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sketch.js
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980 lines (830 loc) · 16.9 KB
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let ham1,ham2,ham3;
let imgSeed1,imgSeed2,imgSeed3;
let leftHand,rightHand;
let imgBackground;
let x1,y1,x2,y2,x3,y3;
let numOfSeed=0;
const seedX= new Array(12).fill(0);
const seedY= new Array(12).fill(0);
let totalScore=0;
let numRotate=0;
const seedR=new Array(12).fill(0);
let heart;
let heart_img;
let speedSet;
let speed_img;
const kindOfseed= new Array(12).fill(0);
const enemyX=new Array(4).fill(2000);
const enemyY=new Array(4).fill(1000);
const enemyTargetSeed=new Array(2).fill(0);
let IsTarget=new Array(12).fill(true);//seed배열에서 0이상은 true, 이하는 false로 저장
let numOfeaten=0;//적이 먹은 해바라기씨 수
let clickStart=false;//게임시작 여부 결정
let nowplaing=0;//메인화면,설명,게임시작,게임오버 분류
let backImage;
let bush_img;
let howto_img;
let hamE;
let heartXY=new Array(2);
let speedXY=new Array(2);
let frameCountSpeed;
let colision=-1;
const enemymove2=[[700,500],[1000,1000],[1300,400]];
const enemymove3=[[1300,900],[1800,500],[1750,1100]];
let nowMovePoint=new Array(4).fill(0);
let howtoTrue=false;
function preload(){
ham1=loadImage("ham1.png");//200X200
ham2=loadImage("ham1.1.png");
ham3=loadImage("ham1.2.png");
imgSeed1=loadImage("seed1.png");//100X100
imgSeed2=loadImage("seed2.png");
imgSeed3=loadImage("seed3.png");
heart_img=loadImage('heartIMG.png');
speed_img=loadImage('speedIMG.png');
leftHand=loadImage("hand1.png");//450X1080
rightHand=loadImage("hand2.png");
tree=loadImage("treeIMG.png");//329x869
backImage=loadImage('backIMG.png');
bush_img=loadImage('bushIMG.png');
hamE=loadImage('hamE.png');
howto_img=loadImage('howto.png');
}
function setup(){
createCanvas(1980, 1280);
image(backImage,0,0);
}
function draw(){
mainScreen();
if(clickStart===true){
gamePlay();
}
if(howtoTrue===true)
howTo();
else{
if(nowplaing<=1){
image(backImage,0,0);
mainScreen();
}
}
if(heart<=0||totalScore>=10){
clickStart=false;
nowplaing=3;
//마지막 화면 get해서 띄워놓기
draw_home();
endGame();
}
}
class ITEMS{
constructor(kind){
this.kind=kind;
}
whatKind(){
if(this.kind==="seed")
this.item_seed();
if(this.kind==='heart')
this.item_heart();
if(this.kind==='speed')
this.item_speed();
}
//각각 실행조건
item_seed(){
this.eat_seed();
this.count_seed();
this.seed_atHome();
}
item_heart(){
this.eat_heart();
if(heart<3 && this.count_heart()===true){
this.set_heart();
}
}
item_speed(){
this.eat_speed();
if(this.count_speed()===true){
this.set_speed();
}}
set_seed(){
for(let i=0;i<12;i++){
let arr=this.randomXY();
seedX[i]=arr[0];
seedY[i]=arr[1];
seedR[i]=QUARTER_PI * random(8);
}
}
set_heart(){
let arr=this.randomXY();
heartXY[0]=arr[0];
heartXY[1]=arr[1];
}
set_speed(){
let arr=this.randomXY();
speedXY[0]=arr[0];
speedXY[1]=arr[1];
}
seed_atHome(){
if(nowplaing===2){
if(x1<200&&y1<1000){
totalScore+=numOfSeed;
for(let i=0;i<12;i++){
if(seedX[i]===-100){
