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No commits in common. "bd7080d1630fd3123dcc4172421c55254a1a16af" and "f02b76d301f22cc0f74e4d2263830047fdf2e8c9" have entirely different histories.

17 changed files with 246 additions and 309 deletions

14
ball.js
View file

@ -1,14 +0,0 @@
Object.assign(self, {
collider: circle2d.clone({radius:5}),
img: sprite.clone({path:"ball.png"}),
phys: 0,
elasticity: 1,
friction: 0,
tag: 'ball',
collide(hit) {
Sound.play("bump.wav");
},
});
self.img.pos = sprite.POS_MID;

View file

@ -3,8 +3,8 @@ var score = 0;
var highscore = 0;
var lives = 3;
/* Spawn & kill a brick to get its width and height */
var brick = prototypes.get_ur('brick').make(World);
Log.warn(gameobjects['brick'].boundingbox);
var brick = World.spawn(gameobjects['brick']);
var brickbb = brick.char.boundingbox;
var bwidth = brickbb.r - brickbb.l;
var bheight = brickbb.t-brickbb.b;
@ -16,19 +16,16 @@ var cols = 13;
var lvlwidth = bwidth*cols;
var lvlheight = 600;
var f = prototypes.get_ur('edge2d').make(World);
//var frameworld = World
var f = World.spawn(gameobjects['edge2d']);
f.edge2d.thickness = 10;
f.edge2d.cpoints = Geometry.box(lvlwidth+f.edge2d.thickness*2,lvlheight-30);
f.edge2d.degrees = 1;
f.scale = 1;
f.edge2d.sync();
var drawColor = Color.green.slice();
drawColor.a = 100;
f.edge2d.cpoints = Geometry.box(lvlwidth+f.edge2d.thickness*2,lvlheight);
f.draw = function() {
Debug.line(f.edge2d.points, drawColor, 0, f.edge2d.thickness*2);
Debug.line(f.edge2d.points, Color.green, 0, f.edge2d.thickness*2);
};
Register.draw.register(f.draw,f);
register_draw(f.draw,f);
var fitbricks = Math.floor(lvlwidth/bwidth);
@ -37,7 +34,7 @@ var wingame = function() {
Log.warn("WINNER");
Player.players[0].uncontrol(paddle);
Register.gui.register(function() {
register_gui(function() {
GUI.text("WINNER", Window.dimensions.scale(0.5));
});
}
@ -80,14 +77,14 @@ Color.Arkanoid.Powerups = {
gray: [143,143,143] /* 1up */
};
var lvl = JSON.parse(IO.slurp("lvl1.json"));
var lvl = JSON.parse(IO.slurp("lvlsparse.json"));
for (var row = 0; row < rows; row++) {
for (var col = 0; col < cols; col++) {
if (lvl.bricks[row][col] === 0)
continue;
var brick = prototypes.get_ur('brick').make(World);
var brick = World.spawn(gameobjects['brick']);
brick.powerup = function() {
if (Math.random() < 0.1)
spawn_random_powerup(this.pos);
@ -105,28 +102,27 @@ for (var row = 0; row < rows; row++) {
}
var flashtimer = timer.make(function() {
if (prototypes.get_ur('brick').instances.length === 0) {
if (gameobjects['brick'].instances.length === 0) {
flashtimer.kill();
return;
}
var idx = Math.randomint(prototypes.get_ur('brick').instances.length);
prototypes.get_ur('brick').instances[idx].flash();
var idx = Math.randomint(gameobjects['brick'].instances.length);
gameobjects['brick'].instances[idx].flash();
flashtimer.time = Math.random_range(1,3);
}, Math.random_range(1,3));
var paddle = prototypes.get_ur('paddle').make(self);
var paddle = World.spawn(gameobjects['paddle']);
paddle.extents = lvlwidth/2 - f.edge2d.thickness;
paddle.pos = [0,-lvlheight/2+50];
paddle.lasership();
paddle.pos = [0,-lvlheight/2+paddle.height*4];
paddle.setgrow(3);
Player.players[0].control(paddle);
paddle.inputs.space();
Gamestate.spawnball = function() {
var bb = prototypes.get_ur('ball').make(self);
var bb = World.spawn(gameobjects['ball']);
