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game.js
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var game = {};
var fps = 24;
var score_url = 'https://script.google.com/macros/s/AKfycbyHuWb1p_h_HlLWW0NqtYaLk9UXm6L87N5y7_rXp0cWUVp5UAc/exec?game=stravel';
// game width, height, border, padding
var GAME_W = 300;
var GAME_H = 500;
var GAME_B = 20;
var GAME_P = GAME_B + 10;
// radius, angular velocity, escape velocity
var PLAYER_R = 10;
var PLAYER_A = Math.PI/180*90;
var PLAYER_V = 10;
// radius, gravity, atmosphere padding, gameplay buffer
var PLANET_R = 50;
var PLANET_G = 2;
var PLANET_A = 4;
var PLANET_B = 5;
// rebase velocity, rebase padding
var REBASE_V = 40;
var REBASE_P = 70;
// coin radius, atmosphere padding, max num of coins
var COIN_R = 5;
var COIN_A = 5;
var COIN_MAX = 10;
var COIN_MIN = 3;
// path padding (from planet), spacing, max num of coins
var PATH_P = COIN_R*15;
var PATH_S = COIN_R*4;
var PATH_M = 5;
// sun radius, gravity, generate on 5th jump, threshold
var SUN_R = PLANET_R*3;
var SUN_G = PLANET_G*0.8;
var SUN_J = 5;
var SUN_T = 0.2;
// asteriod, generated on 10th jump, threshold, planet dist
var STONE_R = PLANET_R*0.5;
var STONE_J = 2;
var STONE_T = 0.4;
var STONE_D = PLANET_R*2;
/* misc functions */
function $(id){
return document.getElementById(id);
}
function init_circle(radius){
var ele = document.createElement('div');
ele.r = radius;
ele.style.width = radius*2;
ele.style.height = radius*2;
return ele;
}
function remove_ele(ele){
if(!ele){ return; }
game.canvas.removeChild(ele);
if(ele.coins){ ele.coins.forEach(remove_ele); }
}
function get_dist(a, b){
return Math.pow(Math.pow((a.x-b.x),2) + Math.pow((a.y-b.y),2), 0.5)
}
function get_bearing(target, base){
// y-axis reversed
var dx = target.x - base.x;
var dy = -(target.y - base.y);
var rad = Math.atan(dx/dy);
if(dy>0){
if(dx<0){
rad += Math.PI*2;
}
}else{
rad += Math.PI;
}
return rad;
}
/* game functions */
function gen_player(){
var player = init_circle(PLAYER_R);
player.className = 'hero';
player.x = 0;
player.y = 0;
player.dx = 0;
player.dy = 0;
player.a = PLAYER_A;
player.v = PLAYER_V;
player.in_orbit = false;
game.canvas.appendChild(player);
return player;
}
function gen_planet(no_coins){
var planet = init_circle(PLANET_R);
planet.className = 'planet';
planet.x = Math.random()*(GAME_W - 2*PLANET_R) + PLANET_R;
planet.y = REBASE_P;
// gravity & atmosphere
planet.g = PLANET_G;
planet.a = PLANET_A;
planet.b = PLANET_B;
// orbit values
planet.bearing = 0;
planet.direction = -1;
redraw(planet);
game.canvas.appendChild(planet);
if(no_coins){ return planet; }
// planet coins
var num = Math.round(Math.random() * (COIN_MAX-COIN_MIN)) + COIN_MIN;
var da = 2*Math.PI / num;
var dist = PLANET_R + COIN_A + COIN_R;
planet.coins = [];
for(var i=0; i<num; i++){
var coin = init_circle(COIN_R);
coin.className = 'coin';
coin.x = planet.x + dist*Math.sin(da*i);
coin.y = planet.y - dist*Math.cos(da*i);
coin.bearing = da*i;
redraw(coin);
planet.coins.push(coin);
game.canvas.appendChild(coin);
}
// sun
var have_sun = false;
if(game.jumps>SUN_J && Math.random()<SUN_T){ have_sun = true; }
if(have_sun){
var sun = init_circle(SUN_R);
sun.className = 'sun';
sun.x = -0.5*SUN_R + (planet.x<(GAME_W/2))*(GAME_W+SUN_R);