let arr=this.randomXY();
seedX[i]=arr[0];
seedY[i]=arr[1];
IsTarget[i]=true;
}
}
}
}
}
eat_seed(){
for(let i=0;i<12;i++){
if(this.eat_item(seedX[i],seedY[i])===true){
seedX[i]=-100;
seedY[i]=-100;
IsTarget[i]=false;
}
}
}
eat_heart(){
if(this.eat_item(heartXY[0],heartXY[1])===true){
heartXY[0]=-100;
heartXY[1]=-100;
heart++;
}
}
eat_speed(){
if(this.eat_item(speedXY[0],speedXY[1])===true){
speedXY[0]=-100;
speedXY[1]=-100;
frameCountSpeed=frameCount;
moveSpeed();
}
}
eat_item(itemX,itemY){
let x=x1+100;
let y=y1+100;
let term=50;
let eat=false;
if(itemX-term<=x&&itemX+term>=x){
if(itemY-term<=y&&itemY+term>=y){
eat=true;
}}
return eat;
}
count_seed(){
numOfSeed=0;
for(let i=0;i<12;i++){
if(this.count_item(seedX[i]))
numOfSeed++;
if(numOfSeed>=5)
numOfSeed=5;
}
}
count_heart(){
return this.count_item(heartXY[0]);
}
count_speed(){
return this.count_item(speedXY[0]);
}
count_item(x){
if(x===-100)
return true;
}
randomXY(){
let arr=new Array(2);
arr[0]=int(random(700, width-100));
arr[1]=int(random(300,height-100));
return arr;
}
}
//아이템도 class에 넣어서 object범위는 안뽑히게하거나 범위 한정짓기
const seedC=new ITEMS('seed');
const heartC=new ITEMS('heart');
const speedC=new ITEMS('speed');
//draw
//씨앗 세팅
function draw_seed(){
for(let i=0;i<12;i++){
push();
translate(seedX[i]+50, seedY[i]+50);
rotate(seedR[i]);
if(i<4)
image(imgSeed1,-50,-50);
else if(i<8)
image(imgSeed2,-50,-50);
else if(i<12)
image(imgSeed3,-50,-50);
pop();
}
}
//내가 먹은 씨앗=-100
//적이 먹은 씨앗=-200
function draw_item(){
seedC.whatKind();
heartC.whatKind();
speedC.whatKind();
draw_seed();
image(heart_img,heartXY[0]-50,heartXY[1]-50);
image(speed_img,speedXY[0]-50,speedXY[1]-50);
}
function moveSpeed(){
let result=false;
if(frameCount-frameCountSpeed<60*2){
result=true;
}
return result;
}
//먹은 seed 개수 따라 player 이미지 지정
function hamPouch_image() {
push();
translate(x1+100, y1+100);
rotate(QUARTER_PI * numRotate);
switch (numOfSeed) {
case 0:
image(ham1, -100, -100);
break;
case 1:
case 2:
case 3:
case 4:
image(ham2, -100, -100);
break;
case 5:
image(ham3, -100, -100);
break;
}
pop();
}
function range_XY(){
let result=true;
if(x1<100)
x1=100;
if(x1>width-100)
x1=width-100;
if(y1<200)
y1=200;
if(y1>height-100)
y1=height-100;
// rect(280,650,400,500);
if(x1>0&&x1<580&&y1<1000&&y1>550){
result=false;
}
if(x1>width-550&&x1<width&&y1<300&&y1>0)
result=false;
if(x1>width-900&&x1<width-400&&y1<height&&y1>height-300)
result=false;
return result;
}
function moveHam(){
let movesize = 10;
if(moveSpeed()===true)
movesize*=1.5;
if (keyIsDown(65)) {
x1 -= movesize;
if(range_XY()===false)
x1 += movesize;
numRotate=4;
}
if (keyIsDown(68)) {
x1 += movesize;
if(range_XY()===false)
x1 -= movesize;
numRotate=0;
}
if (keyIsDown(87)) {
y1 -= movesize;
if(range_XY()===false)
y1 += movesize;
numRotate=6;
}
if (keyIsDown(83)) {
y1 += movesize;
if(range_XY()===false)
y1 -= movesize;
numRotate=2;
}
if(keyIsDown(68)===true&&keyIsDown(83)===true)
numRotate=1;
if(keyIsDown(83)===true&&keyIsDown(65)===true)