bb.pos = bb.pos.add([0,-200]);
bb.velocity = [30,200];
bb.draw_layer = 3;
bb.tag = 'ball';
}
var powerups = {};
@ -149,7 +145,7 @@ powerups.catch = mk_pup(Color.Arkanoid.Powerups.green, function() {
});
powerups.slow = mk_pup(Color.Arkanoid.Powerups.orange, function() {
/* Slow all balls */
prototypes.get_ur('ball').instances.forEach(function(x) {
gameobjects['ball'].instances.forEach(function(x) {
x.velocity = x.velocity.scale(0.5);
});
});
@ -157,7 +153,7 @@ powerups.break = mk_pup(Color.Arkanoid.Powerups.purple, function() {
clear_level();
}, 0.5);
powerups.disruption = mk_pup(Color.Arkanoid.Powerups.cyan, function() {
var ball = prototypes.get_ur('ball').instances[0];
var ball = gameobjects['ball'].instances[0];
if (!ball) return;
ball.instandup();
@ -211,8 +207,8 @@ var last_powerup = {};
function spawn_random_powerup(pos)
{
if (prototypes.get_ur('upgrade_drop').instances.length !== 0) return;
var p = prototypes.get_ur('upgrade_drop').make(self);
if (gameobjects['upgrade_drop'].instances.length !== 0) return;
var p = World.spawn(gameobjects['upgrade_drop']);
p.pos = pos;
var power = select_weighted(powerups.array());
@ -226,7 +222,7 @@ function spawn_random_powerup(pos)
}
function spawn_powerup(pos, fn) {
var p = prototypes.get_ur('upgrade_drop').make(self);
var p = World.spawn(gameobjects['upgrade_drop']);
p.pos = pos;
p.upgrade = fn;
return p;
@ -239,7 +235,7 @@ function multiball(n) {
function lostball()
{
if (prototypes.get_ur('ball').instances.length === 0)
if (gameobjects['ball'].instances.length === 0)
lostlife();
};
@ -259,7 +255,7 @@ function lostlife() {
};
Gamestate.spawnball();
var killbox = prototypes.get_ur('polygon2d').make(self);
var killbox = World.spawn(gameobjects['polygon2d']);
killbox.polygon2d.points = Geometry.box(lvlwidth,30);
killbox.pos = [0,-lvlheight/2];
@ -272,8 +268,6 @@ killbox.register_hit(hit => {
}, killbox);
killbox.polygon2d.sync();
//Sound.play("start.wav");
var pause = {
@ -284,7 +278,7 @@ var pause = {
},
unpause() {
Register.gui.unregister(pause.gui);
unregister_gui(pause.gui);
sim_start();
},
@ -298,7 +292,7 @@ var pause = {
var gamepawn =
{
pause() {
Register.gui.register(pause.gui);
register_gui(pause.gui);
sim_pause();
},
@ -316,7 +310,7 @@ var gamepawn =
}
function clear_level() {
var bricks = prototypes.get_ur('brick').instances.slice();
var bricks = gameobjects['brick'].instances.slice();
bricks.forEach(function(x) { x.kill(); });
};
@ -327,8 +321,8 @@ function gamegui() {
GUI.text_fn(`${score}`),
GUI.text_fn("HIGH SCORE", {color: Color.red}),
GUI.text_fn(`${highscore}`),
GUI.text_fn(`BRICKS: ${prototypes.get_ur('brick').instances.length}`),
GUI.text_fn(`BALLS IN PLAY: ${prototypes.get_ur('ball').instances.length}`),
GUI.text_fn(`BRICKS: ${gameobjects['brick'].instances.length}`),
GUI.text_fn(`BALLS IN PLAY: ${gameobjects['ball'].instances.length}`),
GUI.text_fn(`LIVES: ${lives}`),
GUI.text_fn("YARKANOID", {color: [5,120,240,255]}),
@ -339,7 +333,7 @@ function gamegui() {
}).draw(Window.dimensions.scale([0.8,0.8]));
}
Register.gui.register(gamegui, this);
register_gui(gamegui);
Player.players[0].control(gamepawn);
@ -347,7 +341,6 @@ let backtomain = function()
{
World.clear();
run("startmenu.js");
Register.gui.unregister(gamegui);
unregister_gui(gamegui);
Player.players[0].uncontrol(gamepawn);
}

