catparade/cat.html

2298 lines
52 KiB
JavaScript

<!-- vim: set syntax=javascript : -->
<!DOCTYPE html>
<html>
<head>
<!-- Viewport isn't scalable -->
<meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1, maximum-scale=1, user-scalable=0" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
<meta name="viewport" content="width=devicewidth, minimal-ui" />
<!-- for apps on home screen -->
<!-- for ios 7 style, multi-resolution icon of 152x152 -->
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-status-barstyle" content="black-translucent">
<link rel="apple-touch-icon" href="images/icon-152.png">
<!-- for Chrome on Android, multi-resolution icon of 196x196 -->
<meta name="mobile-web-app-capable" content="yes">
<link rel="shortcut icon" sizes="196x196" href="images/icon-196.png">
<style>
canvas {
border:1px solid #d3d3d3;
background-color: #000000;
}
</style>
</head>
<body onload="startGame()">
<script>
// game vars
var things = [];
var score = 0;
var overdesc = "";
var curpath = [];
var pathdir = -1;
var pathvalid = false;
var curlevel = 1;
var lastmx = -1, lastmy = -1;
// goal types
var GOALVERB = {
'food': 'Eat',
'points': 'Earn',
'parades': 'Form',
'llamas': 'Clear',
'cats': 'Clear',
};
var MAXDIRS = 4;
var DIRXMOD = [ 0, 1, 0, -1 ];
var DIRYMOD = [ -1, 0, 1, 0 ];
var SCREENW = 480;
var SCREENH = 640;
var GRAVITY = 0.5;
var GRIDSIZE = 80;
var THINGSIZE = 64;
var TEXTSIZE = 16; // in points
var TEXTSPEED = 0.5;
var TEXTFADESPEED = 0.05;
var TEXTTIME = 35;
var HELPLINEWIDTH=4;
var HELPARROWSIZE=15;
var HELPTITLESIZE = 18;
var HELPTEXTSIZE = 12;
var GOALTEXTSIZE = 16;
var TITLETEXTSIZE = 36;
var TITLECREDITTEXTSIZE = 16;
var TITLESTARTTEXTSIZE = 26;
var PARADESPEED=14;
var EXPLODETICKS=20;
var EXPLODEGAIN= (THINGSIZE*2) / EXPLODETICKS;
var EXPLODEFADESPEED = 1.0 / EXPLODETICKS;
var LINEWIDTH=2;
var CROSSWIDTH=2;
var GRIDW = 5;
var GRIDH = 5;
var PATHARROWSIZE = 10;
var PARADELENGTH = 3;
var BOARDX = (SCREENW - (GRIDW * GRIDSIZE)) / 2;
var BOARDY = 64;
var FOODPOINTS = 10;
var LLAMAPOINTS = 100;
var CATPOINTS = 25;
var SLEEPYCATPOINTS = 5;
var overdesc = "";
var llamatext = "llama";
var image = new Array();
function loadimage(name, filename) {
image[name] = new Image();
image[name].src = filename;
}
function getgridthing(gridx, gridy) {
var i;
if (things == undefined) return null;
// only include non-animating things
for (i = 0; i < things.length; i += 1) {
if ((things[i].gridx == gridx) && (things[i].gridy == gridy)) {
if (!things[i].isanimating()) {
return things[i];
}
}
}
return null;
}
function getthingxy(x, y) {
var i,gridx,gridy;
var thing;
// use thing coords
/*
for (i = 0; i < things.length; i += 1) {
if ((x >= things[i].x) && (x <= things[i].x + THINGSIZE-1) &&
(y >= things[i].y) && (y <= things[i].y + THINGSIZE-1)) {
return things[i];
}
}
*/
// use grid coords
gridx = Math.floor(x / GRIDSIZE);
gridy = Math.floor(y / GRIDSIZE);
return getgridthing(gridx, gridy);
}
function clearpath() {
curpath = [];
pathdir = -1;
pathvalid = false;
}
function pathcomplete() {
// get path type
switch(getpathtype()) {
case "chomp":
if ((curpath.length >= 2) &&
(curpath[0].type == "cat") &&
(curpath[0].eaten == false)) {
var i;
var ok = true;
// everything else is food?
for (i = 1; i < curpath.length; i++) {
if (curpath[i].type != "food") {
ok = false;
break;
}
}
if (ok) {
return true;
}
}
break;
case "parade":
// long enough?
if (curpath.length >= PARADELENGTH) {
var count = 0;
var i;
// includes <= 1 llama?
for (i = 1; i < curpath.length; i++) {
if (curpath[i].type == "llama") {
count++;
}
}
if (count <= 1) {
return true;
}
}
break;
}
return false;
}
function backspacepath() {
// remove last thing in path
curpath.splice(curpath.length-1, 1);
validatepath();
dumppath("Reduced path to: ",curpath);
}
function addtopath(what) {
console.log("addpath() " + what.name);
//dumppath("addpath pre: ", curpath);
curpath.push(what);
validatepath();
if (curpath.length == 1) {
console.log("Starting path with " + what.name);
} else {
dumppath("Cur path is: ",curpath);
}
}
function validatepath() {
if (pathcomplete()) {
pathvalid = true;
} else {
pathvalid = false;
}
if (curpath.length == 2) {
pathdir = getdir(curpath[0], curpath[1]);
}
}
function pathcontains(what) {
var i;
if (curpath == undefined) return false;
for (i = 0; i < curpath.length; i += 1) {
if (curpath[i] == what) {
return true;
}
}
return false;
}
function isvalidpath(mypath) {
var valid = true;
var firstcat = false;
var fcount = false;
var lcount = 0;
var i;
for (i = 0; i < mypath.length - 1; i++) {
var thisone,nextone;
thisone = mypath[i];
/*
if (i == mypath.length - 1) { // last one
nextone = null;
} else {
nextone = mypath[i+1];
}
*/
nextone = mypath[i+1];
if (thisone.type == "food") {
fcount++;
}
if (thisone.type == "llama") {
lcount++;
}
if ((thisone.type == "cat") && nextone.type == "cat") {
// lines of cats are ok
} else if ((thisone.type == "cat") && nextone.type == "llama") {
// cat -> llama is only okay if there are no other llamas or food in the path
if (lcount >= 1) {
return false;
}
if (fcount >= 1) {
return false;
}
} else if ((thisone.type == "llama") && nextone.type == "cat") {
// ok
} else if ((i == 0) && (thisone.type == "cat") && (nextone.type == "food")) {
// first cat -> food is ok
firstcat = true;
} else if ((i != 0) && firstcat && (thisone.type == "food")) {
// not the first one, first one was a cat, this one is food
} else {
// not ok
valid = false;
break;
}
}
return valid;
}
// would adding 'overthing' to our existing path result in a valid path?
function canextendpath(overthing) {
var pathtype;
if (!overthing) return false;
pathtype = getpathtype();
if ( isadjacent(overthing, curpath[curpath.length-1]) && // adjacent to last thing in path?
!pathcontains(overthing) && // path doesn't already contain this?