numRotate=3;
if(keyIsDown(65)===true&&keyIsDown(87)===true)
numRotate=5;
if(keyIsDown(87)===true&&keyIsDown(68)===true)
numRotate=7;
}
function draw_home(){
seedC.seed_atHome();
fill(35,164,78);
rect(0,0,width,200);
fill(0);
image(imgSeed1,100,50);
textSize(60);
text('x '+str(totalScore), 230,120);
draw_heart();
}
function mainScreen(){
noStroke();
fill(255);
rect(700,700,580,200,50,50);
rect(700,950,580,200,50,50);
fill(0);
textSize(100);
text('start',900,835);
text('howto',865,835+250);
}//게임시작화면
function howTo(){
image(howto_img,400,230);
}//도움말
function set_gamestart(){
image(backImage,0,0);
seedC.set_seed();
heartC.set_heart();
speedC.set_speed();
set_enemy();
x1=200;
y1=400;
x2=700;
y2=500;
x3=1400;
y3=200;
heart=3;
totalScore=0;
nowMovePoint=[false,false,0,0];
for(let i=0;i<2;i++){
heartXY[i]=-100;
speedXY[i]=-100;
}
}
function circle_turn(i){
let sX,sY;
let x=enemyX[i];
let y=enemyY[i];
let index=nowMovePoint[i];
if(i===2){
sX=enemymove2[index][0];
sY=enemymove2[index][1];
}
if(i===3){
sX=enemymove3[index][0];
sY=enemymove3[index][1];
}
if(y===sY&&x===sX){
nowMovePoint[i-2]=true;
circle_true(i);
}
}
function circle_true(i){
if(nowMovePoint[i]===0)
nowMovePoint[i]=1;
else if(nowMovePoint[i]===1)
nowMovePoint[i]=2;
else if(nowMovePoint[i]===2)
nowMovePoint[i]=0;
nowMovePoint[i-2]=false;
}
function gamePlay(){
image(backImage,0,0);
draw_item();
hamPouch_image();
moveHam();
enemy_hamster();
image(bush_img,0,0);
image(tree,0,0);
draw_home();
if(playerColision()===true){
bouncePlayer();
colision++;
}
else
colision=-1;
if(colision===0)
heart--;
}//게임플레이
function playerColision(){
let result=false;
let i=0;
do{
if (checkCollision(x1 + 100, y1 + 100, enemyX[i] + 100, enemyY[i] + 100))
result=true;
i++;
}while(i<4&&result===false);
return result;
}
function endGame(){
stroke(255);
strokeWeight(10);
fill(255);
rect(700,700,580,200,50,50);
rect(700,950,580,200,50,50);
fill(0);
textSize(100);
text('retry',885,835);
text('main',885,835+250);
textSize(300);
if(heart<=0)
text('GAME OVER',200,500);
else{
text('GAME CLEAR',150,500);
noStroke();
textSize(80);
text("score:"+str(totalScore),880,630);
}
}//게임오버화면 > 다시하기, 메인화면
class RangeSet{
constructor(x,y){
this.x = x;
this.y = y;
}
resetXY(x,y){
this.x = x;
this.y = y;
}
outline_range(){
let result=true;
if(this.x<100)
result=false;
if(this.x>width-100)
result=false;
if(this.y<200)
result=false;
if(this.y>height-100)
result=false;
return result;
}
obstacle(){
let result=true;
// rect(280,650,400,500);
if(x1>0&&x1<580&&y1<1000&&y1>550)
result=false;
if(x1>width-550&&x1<width&&y1<300&&y1>0)
result=false;
if(x1>width-900&&x1<width-400&&y1<height&&y1>height-300)
result=false;
return result;
}
playerRange(){
return this.getRange(x1,y1);
}
getRange(valueX,valueY){
let result=true;
if(this.x>valueX-100&&this.x<valueX+100&&this.valueY+100&&this.y>valueY-100){
result=false;
}
return result;
}
enemyRange(i){
let result=true;
switch(i){
case 0:
