-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathGameLogic.js
292 lines (258 loc) · 10 KB
/
GameLogic.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
import {HTMLMapMaker, randomMapGenerator, getRandomElementFromList, getRandomNumberInRange, MapExample, clearMap} from './Script.js';
import {muevePersonaje, posicionCoordenadaMapa, coordenadasMapa, getElementFromCoord} from './calculadoraCoords.js';
function sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
function GameRunner(){
let self = this;
//Necesitamos varias variables globales que nos permitan tener control de la puntuación
self.nivelesSuperados = 0;
self.temporizador = undefined;
self.cultivosMuertos = 0;
self.cultivosSalvados = 0;
//Generamos el mapa
self.mapa = undefined;
self.genRandomMap = function(){
let strMap = randomMapGenerator(getRandomNumberInRange(5,20));
self.mapa = new Map(HTMLMapMaker(strMap,true));
self.temporizador = 90;
self.cultivosSalvados += self.mapa[3];
return undefined;
}
//En mapa tenemos todos los datos y métodos relacionados con el mapa, la matriz, los puntos de spawn y el número de cultivos
//Inicializamos los personajes.
self.aaron = new Character('Aaron');
self.liebre = new Character('Liebre');
//
//Definimos los atributos y procedimientos relacionados con el mapa.
//Definimos la condición de colisión
self.captureCheck = function(){
let posA = self.aaron.getPosition();
let posL = self.liebre.getPosition();
let cond = posA[0] === posL[0] && posA[1] === posL[1];
return cond;
}
self.wallCheck = function(row,col,movement){
switch (movement){
case 'up':
if (self.limitPassedCheck(row-1,col)){return true};
if (self.mapa.getCellType(row-1,col) === 'w'){return true;}
return false;
break;
case 'down':
if (self.limitPassedCheck(row+1,col)){return true};
if (self.mapa.getCellType(row+1,col) === 'w'){return true;}
return false;
break;
case 'left':
if (self.limitPassedCheck(row,col-1)){return true};
if (self.mapa.getCellType(row,col-1) === 'w'){return true;}
return false;
break;
case 'right':
if (self.limitPassedCheck(row,col+1)){return true};
if (self.mapa.getCellType(row,col+1) === 'w'){return true;}
return false;
break;
}
}
self.limitPassedCheck = function(row,col){
let cond1 = row<0;
let cond2 = col<0;
let cond3 = row>self.mapa.getLimits()[0];
let cond4 = col>self.mapa.getLimits()[1];
return (cond1 || cond2 || cond3 || cond4);
}
// Los métodos referidos al movimiento de los personajes
self.moveCharacter = function(character,dir){
let characPos = character.getPosition();
//Comprobamos que se puede mover
if (!self.wallCheck(characPos[0],characPos[1],dir)){
character.moveDir(dir);
}
}
self.moveMainCharacter = function(e){
let key=e.key;
const keyMap = {
'ArrowUp': 'up','w':'up',
'ArrowDown': 'down','s': 'down',
'ArrowLeft': 'left','a': 'left',
'ArrowRight': 'right','d': 'right'
};
let dir = keyMap[key];
self.moveCharacter(self.aaron,dir);
}
//Le ponemos un cooldown al movimiento del conejo
self.staticRabbit = false;
self.moveRabbit = function(){
const moves = ['up','down','left','right'];
let dir = getRandomElementFromList(moves)[1];
self.moveCharacter(self.liebre,dir);
}
self.cropSteppedCheck = function(row,col){
return self.mapa.getCellType(row,col) === 'c';
}
/*Audios*/
//self.audioDeadCrop = new Audio('./audios/CropDead.mp3');
//self.musicaFondo = new Audio('./audios/DoomMusicaFondo.mp3');
//self.audioNextLevel = new Audio('./audios/NextLevel.mp3');
//self.stopAudio = function(audio){audio.pause();}
/*Audios*/
self.changeCropState = function(row,col){
if (self.cropSteppedCheck(row,col)){
let e = getElementFromCoord(row,col);
e.className = 'Celda Suelo CultivoMuerto';
self.cultivosMuertos++;
self.cultivosSalvados--;
/*Audios*/
//self.audioDeadCrop.play();
//setTimeout(self.stopAudio(self.audioDeadCrop),500);
/*Audios*/
}
}
self.finishCooldownRabbit = function(){self.staticRabbit = false;}
self.updateTimeRabbit = 200;
self.movementSteps = function(){
if(!self.staticRabbit){
self.moveRabbit();
self.staticRabbit = true;
setTimeout(self.finishCooldownRabbit,self.updateTimeRabbit);
//50 ms para poder poner un intervalo de ejecución de 25ms
//y poder capturar con ello la liebre sin mucho problema.
