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index.js
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index.js
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import "./main.css";
import lookPath from "./js/lookPath";
import movePathList from "./js/movePathList";
import script from "./js/script";
import createEnemy from "./js/createEnemy";
import createShip from "./js/createShip";
import createItem from "./js/createItem";
// import music from './js/bgmusic';
import { animation } from "./js/aniEffectMethod";
import { positionToXY, ezPositionWithCheckScope } from "./js/positionMethod";
import {
atc,
pixelWeigth,
w,
h,
renderTime,
bulletTime,
moveTime,
renderData,
controlTime,
vwidth,
vheight,
shipLife,
} from "./js/config";
var renCount = 0;
var nextPolling = 1;
var killCount = 0;
var bgCount = 0;
var shotFn;
var ruleObj = {};
var scriptMileage = renCount;
var keyType = {
UP: false,
RIGHT: false,
DOWN: false,
LEFT: false,
SPACE: false,
};
function keyCodeMap(keycode, type) {
var map = {
38: function () {
if (type == "keydown") keyType.UP = true;
if (type == "keyup") keyType.UP = false;
},
39: function () {
if (type == "keydown") keyType.RIGHT = true;
if (type == "keyup") keyType.RIGHT = false;
},
40: function () {
if (type == "keydown") keyType.DOWN = true;
if (type == "keyup") keyType.DOWN = false;
},
37: function () {
if (type == "keydown") keyType.LEFT = true;
if (type == "keyup") keyType.LEFT = false;
},
32: function () {
if (type == "keydown") {
keyType.SPACE = true;
ship.shot();
}
if (type == "keyup") keyType.SPACE = false;
},
};
if (map[keycode]) {
map[keycode]();
} else {
ship.skill(keycode);
}
}
function actionMove(ship) {
var action = {
UP: function () {
var ps = ship.position;
ship.position = ps - w > -1 ? ps - w : ps;
},
RIGHT: function () {
var ps = ship.position;
if (ps + 1 <= w * h - 1) {
if ((ps + 1) % w !== 0) {
ship.position = ps + 1;
}
}
},
DOWN: function () {
var ps = ship.position;
var nowY = Math.round((ps - (ps % w)) / w);
if (ps + w < w * h) {
ship.position = nowY < h ? ps + w : ps;
}
},
LEFT: function () {
var ps = ship.position;
if (ps - 1 > -1) {
if (ps % w !== 0) {
ship.position = ps - 1;
}
}
},
SPACE: function () {
shotDriver();
},
};
for (var key in keyType) {
if (keyType[key] == true) action[key]();
}
if (!keyType.SPACE) closeShot();
}
function shotDriver() {
if (!shotFn) {
shotFn = setInterval(function () {
ship.shot();
ship.lookType = "OPEN";
}, 1000 / ship.shotFps);
}
}
function closeShot() {
clearInterval(shotFn);
ship.lookType = "CLOSE";
shotFn = null;
}
function bulletPosition(shipPs) {
var enemyBulleArr = renderData.enemyBullet;
for (var key in enemyBulleArr) {
enemyBulleArr[key].data = enemyBulleArr[key].fn(shipPs);
if (enemyBulleArr[key].data.clear) {
enemyBulleArr[key].fn(shipPs, true);
enemyBulleArr.splice(key, 1);
}
}
}
function clearRenderData() {
renderData.enemy = [];
renderData.boss = [];
// renderData.enemyBullet = [];
// renderData.aniEffect = [];
renderData.item = [];
renderData.skills = [];
//console.log(renderData);
}
var ship = new createShip({
name: "CrystalShip",
life: shipLife,
position: w * Math.floor(h / 2) - Math.floor(w / 2),
deadPosition: w * Math.floor(h / 2) - Math.floor(w / 2),
look: "crystal",
skills: [
{
skillKey: 65,
type: "atomicExplosionCanKill",
launchTime: [250, 120, 6],
skillPoint: function (ps) {
var xy = ezPositionWithCheckScope(ps);
var point = [[0, 0]];
var rs = point.map(function (_xy) {
return xy(_xy[0], _xy[1]);
});
return rs;
},
},
{
skillKey: 83,
type: "atomicExplosion",
launchTime: [250, 120, 6],
skillPoint: function (ps) {
var xy = ezPositionWithCheckScope(ps);
var point = [[0, 0]];
var rs = point.map(function (_xy) {
return xy(_xy[0], _xy[1]);
});
return rs;
},
},
],
deadCb: function (ship) {
killCount = 0;
renCount = 0;
scriptMileage = 0;
nextPolling = 100;
clearRenderData();
},
});
function gaphic(TYPE) {
var bestScore = localStorage.getItem("bestScore") || 0;
var bestMileage = localStorage.getItem("bestMileage") || 0;
var { stopCount, stopEnemyPush } = ruleObj;
var boss = ruleObj.boss || [];
script(scriptMileage, ruleObj, nextPolling);
if (TYPE === "OBJ_MOVE") {
var createObj = false;
var item = ruleObj.item;
// enemy push