result=this.getRange(enemyX[0],enemyY[0]);
break;
case 1:
result=this.getRange(enemyX[1],enemyY[1]);
break;
case 2:
result=this.getRange(enemyX[2],enemyY[2]);
break;
case 3:
result=this.getRange(enemyX[3],enemyY[3]);
break;
}
return result;
}
}
let p=new RangeSet(x1,y1);
let e0=new RangeSet(enemyX[0],enemyY[0]);
let e1=new RangeSet(enemyX[1],enemyY[1]);
let e2=new RangeSet(enemyX[2],enemyY[2]);
let e3=new RangeSet(enemyX[3],enemyY[3]);
function checkCollision(x, y, enemyX, enemyY) {
let distance = dist(x, y, enemyX, enemyY);
return distance < 100; // Adjust the value based on your needs
}
function bouncePlayer(){
let movesize=150;
if (playerColision()===true){
switch(numRotate){
case 0:
x1-=movesize;
break;
case 1:
x1-=movesize;
y1-=movesize;
break;
case 2:
y1-=movesize;
break;
case 3:
y1-=movesize;
x1+=movesize;
break;
case 4:
x1+=movesize;
break;
case 5:
x1+=movesize;
y1+=movesize;
break;
case 6:
y1+=movesize;
break;
case 7:
y1+=movesize;
x1-=movesize;
}
}
}
function draw_heart(){
if(heart>0){
for(let i=0;i<heart;i++){
//하트 이미지 그리기
image(heart_img,1300+i*150,50);
}
}}
//enemy 관련 함수
function set_enemy(){
nowMovePoint=[false,false,2,2];
for(let i =0; i<2;i++){
enemyX[i]=int(random(700, width));
enemyY[i]=int(random(300,height));
}
for(let i =0; i<2;i++){
findNearSeed(i);
}
enemyX[2]=enemymove2[nowMovePoint[2]][0];
enemyY[2]=enemymove2[nowMovePoint[2]][1];
enemyX[3]=enemymove3[nowMovePoint[3]][0];
enemyY[3]=enemymove3[nowMovePoint[3]][1];
}
function enemy_circle(){
let rotate;
if(nowMovePoint[0]===false){
rotate=circle_goal(2);
enemy_image(enemyX[2],enemyY[2],rotate,2);
circle_turn(2);
}
if(nowMovePoint[1]===false){
rotate=circle_goal(3);
enemy_image(enemyX[3],enemyY[3],rotate,3);
circle_turn(3);
}
}
function circle_goal(i){
let move=1;
let rotate=0;
let sX,sY;
let x=enemyX[i];
let y=enemyY[i];
if(i===2){
sX=enemymove2[nowMovePoint[2]][0];
sY=enemymove2[nowMovePoint[2]][1];
}
if(i===3){
sX=enemymove3[nowMovePoint[3]][0];
sY=enemymove3[nowMovePoint[3]][1];
}
if(x>sX&&y>sY){
enemyX[i]-=move;
enemyY[i]-=move;
rotate=5;
if(x<=sX&&y<=sY){
enemyX[i]=sX;
enemyY[i]=sY;
}
}//좌측상단 이동
else if(x<sX&&y>sY){
enemyX[i]+=move;
enemyY[i]-=move;
rotate=7;
if(x>=sX&&y<=sY){
enemyX[i]=sX;
enemyY[i]=sY;
}
}//우측상단
else if(x>sX&&y<sY){
enemyX[i]-=move;
enemyY[i]+=move;
rotate=3;
if(x<=sX&&y>=sY){
enemyX[i]=sX;
enemyY[i]=sY;
}
}//좌측하단
else if(x<sX&&y<sY){
enemyX[i]+=move;
enemyY[i]+=move;
rotate=1;
if(x>=sX&&y>=sY){
enemyX[i]=sX;
enemyY[i]=sY;
}
}//우측하단
else if(x===sX){
if(y>sY){
enemyY[i]-=move;
rotate=6;
if(enemyY[i]<=sY){
enemyY[i]=sY;
}
}
else{
enemyY[i]+=move;
rotate=2;
if(enemyY[i]>=sY){
enemyY[i]=sY;
}
}
}
else if(y===sY){
if(x>sX){
enemyX[i]-=move;
rotate=4;
if(enemyX[i]<=sX){
enemyX[i]=sX;
}
}
else{
enemyX[i]+=move;
rotate=0;
if(enemyX[i]>=sX){
enemyX[i]=sX;
}
}}
return rotate;
}
function findNearSeed(index){
let seed=[];
let enemy=[];
let target;//seed와 가까운 enemy 찾을때 enemy1,2,3,4차례대로 대입하는 변수
let ab=0;
