-
Notifications
You must be signed in to change notification settings - Fork 1
/
game.coffee
616 lines (493 loc) · 14.9 KB
/
game.coffee
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
#---------------------------------------------------------------
# Engine Core
#---------------------------------------------------------------
GC = window._GAME_CONSTATS_ =
author: 'Kamil Misiowiec'
#---------------------------------------------------------------
# Engine Core
#---------------------------------------------------------------
# this could be image or text for now
class DisplayObject
constructor: ( @x = 0, @y = 0 ) ->
@width = 0
@height = 0
draw: ( ctx ) -> throw new Error 'Draw method should be overriden'
class Layer extends DisplayObject
constructor: ->
super arguments...
@childs = [ ]
draw: ( ctx ) ->
ctx.save( )
ctx.translate @x, @y
for child in @childs
child.draw ctx
ctx.restore( )
addChild: ( child ) ->
@childs.push child
removeChild: ( child ) ->
@childs.splice @childs.indexOf( child ), 1
onMouseDown: ( x, y ) ->
for child in @childs
if child instanceof Layer
child.onMouseDown( x, y )
else if child.x + @x < x < child.x + @x + child.width and
child.y + @y < y < child.y + @y + child.height
child.onMouseDown?( )
return
class Stage extends Layer
constructor: ( @canvas, rest... ) ->
super rest...
@ctx = @canvas.getContext '2d'
@ctx.webkitImageSmoothingEnabled = false
@ctx.mozImageSmoothingEnabled = false
@ctx.scale 2, 2
@width = @canvas.width / 2
@height = @canvas.height / 2
@canvas.addEventListener 'mousedown', @_onMouseDown.bind @
render: -> @draw @ctx
_onMouseDown: ( event ) ->
mouseX = event.pageX - @canvas.offsetLeft
mouseY = event.pageY - @canvas.offsetTop
@onMouseDown( mouseX / 2, mouseY / 2)
class Text extends DisplayObject
constructor: ( @text, @font = '20px Arial', @color = 'black' ) ->
super( )
draw: ( ctx ) ->
ctx.font = @font
ctx.fillStyle = @color
ctx.fillText @text, @x, @y
# static class
class Loader
@images: { }
@load: ( files ) ->
for file in files when not @images[file]?
@images[file] = new Image
@images[file].src = file
@_checkIfReady( )
@onready: null
@_checkIfReady: ->
for src, img of @images
if not img.complete
return setTimeout @_checkIfReady.bind(@), 50
return @onready( )
#---------------------------------------------------------------
# Game Core
#---------------------------------------------------------------
class Entity
constructor: ( @x = 0, @y = 0 ) ->
@set
hp: 0
level: 0
id: 32
set: ( obj ) ->
@[prop] = val for prop, val of obj
return
class Map
#static member
@Obstacle = [ 0 ]
constructor: ->
@data = [ ]
@enemies = [ ]
for y in [0..100]
row = [ ]; @data.push row
for x in [0..9]
row.push [ [ ((Math.random()*4)|0) + 1 ], [ ] ]
# map data created by user
map = [
'@@@@@@@@@@'
'@@@@@@@@@@'
'@@@@@@@@@@'
'@@@@@@@@@@'
'@@@@@@@@@@'
'@@@@@@@@@@'
'@@@@@@@@@@'
'@@@@@@@@@@'
'@@@@@@@@@@'
'@@@@@@@@@@'
'@@@@@@@@@@'
'@@...r..@@'
'@@......@@'
'@@@@@|@@@@'
'....e|e...'
'.....|....'
'...>-]....'
'..q|.q....'
'...[---<..'
'..@@@@@|..'
'w.@@@@@|.e'
'..@@@@@|..'
'.w..>--]e.'
'...>].....'
'@..|@q....'
'.@@|@@....'
'@@@|@@@@@@'
'..e|......'
'...|..w...'
'@q@[<.....'
'@@@@[<..e.'
'@@@@@[<...'
'@@@@@@|.q.'
