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screen.js
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'use strict'
class Screen {
constructor() {
this.bg = [0, 0, 0, 0]
this.change = 2.2
this.closest = {
item: 0,
type: '',
angle: 0,
rot_speed: 0,
momentum: .9,
damping: 100,
fade: 0
}
this.set()
this.bg_cvs = document.createElement('canvas')
this.bg_ctx = this.bg_cvs.getContext('2d')
this.health_momentum = .8
this.health_damping = 10
this.health = []
this.center = {
x: 0,
speed: 0,
momentum: .7,
damping: 10
}
this.filter = [0, 0, 0, 0]
this.fade = {use: false}
this.end = {
white: 255,
}
}
generateBackground() {
if (game.level == game.end_level) {
this.bg_cvs.width = cvs.width
this.bg_cvs.height = cvs.height
this.bg_ctx.fillStyle = '#000'
this.bg_ctx.fillRect(0, 0, this.bg_cvs.width, this.bg_cvs.height)
}
else {
this.bg_cvs.width = cvs.width
this.bg_cvs.height = cvs.height
this.bg_ctx.clearRect(0, 0, cvs.width, cvs.height)
const big = cvs.width > cvs.height ? cvs.width : cvs.height
const small = cvs.width > cvs.height ? cvs.height : cvs.width
const h_blocks = 150
const v_blocks = h_blocks / (big / small)
const width = cvs.width / Math.floor(h_blocks)
const height = cvs.height / Math.floor(v_blocks)
for (let x = 0; x < h_blocks; x ++) {
for (let y = 0; y < v_blocks; y ++) {
this.bg_ctx.fillStyle = rgb(0, 0, 0, random(0, .022, 0))
this.bg_ctx.fillRect(x * width, y * height, width, height)
}
}
}
}
set() {
const rgb = colorChange(this.change)
const alpha = (game.level - 1) / 50 + .1
this.bg[0] = rgb[0]
this.bg[1] = rgb[1]
this.bg[2] = rgb[2]
this.bg[3] = alpha > .5 ? .5 : alpha
this.change += .2
}
calcClosest() {
const close = {
dist: 'none',
type: 'none',
i: 0,
}
const think = (index, item, type) => {
const dist_x = cam.x - item.x
const dist_y = cam.y - item.y
const dist = Math.sqrt((dist_x * dist_x) + (dist_y * dist_y))
if (close.dist == 'none' || close.dist > dist) {
close.dist = dist
close.i = index
close.type = type
}
}
for (let i = 0; i < game.points.length; i ++) think(i, game.points[i], 'point')
for (let i = 0; i < game.upgrades.length; i ++) think(i, game.upgrades[i], 'upgrade')
if (close.type == 'point') this.closest.item = game.points[close.i]
if (close.type == 'upgrade') this.closest.item = game.upgrades[close.i]
this.closest.type = close.type
}
fadeIn(max, speed, color, smoothness) {
this.fade.use = true
this.filter[0] += (color[0] - this.filter[0]) / smoothness
this.filter[1] += (color[1] - this.filter[1]) / smoothness
this.filter[2] += (color[2] - this.filter[2]) / smoothness
if (this.filter[3] < max) this.filter[3] += speed
if (this.filter[3] > max) this.filter[3] = max
}
fadeOut(speed, color, smoothness) {
this.fade.use = true
this.filter[0] += (color[0] - this.filter[0]) / smoothness
this.filter[1] += (color[1] - this.filter[1]) / smoothness
this.filter[2] += (color[2] - this.filter[2]) / smoothness
if (this.filter[3] > 0) this.filter[3] -= speed
if (this.filter[3] < 0) this.filter[3] = 0
}
update() {
if (!this.fade.use) this.fadeOut(.01, [0, 0, 0], 10)
if (hero.point.state) {
if (!game.points.length && !game.upgrades.length) this.closest.item = 0
else this.calcClosest()
}
this.fade.use = false
}
drawBack() {
const speed = .3
const width = (cvs.width / scale) / speed
const height = (cvs.height / scale) / speed
const cam_x = (cam.x % width + width) % width
const cam_y = (cam.y % height + height) % height
const x = -cam_x * scale * speed
const y = -cam_y * scale * speed
ctx.drawImage(this.bg_cvs, x, y)
ctx.drawImage(this.bg_cvs, x + cvs.width, y)
ctx.drawImage(this.bg_cvs, x, y + cvs.height)
ctx.drawImage(this.bg_cvs, x + cvs.width, y + cvs.height)
}
drawMid() {
ctx.fillStyle = rgb(this.filter[0], this.filter[1], this.filter[2], this.filter[3])
ctx.fillRect(0, 0, cvs.width, cvs.height)
}
draw() {
const COLOR = game.level == game.end_level ? '#fff' : '#000'
// Health
const health = {
distance: scale / 2.4,
width: scale / 3.7,
height: scale / 2.5
}
const font_pad = 5
const font_size = scale / 2.5
