Created
November 8, 2013 23:07
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Simple game for my tumblr
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var CANVAS_WIDTH = 200, | |
CANVAS_HEIGHT = 100, | |
canvas = document.getElementById("microgame"), | |
ctx = canvas.getContext("2d"), | |
player = { | |
x: 30, | |
y: CANVAS_HEIGHT - 20, | |
w: 20, | |
h: 20, | |
score: 0, | |
jumping: false, | |
jumpingTimer: 0, | |
falling: false, | |
gliding: false | |
}, | |
enemies = [], | |
spawnEnemyTimer = 0, | |
nextEnemySpawn = 1, | |
lastUpdate = +new Date; | |
canvas.width = CANVAS_WIDTH; | |
canvas.height = CANVAS_HEIGHT; | |
function quadsCollision(quad_1, quad_2) { | |
var x1_1, y1_1, x1_2, y1_2, | |
x2_1, y2_1, x2_2, y2_2; | |
x1_1 = quad_1.x; | |
y1_1 = quad_1.y; | |
x2_1 = quad_1.x + quad_1.w; | |
y2_1 = quad_1.y + quad_1.h; | |
x1_2 = quad_2.x; | |
y1_2 = quad_2.y; | |
x2_2 = quad_2.x + quad_2.w; | |
y2_2 = quad_2.y + quad_2.h; | |
return (x1_1 < x2_2) && (x2_1 > x1_2) && (y1_1 < y2_2) && (y2_1 > y1_2); | |
} | |
function update(dt) { | |
var i, l, toRemove = []; | |
if (player.jumping) { | |
player.y -= 150 * dt; | |
player.jumpingTimer += dt; | |
if (player.jumpingTimer > 0.35) { | |
player.falling = true; | |
player.jumping = false; | |
} | |
} else { | |
var vy = player.gliding ? 25 : 100; | |
player.y = player.y >= canvas.height - 20 ? canvas.height - 20 : player.y + vy * dt; | |
if (player.falling && player.y === canvas.height - 20) { | |
player.falling = false; | |
player.gliding = false; | |
} | |
} | |
for (i = 0, l = enemies.length; i < l; i += 1) { | |
enemies[i].x += enemies[i].vx * dt; | |
if (quadsCollision(player, enemies[i])) { | |
reset(); | |
return; | |
} | |
if (enemies[i].x < -20) { | |
player.score += 1; | |
toRemove.push(i); | |
} | |
} | |
for (i = 0, l = toRemove.length; i < l; i += 1) { | |
enemies.splice(toRemove[i], 1); | |
} | |
spawnEnemyTimer += dt; | |
if (spawnEnemyTimer > nextEnemySpawn) { | |
var enemy = { | |
x: canvas.width, | |
vx: -90 - 10 * Math.random(), | |
y: canvas.height - 20, | |
w: 20, | |
h: 20, | |
inverted: false | |
}; | |
if (Math.round(Math.random() % 2) === 0) { | |
enemy.y = canvas.height - 50; | |
enemy.inverted = true; | |
} | |
enemies.push(enemy); | |
spawnEnemyTimer = 0; | |
nextEnemySpawn = 0.5 + Math.random() * 1 ; | |
} | |
} | |
function draw() { | |
var i, l; | |
ctx.clearRect(0, 0, canvas.width, canvas.height); | |
ctx.fillStyle = "black"; | |
ctx.fillRect(player.x, player.y, player.w, player.h); | |
ctx.fillStyle = "white"; | |
for (i = 0, l = enemies.length; i < l; i += 1) { | |
ctx.save(); | |
ctx.translate(enemies[i].x, enemies[i].y); | |
ctx.beginPath(); | |
if (enemies[i].inverted) { | |
ctx.moveTo(0, 0); | |
ctx.lineTo(20, 0); | |
ctx.lineTo(10, 20); | |
} else { | |
ctx.moveTo(0, 20); | |
ctx.lineTo(20, 20); | |
ctx.lineTo(10, 0); | |
} | |
ctx.stroke(); | |
ctx.fill(); | |
ctx.restore(); | |
//ctx.strokeRect(enemies[i].x, enemies[i].y, 20, 20); | |
} | |
ctx.font = "15px Courier"; | |
ctx.fillText("Score: " + player.score, 0, 10); | |
} | |
function loop() { | |
var now = +new Date, | |
dt = (now - lastUpdate) / 1000; | |
update(dt); | |
draw(); | |
lastUpdate = now; | |
window.requestAnimationFrame(loop); | |
} | |
function reset() { | |
enemies = []; | |
player.score = 0; | |
player.y = CANVAS_HEIGHT - 20; | |
player.jumping = false; | |
spawnEnemyTimer = 0; | |
} | |
window.addEventListener("keydown", function (event) { | |
if (event.keyCode == 32) { | |
if (player.falling) { | |
player.gliding = true; | |
} else if (!player.jumping) { | |
player.jumping = true; | |
player.jumpingTimer = 0; | |
} | |
} | |
event.preventDefault(); | |
}); | |
window.addEventListener("keyup", function (event) { | |
if (event.keyCode == 32) { | |
if (player.falling) { | |
player.gliding = false; | |
} | |
} | |
}); | |
canvas.addEventListener("mousedown", function (event) { | |
console.log(event); | |
}); | |
loop(); |
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