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/*************
* lasers.js *
*************
*
* Time to unleash the killer lasers! Each laser will kill you
* unless you have the appropriate color. Too bad you can't
* see which color corresponds to which laser!
*/
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function startLevel(map) {
map.placePlayer(0, 0);
map.placeObject(map.getWidth()-1, map.getHeight()-1, 'exit');
var player = map.getPlayer();
for (var i = 0; i < 25; i++) {
var colors = ['red', 'yellow', 'teal'];
var startX = getRandomInt(0, 600);
var startY = getRandomInt(0, 500);
var angle = getRandomInt(0, 360);
var length = getRandomInt(200, 300);
var color = colors[i % 3];
createLaser(startX, startY, angle, length, color);
}
function createLaser(centerX, centerY, angleInDegrees, length, color) {
var angleInRadians = angleInDegrees * Math.PI / 180;
var x1 = centerX - Math.cos(angleInRadians) * length / 2;
var y1 = centerY + Math.sin(angleInRadians) * length / 2;
var x2 = centerX + Math.cos(angleInRadians) * length / 2;
var y2 = centerY - Math.sin(angleInRadians) * length / 2;
// map.createLine() creates a line with an effect when
// the player moves over it, but doesn't display it
map.createLine([x1, y1], [x2, y2], function (player) {
if (player.getColor() != color) {
player.killedBy('a ' + color + ' laser');
}
});
// using canvas to draw the line
var ctx = map.getCanvasContext();
ctx.beginPath();
ctx.strokeStyle = color;
ctx.lineWidth = 5;
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.stroke();
}
player.setColor('red');
function colorchange() {
if (player.getColor() == 'red') {
player.setColor('yellow');
} else
if (player.getColor() == 'yellow') {
player.setColor('green');
} else
if (player.getColor() == 'green') {
player.setColor('teal');
} else
if (player.getColor() == 'teal') {
player.setColor('red');
}
}
player.setPhoneCallback(colorchange);
}
function validateLevel(map) {
map.validateExactlyXManyObjects(1, 'exit');
map.validateAtLeastXLines(25);
}
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