added keys and doors (closes #5) with temp assets
This commit is contained in:
parent
a27b8fcd9e
commit
c90bfd5103
7 changed files with 44 additions and 4 deletions
2
Makefile
2
Makefile
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@ -8,7 +8,7 @@ PORTAL_B_ANIM = $(foreach angle, $(shell seq 0 6 359), build/portal-b$(angle).pn
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PORTAL_C_ANIM = $(foreach angle, $(shell seq 0 6 359), build/portal-c$(angle).png)
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PORTAL_C_ANIM = $(foreach angle, $(shell seq 0 6 359), build/portal-c$(angle).png)
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PORTAL_D_ANIM = $(foreach angle, $(shell seq 0 6 359), build/portal-d$(angle).png)
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PORTAL_D_ANIM = $(foreach angle, $(shell seq 0 6 359), build/portal-d$(angle).png)
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IMAGES = $(foreach name, apple wall oil, public/assets/$(name)32.png)
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IMAGES = $(foreach name, apple wall oil key door, public/assets/$(name)32.png)
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TILESETS = $(foreach name, hole, public/assets/$(name)-ts.png)
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TILESETS = $(foreach name, hole, public/assets/$(name)-ts.png)
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ANIMATIONS = $(foreach name, fire peach-decay peach-rainbow portal-a portal-b portal-c portal-d, public/assets/$(name)-anim.png)
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ANIMATIONS = $(foreach name, fire peach-decay peach-rainbow portal-a portal-b portal-c portal-d, public/assets/$(name)-anim.png)
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JSON = $(foreach name, snake levelList config metaConfig, public/assets/$(name).json)
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JSON = $(foreach name, snake levelList config metaConfig, public/assets/$(name).json)
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BIN
assets/door.png
Executable file
BIN
assets/door.png
Executable file
Binary file not shown.
After Width: | Height: | Size: 390 KiB |
BIN
assets/key.png
Executable file
BIN
assets/key.png
Executable file
Binary file not shown.
After Width: | Height: | Size: 33 KiB |
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@ -58,7 +58,7 @@
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"levelFilename": "puzzle<n>.json",
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"levelFilename": "puzzle<n>.json",
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"levelDisplay": "Level <n>",
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"levelDisplay": "Level <n>",
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"levels": [
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"levels": [
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1
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1, 2
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],
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],
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"nextLevel": true
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"nextLevel": true
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}
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}
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13
levels/puzzle2.json
Normal file
13
levels/puzzle2.json
Normal file
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@ -0,0 +1,13 @@
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{
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"world": [
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"k wA wf",
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" w wB",
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" w ww",
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" fw ",
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" w ",
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" K f"
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],
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"snake": [
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[0, 5]
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]
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}
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@ -12,6 +12,8 @@ const assetSpecs=[
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{ name: 'portalB', filename: 'portal-b-anim.png', type: 'image' },
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{ name: 'portalB', filename: 'portal-b-anim.png', type: 'image' },
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{ name: 'portalC', filename: 'portal-c-anim.png', type: 'image' },
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{ name: 'portalC', filename: 'portal-c-anim.png', type: 'image' },
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{ name: 'portalD', filename: 'portal-d-anim.png', type: 'image' },
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{ name: 'portalD', filename: 'portal-d-anim.png', type: 'image' },
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{ name: 'key', filename: 'key32.png', type: 'image' },
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{ name: 'door', filename: 'door32.png', type: 'image' },
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{ name: 'snake', filename: 'snake.json', type: 'json' },
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{ name: 'snake', filename: 'snake.json', type: 'json' },
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{ name: 'levelList', filename: 'levelList.json', type: 'json' },
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{ name: 'levelList', filename: 'levelList.json', type: 'json' },
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{ name: 'config', filename: 'config.json', type: 'json' },
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{ name: 'config', filename: 'config.json', type: 'json' },
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@ -19,7 +21,7 @@ const assetSpecs=[
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];
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];
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const tasks=[
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const tasks=[
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{ from: 'hole', type: 'tileset', steps: 3, tiles: ['base', 'ul', 'dr', 'dl', 'ur', 'l', 'r', 'd', 'u'] },
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{ from: 'hole', type: 'tileset', steps: 1, tiles: ['base', 'ul', 'dr', 'dl', 'ur', 'l', 'r', 'd', 'u'] },
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{ from: 'fire', type: 'animation', steps: 3 },
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{ from: 'fire', type: 'animation', steps: 3 },
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{ from: 'portalA', type: 'animation', steps: 3 },
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{ from: 'portalA', type: 'animation', steps: 3 },
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{ from: 'portalB', type: 'animation', steps: 3 },
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{ from: 'portalB', type: 'animation', steps: 3 },
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@ -1,4 +1,4 @@
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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, SNAKE]=Array(255).keys();
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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();
