breakout
This commit is contained in:
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0cad186c56
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a2ef1481b3
200
breakout.js
Normal file
200
breakout.js
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var score = 0;
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var highscore = 0;
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var lives = 3;
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var balls = 0;
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var lvlwidth = 450;
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var lvlheight = 600;
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let bricks = 0;
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//var frameworld = World
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var f = World.spawn(gameobjects['edge2d']);
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f.edge2d.cpoints = Geometry.box(lvlwidth,lvlheight);
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f.edge2d.thickness = 10;
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f.draw = function() {
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Debug.line(f.edge2d.points, Color.green, 0, f.edge2d.thickness*2);
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};
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register_draw(f.draw,f);
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Debug.draw_phys(true);
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var brick = World.spawn(gameobjects['brick']);
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var brickbb = brick.char.boundingbox;
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var bwidth = brickbb.r - brickbb.l;
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var bheight = brickbb.t-brickbb.b;
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brick.kill();
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var fitbricks = Math.floor(lvlwidth/bwidth);
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let towin = function()
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{
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}
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let wingame = function() {
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towin();
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}
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let killbrick = function() {
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bricks--;
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if (bricks <= 0)
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wingame();
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};
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var rowbricks = 8;
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for (var row = 0; row < rowbricks; row++) {
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for (var col = 0; col < 6; col++) {
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var brick = World.spawn(gameobjects['brick']);
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brick.stop = function() { killbrick(); };
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bricks++;
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var bcolor = Rainbow.red;
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switch (col) {
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case 0:
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bcolor = Rainbow.red;
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break;
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case 1:
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bcolor = Rainbow.orange;
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break;
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case 2:
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bcolor = Rainbow.darkorange;
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break;
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case 3:
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bcolor = Rainbow.yellow;
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break;
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case 4:
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bcolor = Rainbow.green;
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break;
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case 5:
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bcolor = Rainbow.blue;
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break;
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}
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brick.char.color = bcolor;
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var startcol = lvlheight/2-50; // 50 pixel gap between top and brick start
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let x = -(rowbricks/2) * bwidth;
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var pos = [x+bwidth*row+bwidth/2, startcol-bheight*col];
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brick.pos = pos;
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if (Math.random() < 0.1) {
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if (Math.random() < 0.5) {
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brick.powerup = function() {
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var p = spawn_powerup(this.pos, () => Gamestate.spawnball());
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p.color = Rainbow.blue;
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}
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} else {
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brick.powerup = function() {
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var p = spawn_powerup(this.pos, () => paddle.grow());
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p.color = Rainbow.green;
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}
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}
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}
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}
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}
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var paddle = World.spawn(gameobjects['paddle']);
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paddle.extents = lvlwidth/2 - f.edge2d.thickness;
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paddle.pos = [0,-lvlheight/2+paddle.height*4];
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paddle.setgrow(1);
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Gamestate.spawnball = function() {
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var bb = World.spawn(gameobjects['ball']);
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bb.pos = bb.pos.add([0,-200]);
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bb.velocity = [30,300];
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bb.draw_layer = 3;
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bb.tag = 'ball';
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balls++;
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}
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function spawn_powerup(pos, fn) {
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var p = World.spawn(gameobjects['upgrade_drop']);
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p.pos = pos;
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p.upgrade = fn;
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return p;
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}
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function multiball(n) {
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for (var i = 0; i < n; i++)
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Gamestate.spawnball();
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};
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function lostball()
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{
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balls--;
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if (balls === 0)
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lostlife();
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};
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function lostgame()
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{
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Log.warn("LOSER");
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backtomain();
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}
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function lostlife() {
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lives--;
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if (lives === 0)
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lostgame();
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else
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Gamestate.spawnball();
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};
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Gamestate.spawnball();
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var killbox = World.spawn(gameobjects['polygon2d']);
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killbox.polygon2d.points = Geometry.box(lvlwidth,30);
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killbox.pos = [0,-lvlheight/2];
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killbox.polygon2d.sensor = true;
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killbox.register_hit(hit => {
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if (hit.obj.tag !== 'ball')
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return;
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hit.obj.kill();
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lostball();
