added switches and spikes (closes #6) and puzzle 3 (closes #34)

This commit is contained in:
Nathan DECHER 2020-04-14 18:21:07 +02:00
parent 7b20b0e8ec
commit 7121c230fc
7 changed files with 100 additions and 4 deletions

View file

@ -9,7 +9,7 @@ PORTAL_C_ANIM = $(foreach angle, $(shell seq 0 6 359), build/portal-c$(angle).pn
PORTAL_D_ANIM = $(foreach angle, $(shell seq 0 6 359), build/portal-d$(angle).png)
IMAGES = $(foreach name, apple wall oil key door, public/assets/$(name)32.png)
TILESETS = $(foreach name, hole, public/assets/$(name)-ts.png)
TILESETS = $(foreach name, hole switch spikes, public/assets/$(name)-ts.png)
ANIMATIONS = $(foreach name, fire peach-decay peach-rainbow portal-a portal-b portal-c portal-d, public/assets/$(name)-anim.png)
JSON = $(foreach name, snake levelList config metaConfig, public/assets/$(name).json)
ICON = public/assets/icon32.png public/assets/icon256.png public/favicon.ico

View file

@ -58,7 +58,7 @@
"levelFilename": "puzzle<n>.json",
"levelDisplay": "Level <n>",
"levels": [
1, 2
1, 2, 3
],
"nextLevel": true
}

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assets/spikes.png Executable file

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assets/switch.png Executable file

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22
levels/puzzle3.json Normal file
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@ -0,0 +1,22 @@
{
"world": [
"A i B",
" i s",
" Cik ",
"SSSSSSSSSSSiiiii",
" i f",
" i ",
" s itttt",
" t wKKKK",
" w ",
" wD "
],
"snake": [
[0, 9],
[1, 9],
[2, 9]
],
"rules": {
"moveCount": 60
}
}

View file

@ -14,6 +14,8 @@ const assetSpecs=[
{ name: 'portalD', filename: 'portal-d-anim.png', type: 'image' },
{ name: 'key', filename: 'key32.png', type: 'image' },
{ name: 'door', filename: 'door32.png', type: 'image' },
{ name: 'switch', filename: 'switch-ts.png', type: 'image' },
{ name: 'spikes', filename: 'spikes-ts.png', type: 'image' },
{ name: 'snake', filename: 'snake.json', type: 'json' },
{ name: 'levelList', filename: 'levelList.json', type: 'json' },
{ name: 'config', filename: 'config.json', type: 'json' },
@ -28,7 +30,9 @@ const tasks=[
{ from: 'portalC', type: 'animation', steps: 3 },
{ from: 'portalD', type: 'animation', steps: 3 },
{ from: 'superFruit', type: 'animation', steps: 5 },
{ from: 'decayFruit', type: 'animation', steps: 5 }
{ from: 'decayFruit', type: 'animation', steps: 5 },
{ from: 'switch', type: 'tileset', steps: 1, tiles: ['on', 'off'] },
{ from: 'spikes', type: 'tileset', steps: 1, tiles: ['off', 'on'] }
];
const cvs=document.createElement('canvas');