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class SnekGame {
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class SnekGame {
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constructor(settings, canvas, rules) {
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constructor(settings, canvas, rules) {
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@ -30,6 +30,8 @@ class SnekGame {
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case 'B': return PORTAL_B;
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case 'B': return PORTAL_B;
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case 'C': return PORTAL_C;
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case 'C': return PORTAL_C;
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case 'D': return PORTAL_D;
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case 'D': return PORTAL_D;
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case 'k': return KEY;
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case 'K': return DOOR;
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}
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}
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})();
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})();
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}
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}
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@ -101,6 +103,12 @@ class SnekGame {
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} else {
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} else {
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this.portals={};
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this.portals={};
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}
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}
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// add the keys
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if(settings.keys) settings.keys.forEach(([x, y]) => this.world[x][y]=KEY);
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// add the doors
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if(settings.doors) settings.doors.forEach(([x, y]) => this.world[x][y]=DOOR);
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}
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}
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// add the snake to the world
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// add the snake to the world
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@ -225,6 +233,8 @@ class SnekGame {
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const portalB=assets.get('portalB');
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const portalB=assets.get('portalB');
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const portalC=assets.get('portalC');
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const portalC=assets.get('portalC');
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const portalD=assets.get('portalD');
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const portalD=assets.get('portalD');
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const key=assets.get('key');
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const door=assets.get('door');
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const putTile=(x, y, tile) => this.ctx.drawImage(
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const putTile=(x, y, tile) => this.ctx.drawImage(
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tile,
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tile,
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offsetX+cellSize*x,
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offsetX+cellSize*x,
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@ -299,6 +309,13 @@ class SnekGame {
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case PORTAL_D_S:
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case PORTAL_D_S:
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putTileAnim(x, y, portalD);
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putTileAnim(x, y, portalD);
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break;
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break;
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case KEY:
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putTile(x, y, key);
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break;
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case DOOR:
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putTile(x, y, door);
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break;
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}
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}
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}
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}
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}
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}
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@ -512,6 +529,9 @@ class SnekGame {
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// you hit, you die
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// you hit, you die
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case WALL: return this.die("thought walls were edible", "hit a wall");
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case WALL: return this.die("thought walls were edible", "hit a wall");
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case FIRE: return this.die("burned to a crisp", "hit fire");
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case FIRE: return this.die("burned to a crisp", "hit fire");
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case DOOR: return this.die("forgot to OPEN the door", "hit a door");
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// congratilations, you played yourself!
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case SNAKE:
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case SNAKE:
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case HOLE_S:
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case HOLE_S:
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case FLAMMABLE_S:
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case FLAMMABLE_S:
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@ -546,6 +566,11 @@ class SnekGame {
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);
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);
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break;
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break;
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// you eat, you destroy all doors
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case KEY:
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this.getTilesOfType(DOOR).forEach(([x, y]) => this.world[x][y]=EMPTY);
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break;
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// you eat, you grow
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// you eat, you grow
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case FOOD:
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case FOOD:
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// re-grow the snake partially (can't hit the tail, but it's there for all other intents and purposes
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// re-grow the snake partially (can't hit the tail, but it's there for all other intents and purposes
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