(pathtype == "parade" || isinpathdir(overthing)) // path in a straight line
) {
// create a fake new path containing this.
var fakepath = curpath.slice();
fakepath.push(overthing);
if (isvalidpath(fakepath)) {
return true;
}
}
return false;
}
function isadjacent(thing1, thing2) {
// is thing1 adjacent to thing2?
var newgridx,newgridy;
var i;
if (thing1 == thing2) return false;
for (i = 0; i < MAXDIRS; i++) {
newgridx = thing1.gridx + DIRXMOD[i];
newgridy = thing1.gridy + DIRYMOD[i];
if ((thing2.gridx == newgridx) && (thing2.gridy == newgridy)) {
return true;
}
}
return false;
}
function isinpathdir(what) {
var thisdir;
if (curpath.length <= 1) {
return true;
}
// get dir from last cell to what
thisdir = getdir(curpath[curpath.length - 1], what);
if ((thisdir != -1) && (thisdir == pathdir)) {
return true;
}
return false;
}
function getdir(thing1, thing2) {
var i;
for (i = 0; i < MAXDIRS; i++) {
var newgx = thing1.gridx + DIRXMOD[i];
var newgy = thing1.gridy + DIRYMOD[i];
if ((thing2.gridx == newgx) && (thing2.gridy == newgy)) {
return i;
}
}
return -1;
}
function startGame() {
loadimage('cat', 'images/cat.png');
loadimage('catfull', 'images/catfull.png');
loadimage('catscared', 'images/catscared.png');
loadimage('llama', 'images/alpaca.png');
loadimage('cheese', 'images/cheese.png');
loadimage('title', 'images/title.png');
game.init();
game.initlevels();
window.addEventListener('load', game.init, false);
window.addEventListener('resize', game.resize, false);
mainloop();
}
// valid types:
// none
// chomp
// parade
function getpathtype() {
if (curpath.length <= 1) return "none"
if (curpath[0].type == "cat") {
if (curpath[1].type == "food") {
return "chomp";
} else if ((curpath[1].type == "cat") || (curpath[1].type == "llama")) {
return "parade";
}
}
return "none";
}
function dumppath(prefix,arr) {
var str;
var i;
str = "";
for (i = 0; i < arr.length; i++) {
str = str + " " + arr[i].name;
}
console.log(prefix + str);
}
function thingsfalling() {
for (i = 0; i < things.length; i += 1) {
/*
switch (things[i].state) {
case "parade": // ok
case "chomp": // ok
case "stop": //ok
break;
default: // anything else
return true;
}
*/
if (things[i].state == "fall") {
return true;
}
}
return false;
}
function thingsmoving() {
var i;
for (i = 0; i < things.length; i += 1) {
if (things[i].state == "parade") {
return "parade";
}
}
for (i = 0; i < things.length; i += 1) {
if (things[i].state == "explode") {
return "chomp";
}
}
for (i = 0; i < things.length; i += 1) {
if (things[i].state != "stop") {
return "other";
}
}
return false;
}
function canstartpath(what) {
if (what.type != "cat") {
// only cats can start paths
console.log("not a cat");
return false;
}
if (isadjacenttotype(what, "llama")) {
// cats adjacent to llamas are frozen
console.log("next to a llama");
return false;
}
return true;
}
function clearthings() {
while (things.length > 0) {
things.pop();
}
things = [];
}
function getmousexy(event) {
var e,scale;
var adjustx, adjusty;
scale = game.curw / SCREENW;
if (event.type == "touchup") {
adjustx = (event.changedTouches[0].pageX - BOARDX) / scale;
adjusty = (event.changedTouches[0].pageY - BOARDY) / scale;
} else if (event.touches != undefined) {
adjustx = (event.touches[0].clientX - BOARDX) / scale;
adjusty = (event.touches[0].clientY - BOARDY) / scale;
} else {
adjustx = (event.pageX - BOARDX) / scale;
adjusty = (event.pageY - BOARDY) / scale;
}
return [ adjustx, adjusty ];
}
function isadjacenttotype(what, wanttype) {
var newgridx,newgridy;
var i;
for (i = 0; i < MAXDIRS; i++) {
newgridx = what.gridx + DIRXMOD[i];
newgridy = what.gridy + DIRYMOD[i];
if (isonscreen(newgridx,newgridy)) {
adjthing = getgridthing(newgridx, newgridy);
if ((adjthing != undefined) && (adjthing.type == wanttype)) {
return true;
}
}
}
return false;
}
function drawline(ctx,x1,y1,x2,y2,col,width) {
ctx.strokeStyle = col;
ctx.lineWidth = width;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.stroke();
}
function addcommas(num) {
return num.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ",");
}
function hashelp(lev) {
// past last level!
if (lev >= game.levels.length) return false;
return game.levels[lev].hashelp;
}
function drawcross(x, y, x2, y2, col, width) {
// cross out
ctx.fillStyle = col
ctx.lineWidth = width;
ctx.strokeStyle = col;
// NW -> SE
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x2, y2);
ctx.stroke();
// SW -> NE
ctx.beginPath();
ctx.moveTo(x, y2);
ctx.lineTo(x2, y);
ctx.stroke();
}
function drawarrow(ctx,x1,y1,x2,y2,col,width, arrowsize) {
drawline(ctx, x1, y1, x2, y2, col, width);
drawarrowhead(ctx, x1, y1, x2, y2, col, arrowsize);
}
function drawarrowhead(ctx, x1, y1, x2, y2, col, size) {
var startrads,endrads;
var size2;
size2 = size * 1.5;
startrads = Math.atan((y2 - y1) / (x2 - x1));
if (x2 >= x1) {
startrads += -90*Math.PI/180;
} else {
startrads += 90*Math.PI/180;
}
endrads = Math.atan((y2 - y1) / (x2 - x1));
if (x2 >= x1) {
endrads += 90 * Math.PI / 180;
} else {
endrads += -90 * Math.PI / 180;
}
ctx.strokeStyle = col;
ctx.fillStyle = col;
ctx.save();
ctx.beginPath();
ctx.translate(x2,y2);
ctx.rotate(endrads);
ctx.moveTo(0,0);
ctx.lineTo(size,size2);
ctx.lineTo(-size,size2);
ctx.closePath();
ctx.restore();
ctx.fill();
}
var game = {
ratio: null,
curw: null,
curh: null,
levels: null,
canvas : document.createElement("canvas"),
init : function() {
this.ratio = SCREENW / SCREENH;
this.curw = SCREENW;
this.curh = SCREENH;
this.canvas.width = SCREENW;
this.canvas.height = SCREENH;
this.context = this.canvas.getContext("2d");
// find ipad/android/iphone so we can hide the address bar
this.ua = navigator.userAgent.toLowerCase();
this.android = this.ua.indexOf('android') > -1 ? true : false;
this.ios = ( this.ua.indexOf('iphone') > -1 || this.ua.indexOf('ipad') > -1 ) ? true : false;
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
/*
// try to go full screen?