sun.y = GAME_H / 4;
sun.g = SUN_G;
redraw(sun);
game.sun = sun;
game.canvas.appendChild(sun);
}
// stone
var have_stone = false;
if(!have_sun && game.jumps>STONE_J && Math.random()<STONE_T){
have_stone = true;
}
if(have_stone){
var stone = init_circle(STONE_R);
stone.className = 'stone';
var bearing = get_bearing(game.base, planet);
var dist = PLANET_R + STONE_R + STONE_D;
stone.x = planet.x + Math.sin(bearing) * dist - STONE_R;
stone.x += 2*(Math.random()<0.5)*STONE_R;
stone.y = planet.y - Math.cos(bearing) * dist;
redraw(stone);
game.stone = stone;
game.canvas.appendChild(stone);
}
// pathway coins
if(!have_sun && !have_stone){
var num = Math.round(Math.random()*PATH_M);
var bearing = get_bearing(game.base, planet);
game.path = [];
for(var i=0; i<num; i++){
var coin = init_circle(COIN_R);
coin.className = 'coin';
var dist = PLANET_R + PATH_P + PATH_S*i;
coin.x = planet.x + Math.sin(bearing) * dist;
coin.y = planet.y - Math.cos(bearing) * dist;
redraw(coin);
game.path.push(coin);
game.canvas.appendChild(coin);
}
}
return planet;
}
function add_gravity(planet){
if(!planet){ return; }
var player = game.player;
var dx = planet.x - player.x;
var dy = planet.y - player.y;
// calculate difference in the ratio
var dr = get_dist(player, planet) / planet.g;
player.dx += dx/dr;
player.dy += dy/dr;
}
function rebase(){
var y = game.base.y;
var h = GAME_H - REBASE_P;
if(y<h){ y -= REBASE_V; }
// done rebasing
if(y>=h){
y = h;
game.target = gen_planet();
game.rebase = false;
}
var d = y - game.base.y;
game.base.y -= d;
game.player.y -= d;
if(game.base.coins){
game.base.coins.forEach(function(coin){
coin.y -= d;
redraw(coin);
});
}
redraw(game.base);
}
function remove_extra(){
remove_ele(game.base);
game.path.forEach(remove_ele);
game.path = [];
remove_ele(game.sun);
game.sun = 0;
remove_ele(game.stone);
game.stone = 0;
}
function check_engaged(planet){
var player = game.player;
if(!player.in_orbit && get_dist(player, planet) <= planet.r+planet.a+player.r+planet.b){
player.in_orbit = true;
player.dx = 0;
player.dy = 0;
remove_extra();
game.base = planet;
game.rebase = true;
}
}
function update_bearing(planet){
var bearing = get_bearing(game.player, planet);
if(bearing < planet.bearing){
planet.direction = -1;
}else{
planet.direction = 1;
}
planet.bearing = bearing;
}
function orbit(planet){
var player = game.player;
// y axis reverse
var bearing = get_bearing(player, planet) + planet.direction * player.a/fps;
var dist = player.r + planet.r + planet.a;
player.x = planet.x + Math.sin(bearing)*dist;
player.y = planet.y - Math.cos(bearing)*dist;
player.bearing = bearing;
}
function jump(planet){
var player = game.player;
var bearing = get_bearing(player, planet);
player.dx = Math.sin(bearing) * player.v;
player.dy = -Math.cos(bearing) * player.v;
player.in_orbit = false;
player.bearing = -1;
// difficulty
if(game.jumps%5==0){ player.a += PLAYER_A*0.25; }
// fast jump bonus
if(game.base.coins){
update_score(game.base.coins.length * 3);
}
game.jumps += 1;
}
function check_is_alive(){
var player = game.player;
if(player.x<-1*GAME_P || player.x>GAME_W+GAME_P){
return false;
}
if(player.y<-1*GAME_P || player.y>GAME_H+GAME_P){
return false;
}
return true;
}
function check_stone_collision(){
