticles = levelParticles.concat(newParticles)
player.colors.splice(0, 4)
}
function paintLevelParticles() {
for(i = -1, l = levelParticles.length; ++i < l;) {
levelParticles[i].draw(ctx) // iterate levelParticles
}
}
function paintLevelBallParticles() {
for(i = -1, l = levelBallParticles.length; ++i < l;) {
levelBallParticles[i].draw(ctx)
}
}
function paintEndGameParticles() {
for(i = -1, l = endGameParticles.length; ++i < l;) {
endGameParticles[i].draw(ctx)
}
}
function paintFish() {
// draw fish
for(i = -1, l = fishes.length; ++i < l;) {
fish = fishes[i]
if(Math.abs(fish.x - player.x) < $canv.width/2 + 100 && Math.abs(fish.y - player.y) < $canv.height/2 + 100) {
fish.draw(ctx)
}
}
}
}
function loadAssets(cb) {
var imgs = [
{ name: 'logo', src: 'assets/logo.png' },
{ name: 'logoSmall', src: 'assets/logo-small.png' },
{ name: 'soundOn', src: 'assets/sound-on.png' },
{ name: 'soundOff', src: 'assets/sound-off.png' },
{name: 'enter', src: 'assets/enter.png'}
]
function process() {
var next = imgs.pop()
if(next) {
var img = new Image()
img.onload = function() {
ASSETS[next.name] = this
process()
}
img.src = next.src
} else {
ASSETS.loaded = true
cb()
}
}
process()
}
// level debug
function levelUp(){
var levelBar = GAME.levelBar
for(var i=0;i<9;i++)
levelBar.addColor()
levelBar.colors.forEach(function(col){
col.loaded = 1
})
levelBar.x = levelBar.targetX
levelBar.addColor()
}
function levelUp2(){
var levelBalls = GAME.levelBalls
for(var i=0;i<8;i++){
levelBalls.addBall()
levelBalls.shift()
}
levelBalls.balls.forEach(function(b){b.size = b.targetSize})
levelBalls.addBall()
}
//setTimeout(levelUp, 3000)
//setTimeout(function(){GAME.levelBar.addColor()}, 10000)
//setTimeout(levelUp2, 3000)