const center = cvs.width / 2 - hero.health / 2 * health.distance
if (!this.center.x) this.center.x = cvs.width / 2
this.center.speed *= this.center.momentum
this.center.x += this.center.speed / this.center.damping
this.center.speed -= this.center.x - center
for (let i = 0; i < this.health.length; i ++) {
if (this.health[i].size >= 1 && this.health[i].state == 'grow')
this.health[i].state = 'norm'
this.health[i].speed *= this.health_momentum
this.health[i].size += this.health[i].speed / this.health_damping
if (this.health[i].state == 'die') {
this.health[i].speed -= .1 / this.health[i].size
if (this.health[i].size <= 0) {
this.health.pop()
continue
}
}
else this.health[i].speed += 1 - this.health[i].size
const w = health.width * this.health[i].size
const h = health.height * this.health[i].size
ctx.fillStyle = COLOR
ctx.fillRect(
(this.center.x + i * health.distance) - w / 2,
health.distance - h / 2,
w, h
)
}
// make health get bigger and smaller
for (let i = 0 ; i < (this.health.length || 1); i ++) {
const state = this.health.length ? this.health[this.health.length - 1].state : 'norm'
if (state == 'norm') {
if (this.health.length < hero.health)
this.health.push({size: 0, speed: 0, state: 'grow'})
else if (this.health.length > hero.health)
this.health[this.health.length - 1].state = 'die'
}
}
ctx.fillStyle = COLOR
ctx.font = font_size + 'px monospace'
// Level
const text = 'LEVEL ' + game.level
const width = ctx.measureText(text).width
ctx.fillText(
text,
cvs.width - width - font_pad * 2,
font_size + font_pad
)
// Points
ctx.fillText(
(game.points_collected + game.upgrades_collected) + '/' +
(game.points_max + game.upgrades_max) + ' COINS',
font_pad * 2,
font_size + font_pad
)
// Upgrades & Power-ups
let upg_text = ''
const _type = hero.upgrade_past[hero.upgrade_past.length - 1].type
if (_type == 'pound') upg_text = 'Ground Pound'
if (_type == 'point') upg_text = 'Coin Location'
if (_type == 'jet') upg_text = 'Jetpack'
ctx.fillStyle = COLOR
ctx.fillText('UPG ' + upg_text, font_pad * 2, (font_size + font_pad) * 2)
let pow_text = ''
const add = (text, mid) => {
let str = ''
if (mid) str += ' / '
pow_text += text + str
}
for(let i = 0; i < hero.power_past.length; i ++) {
const type = hero.power_past[i].type
const mid = (i < hero.power_past.length - 1)
if (type == 'shield') add('Shield', mid)
else if (type == 'super pound') add('Super Pound', mid)
}
ctx.fillText('PWR ' + pow_text, font_pad * 2, (font_size + font_pad) * 3)
// Point Search Upgrade
if (hero.point.state && this.closest.item) {
const arrowTo = (item, color) => {
const dist_x = (cam.x - hero.width / 2) - (item.x - hero.width / 2)
const dist_y = (cam.y - hero.height / 2) - (item.y - hero.height / 2)
const dist = Math.sqrt((dist_x * dist_x) + (dist_y * dist_y))
const smallest = cvs.width < cvs.height ? cvs.width / 3 : cvs.height / 3
const fade_dist = (dist - 1) * scale
const _fade = (fade_dist - smallest) / 400
const fade = _fade > 1 ? 1 : _fade
const size = scale / 6
let angle = Math.atan2(dist_y, dist_x)
const bit = Math.PI / 2
if (this.closest.angle > bit && angle < -bit) angle += Math.PI * 2
else if (this.closest.angle < -bit && angle > bit) angle -= Math.PI * 2
this.closest.fade += (fade - this.closest.fade) / 10
this.closest.angle += this.closest.rot_speed
this.closest.rot_speed *= this.closest.momentum
this.closest.rot_speed += (angle - this.closest.angle) / this.closest.damping
ctx.strokeStyle = rgb(
color[0],
color[1],
color[2],
this.closest.fade * color[3]
)
ctx.lineWidth = scale / 15
ctx.save()
ctx.beginPath()
ctx.translate(
cvs.width / 2 - Math.cos(this.closest.angle) * smallest,
cvs.height / 2 - Math.sin(this.closest.angle) * smallest
)
ctx.rotate(this.closest.angle)
ctx.moveTo(size, size)
ctx.lineTo(0, 0)
ctx.lineTo(size, -size)
ctx.stroke()
ctx.restore()
}
if (this.closest.type == 'point') arrowTo(this.closest.item, [200, 100, 10, 1])
else if (this.closest.type == 'upgrade') arrowTo(this.closest.item, [10, 200, 0, 1])
}
}
}