};
let aPos = self.aaron.getPosition();
let rPos = self.liebre.getPosition();
self.changeCropState(aPos[0],aPos[1]);
self.changeCropState(rPos[0],rPos[1]);
let captured = self.captureCheck();
if (captured){
self.nivelesSuperados++;
/* Audios */
//self.audioNextLevel.play();
//setTimeout(self.stopAudio(self.audioNextLevel),500);
/* Audios */
sleep(1500);
self.reloadGame();
}
return captured;
}
//Añadimos el temporizador
self.timerSet = function(){
self.temporizador--;
let e = document.getElementById('PTimer');
e.innerText = self.temporizador + '';
}
self.timerSteps = function(){
let check = self.temporizador <= 0;
if (check){
let e = document.getElementById('FinJuego');
e.style.visibility='visible';
let a = document.getElementById('Aaron');
let r = document.getElementById('Liebre');
r.style.visibility='hidden';
a.style.visibility='hidden';
clearInterval(self.timerIdGame);
clearInterval(self.timerIdTemporizador);
}
return check;}
//Se reduce en uno cada segundo el contador de tiempo.
//Añadimos una variable para comprobar si se debe salir o no del juego.
self.outLoopCondition = false;
self.stopGame = false;
self.gameSteps = function(){
self.outLoopCondition = self.movementSteps() || self.timerSteps();
if (self.outLoopCondition){
clearInterval(self.timerIdGame);
clearInterval(self.timerIdTemporizador);
}
}
self.updateTime = 50;
self.runGameIter = function(){
//Iniciamos el movimiento del personaje
document.addEventListener('keydown',self.moveMainCharacter);
self.genRandomMap();
let aS = self.mapa.getCharacterSpawn();
let rS = self.mapa.getRabbitSpawn();
self.aaron.setPosition(aS[0],aS[1]);
self.liebre.setPosition(rS[0],rS[1]);
self.timerIdGame = setInterval(self.gameSteps,self.updateTime);
self.timerIdTemporizador = setInterval(self.timerSet,1000);
}
self.reloadGame = function(){
//clearInterval(self.timerIdTemporizador);
//clearInterval(self.timerIdGame);
sleep(1000);
clearMap();
self.updateScore();
self.runGameIter();
}
self.updateScore = function(){
let e = document.getElementById('PMapaNivel');
e.innerText = self.nivelesSuperados + '';
let e1 = document.getElementById('PNivel');
let e2 = document.getElementById('PCultivosPerdidos');
let e3 = document.getElementById('PCultivosSalvados');
let e4 = document.getElementById('PLiebresCapturadas');
e1.innerText = self.nivelesSuperados+'';
e2.innerText = self.cultivosMuertos +'';
e3.innerText = self.cultivosSalvados+'';
e4.innerText = self.nivelesSuperados+'';
}
}
function Map(mapData){
let self = this;
self.mapData = mapData;
self.getCellType = function(row,col){return self.mapData[0][row][col];}
self.getCharacterSpawn = function(){return self.mapData[1];}
self.getRabbitSpawn = function(){return self.mapData[2];}
self.getTotalCrops = function(){return self.mapData[3];}
self.getLimits = function(){return [self.mapData[0].length-1, self.mapData[0][0].length-1];}
self.getRowLimit = function(){self.getLimits()[0];}
self.getColLimit = function(){self.getLimits()[1];}
}
function Character(name){
let self = this;
self.name=name;
self.row=0;
self.col=0;
self.stepsCounter = 0;
self.setPosition = function(row,col){self.row=row; self.col=col; self.mueveSprite(self.row,self.col);}
self.moveUp = function(){self.row--; self.mueveSprite(self.row,self.col);}
self.moveDown = function(){self.row++; self.mueveSprite(self.row,self.col);}
self.moveLeft = function(){self.col--; self.mueveSprite(self.row,self.col);}
self.moveRight = function(){self.col++; self.mueveSprite(self.row,self.col);}
self.getPosition = function(){return [self.row,self.col];}
self.mueveSprite = function(newRow,newCol){muevePersonaje(newRow,newCol,self.name);}
self.moveDir = function(dir){
switch (dir){
case 'up':
self.moveUp();
break;
case 'down':
self.moveDown();
break;
case 'left':
self.moveLeft();
break;
case 'right':
self.moveRight();
break;
}
self.stepsCounter++;
}
self.getSteps = function(){return self.stepsCounter;}
}
function startGameKey(key){
if (key === 'ArrowUp'){game.runIter();}
}
function runGame(){
/* Audios */
//let stopAudio = function(audio){audio.pause();}
//let musicaFondo = new Audio('./audios/DoomMusicaFondo.mp3');
//musicaFondo.play();
//setTimeout(stopAudio(musicaFondo),3000000);
/* Audios */
const game = new GameRunner();
game.reloadGame();
}
runGame();