refactored code and added win/lose popups
This commit is contained in:
parent
40ec4fa09a
commit
4746f34537
6 changed files with 353 additions and 146 deletions
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@ -1,13 +1,16 @@
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{
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"touchscreen": {
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"enabled": true,
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"mode": "swipe",
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"deadzone": 50,
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"buffer": false
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},
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"keyboard": {
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"enabled": true,
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"buffer": false
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},
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"gamepad": {
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"enabled": true,
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"deadzone": 0.5,
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"buffer": true
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}
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@ -12,7 +12,8 @@
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"levelDisplay": "Level <n>",
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"levels": [
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1, 2, 3, 4, 5
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]
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],
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"nextLevel": true
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},
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"arcade": {
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"desc": "Have fun just like in the good ol' days, walls wrap around, fruits respawn and speed increases",
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@ -31,6 +32,7 @@
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"Survival",
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"Versus"
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],
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"nextLevel": false,
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"levelDesc": [
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"The old classic, try to get as high as a score as you can",
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"Get a score as high as you can in 30 seconds",
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152
src/js/input.js
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152
src/js/input.js
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@ -0,0 +1,152 @@
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let currentInputs={};
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let handlers=[];
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let config;
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const toAngleMagnitude=(x, y) => {
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return {
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angle: ((Math.atan2(x, y)+2*Math.PI)%(2*Math.PI))/Math.PI,
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magnitude: Math.hypot(x, y)
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};
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};
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const handleAngleMagnitude=(x, y, threshold=0, fn=null, clearBuffer=false) => {
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const {angle, magnitude}=toAngleMagnitude(x, y);
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if(magnitude>threshold) {
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if(angle>.25 && angle <.75) inputs.right=true;
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else if(angle>.75 && angle<1.25) inputs.up=true;
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else if(angle>1.25 && angle<1.75) inputs.left=true;
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else inputs.down=true;
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if(clearBuffer) inputs.clearBuffer=true;
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if(fn) fn(angle, magnitude);
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}
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}
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const handleCrosspad=(() => {
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const fn=e =>
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handleAngleMagnitude(
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e.touches[0].clientX-window.innerWidth/2,
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e.touches[0].clientY-window.innerHeight/2,
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0,
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null,
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!config.touchscreen.buffer
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);
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return {
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touchstart: fn,
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touchmove: fn
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};
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})();
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const handleKeyboard={
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keydown: e => {
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let inputs=currentInputs;
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if(e.key=='ArrowUp') inputs.up=true;
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else if(e.key=='ArrowDown') inputs.down=true;
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else if(e.key=='ArrowLeft') inputs.left=true;
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else if(e.key=='ArrowRight') inputs.right=true;
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if(!config.keyboard.buffer) inputs.clearBuffer=true;
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}
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};
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const handleJoystick=(() => {
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let center={
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x: 0,
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y: 0
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};
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return {
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touchstart: e => {
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center.x=e.touches[0].clientX;
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center.y=e.touches[0].clientY;
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},
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touchmove: e =>
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handleAngleMagnitude(
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e.touches[0].clientX-center.x,
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e.touches[0].clientY-center.y,
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config.touchscreen.deadzone,
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null,
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!config.touchscreen.buffer
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)
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}
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});
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const handleSwipe=(() => {
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let center={
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x: 0,
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y: 0
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};
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let resetCenter=e => {
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center.x=e.touches[0].clientX;
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center.y=e.touches[0].clientY;
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};
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return {
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touchstart: resetCenter,
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touchmove: e =>
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handleAngleMagnitude(
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e.touches[0].clientX-center.x,
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e.touches[0].clientY-center.y,
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config.touchscreen.deadzone,
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() => resetCenter(e),
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!config.touchscreen.buffer
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)
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}
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});
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const handleGamepads={
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frame: () => {
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const gp=navigator.getGamepads()[0];
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let inputs=currentInputs;
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if(!gp || !gp.axes) return;
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handleAngleMagnitude(
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gp.axes[0],
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gp.axes[1],