let min;
for(let i=0;i<12;i++){
seed[i]=seedX[i]+seedY[i];
}
for(let i=0;i<enemyTargetSeed.length;i++){
enemy[i]=enemyX[i]+enemyY[i];
}
let n=IsTarget.indexOf(true);
min=abs(enemy[n]-seed[n]);
enemyTargetSeed[index]=n;
target=enemy[index];
for(let i=0;i<12;i++){
if(IsTarget[i]===true){
if(index===1){
if(enemyTargetSeed[0]===i)
break;
}
ab=abs(target-seed[i]);
if(ab<min){
min=ab;
enemyTargetSeed[index]=i;
}
}}
if(seedX[enemyTargetSeed[0]]<0)
enemyTargetSeed[0]=IsTarget.indexOf(true);
if(seedX[enemyTargetSeed[1]]<0)
enemyTargetSeed[1]=IsTarget.lastIndexOf(true);
}
function enemy_goal(i,target){
let move=1;
let rotate=0;
let sX=seedX[target];
let sY=seedY[target];
let x=enemyX[i];
let y=enemyY[i];
if(x>sX&&y>sY){
enemyX[i]-=move;
enemyY[i]-=move;
rotate=5;
}//좌측상단 이동
else if(x<sX&&y>sY){
enemyX[i]+=move;
enemyY[i]-=move;
rotate=7;
}//우측상단
else if(x>sX&&y<sY){
enemyX[i]-=move;
enemyY[i]+=move;
rotate=3;
}//좌측하단
else if(x<sX&&y<sY){
enemyX[i]+=move;
enemyY[i]+=move;
rotate=1;
}//우측하단
else if(x===sX){
if(y>sY){
enemyY[i]-=move;
rotate=6;
}
else{
enemyY[i]+=move;
rotate=2;
}
}
else if(y===sY){
if(x>sX){
enemyX[i]-=move;
rotate=4;
}
else{
enemyX[i]+=move;
rotate=0;
}
}
if(y===sY&&x===sX){
enemyEat(i);
}
enemy_image(enemyX[i],enemyY[i],rotate,i);
}
function enemyEat(i){
seedX[enemyTargetSeed[i]]=-200;
seedY[enemyTargetSeed[i]]=-200;
enemyTargetSeed[i]=false;
IsTarget[i]=false;
numOfeaten++;
findNearSeed(i);
}
//enemy 메인함수
function enemy_hamster(){
for(let i=0;i<2;i++){
enemy_goal(i,enemyTargetSeed[i]);
}
enemy_circle();
if(numOfeaten>6){
reSet_eatenSeed();
numOfeaten=0;
}
}
function moveBack_enemy(rotate){
}
function enemy_image(x,y,Rotate,i) {
let c=255-i*25;
push();
translate(x+100, y+100);
rotate(QUARTER_PI * Rotate);
tint(c,c,c);
image(hamE, -100, -100);
pop();
}
function reSet_eatenSeed(){
for(let i=0;i<12;i++){
if(seedX[i]===-200){
IsTarget[i]=true;
seedX[i]=int(random(700, width-100));
seedY[i]=int(random(300,height-100));
}}
for(let i =0; i<4;i++){
findNearSeed(i);
}
}
//마우스클릭관련 함수
function mouseClicked(){
switch(nowplaing){
case 0:
case 1:
cilckMain();
break;
case 2:
break;
case 3:
cilckGAMEOVER();
break;
}
}
function cilckMain(){
let x=700,y=700,sizew=580,sizeh=200;
// rect(700,700,580,200,50,50);
// rect(700,950,580,200,50,50);
if(mouseX>x&&mouseX<x+sizew&&mouseY>y&&mouseY<y+sizeh){
clickStart=true;
set_gamestart();
nowplaing=2;
}
if(mouseX>x&&mouseX<x+sizew&&mouseY>y+250&&mouseY<y+sizeh+250){
if(howtoTrue===false){
howtoTrue=true;
}
else{
howtoTrue=false;
}
}
}
function cilckGAMEOVER(){
let x=700,y=700,sizew=580,sizeh=200;
// rect(700,700,580,200,50,50);
// rect(700,950,580,200,50,50);
if(mouseX>x&&mouseX<x+sizew&&mouseY>y&&mouseY<y+sizeh){
clickStart=true;
set_gamestart();
nowplaing=2;
}
if(mouseX>x&&mouseX<x+sizew&&mouseY>y+250&&mouseY<y+sizeh+250){
nowplaing=0;
set_gamestart();
mainScreen();
}
}
//메인함수에 istarget 음수이면 false 검사하는 계속 초기화되는 배열 생성
//seedtarget 중복값 가지면 플레이어한테 다가가는것도 ㄱㅊ할듯