'@@.@@@|...'
'@@@@@>]...'
'.@@@>]..w.'
'...@|.w...'
'.q..|....@'
'....|.q.@@'
'...>]....@'
'..q|..q...'
'@.@[<...w.'
'@@@@[<....'
'@@@@@[<..q'
'@@@@@@|...'
'@@.@@@|.q.'
'@@@@@>]...'
'.@@@>]..q.'
'...@|....@'
'....|....@'
'....|...@@'
'....|...@@'
]
tile =
'@': 0
'|': 16
'>': 21
']': 20
'[': 18
'<': 17
'-': 19
enemy =
'q': 48
'w': 49
'e': 50
'r': 51
# glue map data with map
for row, y in map
for char, x in row
if tile[char] isnt undefined
@data[y][x][0].push tile[char]
else if enemy[char]
e = new Enemy enemy[char]
@enemies.push e
@addEntity e, x, y
#endof constructor
canIMoveTo: ( x, y ) ->
0 < x < 10 and 0 < y < @data.length and
not ( @data[y][x][0].some( (obj) -> obj in Map.Obstacle ) or
@data[y][x][1].length > 0 )
isSomeoneOn: ( x, y ) ->
@data[y][x][1].some (e, i) -> i > 0 and e?
getEntitiesAt: ( x, y ) ->
@data[y][x][1]
getEntitesAround: (x, y) ->
@enemies.filter (enemy) ->
x - 1 <= enemy.x <= x + 1 and y - 1 <= enemy.y <= y + 1
removeEntity: (entity) ->
(_r = @data[entity.y][entity.x][1]).splice _r.indexOf(entity), 1
for e, i in @enemies
if e.pesel is entity.pesel
@enemies.splice i, 1
return
return
addEntity: (entity, x, y) ->
entity.x = x; entity.y = y
(@data[y][x][1] ?= []).push entity
moveTo: ( entity, x, y ) ->
return unless @canIMoveTo x, y
startTile = @getEntitiesAt entity.x, entity.y
endTile = @getEntitiesAt x, y
# remove entity from old tile
startTile.splice startTile.indexOf( entity ), 1
# udate pos of entity
entity.set {x: x, y: y}
# move entity
endTile.push entity
return
class MapRenderer extends DisplayObject
constructor: ( @map, rest... )->
super rest...
@srcImg = Loader.images['img/tiles.png']
draw: ( ctx ) ->
ctx.save( )
ctx.translate @x, @y
for row, y in @map.data
for layer, x in row
for tile in layer[0]
sx = tile % 16
sy = ( tile / 16 ) | 0
ctx.drawImage @srcImg, sx*16, sy*16, 16, 16, x * 16, y * 16, 16, 16
for entity in layer[1]
sx = entity.id % 16
sy = ( entity.id / 16 ) | 0
ctx.drawImage @srcImg, sx*16, sy*16, 16, 16, x * 16, y * 16, 16, 16
ctx.restore( )
class Hero extends Entity
constructor: ->
super arguments...
@id = 32
@hp = 3
class Enemy extends Entity
@lastEnemyPesel = 0
@hitpointsById =
48: 1
49: 3
50: 4
51: 8
@damageById =
48: 1
49: 2
50: 2
51: 3
constructor: ( id = 48 ) ->
super arguments...