if(get_dist(game.player, game.stone) <= game.player.r + game.stone.r){
return true;
}
return false;
}
function check_planet_coins(){
var player = game.player;
if(player.bearing < 0){ return; }
game.base.coins.forEach(function(coin){
if(Math.abs(player.bearing - coin.bearing) <= Math.PI/COIN_MAX){
game.base.coins.splice(game.base.coins.indexOf(coin),1);
game.canvas.removeChild(coin);
update_score();
}
});
}
function check_path_coins(){
var player = game.player;
game.path.forEach(function(coin){
if(get_dist(coin, player) <= coin.r+player.r){
game.path.splice(game.path.indexOf(coin),1);
game.canvas.removeChild(coin);
update_score();
}
});
}
/* base functions */
function setup(){
// game canvas
game.canvas = $('game');
game.canvas.style.width = GAME_W;
game.canvas.style.height = GAME_H;
game.canvas.style.borderWidth = GAME_B;
// game player
game.player = gen_player();
game.target = gen_planet(no_coins=true);
// game.score
game.score = 0;
game.score_text = $('score');
game.jumps = 0;
// game mechanics items
game.path = [];
game.loop = setInterval(loop, 1000/fps);
document.body.onkeypress = keypress;
get_highscore();
}
function clear_all(){
delete game.canvas;
delete game.player;
delete game.target;
delete game.base;
delete game.path;
delete game.sun;
delete game.stone;
$('game').innerHTML = '<div id="score"></div>';
}
function keypress(evt){
// space
if(evt.key==' '){
if(!game.loop){
clear_all();
setup();
}
if(game.player.in_orbit && !game.rebase){
return jump(game.base);
}
}
}
function update_score(score){
if(!score){ score = 1; }
game.score += score;
game.score_text.innerText = game.score;
}
function move(ele){
if(ele.dx){ ele.x += ele.dx; }
if(ele.dy){ ele.y += ele.dy; }
}
function redraw(ele){
ele.style.left = ele.x - ele.r;
ele.style.top = ele.y - ele.r;
}
function game_over(){
clearTimeout(game.loop);
delete game.loop;
alert('Score: '+game.score);
submit_score(game.score);
}
function loop(){
if(!game.player.in_orbit){
add_gravity(game.target);
update_bearing(game.target);
check_engaged(game.target);
// extra
if(game.sun){ add_gravity(game.sun); }
if(game.path){ check_path_coins(); }
if(game.stone && check_stone_collision()){
return game_over();
}
}else{
orbit(game.base);
if(game.base.coins){ check_planet_coins(); }
if(game.rebase){ rebase(); }
}
move(game.player);
redraw(game.player);
if(!check_is_alive()){
return game_over();
}
}
/* online score */
function submit_score(score){
var name = prompt('name');
if(!name){ return; }
var xhr = new XMLHttpRequest();
xhr.open('POST', score_url+'&name='+name+'&score='+score);
xhr.onreadystatechange = function(){
if(xhr.readyState==4 && xhr.status==200){
if(!parseInt(xhr.responseText)){
alert('unable to submit score.');
}else{
get_highscore();
}
}
};
xhr.send();
}
function get_highscore(){
var xhr = new XMLHttpRequest();
xhr.open('GET', score_url);
xhr.onreadystatechange = function(){
if(xhr.readyState==4 && xhr.status==200){
var scores = JSON.parse(xhr.responseText)['top'];
$('highscore').innerHTML = '';
var div = document.createElement('ul');
scores.forEach(function(score){
var ele = document.createElement('li');
ele.innerHTML = '<strong>'+score.name+'</strong><br />'+score.score;
div.appendChild(ele);
});
$('highscore').appendChild(div);
}
};
xhr.send();
}