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config.gamepad.deadzone,
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null,
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!config.gamepad.buffer
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);
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}
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};
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const handleEvent=(type, evt) => {
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for(let handler of handlers) {
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let fn=handler[type];
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if(fn) fn(evt);
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}
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};
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const enableHandler=handler => {
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if(!handlers.includes(handler)) handlers.push(handler);
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};
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const disableHandler=handler => {
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let idx=handlers.indexOf(handler);
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if(idx!=-1) handlers.splice(idx, 1);
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};
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const updateConfig=cfg =>
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config=cfg;
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const clear=() =>
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Object
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.keys(currentInputs)
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.forEach(key => delete currentInputs[key]);
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for(let type of ['keydown', 'touchstart', 'touchmove']) {
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window.addEventListener(type, handleEvent.bind(null, type));
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}
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return module.exports={
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inputs: currentInputs,
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clear,
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enableHandler, disableHandler,
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framefn: handleEvent.bind(null, 'frame'),
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availableHandlers: {
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keyboard: handleKeyboard,
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gamepad: handleGamepads,
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touchscreenCrosspad: handleCrosspad,
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touchscreenJoystick: handleJoystick,
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touchscreenSwipe: handleSwipe
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},
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updateConfig
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};
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18
src/js/levels.js
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18
src/js/levels.js
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const cache=Object.create(null);
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const get=async filename => {
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if(cache[filename]) return cache[filename];
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const req=await fetch('levels/'+filename);
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const json=await req.json();
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return cache[filename]=json;
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};
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const clearCache=() =>
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Object
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.keys(cache)
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.forEach(key => delete cache[key]);
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return module.exports={
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get,
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clearCache
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};
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316
src/js/main.js
316
src/js/main.js
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(async () => {
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location.hash='';
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// load modules
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const assets=require('assets');
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const Popup=require('popup');
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const SnekGame=require('snek');
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const input=require('input');
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const levels=require('levels');
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// get a known state
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await new Promise(ok => assets.onReady(ok));
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location.hash='menu';
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// get our DOM in check
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const main=document.querySelector('main');
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const nav=main.querySelector('nav');
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const canvas=main.querySelector('canvas');
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const config=assets.get('config');
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// load config
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const config=assets.get('config'); //TODO use an actual config module
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// load data from server
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const levelList=assets.get('levelList');
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// get our global variables
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let currentGame=null;
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let currentInputs={};
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const resizeCanvas=() => {
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// forward-declare functions
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let resizeCanvas, getLevel, startGame, handleWin, handleDeath, menu, help;
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// handle window resize and fullscreen
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resizeCanvas=() => {
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if(document.fullscreenElement) {
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canvas.width=screen.width;
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canvas.height=screen.height;
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};
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resizeCanvas();
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window.addEventListener('resize', resizeCanvas);
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window.addEventListener('keydown', async e => {
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if(e.key=='f') {
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if(document.fullscreenElement) await document.exitFullscreen();
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else await main.requestFullscreen();
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resizeCanvas();
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}
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});
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const levelList=assets.get('levelList');
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// get a level for a category and an id
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getLevel=(category, id) => {
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const cat=levelList[category];
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id=''+id;
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const displayName=cat.levelDisplay
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.replace(/<n>/g, id)
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.replace(/<l>/g, id.toLowerCase());
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const fileName=cat.levelFilename
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.replace(/<n>/g, id)
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.replace(/<l>/g, id.toLowerCase());
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const levelString=category+'/'+id+'/'+fileName;
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return {
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displayName,
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fileName,
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levelString
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};
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};
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// buid menu from level list
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Object.keys(levelList).forEach(category => {
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const cat=levelList[category];
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const ul=section.appendChild(document.createElement('ul'));
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cat.levels.forEach((level, i) => {