View file

@ -1,35 +0,0 @@
Object.assign(self, {
char: char2d.clone({
flash:Resources.load("brick.png"),
}),
points: 50,
getshot() {
this.kill();
},
start() {
this.char.stop();
this.flash();
this.char.color = Color.Rainbow.red;
},
flash() {
this.char.play("flash");
},
collide(hit) {
if (hit.obj.tag !== 'ball')
return;
this.powerup?.();
this.kill();
},
});
self.collider = polygon2d.clone();
self.collider.points = [[-8,4]];
self.collider.flipx = true;
self.collider.flipy = true;
self.char.pos = [-0.5, -0.5];

View file

@ -8,5 +8,3 @@
- Specifically, want to monitor for screen change
- Look up collision functions dynamically instead of with registry
-Missiles flash for one frame where previous

BIN
bump.wav

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186
config.js
View file

@ -1,5 +1,17 @@
gameobject.elasticity = 1;
gameobject.clone("ball", {
collider: circle2d.clone(),
img: sprite.clone(),
phys: 0,
elasticity: 1,
friction: 0,
collide(hit) {
Sound.play("bump.wav");
},
});
Color.Gameboy = {
darkest: [15,56,15],
dark: [48,98,48],
@ -15,3 +27,177 @@ Color.Rainbow = {
green: [0,153,1],
blue: [53,51,255]
};
gameobject.clone("brick", {
collider: polygon2d.clone(),
char: char2d.clone({
flash:Resources.load("brick.png"),
}),
points: 50,
start() {
this.char.stop();
this.flash();
this.char.color = Color.Rainbow.red;
},
flash() {
this.char.play("flash");
},
collide(hit) {
if (hit.obj.from !== 'ball')
return;
this.powerup?.();
this.kill();
},
});
var act_x = Action.add_new("move");
act_x.inputs.push("axis_ljoy");
var paddle = gameobject.clone("paddle", {
collider: polygon2d.clone(),
img: sprite.clone(),
phys: 1,
elasticity: 1,
speed: 1000,
length: 50,
height: 28,
lengths: [16,24,32,40,48],
growlvl: 1,
maxgrow: 5,
max_x: 0,
extents: 300,
input_larrow_down() { this.input_a_down(); },
frame_vel: [0,0],
input_a_down() {
this.frame_vel = this.frame_vel.add([-1,0]);
},
input_d_down() {
this.frame_vel = this.frame_vel.add([1,0]);
},
update(dt) {
this.angle = 0;
var fpos = this.pos;
fpos.x += this.frame_vel.x * this.speed * dt;
fpos.x = Math.clamp(fpos.x,-this.max_x,this.max_x);
this.pos = fpos;
this.frame_vel = [0,0];
if (this.stickball)
this.stickball.pos = this.pos.add(this.stickpos);
},
physupdate(dt) { this.velocity = [0,0]; },
gamepad_ljoy_axis(v) {
v[1] = 0;
this.pos = this.pos.add(v.scale(this.speed*Yugine.dt));
},
setup() {
Player.players[0].control(this);
this.length = this.lengths[0];
},
grow() {
this.setgrow(this.growlvl + 1);
},
setgrow(n) {
this.growlvl = Math.clamp(n,1,this.maxgrow);
this.length = this.lengths[this.growlvl];
this.img.path = "pill" + this.growlvl + ".png";
this.img.sync();
var d = this.img.dimensions;
this.collider.points = Geometry.box(d.x, d.y);
this.collider.sync();
this.max_x = this.extents - (d.x*this.scale)/2;
},
lasership() {
this.laser = true;
},
shoot() {
Log.warn("SHOOTING MISSILES");
},
sticky: false,
stored_vel: [0,0],
stickball: {},
stickpos: [0,0],
input_space_pressed() {
if (this.sticky && this.stickball) {
this.stickball.velocity = this.stored_vel;
this.stickball = {};
}
if (this.laser) {
this.shoot();
}
},
collide(hit) {
if (!(hit.obj.from === 'ball')) return;
var xdiff = hit.pos.x - this.pos.x;
var hitangle = xdiff/this.length - 0.5;
var speed = Vector.length(hit.obj.velocity);
hit.obj.velocity = [Math.cos(hitangle)*speed, Math.sin(hitangle)*speed];
hit.obj.velocity = hit.obj.velocity.scale(-1);
var oldvel = hit.obj.velocity;
var scaler = Math.max(Math.abs(xdiff)/30, 1.01);
hit.obj.velocity = hit.obj.velocity.scale(scaler);
if (this.sticky) {
this.stored_vel = hit.obj.velocity;
hit.obj.velocity = [0,0];
this.stickball = hit.obj;
this.stickpos = hit.obj.pos.sub(this.pos);
}
},
});
gameobject.clone("upgrade_drop", {
fallspeed: 150,
tag: "ball",
upgrade: function() {},
size: 12,
phys:1,
collider: circle2d.clone(),
color: Color.Rainbow.blue,
start() {
this.collider.radius = this.size;
this.collider.sensor = true;
},
draw() {
Shape.circle(this.pos,this.size,this.color);
},
collide(hit) {
if (!(hit.obj.from === 'paddle'))
return;
this.upgrade();
this.kill();
},
update(dt) {
this.pos = this.pos.add([0,-this.fallspeed*dt]);
},
});