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}, killbox);
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//Sound.play("start.wav");
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let gamepawn =
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{
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input_escape_pressed() {
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backtomain();
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},
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input_o_pressed() {
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/* Get all bricks and kill */
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},
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}
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function gamegui() {
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var xpos = 1000;
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GUI.text("SCORE", [xpos,500],1,Color.red);
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GUI.text(`${score}`, [xpos,480],1);
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GUI.text("HIGH SCORE", [xpos,450],1, Color.red);
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GUI.text(`${highscore}`, [xpos,430],1);
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GUI.text(`LIVES: ${lives}`, [xpos, 400], 1, Color.white);
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GUI.text("YARKANOID", [xpos,300], 1,[5,120,240]);
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GUI.text("ODPLOT GAMES", [xpos,250],1);
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GUI.text("[C] 2023", [xpos,230]);
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}
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register_gui(gamegui);
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Player.players[0].control(gamepawn);
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let backtomain = function()
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{
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World.clear();
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run("startmenu.js");
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unregister_gui(gamegui);
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Player.players[0].uncontrol(gamepawn);
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}
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5
bugs.md
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5
bugs.md
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* Changing img of sprite sometimes changes different sprite
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* Bounding box calculates incorrect width
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* Calculate bounding box without instantiating first
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- Look up collision functions dynamically instead of with registry
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67
config.js
67
config.js
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@ -32,8 +32,6 @@ var Gameboy = {
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lightest: [155,188,15]
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};
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Object.freeze(Gameboy);
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var Rainbow = {
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red: [204,0,1],
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orange: [255,102,0],
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blue: [53,51,255]
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};
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Object.freeze(Rainbow);
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Object.freeze(Rainbow.yellow);
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gameobject.clone("brick", {
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collider: polygon2d.clone(),
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char: char2d.clone({
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},
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stop() {
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this.timer.kill();
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Log.warn("killed a brick");
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},
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collide(hit) {
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var obj = Game.object(hit.id);
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// this.timer.kill();
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// this.kill();
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},
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draw() {
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// var cl = Object.create(Rainbow.yellow);
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// Debug.box(this.pos, [100,30], cl);
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},
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if (hit.obj.from !== 'ball')
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return;
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this.powerup?.();
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this.timer.kill();
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this.kill();
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},
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});
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var act_x = Action.add_new("move");
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act_x.inputs.push("axis_ljoy");
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var max_x = 450;
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var paddle = gameobject.clone("paddle", {
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collider: polygon2d.clone(),
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img: sprite.clone(),
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length: 50,
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height: 28,
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lengths: [50,70,100,130,150],
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size: 0,
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lengths: [16,24,32,40,48],
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growlvl: 1,
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maxgrow: 5,
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max_x: 0,
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extents: 300,
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input_larrow_down() { this.input_a_down(); },
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update(dt) {
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this.angle = 0;
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this.pos = this.pos.add(this.frame_vel.scale(this.speed*dt)).map(p => Math.clamp(p, -max_x, max_x));
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var fpos = this.pos;
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fpos.x += this.frame_vel.x * this.speed * dt;
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fpos.x = Math.clamp(fpos.x,-this.max_x,this.max_x);
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this.pos = fpos;
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this.frame_vel = [0,0];
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},
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physupdate(dt) { this.velocity = [0,0]; },
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gamepad_ljoy_axis(v) {
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v[1] = 0;
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this.pos = this.pos.add(v.scale(this.speed*Yugine.dt));
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this.length = this.lengths[0];
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},
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input_p_pressed() {
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this.grow();
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},
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input_p_pressed() { this.grow(); },
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input_l_pressed() { Gamestate.spawnball(); },
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grow() {
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this.size++;
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this.length = this.lengths[this.size];
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this.setgrow(this.growlvl + 1);
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},
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setgrow(n) {
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this.growlvl = Math.clamp(n,1,this.maxgrow);
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this.length = this.lengths[this.growlvl];
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this.img.path = "pill" + this.growlvl + ".png";
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this.img.sync();
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var d = this.img.dimensions;
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this.collider.points = Geometry.box(d.x, d.y);
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this.collider.sync();
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this.max_x = this.extents - (d.x*this.scale)/2;
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},
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collide(hit) {
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var xdiff = hit.pos.x - this.pos.x;
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if (Math.sign(xdiff) === Math.sign(hit.obj.velocity)) return;
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var oldvel = hit.obj.velocity;