var body = document.documentElement;
if (body.requestFullscreen) {
body.requestFullscreen();
} else if (body.webkitrequestFullscreen) {
body.webkitrequestFullscreen();
} else if (body.mozrequestFullscreen) {
body.mozrequestFullscreen();
} else if (body.msrequestFullscreen) {
body.msrequestFullscreen();
}
*/
this.resize();
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
//this.interval = setInterval(mainloop, 20);
this.canvas.addEventListener('mousedown', this.handlemousedown, false);
this.canvas.addEventListener('mouseup', this.handlemouseup, false);
this.canvas.addEventListener('mouseout', this.handlemouseup, false);
this.canvas.addEventListener('mousemove', this.handlemousemove, false);
this.canvas.addEventListener('touchstart', this.handlemousedown, false);
this.canvas.addEventListener('touchend', this.handlemouseup, false);
this.canvas.addEventListener('touchcancel', this.handlemouseup, false);
this.canvas.addEventListener('touchleave', this.handlemouseup, false);
this.canvas.addEventListener('touchmove', this.handlemousemove, false);
window.addEventListener('keypress', this.handlekeypress, false);
this.setstate("title");
},
resize : function() {
this.curh = window.innerHeight;
this.curw = this.curh * this.ratio;
// hide address bar on phones
if (this.android || this.ios) {
document.body.style.height = (window.innerHeight + 50) + 'px';
}
// scale canvas
this.canvas.style.width = this.curw + 'px';
this.canvas.style.height = this.curh + 'px';
window.setTimeout(function() {
window.scrollTo(0, 1);
}, 1);
},
initgamevars : function() {
score = 0;
this.frameNo = 0;
},
initlevelvars : function() {
// kill any existing objects
clearthings();
overdesc = "";
curpath = [];
pathdir = -1;
pathvalid = false;
},
addlevel: function (lev, hashelp) {
var mylevel;
mylevel = new Object();
mylevel.hashelp = hashelp;
mylevel.goals = new Array();
mylevel.thinglist = new Array();
this.levels[lev] = mylevel;
},
// thingtype pct
addlevelthings: function (lev) {
var i,idx;
for (i = 1 ; i < arguments.length; i += 2) {
idx = this.levels[lev].thinglist.push(new Object()) - 1;
this.levels[lev].thinglist[idx].type = arguments[i];
this.levels[lev].thinglist[idx].pct = arguments[i+1];
}
},
// goal1type goal1count goal2type goal2count etc...
addlevelgoals : function (lev) {
var i,idx;
for (i = 1 ; i < arguments.length; i += 2) {
idx = this.levels[lev].goals.push(new Object()) - 1;
this.levels[lev].goals[idx].type = arguments[i];
this.levels[lev].goals[idx].count = arguments[i+1];
this.levels[lev].goals[idx].progress = 0;
}
},
// earn progress towards goals
progress : function(type, amt) {
var i;
// past last level!
if (curlevel >= game.levels.length) return false;
console.log("progress()");
for (i = 0 ; i < this.levels[curlevel].goals.length; i++ ) {
console.log("this goal type is " + this.levels[curlevel].goals[i].type);
if (this.levels[curlevel].goals[i].type == type) {
this.levels[curlevel].goals[i].progress += amt;
if (this.levels[curlevel].goals[i].progress >= this.levels[curlevel].goals[i].count) {
this.levels[curlevel].goals[i].progress = this.levels[curlevel].goals[i].count;
}
}
}
},
initlevels : function ( ) {
var mylevel,i,n;
console.log("doing level init");
this.levels = [];
this.addlevel(1, true);
this.addlevelgoals(1, "food", 10);
this.addlevelthings(1, "cat", 45, "food", 100);
this.addlevel(2, false);
this.addlevelgoals(2, "points", 200);
this.addlevelthings(1, "cat", 45, "food", 100);
this.addlevel(3, false);
this.addlevelgoals(3, "points", 500);
/*
for (i = 1; i < this.levels.length; i++) {
console.log("Level " + (i) + " goals:");
for (n = 0; n < this.levels[i].goals.length; n++) {
console.log(GOALVERB[this.levels[i].goals[n].type] + " " +
this.levels[i].goals[n].count + " " +
this.levels[i].goals[n].type);
}
}
*/
},
startlevel : function() {
this.initlevelvars();
this.populategrid();
this.state = "running";
},
populategrid : function() {
var i;
while (!anyvalidmoves()) {
var m;
console.log("populating grid...");
clearthings();
// populate initial things
for (y = 0; y < GRIDH; y++) {
for (x = 0; x < GRIDW; x++) {
// start off above the grid
things.push(new thing(x, y, "random"));
}
}
}
// now move everything up so they'll fall down into the initial
// positions.
for (i = 0; i < things.length; i++) {
things[i].gridy -= GRIDH;
things[i].updatexy();
}
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
},
drawtop : function() {
var texttodraw = overdesc;
var col = "#aaaaaa";
// clear
this.context.clearRect(0, 0, this.canvas.width-1, BOARDY-1);
if (game.state == "running") {
var y1 = 6;
var y2 = 32;
// show level
this.context.font = "16pt Futura";
this.context.textAlign = "center";
this.context.textBaseline = "top";
this.context.fillStyle = "#00aaee";
this.context.fillText("Level " + curlevel, SCREENW/2, y1);
// show score
this.context.font = "16pt Futura";
this.context.textAlign = "left";
this.context.textBaseline = "top";
this.context.fillStyle = "white";
this.context.fillText("Score: " + addcommas(score), 16, y2);
switch (thingsmoving()) {
case "parade":
col = "#00ff00";
texttodraw = "CAT PARADE!"
break;
case "chomp":
col = "#00cc00";
texttodraw = "Chomp!"
break;
default:
// show current object in path
if ((curpath != undefined) && (curpath.length >= 1)) {
var lastone = curpath[curpath.length - 1];
texttodraw = lastone.getdesc();
}
break;
}
if (texttodraw != "") {
this.context.font = "16pt Futura";
this.context.textAlign = "right";
this.context.textBaseline = "top";
this.context.fillStyle = col;
this.context.fillText(texttodraw, SCREENW-16, y2);
}
} else if (game.state == "gameover") {
this.context.textAlign = "center";
this.context.textBaseline = "top";
shadowtext(this.context, "GAME OVER", 20, "red", SCREENW / 2, 5);
shadowtext(this.context, "Final Score: " + addcommas(score), 16, "white", SCREENW / 2, 35);
} else if (game.state == "levelcomplete") {
this.context.textAlign = "center";
this.context.textBaseline = "top";
shadowtext(this.context, "LEVEL COMPLETE!", 20, "#00ee00", SCREENW / 2, 5);
shadowtext(this.context, "Score: " + addcommas(score), 16, "white", SCREENW / 2, 35);
}
},
drawbottom : function() {
var bx = 0,by = BOARDY + GRIDH*GRIDSIZE + 15;
var bw = SCREENW, bh = SCREENH - by;
var x,y,ctx;
var margin = 10;
var indent = 50;
var boxindent = 20;
ctx = this.context;
if (game.state == "running") {
var texth = GOALTEXTSIZE+10;
var gradient;
var borderwidth = 5;
var goaltitlecol = "#00aaee";
// background
gradient = this.context.createLinearGradient(0, 0, bw, bh);
gradient.addColorStop(0, "#0000ff");
gradient.addColorStop(1, "#000055");
// clear
ctx.fillStyle = gradient;
ctx.fillRect(bx, by, bw, bh);
//outline
ctx.strokeStyle = "cyan";
ctx.lineWidth = 5;
ctx.beginPath();
ctx.rect(bx+(borderwidth/2), by+(borderwidth/2), bw-(borderwidth/2), bh-(borderwidth/2));
ctx.stroke();
// draw goals
x = bx + margin;
y = by + margin;
ctx.textAlign = "left";
ctx.textBaseline = "top";
shadowtext(ctx, "Goals:", GOALTEXTSIZE,goaltitlecol, x , y); y += texth;
if (curlevel < this.levels.length) {
for (n = 0; n < this.levels[curlevel].goals.length; n++) {
var goalcol = "#aaee00";
var goalmet = false;
if (this.levels[curlevel].goals[n].progress >= this.levels[curlevel].goals[n].count) {
goalmet = true;
}
if (goalmet) {
goalcol = "#00ddff";
} else {
goalcol = "#aaee00";
}
// goal name
var goaltext = GOALVERB[this.levels[curlevel].goals[n].type] + " " +
this.levels[curlevel].goals[n].count + " " +
this.levels[curlevel].goals[n].type;
var progtext = "[" + this.levels[curlevel].goals[n].progress + " / " +
this.levels[curlevel].goals[n].count + "]";
ctx.textAlign = "left";
ctx.textBaseline = "top";
shadowtext(ctx, goaltext, GOALTEXTSIZE,goalcol, x+indent, y);
ctx.textAlign = "right";
ctx.textBaseline = "top";
shadowtext(ctx, progtext, GOALTEXTSIZE,goalcol, SCREENW-indent, y);
// checkbox
var boxsize = texth-8;
var boxx = x+boxindent;
var boxy = y + texth/2 - boxsize/2;
ctx.beginPath();
ctx.lineWidth = 3;
ctx.strokeStyle = "black";
ctx.rect(boxx,boxy,boxsize,boxsize); // shadow1
ctx.stroke();
ctx.beginPath();
ctx.lineWidth = 2;
ctx.strokeStyle = goalcol;
ctx.rect(boxx,boxy,boxsize,boxsize); // shadow1
ctx.stroke();
// ticked ?