if (renCount == nextPolling && !stopEnemyPush) {
for (var x = 0; x < ruleObj.enemyQuantity; x++) {
var enemyObj = ruleObj.enemy[renCount % ruleObj.enemy.length];
if (enemyObj) {
enemyObj.position = Math.floor(Math.random() * w);
enemyObj.deadCb = function () {
killCount++;
if (bestScore < killCount)
localStorage.setItem("bestScore", killCount);
};
renderData.enemy.push(new createEnemy(enemyObj));
}
}
if (ruleObj.enemyPolling) {
nextPolling =
renCount +
Math.floor(
Math.random() * ruleObj.enemyPolling[1] + ruleObj.enemyPolling[0]
);
}
}
if (nextPolling < renCount && ruleObj.enemyPolling) {
nextPolling =
renCount +
Math.floor(
Math.random() * ruleObj.enemyPolling[1] + ruleObj.enemyPolling[0]
);
}
// boss push
if (boss.length > 0) {
var defPosition = Math.floor(Math.random() * w);
boss.forEach(function (enemyObj, index) {
// console.log(enemyObj.position);
enemyObj.deadCb = function () {
killCount++;
if (bestScore < killCount)
localStorage.setItem("bestScore", killCount);
scriptMileage++;
};
renderData.enemy.push(new createEnemy(enemyObj));
});
ruleObj.boss = [];
}
//
if (item) {
item.forEach(function (itemData) {
itemData.position = Math.floor(Math.random() * w);
renderData.item.push(new createItem(itemData));
});
ruleObj.item = null;
}
bgCount++;
renCount++;
!stopCount && scriptMileage++;
if (bestMileage < scriptMileage)
localStorage.setItem("bestMileage", scriptMileage);
}
if (TYPE === "BULLET_MOVE") {
bulletPosition(ship.position);
}
//canvas
var viewDom = document.getElementById("view").getContext("2d");
viewDom.clearRect(0, 0, vwidth, vheight);
// ship
ship.grapic(viewDom);
//enmyBullet
renderData.enemyBullet.map(function (bullt) {
var enemyImg = document.getElementById(bullt.data.look);
viewDom.drawImage(
enemyImg,
bullt.data.x - 15 / 2,
bullt.data.y - 5,
bullt.data.w,
bullt.data.h
);
});
// enmy
renderData.enemy.forEach(function (obj) {
obj.action(TYPE, viewDom, ship);
});
// skill
renderData.skills.forEach(function (skill, index) {
skill(ship, viewDom) && renderData.skills.splice(index, 1);
});
// shipskill
renderData.shipSkills.forEach(function (skill, index) {
skill(ship, viewDom) && renderData.shipSkills.splice(index, 1);
});
// item
renderData.item.forEach(function (obj) {
obj.action(TYPE, viewDom, ship.position);
});
// effect
renderData.aniEffect.forEach(function (el) {
el(viewDom);
});
//bg
document.getElementById("view").style.backgroundPositionY = bgCount + "px";
document.getElementById("score").innerHTML =
'Score: <div class="score">' +
killCount +
"</div><br/> Mileage: " +
scriptMileage +
"<br/>Best score: " +
(localStorage.getItem("bestScore") || 0) +
"<br/> Best Mileage: " +
bestMileage +
"<br/> Life: " +
ship.life +
"/" +
ship.maxLife;
document.getElementById("life").style.width =
(100 / ship.maxLife) * ship.life + "%";
}
document.addEventListener(
"keydown",
function (e) {
start();
keyCodeMap(e.keyCode, "keydown");
},
false
);
document.addEventListener(
"keyup",
function (e) {
keyCodeMap(e.keyCode, "keyup");
},
false
);
document.addEventListener("touchstart", touchAction, false);
document.addEventListener("touchmove", touchAction, false);
document.addEventListener("touchend", closeShot, false);
function touchAction(event) {
var event = event || window.event;
//event.preventDefault();
if (event.touches[0]) {
var x = Math.floor(event.touches[0].pageX / pixelWeigth);
var y = Math.floor(event.touches[0].pageY / pixelWeigth);
var _ps = w * y + x;
ship.position = _ps;
shotDriver();
}
}
document.getElementById("view").height = vheight;
document.getElementById("view").width = vwidth;
var preTimetamp = null;
function step(timestamp) {
var progress;
if (preTimetamp === null) preTimetamp = timestamp;
progress = timestamp - preTimetamp;
if (progress >= renderTime) {
preTimetamp = timestamp;
//animation
gaphic("OBJ_MOVE");
gaphic("CONTROL_MOVE");
!atc.isMobile() && actionMove(ship);
gaphic("BULLET_MOVE");
//
}
requestAnimationFrame(step);
}
//music
document.getElementById("ready").onclick = start;
function start() {
document.getElementById("ready").style.zIndex = -1;
requestAnimationFrame(step);
// window._music();
start = function () {};
}
window.r = renderData;
//todo
// 來一點速度感的特效
//*把敵人也改成可以用其他磚塊拼
// 加入盾牌道具
// 加入近戰道具
// 玩家特殊技