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