@id = id
@pesel = Enemy.lastEnemyPesel++
@hp = Enemy.hitpointsById[id]
hit: ->
return unless --@hp < 1
Game.Ctx.map.removeEntity this
Game.Ctx.map.data[@y][@x][0].push 80
if @id is 51
setTimeout Game.Ctx.onGameWin.bind Game.Ctx, 0
update: ( hero, map ) ->
dist =
x: hero.x - @x
y: hero.y - @y
if Math.abs(dist.x) < 3 and Math.abs(dist.y) < 3
#hero in range
map.moveTo this, @x + (dist.x/Math.abs dist.x), @y + (dist.y/Math.abs dist.y)
else
map.moveTo this, @x + Math.round(Math.random()*3-1.5), @y
if @x - 1 <= hero.x <= @x + 1 and @y - 1 <= hero.y <= @y + 1
hero.hp -= Enemy.damageById[@id]
if hero.hp < 1 then setTimeout Game.Ctx.onGameEnd.bind Game.Ctx, 0
return
_distnaceToHero: ( hero, map ) ->
x: hero.x - @x
y: hero.y - @y
class Game
@Ctx = null
constructor: ->
Game.Ctx = this
@map = new Map
@hero = new Hero
@actionManager = new ActionManager
@map.addEntity @hero, 4, 48
@mapRenderer = new MapRenderer @map
@actionBar = new ActionBar @actionManager
@actionBar.update( )
@healthBar = new HealthBar @hero.hp
@actionCounterBar = new ActionCounterBar Action.movesLeft
GC.stage.addChild @mapRenderer
GC.stage.addChild @actionBar
GC.stage.addChild @healthBar
GC.stage.addChild @actionCounterBar
makeStep: ->
for enemy in @map.enemies
enemy.update @hero, @map
@actionBar.update( )
@actionCounterBar.update Action.movesLeft
@healthBar.update @hero.hp
@render( )
render: ->
@mapRenderer.y = -(@hero.y - 9)*16
GC.stage.render( )
onGameEnd: ->
# ugly solution
# Game.Ctx = null
GC.stage.ctx.drawImage Loader.images['img/gameover.png'], 0, 0
GC.stage.childs = []
#console.log 'Game Over'
onGameWin: ->
GC.stage.ctx.drawImage Loader.images['img/gamewin.png'], 0, 0
GC.stage.childs = []
#---------------------------------------------------------------
# Game mechanics
#---------------------------------------------------------------
class Action
@lastID = 0
@movesLeft = 2
constructor: ( @icon = 0 ) ->
@id = Action.lastID++
execute: (callbackOnReady) ->
@_execute( ); callbackOnReady( )
_execute: -> throw new Error 'This method should be overriden'
do: ->
actions = [this].concat @_getComboActions( )
do next = (i=0) =>
if i is actions.length
@_done( )
else
actions[i].execute ->
Game.Ctx.actionManager.replaceWithNew actions[i]
next i + 1
_done: ->
Action.movesLeft -= 1
Game.Ctx.actionCounterBar.update Action.movesLeft
if Action.movesLeft < 1
Action.movesLeft = 2
Game.Ctx.makeStep( )
else
Game.Ctx.actionBar.update( )
Game.Ctx.render( )
_getComboActions: ->
combo = []
Game.Ctx.actionManager.currentActions.forEach (action, i) =>
if action.id is @id
combo = @_countLeft( i - 1 ).concat @_countRight( i + 1 )
return combo
_countLeft: ( i ) ->
return [ ] unless i >= 0
act = Game.Ctx.actionManager.currentActions[i]
if act instanceof this.constructor
return [act].concat @_countLeft i - 1
else
return [ ]
_countRight: ( i ) ->
return [ ] unless i < Game.Ctx.actionManager.currentActions.length
act = Game.Ctx.actionManager.currentActions[i]
if act instanceof this.constructor
return [act].concat @_countRight i + 1
else
return [ ]
class AttackAction extends Action
constructor: -> super 0
_execute: ->
{ x, y } = Game.Ctx.hero
Game.Ctx.map.getEntitesAround(x, y).forEach (enemy) ->
enemy.hit( )
class PotionAction extends Action
constructor: -> super 6
_execute: ->
if Game.Ctx.hero.hp < 10
hp = Game.Ctx.hero.hp += 1
Game.Ctx.healthBar.update hp
class AnotherActionAction extends Action
constructor: -> super 7
_execute: ->