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var scaler = Math.max(Math.abs(xdiff)/30, 0.9);
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var scaler = Math.max(Math.abs(xdiff)/30, 1);
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hit.obj.velocity = hit.obj.velocity.mult([-1,1]).scale(scaler);
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},
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});
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fallspeed: 150,
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tag: "ball",
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upgrade: function() {},
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size: 30,
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size: 12,
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phys:1,
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collider: circle2d.clone(),
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color: Rainbow.blue,
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start() {
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this.collider.radius = 15;
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this.collider.radius = this.size;
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this.collider.sensor = true;
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},
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draw() {
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Shape.circle(this.pos,this.size/3,Color.white);
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Shape.circle(this.pos,this.size,this.color);
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},
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collide(hit) {
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85
game.js
85
game.js
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var lvlwidth = 300;
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var lvlheight = 500;
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Debug.draw_phys(true);
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sim_start();
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World.loadfile("lvl1.lvl");
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function spawnball() {
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var bb = World.spawn(gameobjects['ball']);
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bb.pos = bb.pos.add([50,0]);
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bb.pos.y += 200;
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bb.draw_layer = 3;
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bb.tag = 'ball';
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}
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function spawn_powerup(pos, fn) {
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var p = World.spawn(gameobjects['upgrade_drop']);
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p.pos = pos;
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p.upgrade = fn;
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}
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spawn_powerup([0,300], () => {
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for (var i = 0; i < 10; i++)
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spawnball();
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});
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function lostlife() {
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lives--;
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spawnball();
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}
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spawnball();
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var f = World.spawn(gameobjects['edge2d']);
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f.edge2d.cpoints = Geometry.box(lvlwidth,lvlheight);
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f.edge2d.thickness = 10;
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f.mass = 50;
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var killbox = World.spawn(gameobjects['polygon2d']);
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killbox.polygon2d.points = Geometry.box(lvlwidth,30);
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killbox.pos = [0,-lvlheight/2];
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killbox.polygon2d.sensor = true;
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killbox.register_hit(hit => {
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if (hit.obj.tag !== 'ball')
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return;
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hit.obj.kill();
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lostlife();
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}, this);
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//Sound.play("start.wav");
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var score = 0;
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var highscore = 0;
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var lives = 3;
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function gamegui() {
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var xpos = 1000;
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GUI.text("SCORE", [xpos,500],1,Color.red);
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GUI.text(`${score}`, [xpos,480],1);
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GUI.text("HIGH SCORE", [xpos,450],1, Color.red);
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GUI.text(`${highscore}`, [xpos,430],1);
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GUI.text(`LIVES: ${lives}`, [xpos, 400], 1, Color.white);
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GUI.text("YARKANOID", [xpos,300], 1,[5,120,240]);
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GUI.text("ODPLOT GAMES", [xpos,250],1);
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GUI.text("[C] 2023", [xpos,230]);
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}
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function startmenu() {
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GUI.text("Press ENTER to start", Window.dimensions.scale(0.5));
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GUI.text("Press ESCAPE to exit", Window.dimensions.scale(0.5).add([0,-100]));
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}
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register_gui(gamegui);
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register_gui(startmenu);
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load("startmenu.js");
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"from": "gameobject"
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},
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"ball": {
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"mass": 0.00001,
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"collider": {
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"radius": 4.39338754070273,
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"ofset": [
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"pos": [
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-0.5,
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-0.5
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],
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"path": "pill3.png"
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]
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},
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"from": "gameobject",
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"scale": 2.9100000858306885
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"path": "brick.png",
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"pos": [ -0.5, -0.5 ]
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},
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"pos": [
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43,
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-165
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],
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"angle": 0,
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"scale": 2.91,
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"from": "gameobject"
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20
startmenu.js
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20
startmenu.js
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function startmenu() {
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GUI.text("Press ENTER to start", Window.dimensions.scale(0.5));
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GUI.text("Press ESCAPE to exit", Window.dimensions.scale(0.5).add([0,-100]));
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}
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register_gui(startmenu);
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var startcontroller = {
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input_enter_pressed() {
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run("breakout.js");
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Player.players[0].uncontrol(startcontroller);
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unregister_gui(startmenu);
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},
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input_escape_pressed() {
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quit();
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},
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};
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Player.players[0].control(startcontroller);
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