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level=''+level;
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const displayName=cat.levelDisplay
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.replace(/<n>/g, level)
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.replace(/<l>/g, level.toLowerCase());
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const fileName=cat.levelFilename
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.replace(/<n>/g, level)
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.replace(/<l>/g, level.toLowerCase());
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const {displayName, fileName, levelString}=getLevel(category, level);
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const li=ul.appendChild(document.createElement('li'));
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const a=li.appendChild(document.createElement('a'));
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a.href='#'+category+'/'+fileName;
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a.href='#'+levelString;
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a.innerText=displayName;
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if(cat.levelDesc) {
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const span=li.appendChild(document.createElement('span'));
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});
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});
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const handleGamepads=() => {
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const gp=navigator.getGamepads()[0];
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let inputs=currentInputs;
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if(!gp || !gp.axes) return;
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// start a new game
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startGame=async (category, levelId, filename) => {
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// stop any running games
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if(currentGame) currentGame.playing=false;
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const magnitude=Math.hypot(gp.axes[0], gp.axes[1]);
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const angle=((Math.atan2(gp.axes[0], gp.axes[1])+2*Math.PI)%(2*Math.PI))/Math.PI;
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if(magnitude>config.gamepad.deadzone) {
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if(angle>.25 && angle <.75) inputs.right=true;
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else if(angle>.75 && angle<1.25) inputs.up=true;
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else if(angle>1.25 && angle<1.75) inputs.left=true;
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else inputs.down=true;
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}
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if(!config.gamepad.buffer) inputs.clearBuffer=true;
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};
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const startGame=async (category, filename) => {
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//TODO migrate relevant code here
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};
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window.addEventListener('hashchange', async () => {
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nav.classList.add('hidden');
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const [_, category, filename]=location.hash.match(/([a-zA-Z0-9_-]+?)\/(.+)/);
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// load rules and level from cache or server
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const rules=levelList[category].rules || {};
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const level=await (async () => {
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const resp=await fetch('levels/'+filename);
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return await resp.json();
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})();
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const level=await levels.get(filename);
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const snek=new SnekGame(level, canvas, rules);
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canvas.classList.remove('hidden');
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snek.start();
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// create the game and attach the callbacks
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const snek=currentGame=new SnekGame(level, canvas, rules);
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snek.callback=evt => {
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if(evt=='tick') {
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if(navigator.getGamepads) handleGamepads();
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snek.handleInputs(currentInputs);
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input.framefn();
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snek.handleInputs(input.inputs);
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} else if(evt=='win') {
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let popup=new Popup("Finished!");
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popup.addStrong("You won!");
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popup.addContent({
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"Time": snek.playTime/1000+'s',
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"Score": snek.score,
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"Final length": snek.snake.length
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});
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popup.buttons={
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retry: "Retry",
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next: "Next level",
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menu: "Main menu"
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};
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popup.display();
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//TODO do something with the result
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handleWin(snek);
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} else if(evt=='die') {
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handleDeath(snek);
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}
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};
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currentGame=snek;
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});
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window.addEventListener('keydown', async e => {
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e.preventDefault();
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if(e.key=='f') {
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if(document.fullscreenElement) await document.exitFullscreen();
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else await main.requestFullscreen();
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resizeCanvas();
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// setup the DOM
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nav.classList.add('hidden');
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canvas.classList.remove('hidden');
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// push some userdata to the snake
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snek.userdata={
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category,
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levelId,
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filename
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};
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// reset the inputs
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input.clear();
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// start the actual game
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snek.start();
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};
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// return to the menu
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menu=() => {
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// stop any running games
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if(currentGame) currentGame.playing=false;
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// setup the DOM
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nav.classList.remove('hidden');
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canvas.classList.add('hidden');
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};
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// display the win popup
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handleWin=async snek => {
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// get userdata back
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const {category, levelId, filename}=snek.userdata;
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// create and configure popup
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let popup=new Popup("Finished!");
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popup.addStrong("You won!");
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popup.addContent({
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"Time": snek.playTime/1000+'s',
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"Score": snek.score,