return unless Action.movesLeft < 4
left = Action.movesLeft += 2
Game.Ctx.actionCounterBar.update left
GC.stage.render( )
class MoveAction extends Action
constructor: -> super 5
execute: (callbackOnReady) ->
Game.Ctx.actionBar.askForDirection (action) =>
action._execute( )
Game.Ctx.render( )
callbackOnReady( )
class MoveFowardAction extends Action
constructor: -> super 1
_execute: ->
{ x, y } = Game.Ctx.hero
Game.Ctx.map.moveTo Game.Ctx.hero, x, y-1
class MoveLeftAction extends Action
constructor: -> super 3
_execute: ->
{ x, y } = Game.Ctx.hero
Game.Ctx.map.moveTo Game.Ctx.hero, x-1, y
class MoveRightAction extends Action
constructor: -> super 2
_execute: ->
{ x, y } = Game.Ctx.hero
Game.Ctx.map.moveTo Game.Ctx.hero, x+1, y
class ActionManager
constructor: ->
@_ActionClasses = [
MoveAction
AttackAction
AnotherActionAction
PotionAction
]
@currentActions = [ ]
@reset( )
reset: ->
@currentActions = []
for i in [0...5]
@currentActions.push @_getNewRandomAction( )
replaceWithNew: ( old ) ->
i = @currentActions.indexOf old
@currentActions[i] = @_getNewRandomAction( )
_getNewRandomAction: ->
len = @_ActionClasses.length
lot = (Math.pow(2.5,x) for x in [1..len] by 1)
lot.reverse( )
lot[0] = lot[0]/2 + 1
rnd = Math.random( )*lot.reduce (a,b) -> a+b
sum = 0
for chance, i in lot
sum += chance
if sum > rnd
return new @_ActionClasses[i]
return
new @_ActionClasses[(Math.random()*len)|0]
#---------------------------------------------------------------
# UI
#---------------------------------------------------------------
class Button extends DisplayObject
constructor: ( @id, args... ) ->
super args...
@img = Loader.images['img/buttons.png']
@width = 32
@height = 32
draw: ( ctx ) ->
ctx.drawImage @img, @id*32, 0, 32, 32, @x, @y, 32, 32
class ActionBar extends Layer
constructor: ( @actionMgr ) ->
super 0, GC.stage.height - 32
@buttons = []
for i in [0...5]
button = new Button 0, i*32
@buttons.push button
@addChild button
update: ->
return unless @actionMgr.currentActions
actions = @actionMgr.currentActions
for button, i in @buttons
button.id = actions[i].icon
button.onMouseDown = actions[i].do.bind actions[i]
return
askForDirection: (callback) ->
@buttons[0].id = 4
@buttons[1].id = 3
@buttons[1].onMouseDown = callback.bind null, new MoveLeftAction
@buttons[2].id = 1
@buttons[2].onMouseDown = callback.bind null, new MoveFowardAction
@buttons[3].id = 2
@buttons[3].onMouseDown = callback.bind null, new MoveRightAction
@buttons[4].id = 4
GC.stage.render( )
class HealthBar extends DisplayObject
constructor: (@health = 0) ->
super 0, 0
@img = Loader.images['img/tiles.png']
update: (@health) ->
draw: (ctx) ->
for i in [0...@health]
ctx.drawImage @img, 16, 32, 16, 16, @x + i*16, @y, 16, 16
return
class ActionCounterBar extends DisplayObject
constructor: (@actions = 0) ->
super 0, GC.stage.height - 32 - 16
@img = Loader.images['img/tiles.png']
update: (@actions) ->
draw: (ctx) ->
for i in [0..2]
ctx.drawImage @img, 32, 32, 16, 16, @x+16*i, @y, 16, 16
for i in [0...@actions-1]
ctx.drawImage @img, 48, 32, 16, 16, @x+16*i, @y, 16, 16
return
#---------------------------------------------------------------
# Main loop
#---------------------------------------------------------------
GC.canvas = document.getElementById 'canvas'
GC.stage = stage = new Stage GC.canvas
Loader.onready = ->
game = new Game
game.makeStep( )
GC.stage.render( )
Loader.load [
'img/buttons.png'
'img/tiles.png'
'img/gameover.png'
'img/gamewin.png'
]