a quest
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a-quest/task2/js/main.js

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import jQuery from 'jquery';
import 'bootstrap';
import 'bootstrap/dist/css/bootstrap.css';
import '../css/main.css';
import '../css/util.css';
// RequestAnimFrame: a browser API for getting smooth animations
window.requestAnimFrame = (function () {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function (callback) {
return window.setTimeout(callback, 1000 / 60);
};
})();
window.cancelRequestAnimFrame = (function () {
return window.cancelAnimationFrame ||
window.webkitCancelRequestAnimationFrame ||
window.mozCancelRequestAnimationFrame ||
window.oCancelRequestAnimationFrame ||
window.msCancelRequestAnimationFrame ||
clearTimeout
})();
(function ($) {
"use strict";
var P = (function () {
var PP = [];
var A = function () { PP.push(null); };
var B = function () { return PP.length; };
var C = function () { PP = []; };
return { A: A, B: B, C: C };
})()
var A = P.A, B = P.B, C = P.C;
// Initialize canvas and required variables
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"), // Create canvas context
W = 640, // Window's width
H = 480, // Window's height
particles = [], // Array containing particles
ball = {}, // Ball object
paddles = [2], // Array containing two paddles
mouse = {}, // Mouse object to store it's current position
points = 0, // Varialbe to store points
fps = 60, // Max FPS (frames per second)
particlesCount = 20, // Number of sparks when ball strikes the paddle
flag = 0, // Flag variable which is changed on collision
particlePos = {}, // Object to contain the position of collision
multipler = 1, // Varialbe to control the direction of sparks
startBtn = {}, // Start button object
restartBtn = {}, // Restart button object
over = 0, // flag varialbe, cahnged when the game is over
init, // variable to initialize animation
paddleHit;
// Add mousemove and mousedown events to the canvas
canvas.addEventListener("mousemove", trackPosition, true);
canvas.addEventListener("mousedown", btnClick, true);
// Initialise the collision sound
var collision = document.getElementById("collide");
// Set the canvas's height and width to full screen
canvas.width = W;
canvas.height = H;
// Function to paint canvas
function paintCanvas() {
ctx.fillStyle = "black";
ctx.fillRect(0, 0, W, H);
}
// Function for creating paddles
function Paddle(pos) {
// Height and width
this.h = 5;
this.w = 150;
// Paddle's position
this.x = W / 2 - this.w / 2;
this.y = (pos == "top") ? 0 : H - this.h;
}
// Push two new paddles into the paddles[] array
paddles.push(new Paddle("bottom"));
paddles.push(new Paddle("top"));
// Ball object
ball = {
x: 50,
y: 50,
r: 5,
c: "green",
vx: 4,
vy: 8,
// Function for drawing ball on canvas
draw: function () {
ctx.beginPath();
ctx.fillStyle = this.c;
ctx.arc(this.x, this.y, this.r, 0, Math.PI * 2, false);
ctx.fill();
}
};
// Start Button object
startBtn = {
w: 100,
h: 50,
x: W / 2 - 50,
y: H / 2 - 25,
draw: function () {
ctx.strokeStyle = "blue";
ctx.lineWidth = "2";
ctx.strokeRect(this.x, this.y, this.w, this.h);
ctx.font = "18px Arial, sans-serif";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillStlye = "Green";
ctx.fillText("Start", W / 2, H / 2);
}
};
// Restart Button object
restartBtn = {
w: 100,
h: 50,
x: W / 2 - 50,
y: H / 2 - 50,
draw: function () {
ctx.strokeStyle = "green";
ctx.lineWidth = "2";
ctx.strokeRect(this.x, this.y, this.w, this.h);
ctx.font = "18px Arial, sans-serif";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillStlye = "white";
ctx.fillText("Restart", W / 2, H / 2 - 25);
}
};
// Function for creating particles object
function createParticles(x, y, m) {
this.x = x || 0;
this.y = y || 0;
this.radius = 1.2;
this.vx = -1.5 + Math.random() * 3;
this.vy = m * Math.random() * 1.5;
}
// Draw everything on canvas
function draw() {
paintCanvas();
for (var i = 0; i < paddles.length; i++) {
var p = paddles[i];
ctx.fillStyle = "green";
ctx.fillRect(p.x, p.y, p.w, p.h);
}
ball.draw();
update();
}
// Function to increase speed after every 5 points
function increaseSpd() {
if (B() % 4 == 0) {
if (Math.abs(ball.vx) < 15) {
ball.vx += (ball.vx < 0) ? -1 : 1;
ball.vy += (ball.vy < 0) ? -2 : 2;
}
}
}
// Track the position of mouse cursor
function trackPosition(e) {
mouse.x = e.offsetX;
mouse.y = e.offsetY;
}
// Function to update positions, score and everything.