View file

@ -1,5 +1 @@
Window.icon("powerup.png");
gameobject.scale = 2;
//World.load(prototypes.get_ur("startmenu"));
World.run("startmenu.js");
load("startmenu.js");

View file

@ -1,29 +0,0 @@
var def = {
collider: polygon2d.clone(),
phys: 1,
bwidth: 5,
bheight: 15,
speed: 200,
start() {
this.collider.points = Geometry.box(this.bwidth, this.bheight);
this.collider.sensor = true;
},
collide(hit) {
if ('getshot' in hit.obj) {
hit.obj.getshot();
this.kill();
}
},
draw() {
Debug.box(this.pos, [this.bwidth, this.bheight], Color.cyan);
},
update(dt) {
this.pos = this.pos.add([0,this.speed*dt]);
},
};
Object.assign(self, def);

125
paddle.js
View file

@ -1,125 +0,0 @@
Object.assign(self, {
collider: polygon2d.clone(),
img: sprite.clone(),
phys: 1,
elasticity: 1,
tag: 'paddle',
speed: 1000,
length: 50,
height: 28,
lengths: [16,24,32,40,48],
growlvl: 1,
maxgrow: 5,
max_x: 0,
extents: 300,
frame_vel: [0,0],
update(dt) {
this.angle = 0;
var fpos = this.pos;
fpos.x += this.frame_vel.x * this.speed * dt;
fpos.x = Math.clamp(fpos.x,-this.max_x,this.max_x);
this.pos = fpos;
this.frame_vel = [0,0];
},
physupdate(dt) { this.velocity = [0,0]; },
gamepad_ljoy_axis(v) {
v[1] = 0;
this.pos = this.pos.add(v.scale(this.speed*Yugine.dt));
},
setup() {
this.length = this.lengths[0];
},
grow() {
this.setgrow(this.growlvl + 1);
},
setgrow(n) {
this.growlvl = Math.clamp(n,1,this.maxgrow);
this.length = this.lengths[this.growlvl];
this.img.path = "pill" + this.growlvl + ".png";
this.img.sync();
var d = this.img.dimensions;
this.collider.points = Geometry.box(d.x, d.y);
this.collider.sync();
this.max_x = this.extents - (d.x*this.scale)/2;
},
lasership() {
this.laser = true;
this.img.color = Color.Gameboy.light;
},
unlasership() {
this.laser = false;
this.img.color = Color.white;
},
shoot() {
var m1 = World.spawn(prototypes.get_ur("missile"));
var m2 = m1.dup();
m1.pos = this.pos.add([(this.length/2)-5,0]);
m2.pos = this.pos.add([5-(this.length/2),0]);
},
sticky: false,
stored_vel: [0,0],
start() {
this.collider.sensor = true;
},
collide(hit) {
if (!(hit.obj.tag === 'ball')) return;
var xdiff = hit.pos.x - this.pos.x;
var hitangle = (xdiff/this.length + 0.5) * Math.PI;
hitangle = Math.clamp(hitangle, Math.PI/6, 5*Math.PI/6);
var speed = Vector.length(hit.obj.velocity);
hit.obj.velocity = [Math.cos(hitangle)*speed, -Math.sin(hitangle)*speed];
hit.obj.velocity = hit.obj.velocity.scale(-1);
var oldvel = hit.obj.velocity;
var scaler = Math.max(Math.abs(xdiff)/30, 1.01);
hit.obj.velocity = hit.obj.velocity.scale(scaler);
if (this.sticky) {
this.stored_vel = hit.obj.velocity;
hit.obj.velocity = [0,0];
hit.obj.reparent(this);
this.stickball = hit.obj;
}
},
});
self.inputs = {};
self.inputs.space = function() {
if (this.sticky && this.stickball) {
this.stickball.velocity = this.stored_vel;
this.stickball.reparent(World);
delete this.stickball;
}
if (this.laser) {
this.shoot();
}
};
self.inputs.a = function(){};
self.inputs.a.down = function() {
this.frame_vel = this.frame_vel.add([-1,0]);
};
self.inputs.d = {};
self.inputs.d.down = function() {
this.frame_vel = this.frame_vel.add([1,0]);
};
self.img.pos = sprite.POS_MID;

