235 lines
4.6 KiB
JavaScript
235 lines
4.6 KiB
JavaScript
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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let allbricks = [];
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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 wingame = function() {
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allballs.forEach(x=>x.kill());
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Log.warn("WINNER");
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Player.players[0].uncontrol(paddle);
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register_gui(function() {
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GUI.text("WINNER", Window.dimensions.scale(0.5));
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});
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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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allbricks.push(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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let allballs = [];
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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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allballs.push(bb);
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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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hit.obj.kill();
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lostball();
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}
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}, killbox);
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//Sound.play("start.wav");
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var pause = {
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gui() {
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var pausecolor = [0,0,0,100];
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Debug.box(Window.dimensions.scale(0.5), Window.dimensions, pausecolor);
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GUI.text_fn("PAUSE", {font_size: 3, anchor: [0.5,0.5]}).draw(Window.dimensions.scale([0.5,0.5]));
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},
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unpause() {
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unregister_gui(pause.gui);
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sim_start();
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},
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input_escape_pressed() {
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pause.unpause();
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Player.players[0].control(gamepawn);
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},
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};
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var gamepawn =
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{
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pause() {
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register_gui(pause.gui);
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sim_pause();
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},
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input_escape_pressed() {
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backtomain();
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return;
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this.pause();
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Player.players[0].uncontrol(gamepawn);
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Player.players[0].control(pause);
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},
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input_o_pressed() {
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/* Get all bricks and kill */
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allbricks.forEach(x => x.kill());
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},
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}
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function gamegui() {
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GUI.column({
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items: [
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GUI.text_fn("SCORE", {color: Color.red}),
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GUI.text_fn(`${score}`),
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GUI.text_fn("HIGH SCORE", {color: Color.red}),
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GUI.text_fn(`${highscore}`),
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GUI.text_fn(`LIVES: ${lives}`),
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GUI.text_fn("YARKANOID", {color: [5,120,240,255]}),
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GUI.text_fn("ODPLOT GAMES"),
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GUI.text_fn("[C] 2023"),
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]
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}).draw(Window.dimensions.scale([0.9,0.8]));
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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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