// Basically, the main game logic is defined here
function update() {
// Update scores
updateScore();
// Move the paddles on mouse move
if (mouse.x && mouse.y) {
for (var i = 1; i < paddles.length; i++) {
var p = paddles[i];
p.x = mouse.x - p.w / 2;
}
}
// Move the ball
ball.x += ball.vx;
ball.y += ball.vy;
// Collision with paddles
var p1 = paddles[1];
var p2 = paddles[2];
// If the ball strikes with paddles,
// invert the y-velocity vector of ball,
// increment the points, play the collision sound,
// save collision's position so that sparks can be
// emitted from that position, set the flag variable,
// and change the multiplier
if (collides(ball, p1)) {
collideAction(ball, p1);
}
else if (collides(ball, p2)) {
collideAction(ball, p2);
}
else {
// Collide with walls, If the ball hits the top/bottom,
// walls, run gameOver() function
if (ball.y + ball.r > H) {
ball.y = H - ball.r;
gameOver();
}
else if (ball.y < 0) {
ball.y = ball.r;
gameOver();
}
// If ball strikes the vertical walls, invert the
// x-velocity vector of ball
if (ball.x + ball.r > W) {
ball.vx = -ball.vx;
ball.x = W - ball.r;
}
else if (ball.x - ball.r < 0) {
ball.vx = -ball.vx;
ball.x = ball.r;
}
}
// If flag is set, push the particles
if (flag == 1) {
for (var k = 0; k < particlesCount; k++) {
particles.push(new createParticles(particlePos.x, particlePos.y, multipler));
}
}
// Emit particles/sparks
emitParticles();
// reset flag
flag = 0;
}
//Function to check collision between ball and one of
//the paddles
function collides(b, p) {
if (b.x + ball.r >= p.x && b.x - ball.r <= p.x + p.w) {
if (b.y >= (p.y - p.h) && p.y > 0) {
paddleHit = 1;
return true;
}
else if (b.y <= p.h && p.y == 0) {
paddleHit = 2;
return true;
}
else return false;
}
}
//Do this when collides == true
function collideAction(ball, p) {
ball.vy = -ball.vy;
if (paddleHit == 1) {
ball.y = p.y - p.h;
particlePos.y = ball.y + ball.r;
multipler = -1;
}
else if (paddleHit == 2) {
ball.y = p.h + ball.r;
particlePos.y = ball.y - ball.r;
multipler = 1;
}
A();
increaseSpd();
if (collision) {
if (B() > 0)
collision.pause();
collision.currentTime = 0;
collision.play();
}
particlePos.x = ball.x;
flag = 1;
}
// Function for emitting particles
function emitParticles() {
for (var j = 0; j < particles.length; j++) {
var par = particles[j];
ctx.beginPath();
ctx.fillStyle = "white";
if (par.radius > 0) {
ctx.arc(par.x, par.y, par.radius, 0, Math.PI * 2, false);
}
ctx.fill();
par.x += par.vx;
par.y += par.vy;
// Reduce radius so that the particles die after a few seconds
par.radius = Math.max(par.radius - 0.05, 0.0);
}
}
// Function for updating score
function updateScore() {
ctx.fillStlye = "white";
ctx.font = "16px Arial, sans-serif";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillText("Score: " + B(), 20, 20);
}
// Function for running the whole animation
function animloop() {
init = requestAnimFrame(animloop);
draw();
}
// Function to execute at startup
function startScreen() {
draw();
startBtn.draw();
}
// On button click (Restart and start)
function btnClick(e) {
// Variables for storing mouse position on click
var mx = e.offsetX,
my = e.offsetY;
// Click start button
if (mx >= startBtn.x && mx <= startBtn.x + startBtn.w) {
animloop();
// Devare the start button after clicking it
startBtn = {};
}
// If the game is over, and the restart button is clicked
if (over == 1) {
if (mx >= restartBtn.x && mx <= restartBtn.x + restartBtn.w) {
ball.x = 20;
ball.y = 20;
ball.vx = 4;
ball.vy = 8;
animloop();
C();
over = 0;
}
}
}
window.gameOver = function () {
ctx.fillStlye = "white";
ctx.font = "20px Roboto, sans-serif";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText("Saving...", W / 2, H / 2 + 25);
var key = sessionStorage.getItem("key");
fetch('/answer/check', {
method: 'POST',
body: JSON.stringify({ key: key, score: B() }),
})
.then(function (data) { return data.json() })
.catch(function () { })
.then(function (approval) {
if (!approval) {
ctx.fillText("Cannot save with this key", W / 2, H / 2 + 65);
return
}
var top = approval.top;
for (var i = 0; i < top.length; i++) {
var score = top[i].Score;
var name = top[i].Member.substr(20);
ctx.fillText(name + " → " + score, W / 2, H / 2 - 150 + 20 * i);
}
var msg = approval.msg;
for (var i = 0; i < msg.length; i++) {
ctx.fillText(msg[i], W / 2, H / 2 + 65 + 20 * i);
}
})
// Stop the Animation
cancelRequestAnimFrame(init);
// Set the over flag
over = 1;
// Show the restart button
restartBtn.draw();
}
window.playGame = function (_this) {
var key = $("#q-form").find("input[name='key']")
if (!key.val().trim().length) {
key.parent().addClass("alert-validate");
return false;
}
sessionStorage.setItem("key", key.val().trim());
var q = $("#q");
var a = $("#a");
q.addClass("hidden");
a.removeClass("hidden");
return false;
}
startScreen();
})(jQuery);