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@ -26,11 +26,11 @@
"ball": {
"mass": 0.00001,
"collider": {
"radius": 4.39338754070273,
"ofset": [
0,
0
],
"radius": 2
]
},
"img": {
"pos": [
@ -104,7 +104,7 @@
"pos": [ -0.5, -0.5 ]
},
"angle": 0,
"scale": 2,
"scale": 2.91,
"from": "gameobject"
}
}

View file

@ -1,5 +0,0 @@
# Breakout
Breakout, implemented with the Yugine. Classic Arkanoid style gameplay!
To play, just put the yugine executable the home directory and run.

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BIN
start.wav

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@ -1,16 +1,13 @@
var startgame = function()
{
self.kill();
run("breakout.js");
// Player.players[0].uncontrol(startcontroller);
//Register.gui.unregister(startmenu,this);
// Register.gui.unregister_obj(this);
Player.players[0].uncontrol(startcontroller);
unregister_gui(startmenu);
};
var exitgame = function()
{
Game.quit();
quit();
};
var colorshifter = {
@ -28,6 +25,7 @@ var options = GUI.column({
GUI.text_fn("START", {action: startgame}),
GUI.text_fn("EXIT", {action: exitgame}),
],
hovered: {},
});
Tween.embed(options, 'hovered', [colorshifter, colorshiftend], {time: 0.35, loop: "yoyo", whole: false, ease: Ease.sine.out});
@ -70,28 +68,33 @@ function startmenu() {
options.draw(Window.dimensions.scale([0.5,0.5]));
GUI.image_fn({path:"coin.png", anchor: [1,0.5]}).draw([item.bb.l, (item.bb.b + item.bb.t)/2].add([-3,1]));
// GUI.image_fn({path:"arrow.png", anchor: [1,0.5]}).draw([item.bb.l, (item.bb.b + item.bb.t)/2].add([-3,1]));
}
Register.gui.register(startmenu, this);
register_gui(startmenu);
var startcontroller = {};
startcontroller.inputs = {};
startcontroller.inputs.s = function() {
var startcontroller = {
input_s_pressed() {
item.selected = false;
idx = Math.clamp(idx+1, 0, options.items.length-1);
item = options.items[idx];
item.selected = true;
};
},
startcontroller.inputs.w = function() {
item.selected = false;
idx = Math.clamp(idx-1, 0, options.items.length-1);
item = options.items[idx];
item.selected = true;
};
input_w_pressed() {
item.selected = false;
idx = Math.clamp(idx-1, 0, options.items.length-1);
item = options.items[idx];
item.selected = true;
},
input_enter_pressed() {
item.action();
},
startcontroller.inputs.enter = function() { item.action(); };
input_escape_pressed() {
quit();
},
};
Player.players[0].control(startcontroller);
Game.play();

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ting.wav

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@ -1,31 +0,0 @@
Object.assign(self, {
fallspeed: 150,
tag: "ball",
upgrade: function() {},
size: 12,
phys:1,
collider: circle2d.clone(),
color: Color.Rainbow.blue,
tag: 'powerup',
start() {
this.collider.radius = this.size;
this.collider.sensor = true;
},
draw() {
Shape.circle(this.pos,this.size,this.color);
},
collide(hit) {
if (!(hit.obj.tag === 'paddle'))
return;
this.upgrade();
this.kill();
},
update(dt) {
this.pos = this.pos.add([0,-this.fallspeed*dt]);
},
});