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/* | ||
@title cat_in_rain | ||
@author: alex b | ||
inspration from dodge_the_fireball by sam liu | ||
*/ | ||
|
||
const cat = "p"; | ||
const droplet = "d"; | ||
const shield = "s"; | ||
const wall = "w"; | ||
const portal = "t"; | ||
|
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// tutorial, running, pause, off | ||
var status = "tutorial"; | ||
|
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let level = 1; | ||
let shieldTotal = 1; | ||
let shieldCount = shieldTotal; | ||
let dropTotal = 5; | ||
let dropCount = dropTotal; | ||
let wallTotal = 1; | ||
let wallCount = wallTotal; | ||
let key = false; | ||
|
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const catRight = [ | ||
cat, | ||
bitmap` | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
.L........L..L.. | ||
..L.......LLLL.. | ||
..L.......0LL0.. | ||
...LLLLLL0L2020. | ||
....LLLLLLL222.. | ||
....LLLLLLL..... | ||
....L.....L..... | ||
....L.....L..... | ||
....LL....LL....`, | ||
]; | ||
|
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const catLeft = [ | ||
cat, | ||
bitmap` | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
................ | ||
..L..L........L. | ||
..LLLL.......L.. | ||
..0LL0.......L.. | ||
.0202L0LLLLLL... | ||
..222LLLLLLL.... | ||
.....LLLLLLL.... | ||
.....L.....L.... | ||
.....L.....L.... | ||
....LL....LL....` | ||
]; | ||
|
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const objects = [ | ||
[droplet, bitmap` | ||
................ | ||
........7....... | ||
.......7........ | ||
.......77....... | ||
......7777...... | ||
......7777...... | ||
.....777777..... | ||
.....7777777.... | ||
....77777777.... | ||
....77777777.... | ||
....77777777.... | ||
.....777777..... | ||
.....777777..... | ||
......7777...... | ||
................ | ||
................`], | ||
[shield, bitmap` | ||
................ | ||
................ | ||
................ | ||
......0000...... | ||
....00000000.... | ||
...0000000000... | ||
.00000000000000. | ||
.0.0.0.0..0.0.0. | ||
.......0........ | ||
.......0........ | ||
.......0........ | ||
.......0........ | ||
.......0.0...... | ||
........0....... | ||
................ | ||
................`], | ||
[wall, bitmap` | ||
................ | ||
................ | ||
..000000000000.. | ||
..000000000000.. | ||
..000000000000.. | ||
..000000000000.. | ||
..000000000000.. | ||
..000000000000.. | ||
..000000000000.. | ||
..000000000000.. | ||
..000000000000.. | ||
..000000000000.. | ||
..000000000000.. | ||
..000000000000.. | ||
..000000000000.. | ||
..000000000000..`], | ||
[portal, bitmap` | ||
................ | ||
................ | ||
......44444..... | ||
.....44DDD44.... | ||
....44D...D44... | ||
....4D.....D4... | ||
...44D.....D44.. | ||
...4D.......D4.. | ||
...4D.......D4.. | ||
...4D.......D4.. | ||
...4D.......D4.. | ||
...44D......44.. | ||
....44D...D44... | ||
.....44DDD44.... | ||
......44444..... | ||
................`], | ||
]; | ||
|
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const levels = [ | ||
map` | ||
...... | ||
...... | ||
...... | ||
...... | ||
...... | ||
...... | ||
...... | ||
t....p`, | ||
map` | ||
...... | ||
...... | ||
...... | ||
...... | ||
...... | ||
...... | ||
...... | ||
..p...`, | ||
] | ||
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setLegend(catRight, ...objects); | ||
setSolids([cat, wall]); | ||
setMap(levels[0]); | ||
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onInput("a", () => { | ||
if (status == "off") return; | ||
setLegend(catLeft, ...objects); | ||
getFirst(cat).x -= 1; | ||
}); | ||
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onInput("d", () => { | ||
if (status == "off") return; | ||
setLegend(catRight, ...objects); | ||
getFirst(cat).x += 1; | ||
}); | ||
|
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onInput("i", () => { | ||
if (status == "off" || shieldCount < 1) return; | ||
|
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let p = getFirst(cat); | ||
addSprite(p.x, p.y - 1, shield); | ||
shieldCount--; | ||
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let s = getFirst(shield); | ||
let promise = new Promise(() => { | ||
setTimeout(() => { | ||
s.remove(); | ||
}, 2500); | ||
}); | ||
}); | ||
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onInput("k", () => { | ||
status = "off"; | ||
}); | ||
|
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onInput("j", () => { | ||
status = "running"; | ||
setMap(levels[1]); | ||
clearText(); | ||
}); | ||
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function spawndroplet() { | ||
if (dropCount < 1) return; | ||
|
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let x = Math.floor(Math.random() * 6); | ||