if (goalmet) {
//drawcross(boxx,boxy, boxx+boxsize-1, boxy+boxsize-1, goalcol, 2);
var tickleftx = boxx + boxsize/4;
var ticklefty = boxy + boxsize/2;
var tickbasex = boxx + boxsize/2;
var tickbasey = boxy+boxsize-boxsize/8;
var tickrightx = boxx + boxsize - boxsize/5;
var tickrighty = boxy + boxsize/8;
drawline(ctx, tickleftx,ticklefty, tickbasex, tickbasey, goalcol, 2);
drawline(ctx, tickbasex, tickbasey, tickrightx, tickrighty, goalcol, 2);
}
y += texth;
}
} else {
// past last level
ctx.textAlign = "left";
ctx.textBaseline = "top";
shadowtext(ctx, "(none)", GOALTEXTSIZE,goaltitlecol, x+indent, y);
}
} else if (game.state == "levelcomplete") {
this.context.textAlign = "center";
this.context.textBaseline = "bottom";
shadowtext(this.context, "Tap for next level", TITLESTARTTEXTSIZE, "#00dd00", SCREENW / 2, by + bh/2);
}
},
drawtitle : function() {
var ratio,w,h;
var img = image['title'];
var gradient;
// background
gradient = this.context.createLinearGradient(0, 0, 0, SCREENH);
gradient.addColorStop(0, "black");
gradient.addColorStop(1, "blue");
this.context.fillStyle = gradient;
this.context.fillRect(0, 0, SCREENW, SCREENH);
// title image
ratio = SCREENW / img.width;
w = img.width * ratio;
h = img.height * ratio;
this.context.drawImage(img, SCREENW/16, SCREENH - h, w, h);
// text
this.context.textAlign = "center";
this.context.textBaseline = "top";
shadowtext(this.context, "Cat Parade", TITLETEXTSIZE,"red", SCREENW / 2, 5);
shadowtext(this.context, "rpearce, 2016", TITLECREDITTEXTSIZE, "#00aaee", SCREENW / 2, 64);
this.context.textBaseline = "bottom";
shadowtext(this.context, "Tap to start", TITLESTARTTEXTSIZE, "#00dd00", SCREENW / 2, SCREENH - 64);
},
// return TRUE if there is no help for this level
drawhelp : function() {
var divamt = 2;
var imgsize = THINGSIZE / divamt;
var gridsize = GRIDSIZE / divamt;
var gradient,ctx,x,y,x2,y2,curx,cury;
var row1y,row2y;
var i;
var linex = [];
var liney = [];
var textyspace = HELPTEXTSIZE * 1.5;
var textxspace = 10;
var midpoint1 = SCREENW/8 * 5;
var midpoint2 = SCREENW/8 * 4;
ctx = this.context;
// background
gradient = this.context.createLinearGradient(0, 0, 0, SCREENH);
gradient.addColorStop(0, "black");
gradient.addColorStop(1, "blue");
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, SCREENW, SCREENH);
if (curlevel == 1) {
// top text
cury = textyspace*2;
ctx.textAlign = "center";
ctx.textBaseline = "bottom";
shadowtext(ctx, "Instructions", HELPTITLESIZE,"#00aaee", SCREENW / 2, cury);
cury += textyspace;
cury += textyspace;
ctx.textAlign = "left";
ctx.textBaseline = "bottom";
shadowtext(ctx, "Drag a cat to eat cheese.", HELPTEXTSIZE,"#00cc00", textxspace, cury);
cury += textyspace;
shadowtext(ctx, " - Cats can eat any amount of cheese, but only in a straight line.", HELPTEXTSIZE,"#00cc00", textxspace, cury);
cury += textyspace;
shadowtext(ctx, " - Cats get tired after eating and cannot eat again.", HELPTEXTSIZE,"#00cc00", textxspace, cury);
cury += textyspace;
// help on eating
// row 1
x = imgsize;
y = cury;
row1y = y;
ctx.drawImage(image['cat'], x, y, imgsize, imgsize);
x2 = x + gridsize;
y2 = y;
ctx.drawImage(image['cheese'], x2, y2, imgsize, imgsize);
ctx.strokeStyle = "green";
ctx.lineWidth = LINEWIDTH;
ctx.beginPath();
ctx.moveTo(x + imgsize/2, y + imgsize/2);
ctx.lineTo(x2 + imgsize/2, y2 + imgsize/2);
ctx.stroke();
drawarrow(ctx, x + (imgsize/2), y + (imgsize/2),
x2 + (imgsize/2), y2 + (imgsize/2), "green", LINEWIDTH, PATHARROWSIZE);
cury = y2 + gridsize;
// row 2
x = imgsize;
y = cury;
row2y = y;
ctx.drawImage(image['cat'], x, y, imgsize, imgsize);
x2 = x + gridsize;
y2 = y;
ctx.drawImage(image['cheese'], x2, y2, imgsize, imgsize);
x2 = x2 + gridsize;
y2 = y;
ctx.drawImage(image['cheese'], x2, y2, imgsize, imgsize);
x2 = x2 + gridsize;
y2 = y;
ctx.drawImage(image['cheese'], x2, y2, imgsize, imgsize);
drawarrow(ctx, x + (imgsize/2), y + (imgsize/2),
x2 + (imgsize/2), y2 + (imgsize/2), "green", LINEWIDTH, PATHARROWSIZE);
cury = y2 + gridsize;
// arrow to middle
x = x2 + gridsize;
y = row1y + (imgsize);
x2 = x + gridsize*1.5;
y2 = y;
drawarrow(ctx, x, y, x2, y2, "red", HELPLINEWIDTH, HELPARROWSIZE);
// middle
ctx.textAlign = "center";
ctx.textBaseline = "top";
x = midpoint1;
y = row1y+10;
shadowtext(ctx, "+" + FOODPOINTS + " points", HELPTEXTSIZE,"#cccc00", x, y);
y = row2y-10;
shadowtext(ctx, "per cheese", HELPTEXTSIZE,"#cccc00", x, y);
// arrow to right
x = midpoint1 + gridsize + 10;
y = row1y + (imgsize);
x2 = SCREENW - imgsize*2;
y2 = y;
drawarrow(ctx, x, y, x2, y2, "red", HELPLINEWIDTH, HELPARROWSIZE);
// right
x = SCREENW - imgsize*2;
y = row1y;
ctx.drawImage(image['catfull'], x, y, imgsize, imgsize);
y = row2y;
ctx.drawImage(image['catfull'], x, y, imgsize, imgsize);
cury += textyspace;
cury += textyspace;
cury += textyspace;
// LLAMA HELP
ctx.textAlign = "left";
ctx.textBaseline = "bottom";
shadowtext(ctx, "Cats are scared of " + llamatext + "s and can't move when near them.", HELPTEXTSIZE,"#00cc00", textxspace, cury);
cury += textyspace;
x = (SCREENW / 2) - gridsize/2 - gridsize;
y = cury;
ctx.drawImage(image['catscared'], x, y, imgsize, imgsize);
x += gridsize;
y = cury;
ctx.drawImage(image['llama'], x, y, imgsize, imgsize);
x += gridsize;
y = cury;
ctx.drawImage(image['catscared'], x, y, imgsize, imgsize);
cury += textyspace;
cury += textyspace;
cury += textyspace;
cury += textyspace;
// PARADE HELP
ctx.textAlign = "left";
ctx.textBaseline = "bottom";
shadowtext(ctx, "Drag a path through multiple cats to start a parade.", HELPTEXTSIZE,"#00cc00", textxspace, cury);
cury += textyspace;
shadowtext(ctx, " - Parades can turn corners.", HELPTEXTSIZE,"#00cc00", textxspace, cury);
cury += textyspace;
shadowtext(ctx, " - Parades can include one " + llamatext + " only.", HELPTEXTSIZE,"#00cc00", textxspace, cury);
cury += textyspace;
// top line of parade
x = imgsize;
y = cury;
row1y = y;
ctx.drawImage(image['cat'], x, y, imgsize, imgsize);
linex[0] = x + imgsize/2;
liney[0] = y + imgsize/2;
x += gridsize;
ctx.drawImage(image['catscared'], x, y, imgsize, imgsize);
linex[3] = x + imgsize/2;
liney[3] = y + imgsize/2;
x += gridsize;
ctx.drawImage(image['llama'], x, y, imgsize, imgsize);
linex[4] = x + imgsize/2;
liney[4] = y + imgsize/2;
x += gridsize;
x = imgsize;
y += gridsize;
row2y = y;
ctx.drawImage(image['cat'], x, y, imgsize, imgsize);
linex[1] = x + imgsize/2;
liney[1] = y + imgsize/2;
x += gridsize;
ctx.drawImage(image['catfull'], x, y, imgsize, imgsize);
linex[2] = x + imgsize/2;
liney[2] = y + imgsize/2;
x += gridsize;
ctx.drawImage(image['catscared'], x, y, imgsize, imgsize);
linex[5] = x + imgsize/2;
liney[5] = y + imgsize/2;
cury = y + textyspace;
for (i = 0; i < 4; i++) {
drawline(ctx, linex[i], liney[i], linex[i+1], liney[i+1], "green", LINEWIDTH);
}
drawarrow(ctx, linex[4], liney[4], linex[5], liney[5], "green", LINEWIDTH, PATHARROWSIZE);
// arrow to middle
x = x + gridsize;
y = row1y + (imgsize);
x2 = midpoint2 - 10;
y2 = y;
drawarrow(ctx, x, y, x2, y2, "red", HELPLINEWIDTH, HELPARROWSIZE);
// explain points for parades
ctx.textAlign = "left";
ctx.textBaseline = "top";
x = midpoint2;
y = row1y;
shadowtext(ctx, "+" + CATPOINTS + " points per cat", HELPTEXTSIZE,"#cccc00", x, y);
y += textyspace;
shadowtext(ctx, "+" + SLEEPYCATPOINTS + " points per sleepy cat", HELPTEXTSIZE,"#cccc00", x, y);
y += textyspace;
shadowtext(ctx, "+" + LLAMAPOINTS + " points per " + llamatext, HELPTEXTSIZE,"#cccc00", x, y);
cury = y + textyspace;
cury += textyspace;
cury += textyspace;
cury += textyspace;
cury += textyspace;
// GAME OVER HELP
ctx.textAlign = "left";
ctx.textBaseline = "bottom";
shadowtext(ctx, "The game ends when there are no valid moves left.", HELPTEXTSIZE,"#00cc00", textxspace, cury);
cury += textyspace;
ctx.textAlign = "center";
this.context.textBaseline = "bottom";
shadowtext(this.context, "Tap to start", TITLESTARTTEXTSIZE, "#00dd00", SCREENW / 2, SCREENH - textyspace*2);
} else {
return true;
}
return false;
},
drawgrid : function() {
this.context.strokeStyle = "black";
this.context.beginPath();
// draw grid
for (y = 0; y < GRIDH*GRIDSIZE; y += GRIDSIZE) {
for (x = 0; x < GRIDW*GRIDSIZE; x += GRIDSIZE) {
this.context.rect(BOARDX + x, BOARDY + y, GRIDSIZE-1, GRIDSIZE-1);
}
}
this.context.stroke();
},
drawpath : function() {
var ctx = this.context;
var col;
var i;
if ((curpath == undefined) || (curpath.length < 1)) {
return;
}
if (pathvalid) {
col = "green";
} else {
col = "red";
}
ctx.strokeStyle = col;
ctx.lineWidth = LINEWIDTH;
// draw line to show current path
ctx.beginPath();
ctx.moveTo(BOARDX + curpath[0].x + THINGSIZE/2, BOARDY + curpath[0].y + THINGSIZE/2);
for (i = 1; i < curpath.length; i++) {
ctx.lineTo(BOARDX + curpath[i].x + THINGSIZE/2, BOARDY + curpath[i].y + THINGSIZE/2);
}
ctx.stroke();
if (curpath.length >= 2) {
x1 = curpath[curpath.length-2].x + (THINGSIZE/2);
y1 = curpath[curpath.length-2].y + (THINGSIZE/2);
x2 = curpath[curpath.length-1].x + (THINGSIZE/2);
y2 = curpath[curpath.length-1].y + (THINGSIZE/2);
drawarrowhead(ctx, BOARDX + x1, BOARDY + y1, BOARDX + x2, BOARDY + y2, col, PATHARROWSIZE);
}
},
/*
handleclick : function(event) {
// make sure nothing is moving
if (thingsmoving()) return;
// did you click on an object?
var clickedthing = getthingxy(event.pageX,event.pageY);
if (clickedthing) {
clickedthing.kill();
}
},
*/
handlekeypress : function(event) {
var ch;
ch = String.fromCharCode(event.keyCode || event.charCode);
console.log("pressed " + ch);
if (ch == 'a') {
console.log("ending game");
game.state = "gameover";
} else if (ch == 'n') {
game.state = "levelcomplete";
}
},
handlemousedown : function(event) {
var adjustx, adjusty;
event.preventDefault();
if (game.state == "running") {
var coords,adjustx,adjusty;
coords = getmousexy(event);
adjustx = coords[0];
adjusty = coords[1];
// remember coords for touch screens
if (event.type == "touchstart") {
lastmx = adjustx;
lastmy = adjusty;
}
// ignore multi-touch
if ((curpath != undefined) && curpath.length >= 1) return;
// make sure nothing is moving
if (thingsfalling()) return;
// clear existing path
clearpath();
// did you click on an object?
var onthing = getthingxy(adjustx, adjusty);
if (onthing) {
if (canstartpath(onthing)) {
console.log("Initial click on " + onthing.name);
addtopath(onthing);
} else {
// just show description
overdesc = onthing.getdesc();
}
}
} else if (game.state == "gameover") {
game.setstate("title");
} else if (game.state == "title") {
curlevel = 1;
game.initgamevars();
game.helporstartlev();
} else if (game.state == "help") {
game.startlevel();
} else if (game.state == "levelcomplete") {
curlevel++;
game.helporstartlev();
}
},
helporstartlev : function() {
if (hashelp(curlevel)) {
game.setstate("help");
} else {
game.startlevel();
}
},
setstate : function(newstate) {
if (newstate == "help") {
// decide which word to use
if (onein(2)) {
llamatext = "llama";
} else {
llamatext = "alpaca";
}
}
this.state = newstate;
},
handlemousemove : function(event) {
var coords,adjustx,adjusty;
coords = getmousexy(event);
adjustx = coords[0];
adjusty = coords[1];
// remember coords for touch screens
if (event.type == "touchmove") {
lastmx = adjustx;
lastmy = adjusty;
}
event.preventDefault();
if (game.state != "running") return;
// make sure nothing is moving
if (thingsmoving()) return;
// existing path?
if (curpath != undefined && curpath.length > 0) {
var overthing = getthingxy(adjustx, adjusty);
var lastinpath,secondlast;
if (curpath == undefined) {
lastinpath = null;
} else {
lastinpath = curpath[curpath.length-1];
if (curpath.length >= 2) {
secondlast = curpath[curpath.length-2];
} else {
secondlast = null;
}
}
if ((secondlast != undefined) && (overthing == secondlast)) {
backspacepath();
} else if (canextendpath(overthing)) {
// add it to the path
addtopath(overthing);
} else if (pathcontains(overthing) && pathcomplete()) {
pathvalid = true;
} else {
pathvalid = false;
}
}
},
handlemouseup : function(event) {
var ok = true;
var adjustx, adjusty;
var ptype;
var points = 0;
var overthing = null;
event.preventDefault();
if (game.state != "running") return;
ptype = getpathtype();
// special case for touch screens, as the 'touchend' events don't have x/y
if ((event.type == "touchend") || (event.type == "touchleave") || (event.type == "touchcancel")) {
adjustx = lastmx;
adjusty = lastmy;
} else {
coords = getmousexy(event);
adjustx = coords[0];
adjusty = coords[1];
}
overthing = getthingxy(adjustx, adjusty);
overdesc = "";
if ((curpath == undefined) || (curpath.length == 0)) {
console.log("mouseup() - no path");
ok = false;
} else if (thingsmoving()) {
console.log("mouseup() - things are moving");
ok = false;
} else if (!isvalidpath(curpath)) {
console.log("mouseup() - path isn't valid");
ok = false;
} else if (!pathcomplete(curpath)) {
console.log("mouseup() - path ("+ ptype + ") isn't complete");
ok = false;
} else if ((overthing == undefined) || !pathcontains(overthing)) {
console.log("mouseup() - not over something in path");
ok = false;
}
if (!ok) {
clearpath();
return;
}
// figure out path type
points = 0;
switch(ptype) {
case "chomp":
// killall except first and last
if (curpath.length > 2) {
var i;
for (i = 1; i < curpath.length - 1; i++) {
curpath[i].givepoints();
curpath[i].addabove();
//curpath[i].kill();
curpath[i].startexplode();
}
}
curpath[curpath.length-1].givepoints();
// first one chomps last one
curpath[0].chomp(curpath[curpath.length - 1]);
break;
case "parade":
if (curpath.length >= 2) { // should always be true
var i;
// everything in the path exits via a parade
for (i = 0; i < curpath.length; i++) {
curpath[i].givepoints();
curpath[i].startparade();
}
clearpath();
} else {
// just kill everything in path
while (curpath != undefined && curpath.length > 0) {
curpath[0].givepoints();
curpath[0].addabove();
curpath[0].kill();
curpath.splice(0, 1);
}
}
game.progress("parades", 1);
break;
}
clearpath();
},
}
function onein(num) {
var roll;
roll = Math.floor(Math.random() * num);
if (roll == 0) return true;
return false;
}
function getrandomcolour() {
var letters = '0123456789ABCDEF';
var col = '#';
for (var i = 0; i < 6; i++ ) {
col += letters[Math.floor(Math.random() * 16)];
}
return col;
}
function getrandomname() {
var letters = '0123456789';
var name = "";
for (var i = 0; i < 3; i++ ) {
name += letters[Math.floor(Math.random() * 10)];
}
return name;
}
function isonscreen(x,y) {
if ((x < 0) || (y < 0) || (x >= GRIDW) || (y >= GRIDH)) {
return false;
}
return true;
}
function shadowtext(ctx, text, size, col, x, y) {
ctx.font = size + "pt Futura";
// shadows
ctx.fillStyle = "black";
ctx.fillText(text, x-1, y-1);
ctx.fillText(text, x+1, y);
ctx.fillText(text, x+1, y+1);
ctx.fillText(text, x-1, y+1);
// real text
ctx.fillStyle = col;
ctx.fillText(text, x, y);
}
function getrandomtype() {
var pct,type = null,i;
var thinglist;
if (curlevel >= game.levels.length) {
thinglist = null;
} else {
thinglist = game.levels[curlevel].thinglist;
}
if (thinglist == undefined || thinglist.length == 0) {
// default thinglist
thinglist = [
{
type: 'cat',
pct: 45
},
{
type: 'food',
pct: 90
},
{
type: 'llama',
pct: 100
}
];
}
/*
console.log("thinglist length is " + thinglist.length);
for (i = 0; i < thinglist.length; i++) {
console.log(" thing " + i + " is " + thinglist[i].type + " pct " + thinglist[i].pct);
}
*/
pct = Math.random() * 100;
for (i = 0; i < thinglist.length; i++) {
if (pct <= thinglist[i].pct) {
type = thinglist[i].type;
break;
}
}
if (type == null) {
console.log("couldn't find type! pct is " + pct);
type = 'cat';
}
return type;
}
function coord(x,y) {
this.x = x;
this.y = y;
}
function thing(gridx, gridy, type, text) {
this.opacity = 1.0;
if (type == "random") {
type = getrandomtype();
}
this.type = type;
switch (this.type) {
case "cat":
this.color = "#b5dea8";
break;
case "food":
this.color = "#d8db03";
break;
case "llama":
this.color = "#cccccc";
break;
case "text":
this.color = "#00cc00";
break;
default: // should never happen
this.color = getrandomcolour();
break;
}
if (this.type == "text") {
this.size = TEXTSIZE;
} else {
this.size = THINGSIZE;
}
this.lifetime = 0;
if (text == undefined) {
this.name = type + "-" + getrandomname();
} else {
this.name = text;
}
this.gridx = gridx;
if (gridy == "top") {
var i;
highest = 999;
// find highest
for (i = 0; i < things.length; i += 1) {
if ((things[i].gridx == gridx) &&
(things[i].gridy <= highest)) {
highest = things[i].gridy-1;
}
}
gridy = highest;
//console.log("adding thing at gridy = " + gridy);
}
this.gridy = gridy;
this.yspeed = 0;
if (this.type == "text") {
this.state = "text";
} else {
this.state = "stop";
}
this.path = [];
this.pathspeed = PARADESPEED;
this.expcount = 0;
this.expmax = 0;
if (this.type == "text" ) {
this.x = gridx * GRIDSIZE + (GRIDSIZE/2);
this.y = gridy * GRIDSIZE + (GRIDSIZE/2) - 10; // TODO: fix to 10!
} else {
this.x = gridx * GRIDSIZE + (GRIDSIZE/2) - (this.size/2);
this.y = gridy * GRIDSIZE + (GRIDSIZE/2) - (this.size/2);
}
this.eaten = false;
this.pushpath = function(x,y) {
this.path.push(new coord(x, y));
}
this.poppath = function() {
this.path.splice(0, 1);
}
// are there any valid moves starting with this thing?
this.hasvalidmoves = function() {
var i,newx,newy;
if (this.isanimating()) {
return false;
}
if (this.type != "cat") {
return false;
}
if (isadjacenttotype(this, "llama")) {
return false;
}
// chomp
if (isadjacenttotype(this, "food") && !this.eaten) {
return true;
}
// parade - this is the hardest to check for.
// check for any adjacent cats or llamas
// cat: if it also has an adjacent cat/llama, we're good
// llama: if it also has an adjacent cat, we're good
for (i = 0; i < MAXDIRS; i++) {
var adj;
newx = this.gridx + DIRXMOD[i];
newy = this.gridy + DIRYMOD[i];
if (isonscreen(newx, newy)) {
adj = getgridthing(newx, newy);
if (adj != undefined) {
if (adj.type == "cat") {
// adjacent cat
if (isadjacenttotype(adj, "llama") ||
isadjacenttotype(adj, "cat")) {
return true;
}
} else if (adj.type == "llama") {
// adjacent llama
if (isadjacenttotype(adj, "cat")) {
return true;
}
}
}
}
}
return false;
}
this.givepoints = function() {
var points = 0;
if (this.type == "food") {
points = FOODPOINTS;
game.progress("food", 1);
} else if (this.type == "llama") {
points = LLAMAPOINTS;
game.progress("llamas", 1);
} else if (this.type == "cat") {
if (this.eaten == true) {
points = SLEEPYCATPOINTS;
} else {
points = CATPOINTS;
}
game.progress("cats", 1);
}
score += points;
game.progress("points", points);
// add animation
things.push(new thing(this.gridx, this.gridy, "text", "+" + points));
}
this.getdesc = function() {
var desc = "";
if (this.type == "cat") {
if (isadjacenttotype(this, "llama")) {
if (this.eaten == true) {
desc = "scared sleepy cat";
} else {
desc = "scared cat";
}
} else if (this.eaten == true) {
desc = "sleepy cat";
} else {
desc = "cat";
}
} else if (this.type == "llama") {
var num;
num = (Math.floor(game.frameNo / 50)) % 2;
if (num == 0) {
desc = "llama";
} else {
desc = "alpaca";
}
} else if (this.type == "food") {
desc = "cheese";
}
return desc;
}
this.draw = function() {
var yoff;
var inpath = false;
var howbig,myx,myy;
ctx = game.context;
// check whether I'm in the drawn path
if (pathcontains(this)) {
inpath = true;
}
// set opacity
ctx.globalAlpha = this.opacity;
// draw myself
if (this.type == "text") {
ctx.textAlign = "center";
ctx.textBaseline = "center";
shadowtext(ctx, this.name, TEXTSIZE, this.color, BOARDX + this.x,BOARDY + this.y);
} else {
if (this.type == "cat") {
var myimage;
if (this.state == "exploding") {
}
if (isadjacenttotype(this, "llama")) {
myimage = image['catscared'];
} else if (this.eaten == true) {
myimage = image['catfull'];
} else {
myimage = image['cat'];
}
} else if (this.type == "llama") {
myimage = image['llama'];
} else if (this.type == "food") {
myimage = image['cheese'];
}
howbig = this.size;
myx = this.x;
myy = this.y;
if (inpath) {
var growpct = 50;
howbig = howbig * ((100+growpct) / 100);
myx -= (growpct/2/100) * this.size;
myy -= (growpct/2/100) * this.size;
}
ctx.drawImage(myimage, BOARDX + myx, BOARDY + myy, howbig, howbig);
}
/*
} else {
ctx.fillStyle = this.color;
ctx.fillRect(BOARDX + this.x, BOARDY + this.y, this.size, this.size);
}
*/
// frozen cat?
/*
if ((this.type == "cat") && !this.isanimating()) {
if (isadjacenttotype(this, "llama")) {
// cross out
ctx.fillStyle = "red";
ctx.lineWidth = CROSSWIDTH;
ctx.strokeStyle = "red";
// NW -> SE
ctx.beginPath();
ctx.moveTo(BOARDX + this.x, BOARDY + this.y);
ctx.lineTo(BOARDX + this.x + this.size - 1, BOARDY + this.y + this.size - 1);
ctx.stroke();
// SW -> NE
ctx.beginPath();
ctx.moveTo(BOARDX + this.x, BOARDY + this.y + this.size - 1);
ctx.lineTo(BOARDX + this.x + this.size - 1, BOARDY + this.y);
ctx.stroke();
}
}
*/
// draw text on me
/*
if (this.type == "cat") {
} else if (this.type == "llama") {
} else {
ctx.fillStyle = "black";
ctx.fillText(this.name, BOARDX + this.x + 10, BOARDY + this.y + (THINGSIZE/2));
ctx.fillText(this.eaten ? "FULL" : "", BOARDX + this.x + 10, BOARDY + this.y + (THINGSIZE/2) + 10);
}
*/
// back to full opacity
ctx.globalAlpha = 1.0;
/*
// path outline
if (inpath && this.state != "parade" && this.state != "explode") {
ctx.beginPath();
ctx.lineWidth = 1;
ctx.fillStyle = "black";
// outline it
if (pathvalid) {
ctx.strokeStyle = "green";
} else {
ctx.strokeStyle = "red";
}
ctx.rect(BOARDX + this.x, BOARDY + this.y, this.size, this.size);
ctx.stroke();
}
*/
}
this.issametype = function(otherthing) {
if (otherthing == undefined) return false;
if (otherthing.type == this.type) return true;
return false;
}
this.snaptogrid = function() {
if (this.y % (GRIDSIZE + (GRIDSIZE/2) - (THINGSIZE/2)) != 0) {
this.y = this.gridy * GRIDSIZE + (GRIDSIZE/2) - (THINGSIZE/2);
}
}
this.getstoppedbelowthing = function() {
var bt;
bt = getgridthing(this.gridx, this.gridy + 1);
if (bt && bt.state != "fall") {
return bt;
}
return null;
}
this.addabove = function() {
// add a new cat above us
things.push(new thing(this.gridx, "top", "random"));
}
this.kill = function() {
// kill ourselves
var idx = things.indexOf(this);
things.splice(idx, 1);
}
this.updatexy = function() {
this.x = this.gridx * GRIDSIZE + (GRIDSIZE/2) - (THINGSIZE/2);
this.y = this.gridy * GRIDSIZE + (GRIDSIZE/2) - (THINGSIZE/2);
}
this.setgridxy = function(x,y) {
this.gridx = x;
this.gridy = y;
this.updatexy();
}
this.chomp = function(food) {
var origgx,origgy;
// remember cat loc
origgx = this.gridx;
origgy = this.gridy;
// add new object above cat location
this.addabove();
// move cat to food location
this.setgridxy(food.gridx,food.gridy);
// move food to cat location (so new object will
// be added in the correct column.
//food.setgridxy(origgx, origgy);
// make food explode
//food.addabove();
//food.kill();
food.startexplode();
// mark that we've eaten something
this.eaten = true;
console.log("chomp");
}
this.isanimating = function() {
if (this.type == "text") return true;
if (this.state == "explode") return true;
if (this.state == "parade") return true;
return false;
}
this.startexplode = function() {
this.expcount=1;
this.expmax=EXPLODETICKS;
this.state = "explode";
}
this.startparade = function() {
var i,startidx=-1;
// find our position in the current path
for (i = 0; i < curpath.length; i++) {
if (curpath[i] == this) {
startidx = i;
break;
}
}
if (startidx == -1) {
// not in path?!
return;
}
// populate our own movement path.
for (i = startidx; i < curpath.length; i++) {
var nextidx;
// add waypoint of next cell in selected path
nextidx = i+1;
if (nextidx >= curpath.length) {
var dir;
// we're at the end. move off the screen in the direction of the path.
// find dir from previous to us...
// don't worry about checking for being the first element cause
// parades can't be 1 in length;
dir = getdir(curpath[i-1],curpath[i]);
this.pushpath(curpath[i].x + (DIRXMOD[dir]*GRIDSIZE*GRIDW),
curpath[i].y + (DIRYMOD[dir]*GRIDSIZE*GRIDH));
} else {
this.pushpath(curpath[nextidx].x, curpath[nextidx].y);
}
}
console.log("Starting parade: " + this.name + " path len is [" + this.path.length + "]");
this.addabove(); // add cat above
this.state = "parade"; // go to parade mode
}
this.calcgridxy = function() {
this.gridx = Math.floor(this.x / GRIDSIZE);
this.gridy = Math.floor(this.y / GRIDSIZE);
}
this.move = function() {
// not at bottom and nothing fixed below us?
var dofall = false;
var belowthing = null,atbottom = false;
if (this.type == "text") {
// slowly move up
this.y -= TEXTSPEED;
this.lifetime++;
if (this.lifetime >= TEXTTIME) {
this.opacity -= TEXTFADESPEED;
if (this.opacity <= 0) {
this.kill();
}
}
} else if (this.state == "explode") {
this.expcount++;
if (this.expcount >= this.expmax) {
this.kill();
} else {
// get bigger
this.size += EXPLODEGAIN;
this.opacity -= EXPLODEFADESPEED;
if (this.opacity < 0) this.opacity = 0;
// adjust x/y
this.x = (this.gridx * GRIDSIZE) + (GRIDSIZE/2) - (this.size/2);
this.y = (this.gridy * GRIDSIZE) + (GRIDSIZE/2) - (this.size/2);
}
} else if (this.state == "parade") {
// move towards next cell in path
var nextx = this.path[0].x;
var nexty = this.path[0].y;
var xdone = 0, ydone = 0;
if (this.x < nextx) {
this.x += this.pathspeed;
if (this.x > nextx) xdone = true;
} else if (this.x > nextx) {
this.x -= this.pathspeed;
if (this.x < nextx) xdone = true;
} else {
xdone = true;
}
if (this.y < nexty) {
this.y += this.pathspeed;
if (this.y > nexty) ydone = true;
} else if (this.y > nexty) {
this.y -= this.pathspeed;
if (this.y < nexty) ydone = true;
} else {
ydone = true;
}
this.calcgridxy();
// at destination?
if (xdone && ydone) {
this.poppath();
// path finished?
if (this.path == undefined || this.path.length == 0) {
this.kill();
}
}
} else {
// regular gravity
if ((this.gridy >= GRIDH-1)) {
atbottom = true;
}
if (!atbottom && !this.getstoppedbelowthing()) {
// accelerate
this.yspeed += GRAVITY;
// move
this.y += this.yspeed;
// don't go below bottom of screen
this.hitBottom();
// calc new gridx / gridy
this.calcgridxy();
this.state = "fall";
}
// hit something?
if (atbottom || this.getstoppedbelowthing()) {
// something below us.
// stop
this.yspeed = 0;
// snap to grid
this.snaptogrid();
this.state = "stop";
}
}
}
this.hitBottom = function() {
var rockbottom = GRIDSIZE * GRIDH;
if (this.y > rockbottom) {
this.y = rockbottom;
this.yspeed = 0;
}
}
}
function mainloop() {
var x, height, gap, minHeight, maxHeight, minGap, maxGap;
var i;
requestAnimFrame(mainloop);
game.frameNo += 1;
game.clear();
if (game.state == "title") {
game.drawtitle();
} else if (game.state == "help") {
if (game.drawhelp()) {
}
} else {
game.drawgrid(); // draw grid
// move objects
for (i = 0; i < things.length; i += 1) {
things[i].move();
}
// move and draw non-animating objects
for (i = 0; i < things.length; i += 1) {
if (!things[i].isanimating()) {
things[i].draw();
}
}
// move and draw animating objects
for (i = 0; i < things.length; i += 1) {
if (things[i].isanimating()) {
things[i].draw();
}
}
// draw top of canvas (score etc)
game.drawtop();
// draw bottom of canvas (goals)
game.drawbottom();
// draw dragged arrow
game.drawpath();
// check for game over and level over
if (!thingsmoving()) {
if (levelfinished()) {
game.state = "levelcomplete";
} else if (!anyvalidmoves()) {
game.state = "gameover";
}
}
}
}
function levelfinished() {
var i;
// past last level!
if (curlevel >= game.levels.length) return false;
for (i = 0 ; i < game.levels[curlevel].goals.length; i++ ) {
if (game.levels[curlevel].goals[i].progress < game.levels[curlevel].goals[i].count) {
return false;
}
}
return true;
}
function anyvalidmoves() {
var gotmoves = false;
var i;
if (things == undefined || things.length == 0) return false;
for (i = 0; i < things.length; i += 1) {
if (things[i].hasvalidmoves()) {
gotmoves = true;
break;
}
}
return gotmoves;
}
function everyinterval(n) {
if ((game.frameNo / n) % 1 == 0) {return true;}
return false;
}
//<button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">ACCELERATE</button>
</script>
<br>
</body>
</html>