View file

@ -1,4 +1,13 @@
const [EMPTY, FOOD, SUPER_FOOD, DECAY_FOOD, WALL, FIRE, FLAMMABLE, FLAMMABLE_S, HOLE, HOLE_S, PORTAL_A, PORTAL_A_S, PORTAL_B, PORTAL_B_S, PORTAL_C, PORTAL_C_S, PORTAL_D, PORTAL_D_S, KEY, DOOR, SNAKE]=Array(255).keys();
const [
EMPTY, SNAKE,
FOOD, SUPER_FOOD, DECAY_FOOD,
WALL,
FIRE, FLAMMABLE, FLAMMABLE_S,
HOLE, HOLE_S,
PORTAL_A, PORTAL_A_S, PORTAL_B, PORTAL_B_S, PORTAL_C, PORTAL_C_S, PORTAL_D, PORTAL_D_S,
KEY, DOOR,
SWITCH_ON, SWITCH_ON_S, SWITCH_OFF, SWITCH_OFF_S, SPIKES_OFF, SPIKES_OFF_S, SPIKES_ON
]=Array(255).keys();
class SnekGame {
constructor(settings, canvas, rules) {
@ -32,6 +41,9 @@ class SnekGame {
case 'D': return PORTAL_D;
case 'k': return KEY;
case 'K': return DOOR;
case 's': return SWITCH_OFF;
case 'S': return SPIKES_ON;
case 't': return SPIKES_OFF;
}
})();
}
@ -109,6 +121,13 @@ class SnekGame {
// add the doors
if(settings.doors) settings.doors.forEach(([x, y]) => this.world[x][y]=DOOR);
// add the switches
if(settings.switches) settings.switches.forEach(([x, y]) => this.world[x][y]=SWITCH_OFF);
// add the spikes
if(settings.spikesOn) settings.spikesOn.forEach(([x, y]) => this.world[x][y]=SPIKES_ON);
if(settings.spikesOff) settings.spikesOff.forEach(([x, y]) => this.world[x][y]=SPIKES_OFF);
}
// add the snake to the world
@ -235,6 +254,8 @@ class SnekGame {
const portalD=assets.get('portalD');
const key=assets.get('key');
const door=assets.get('door');
const switchTile=assets.get('switch');
const spikes=assets.get('spikes');
const putTile=(x, y, tile) => this.ctx.drawImage(
tile,
offsetX+cellSize*x,
@ -316,6 +337,23 @@ class SnekGame {
case DOOR:
putTile(x, y, door);
break;
case SWITCH_ON:
case SWITCH_ON_S:
putTile(x, y, switchTile.on);
break;
case SWITCH_OFF:
case SWITCH_OFF_S:
putTile(x, y, switchTile.off);
break;
case SPIKES_ON:
putTile(x, y, spikes.on);
break;
case SPIKES_OFF:
case SPIKES_OFF_S:
putTile(x, y, spikes.off);
break;
}
}
}
@ -511,6 +549,15 @@ class SnekGame {
case PORTAL_D_S:
this.world[tail[0]][tail[1]]=PORTAL_D;
break;
case SWITCH_ON_S:
this.world[tail[0]][tail[1]]=SWITCH_ON;
break;
case SWITCH_OFF_S:
this.world[tail[0]][tail[1]]=SWITCH_OFF;
break;
case SPIKES_OFF_S:
this.world[tail[0]][tail[1]]=SPIKES_OFF;
break;
default:
this.world[tail[0]][tail[1]]=EMPTY;
}
@ -530,6 +577,7 @@ class SnekGame {
case WALL: return this.die("thought walls were edible", "hit a wall");
case FIRE: return this.die("burned to a crisp", "hit fire");
case DOOR: return this.die("forgot to OPEN the door", "hit a door");
case SPIKES_ON: return this.die("thought they were a girl's drink in a nightclub", "hit spikes");
// congratilations, you played yourself!
case SNAKE:
@ -539,6 +587,9 @@ class SnekGame {
case PORTAL_B_S:
case PORTAL_C_S:
case PORTAL_D_S:
case SWITCH_OFF_S:
case SWITCH_ON_S:
case SPIKES_OFF_S:
return this.die("achieved every dog's dream", "ate their own tail");
// if either 3 consecutive segments or the whole snake is on a hole, you die
@ -571,6 +622,16 @@ class SnekGame {
this.getTilesOfType(DOOR).forEach(([x, y]) => this.world[x][y]=EMPTY);
break;
// you step on, you trigger
case SWITCH_ON:
case SWITCH_OFF: {
this.world[head[0]][head[1]]=this.world[head[0]][head[1]]==SWITCH_ON?SWITCH_OFF:SWITCH_ON;
if(this.getTilesOfType(SPIKES_OFF_S).length) return this.die("spiked themselves", "activated spikes");
const oldSpikes=this.getTilesOfType(SPIKES_ON);
this.getTilesOfType(SPIKES_OFF).forEach(([x, y]) => this.world[x][y]=SPIKES_ON);
oldSpikes.forEach(([x, y]) => this.world[x][y]=SPIKES_OFF);
} break;
// you eat, you grow
case FOOD:
// re-grow the snake partially (can't hit the tail, but it's there for all other intents and purposes
@ -638,6 +699,15 @@ class SnekGame {
case PORTAL_D:
this.world[head[0]][head[1]]=PORTAL_D_S;
break;
case SWITCH_ON:
this.world[head[0]][head[1]]=SWITCH_ON_S;
break;
case SWITCH_OFF:
this.world[head[0]][head[1]]=SWITCH_OFF_S;
break;
case SPIKES_OFF:
this.world[head[0]][head[1]]=SPIKES_OFF_S;
break;
default:
this.world[head[0]][head[1]]=SNAKE;
}