let y = 1; | ||
addSprite(x, y, droplet); | ||
dropCount--; | ||
}; | ||
|
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function movedroplets() { | ||
let droplets = getAll(droplet); | ||
|
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for (let i = 0; i < droplets.length; i++) { | ||
droplets[i].y += 1; | ||
} | ||
}; | ||
|
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function despawndroplets() { | ||
let droplets = getAll(droplet); | ||
let s = getFirst(shield); | ||
|
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for (let i = 0; i < droplets.length; i++) { | ||
if (droplets[i].y == 7) droplets[i].remove(); | ||
else if (getAll(shield).length > 0) { | ||
if (droplets[i].x == s.x && droplets[i].y == s.y) { | ||
droplets[i].remove(); | ||
s.remove(); | ||
} | ||
} | ||
} | ||
}; | ||
|
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function wallSpawn() { | ||
let x = Math.floor(Math.random() * 6); | ||
let y = 7; | ||
let p = getFirst(cat); | ||
let walls = getAll(wall); | ||
let randomWall = Math.floor(Math.random() * walls.length); | ||
|
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let promise = new Promise(() => { | ||
setTimeout(() => { | ||
walls[randomWall].remove(); | ||
}, 1000) | ||
}); | ||
|
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if (p.x == x || wallCount < 1) return; | ||
else if (walls.length > 0) { | ||
for (let i = 0; i < walls.length; i++) { | ||
if (walls[i].x == x) return; | ||
}; | ||
}; | ||
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addSprite(x, y, wall); | ||
wallCount--; | ||
}; | ||
|
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function checkHit() { | ||
let droplets = getAll(droplet); | ||
let p = getFirst(cat); | ||
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for (let i = 0; i < droplets.length; i++) { | ||
if (droplets[i].x == p.x && droplets[i].y == p.y) { | ||
return true; | ||
} | ||
} | ||
|
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return false; | ||
}; | ||
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function clearObjects() { | ||
let shields = getAll(shield); | ||
for (let i = 0; i < shields.length; i++) {shields[i].remove()}; | ||
let walls = getAll(wall); | ||
for (let i = 0; i < walls.length; i++) {walls[i].remove()}; | ||
let droplets = getAll(droplet); | ||
for (let i = 0; i < droplets.length; i++) {droplets[i].remove()}; | ||
}; | ||
|
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function keyUpdate(bool) { | ||
if (key === true || bool === true) { | ||
clearText(); | ||
key = false; | ||
}; | ||
|
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addText(`Droplets: ${dropCount}\nShields: ${shieldCount}`, { | ||
x: 0, | ||
y: 0, | ||
color: color`L` | ||
}); | ||
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key = true; | ||
}; | ||
|
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function levelCheck() { | ||
let droplets = getAll(droplet); | ||
if (droplets.length > 0) return; | ||
|
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status = "pause"; | ||
level += 1; | ||
clearText(); | ||
clearObjects(); | ||
|
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addText(`Level ${level}!`, { | ||
x: 6, | ||
y: 6, | ||
color: color`3` | ||
}); | ||
|
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if (level % 2 == 0) shieldTotal += 1; | ||
dropTotal += 5; | ||
wallTotal += 2; | ||
|
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shieldCount = shieldTotal; | ||
dropCount = dropTotal; | ||
wallCount = wallTotal; | ||
|
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let promise = new Promise(() => { | ||
setTimeout(() => { | ||
status = "running"; | ||
keyUpdate(true); | ||
}, 4000); | ||
}); | ||
}; | ||
|
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var gameLoop = setInterval(() => { | ||
if (status == "pause") return; | ||
else if (status == "tutorial") { | ||
addText(`Hello there cat!\nHere the rules:\ncat no like water \nor walls \n"a" & "d" move you\n"i" uses umbrella\n"k" stops game\nEnter the portal!`, { | ||
x: 1, | ||
y: 0, | ||
color: color`3` | ||
}); | ||
if (tilesWith(cat, portal).length > 0) { | ||
status = "running"; | ||
clearText(); | ||
setMap(levels[1]); | ||
} | ||
} | ||
else { | ||
despawndroplets(); | ||
movedroplets(); | ||
spawndroplet(); | ||
wallSpawn(); | ||
keyUpdate(); | ||
levelCheck(); | ||
|
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if (checkHit() || status == "off") { | ||
clearInterval(gameLoop); | ||
status = "off"; | ||
clearObjects(); | ||
clearText(); | ||
addText("Game Over!", { | ||
x: 5, | ||
y: 7, | ||
color: color`3` | ||
}); | ||
} | ||
} | ||
}, 300); |
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