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"Final length": snek.snake.length
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});
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popup.buttons={
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retry: "Retry",
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menu: "Main menu"
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};
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if(levelList[category].nextLevel) {
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let nextId=(+levelId)+1;
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if(levelList[category].levels.includes(nextId)) popup.buttons.next="Next level";
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}
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let inputs=currentInputs;
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if(e.key=='ArrowUp') inputs.up=true;
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else if(e.key=='ArrowDown') inputs.down=true;
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else if(e.key=='ArrowLeft') inputs.left=true;
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else if(e.key=='ArrowRight') inputs.right=true;
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// show the actual popup
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let result=await popup.display(main);
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if(!config.keyboard.buffer) inputs.clearBuffer=true;
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// act on it
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if(result=='retry') {
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startGame(category, levelId, filename);
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} else if(result=='menu') {
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location.hash='menu';
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} else if(result=='next') {
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let nextId=(+levelId)+1;
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let {levelString}=getLevel(category, nextId)
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location.hash=levelString;
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}
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};
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// display the death popup
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handleDeath=async snek => {
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// get userdata back
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const {category, levelId, filename}=snek.userdata;
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// create and configure popup
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let popup=new Popup("Finished!");
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popup.addStrong("You died...");
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popup.addContent({
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"Time": snek.playTime/1000+'s',
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"Score": snek.score,
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"Final length": snek.snake.length
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});
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popup.buttons={
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retry: "Retry",
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menu: "Main menu"
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};
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// show the actual popup
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let result=await popup.display(main);
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// act on it
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if(result=='retry') {
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startGame(category, levelId, filename);
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} else if(result=='menu') {
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location.hash='menu';
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}
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};
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|
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// handle page navigation
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window.addEventListener('hashchange', () => {
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const hash=location.hash.substr(1);
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if(hash=='' || hash=='menu') return menu();
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else if(hash=='help') return help();
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const [_, category, levelId, filename]=location.hash.match(/([a-zA-Z0-9_-]+?)\/([a-zA-Z0-9_-]+?)\/(.+)/);
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startGame(category, levelId, filename);
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});
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if(config.touchscreen.mode=='crosspad') {
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const handleTouch=e => {
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let x=e.touches[0].clientX-window.innerWidth/2;
|
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let y=e.touches[0].clientY-window.innerHeight/2;
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const angle=((Math.atan2(x, y)+2*Math.PI)%(2*Math.PI))/Math.PI;
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let inputs=currentInputs;
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if(angle>.25 && angle <.75) inputs.right=true;
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else if(angle>.75 && angle<1.25) inputs.up=true;
|
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else if(angle>1.25 && angle<1.75) inputs.left=true;
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else inputs.down=true;
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if(!config.touchscreen.buffer) inputs.clearBuffer=true;
|
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};
|
||||
window.addEventListener('touchstart', handleTouch);
|
||||
window.addEventListener('touchmove', handleTouch);
|
||||
// enable input methods according to config
|
||||
if(config.keyboard.enabled) {
|
||||
input.enableHandler(input.availableHandlers.keyboard);
|
||||
}
|
||||
|
||||
if(config.touchscreen.mode=='joystick') {
|
||||
let center={x: 0, y: 0};
|
||||
window.center=center;
|
||||
window.addEventListener('touchstart', e => {
|
||||
center.x=e.touches[0].clientX;
|
||||
center.y=e.touches[0].clientY;
|
||||
});
|
||||
window.addEventListener('touchmove', e => {
|
||||
let x=e.touches[0].clientX-center.x;
|
||||
let y=e.touches[0].clientY-center.y;
|
||||
const angle=((Math.atan2(x, y)+2*Math.PI)%(2*Math.PI))/Math.PI;
|
||||
const magnitude=Math.hypot(x, y);
|
||||
|
||||
let inputs=currentInputs;
|
||||
if(magnitude>config.touchscreen.deadzone) {
|
||||
if(angle>.25 && angle <.75) inputs.right=true;
|
||||
else if(angle>.75 && angle<1.25) inputs.up=true;
|
||||
else if(angle>1.25 && angle<1.75) inputs.left=true;
|
||||
else inputs.down=true;
|
||||
}
|
||||
|
||||
if(!config.touchscreen.buffer) inputs.clearBuffer=true;
|
||||
});
|
||||
if(config.gamepad.enabled) {
|
||||
input.enableHandler(input.availableHandlers.gamepad);
|
||||
}
|
||||
|
||||
if(config.touchscreen.mode=='swipe') {
|
||||
let center={x: 0, y: 0};
|
||||
window.center=center;
|
||||
window.addEventListener('touchstart', e => {
|
||||
center.x=e.touches[0].clientX;
|
||||
center.y=e.touches[0].clientY;
|
||||
});
|
||||
window.addEventListener('touchmove', e => {
|
||||
let x=e.touches[0].clientX-center.x;
|
||||
let y=e.touches[0].clientY-center.y;
|
||||
const angle=((Math.atan2(x, y)+2*Math.PI)%(2*Math.PI))/Math.PI;
|
||||
const magnitude=Math.hypot(x, y);
|
||||
|
||||
let inputs=currentInputs;
|
||||
if(magnitude>config.touchscreen.deadzone) {
|
||||
if(angle>.25 && angle <.75) inputs.right=true;
|
||||
else if(angle>.75 && angle<1.25) inputs.up=true;
|
||||
else if(angle>1.25 && angle<1.75) inputs.left=true;
|
||||
else inputs.down=true;
|
||||
|
||||
center.x=e.touches[0].clientX;
|
||||
center.y=e.touches[0].clientY;
|
||||
}
|
||||
|
||||
if(!config.touchscreen.buffer) inputs.clearBuffer=true;
|
||||
});
|
||||
if(config.touchscreen.enabled) {
|
||||
if(config.touchscreen.mode=='crosspad') {
|
||||
input.enableHandler(input.availableHandlers.touchscreenCrosspad);
|
||||
} else if(config.touchscreen.mode=='joystick') {
|
||||
input.enableHandler(input.availableHandlers.touchscreenJoystick);
|
||||
} else if(config.touchscreen.mode=='swipe') {
|
||||
input.enableHandler(input.availableHandlers.touchscreenSwipe);
|
||||
}
|
||||
}
|
||||
|
||||
input.updateConfig(config);
|
||||
})();
|
||||
|
|
|
@ -46,7 +46,7 @@ class Popup {
|
|||
this.content.push(objToDom({[Popup.STRONG]: cnt}));
|
||||
}
|
||||
|
||||
async display() {
|
||||
async display(parent=document.body) {
|
||||
let outer=document.createElement('div');
|
||||
outer.classList.add('popup');
|
||||
let popup=outer.appendChild(document.createElement('div'));
|
||||
|
@ -67,7 +67,7 @@ class Popup {
|
|||
});
|
||||
buttons.forEach(btn => buttonSection.appendChild(btn));
|
||||
|
||||
document.body.appendChild(outer);
|
||||
parent.appendChild(outer);
|
||||
|
||||
const code=await Promise.race(buttons.map(btn => new Promise(ok => {
|
||||
btn.addEventListener('click', e => {
|
||||
|
@ -76,7 +76,7 @@ class Popup {
|
|||
});
|
||||
})));
|
||||
|
||||
document.body.removeChild(outer);
|
||||
parent.removeChild(outer);
|
||||
return code;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue