asdf-games/examples/shooter/bundle.js

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2020-02-29 13:45:56 +01:00
(function(){function r(e,n,t){function o(i,f){if(!n[i]){if(!e[i]){var c="function"==typeof require&&require;if(!f&&c)return c(i,!0);if(u)return u(i,!0);var a=new Error("Cannot find module '"+i+"'");throw a.code="MODULE_NOT_FOUND",a}var p=n[i]={exports:{}};e[i][0].call(p.exports,function(r){var n=e[i][1][r];return o(n||r)},p,p.exports,r,e,n,t)}return n[i].exports}for(var u="function"==typeof require&&require,i=0;i<t.length;i++)o(t[i]);return o}return r})()({1:[function(require,module,exports){
class Container {
constructor() {
this.pos = { x: 0, y: 0 };
this.children = [];
}
add(child) {
this.children.push(child);
return child;
}
remove(child) {
this.children = this.children.filter(c => c !== child);
return child;
}
map(f) {
return this.children.map(f);
}
update(dt, t) {
this.children = this.children.filter(child => {
if (child.update) {
child.update(dt, t, this);
}
return child.dead ? false : true;
});
}
}
module.exports = Container;
},{}],2:[function(require,module,exports){
var Container = require("./Container"),
CanvasRenderer = require('./renderer/CanvasRenderer')
;
const STEP = 1 / 60;
const FRAME_MAX = 5 * STEP;
class Game {
constructor(w, h, pixelated, parent = "#board") {
this.w = w;
this.h = h;
this.renderer = new CanvasRenderer(w, h);
document.querySelector(parent).appendChild(this.renderer.view);
if (pixelated) {
this.renderer.setPixelated();
}
this.scene = new Container();
}
run(gameUpdate = () => { }) {
let dt = 0;
let last = 0;
const loop = ms => {
requestAnimationFrame(loop);
const t = ms / 1000;
dt = Math.min(t - last, FRAME_MAX);
last = t;
this.scene.update(dt, t);
gameUpdate(dt, t);
this.renderer.render(this.scene);
};
requestAnimationFrame(loop);
}
}
module.exports = Game;
},{"./Container":1,"./renderer/CanvasRenderer":14}],3:[function(require,module,exports){
class Sprite {
constructor(texture) {
this.texture = texture;
this.pos = { x: 0, y: 0 };
this.anchor = { x: 0, y: 0 };
this.scale = { x: 1, y: 1 };
this.rotation = 0;
}
}
module.exports = Sprite;
},{}],4:[function(require,module,exports){
class SpriteSheetXML {
constructor(url) {
this.array = [];
this.fetchXMLtoArray(url);
}
fetchXMLtoArray(url) {
var xhr = new XMLHttpRequest();
xhr.open('GET', url, false);
xhr.send(null);
if (xhr.status === 200) {
var children = xhr.responseXML.children[0].children;
for (let index = 0; index < children.length; index++) {
const element = children[index];
this.array.push({
name: element.attributes.name.nodeValue,
x: element.attributes.x.nodeValue,
y: element.attributes.y.nodeValue,
width: element.attributes.width.nodeValue,
height: element.attributes.height.nodeValue
});
}
} else {
console.error('XML file cannot be loaded!')
}
}
findIndex(attribute, value) {
for (let index = 0; index < this.array.length; index++) {
const element = this.array[index];
if (element[attribute] == value) {
return index;
}
}
}
}
module.exports = SpriteSheetXML;
},{}],5:[function(require,module,exports){
class Text {
constructor(text = "", style = {}) {
this.pos = { x: 0, y: 0 };
this.text = text;
this.style = style;
}
}
module.exports = Text;
},{}],6:[function(require,module,exports){
class Texture {
constructor(url) {
this.img = new Image();
this.img.src = url;
}
}
module.exports = Texture;
},{}],7:[function(require,module,exports){
var Container = require("./Container"),
TileSprite = require("./TileSprite")
;
class TileMap extends Container {
constructor(tiles, mapW, mapH, tileW, tileH, texture) {
super();
this.mapW = mapW;
this.mapH = mapH;
this.tileW = tileW;
this.tileH = tileH;
this.w = mapW * tileW;
this.h = mapH * tileH;
this.children = tiles.map((frame, i) => {
const s = new TileSprite(texture, tileW, tileH);
s.frame = frame;
s.pos.x = i % mapW * tileW;
s.pos.y = Math.floor(i / mapW) * tileH;
return s;
});
}
}
module.exports = TileMap;
},{"./Container":1,"./TileSprite":9}],8:[function(require,module,exports){
var Container = require("./Container"),
TileSpriteXML = require("./TileSpriteXML")
;
class TileMapXML extends Container {
constructor(tiles, mapW, mapH, texture, xml) {
super(texture);
this.mapW = mapW;
this.mapH = mapH;
this.tileW = xml.array[tiles[0]].width;
this.tileH = xml.array[tiles[0]].height;
this.w = mapW * this.tileW;
this.h = mapH * this.tileH;
this.children = tiles.map((frame, i) => {
const s = new TileSpriteXML(texture, xml, frame);
s.frame = frame;
s.pos.x = i % mapW * this.tileW;
s.pos.y = Math.floor(i / mapW) * this.tileH;
return s;
});
}
}
module.exports = TileMapXML;
},{"./Container":1,"./TileSpriteXML":10}],9:[function(require,module,exports){
var Sprite = require("./Sprite");
class TileSprite extends Sprite {
constructor(texture, w, h) {
super(texture);
this.tileW = w;
this.tileH = h;
this.frame = { x: 0, y: 0 };
}
}
module.exports = TileSprite;
},{"./Sprite":3}],10:[function(require,module,exports){
var Sprite = require("./Sprite");
class TileSpriteXML extends Sprite {
constructor(texture, xml, index) {
super(texture);
var src = xml.array[index];
this.imgPos = { x: src['x'], y: src['y'] };
this.width = src['width'];
this.height = src['height'];
}
}
module.exports = TileSpriteXML;
},{"./Sprite":3}],11:[function(require,module,exports){
class KeyControls {
constructor() {
this.keys = {};
// Bind event handlers
document.addEventListener("keydown", e => {
if ([37, 38, 39, 40].indexOf(e.which) >= 0) {
e.preventDefault();
}
this.keys[e.which] = true;
}, false);
document.addEventListener('keyup', e => {
this.keys[e.which] = false;
}, false);
}
get action() {
// Spacebar
return this.keys[32];
}
get x() {
// Arrow Left or A (WASD)
if (this.keys[37] || this.keys[65]) {
return -1;
}
// Arrow Right or D (WASD)
if (this.keys[39] || this.keys[68]) {
return 1;
}
return 0;
}
get y() {
// Arrow Up or W (WASD)
if (this.keys[38] || this.keys[87]) {
return -1;
}
// Arrow Down or S (WASD)
if (this.keys[40] || this.keys[83]) {
return 1;
}
return 0;
}
key(key, value) {
if (value !== undefined) {
this.keys[key] = value;
}
return this.keys[key];
}
reset() {
for (let key in this.keys) {
this.keys[key] = false;
}
}
}
module.exports = KeyControls;
},{}],12:[function(require,module,exports){
class MouseControls {
constructor(container) {
this.el = container || document.body;
// State
this.pos = { x: 0, y: 0 };
this.isDown = false;
this.pressed = false;
this.released = false;
// Handlers
document.addEventListener('mousemove', this.move.bind(this), false);
document.addEventListener('mousedown', this.down.bind(this), false);
document.addEventListener('mouseup', this.up.bind(this), false);
}
mousePosFromEvent({ clientX, clientY }) {
const { el, pos } = this;
const rect = el.getBoundingClientRect();
const xr = el.width / el.clientWidth;
const yr = el.height / el.clientHeight;
pos.x = (clientX - rect.left) * xr;
pos.y = (clientY - rect.top) * yr;
}
move(e) {
this.mousePosFromEvent(e);
}
down(e) {
this.isDown = true;
this.pressed = true;
this.mousePosFromEvent(e);
}
up() {
this.isDown = false;
this.released = true;
}
update() {
this.released = false;
this.pressed = false;
}
}
module.exports = MouseControls;
},{}],13:[function(require,module,exports){
var Container = require("./Container.js"),
CanvasRenderer = require("./renderer/CanvasRenderer.js"),
Game = require("./Game.js"),
math = require("./utilities/math.js"),
KeyControls = require("./controls/KeyControls.js"),
MouseControls = require("./controls/MouseControls.js"),
Sprite = require("./Sprite.js"),
TileMap = require("./TileMap.js"),
TileMapXML = require("./TileMapXML.js"),
TileSprite = require("./TileSprite.js"),
TileSpriteXML = require("./TileSpriteXML.js"),
Text = require("./Text.js"),
Texture = require("./Texture.js"),
SpriteSheetXML = require("./SpriteSheetXML.js")
;
module.exports = {
CanvasRenderer,
Container,
Game,
math,
KeyControls,
MouseControls,
Sprite,
TileMap,
TileMapXML,
TileSprite,
SpriteSheetXML,
TileSpriteXML,
Text,
Texture
};
},{"./Container.js":1,"./Game.js":2,"./Sprite.js":3,"./SpriteSheetXML.js":4,"./Text.js":5,"./Texture.js":6,"./TileMap.js":7,"./TileMapXML.js":8,"./TileSprite.js":9,"./TileSpriteXML.js":10,"./controls/KeyControls.js":11,"./controls/MouseControls.js":12,"./renderer/CanvasRenderer.js":14,"./utilities/math.js":15}],14:[function(require,module,exports){
class CanvasRenderer {
constructor(w, h) {
const canvas = document.createElement("canvas");
this.w = canvas.width = w;
this.h = canvas.height = h;
this.view = canvas;
this.ctx = canvas.getContext("2d");
this.ctx.textBaseLine = "top";
}
setPixelated() {
this.ctx['imageSmoothingEnabled'] = false; /* standard */
this.ctx['mozImageSmoothingEnabled'] = false; /* Firefox */
this.ctx['oImageSmoothingEnabled'] = false; /* Opera */
this.ctx['webkitImageSmoothingEnabled'] = false; /* Safari */
this.ctx['msImageSmoothingEnabled'] = false; /* IE */
}
render(container, clear = true) {
const { ctx } = this;
function renderRec(container) {
// Render container children
container.children.forEach(child => {
if (child.visible == false) {
return;
}
ctx.save();
if (child.pos) {
ctx.translate(Math.round(child.pos.x), Math.round(child.pos.y));
}
if (child.anchor) {
ctx.translate(child.anchor.x, child.anchor.y);
}
if (child.scale) {
ctx.scale(child.scale.x, child.scale.y);
}
if (child.rotation) {
const px = child.pivot ? child.pivot.x : 0;
const py = child.pivot ? child.pivot.y : 0;
ctx.translate(px, py);
ctx.rotate(child.rotation);
ctx.translate(-px, -py);
}
if (child.text) {
const { font, fill, align } = child.style;
if (font) ctx.font = font;
if (fill) ctx.fillStyle = fill;
if (align) ctx.textAlign = align;
ctx.fillText(child.text, 0, 0);
}
else if (child.texture) {
const img = child.texture.img;
if (child.tileW && child.tileH) {
ctx.drawImage(
img,
child.frame.x * child.tileW,
child.frame.y * child.tileH,
child.tileW, child.tileH,
0, 0,
child.tileW, child.tileH
);
} else if (child.imgPos && child.width && child.height) {
ctx.drawImage(
img,
child.imgPos.x,
child.imgPos.y,
child.width, child.height,
0, 0,
child.width, child.height
);
} else {
ctx.drawImage(img, 0, 0);
}
}
// Handle children with children
if (child.children) {
renderRec(child);
}
ctx.restore();
})
}
if (clear) {
ctx.clearRect(0, 0, this.w, this.h);
}
renderRec(container);
}
}
module.exports = CanvasRenderer;
},{}],15:[function(require,module,exports){
function rand(min, max) {
return Math.floor(randf(min, max));
}
function randf(min, max) {
if (max == null) {
max = min || 1;
min = 0;
}
return Math.random() * (max - min) + min;
}
function randOneFrom(items) {
return items[rand(items.length)];
}
function randOneIn(max = 2) {
return rand(0, max) === 0;
}
module.exports = {
rand,
randf,
randOneFrom,
randOneIn
};
},{}],16:[function(require,module,exports){
var asdf = require('../../../asdf/index');
const { Container, CanvasRenderer, KeyControls, MouseControls, Text, Texture, Sprite } = asdf;
// Board Setup
const w = 640;
const h = 300;
const renderer = new CanvasRenderer(w, h);
document.querySelector("#board").appendChild(renderer.view);
// Setup game variables
let dt = 0;
let last = 0;
let lastShot = 0;
let lastSpawn = 0;
let spawnSpeed = 1.0;
let scoreAmount = 0;
let gameOver = false;
// Setup game objects
const scene = new Container();
// Load game textures
const textures = {
background: new Texture("./res/images/bg.png"),
spaceship: new Texture("./res/images/spaceship.png"),
bullet: new Texture("./res/images/bullet.png"),
baddie: new Texture("./res/images/baddie.png")
}
// Spaceship
const controls = new KeyControls();
const ship = new Sprite(textures.spaceship);
ship.pos.x = 120;
ship.pos.y = h / 2 - 16;
ship.update = function (dt, t) {
const { pos } = this;
pos.x += controls.x * dt * 300;
pos.y += controls.y * dt * 300;
if (pos.x < 0) pos.x = 0;
if (pos.x > w - 32) pos.x = w - 32;
if (pos.y < 0) pos.y = 0;
if (pos.y > h - 32) pos.y = h - 32;
}
// Bullets
const bullets = new Container();
function fireBullet(x, y) {
const bullet = new Sprite(textures.bullet);
bullet.pos.x = x;
bullet.pos.y = y;
bullet.update = function (dt, t) {
bullet.pos.x += 400 * dt;
}
bullets.add(bullet);
}
// Bad guys
const baddies = new Container();
function spawnBaddie(x, y, speed) {
const baddie = new Sprite(textures.baddie);
baddie.pos.x = x;
baddie.pos.y = y;
baddie.update = function (dt) {
this.pos.x += speed * dt;
this.pos.y += Math.sin(this.pos.x / 15) * 1;
};
baddies.add(baddie);
}
// Show score
const score = new Text(`${scoreAmount}`, {
font: "15pt Visitor",
fill: "#000000",
align: "left"
});
score.pos.x = 50;
score.pos.y = 15;
score.update = function () {
if (gameOver) {
score.pos.x = w / 2;
score.pos.y = (h / 3) * 2;
score.text = `Score: ` + `${scoreAmount}`;
score.style.align = "center";
score.style.font = "24pt Visitor"
} else {
score.text = `${scoreAmount}`;
}
}
// Gameover
function doGameOver() {
const gameOverMessage = new Text(`Game Over`, {
font: "45pt Visitor",
fill: "#000000",
align: "center"
});
gameOverMessage.pos.x = w / 2;
gameOverMessage.pos.y = h / 3;
scene.add(gameOverMessage);
scene.remove(ship);
scene.remove(baddies);
scene.remove(bullets);
gameOver = true;
}
// Add game objects
scene.add(new Sprite(textures.background));
scene.add(ship);
scene.add(bullets);
scene.add(baddies);
scene.add(score);
// Looping Code
function loopme(ms) {
requestAnimationFrame(loopme);
const t = ms / 1000;
dt = t - last;
last = t;
// Game logic code
if (controls.action && t - lastShot > 0.15) {
lastShot = t;
fireBullet(ship.pos.x + 24, ship.pos.y + 10);
}
// Spawn bad guys
if (t - lastSpawn > spawnSpeed) {
lastSpawn = t;
const speed = -50 - (Math.random() * Math.random() * 100);
const position = Math.random() * (h - 24);
spawnBaddie(w, position, speed);
spawnSpeed = spawnSpeed < 0.05 ? 0.6 : spawnSpeed * 0.97 + 0.001;
}
// Destroy bullets when they go out of the screen
baddies.children.forEach(baddie => {
bullets.children.forEach(bullet => {
let dx_b = baddie.pos.x + 16 - (bullet.pos.x + 8);
let dy_b = baddie.pos.y + 16 - (bullet.pos.y + 8);
if (Math.sqrt(dx_b * dx_b + dy_b * dy_b) < 24) {
bullet.dead = true;
baddie.dead = true;
if (!gameOver) {
scoreAmount += Math.floor(t);
}
}
if (bullet.pos.x > w + 20) {
bullet.dead = true;
}
});
let dx_s = baddie.pos.x + 16 - (ship.pos.x + 16)
let dy_s = baddie.pos.y + 16 - (ship.pos.y + 16)
if (Math.sqrt(dx_s * dx_s + dy_s * dy_s) < 32) {
if (!gameOver) {
doGameOver();
}
baddie.dead = true;
}
if (baddie.pos.x < -32) {
if (!gameOver) {
doGameOver();
}
baddie.dead = true;
}
});
scene.update(dt, t);
renderer.render(scene);
}
requestAnimationFrame(loopme);
},{"../../../asdf/index":13}]},{},[16]);