ripple
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src/_posts/2021-03-12-ripple-a-game.md
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src/_posts/2021-03-12-ripple-a-game.md
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---
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title: >-
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Ripple: A Game
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description: >-
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Hop Till You Drop!
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---
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<p>
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<b>Movement:</b> Arrow keys or WASD<br/>
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<b>Jump:</b> Space<br/>
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<b>Goal:</b> Jump as many times as possible without touching a ripple!<br/>
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<br/>
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<b>Press Jump To Begin!</b>
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</p>
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<canvas id="canvas"
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style="border:1px dashed #AAA"
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tabindex=0>
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Your browser doesn't support canvas. At this point in the world that's actually
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pretty cool, well done!
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</canvas>
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<button onclick="resetGame()">(R)eset</button>
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<span style="font-size: 2rem; margin-left: 1rem;">Score:
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<span style="font-weight: bold" id="score">0</span>
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</span>
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<script type="text/javascript">
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const palette = [
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"#264653",
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"#2A9D8F",
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"#E9C46A",
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"#F4A261",
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"#E76F51",
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];
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const width = 800;
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const height = 600;
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function hypotenuse(w, h) {
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return Math.sqrt(Math.pow(w, 2) + Math.pow(h, 2));
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}
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let canvas = document.getElementById("canvas");
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canvas.width = width;
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canvas.height = height;
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let score = document.getElementById("score");
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const whitelistedKeys = {
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"ArrowUp": {},
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"KeyW": {map: "ArrowUp"},
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"ArrowLeft": {},
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"KeyA": {map: "ArrowLeft"},
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"ArrowRight": {},
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"KeyD": {map: "ArrowRight"},
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"ArrowDown": {},
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"KeyS": {map: "ArrowDown"},
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"Space": {},
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"KeyR": {},
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};
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let keyboard = {};
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canvas.addEventListener('keydown', (event) => {
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let keyInfo = whitelistedKeys[event.code];
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if (!keyInfo) return;
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let code = event.code;
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if (keyInfo.map) code = keyInfo.map;
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event.preventDefault();
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keyboard[code] = true;
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});
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canvas.addEventListener('keyup', (event) => {
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let keyInfo = whitelistedKeys[event.code];
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if (!keyInfo) return;
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let code = event.code;
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if (keyInfo.map) code = keyInfo.map;
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event.preventDefault();
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delete keyboard[code];
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});
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let ctx = canvas.getContext("2d");
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let currTick;
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let drops;
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class Drop {
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constructor(x, y, bounces, color) {
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this.tick = currTick;
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this.x = x;
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this.y = y;
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this.thickness = (bounces+1) * 0.25;
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this.color = color ? color : palette[Math.floor(Math.random() * palette.length)];
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this.winner = false;
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this.maxRadius = hypotenuse(x, y);
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this.maxRadius = Math.max(this.maxRadius, hypotenuse(width-x, y));
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this.maxRadius = Math.max(this.maxRadius, hypotenuse(x, height-y));
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this.maxRadius = Math.max(this.maxRadius, hypotenuse(width-x, height-y));
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drops.push(this);
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if (bounces > 0) {
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new Drop(x, -y, bounces-1, this.color);
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new Drop(-x, y, bounces-1, this.color);
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new Drop((2*width)-x, y, bounces-1, this.color);
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new Drop(x, (2*height)-y, bounces-1, this.color);
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}
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}
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radius() { return currTick - this.tick; }
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draw() {
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ctx.beginPath();
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ctx.arc(this.x, this.y, this.radius(), 0, Math.PI * 2, false);
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ctx.closePath();
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ctx.lineWidth = this.thickness;
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ctx.strokeStyle = this.winner ? "#FF0000" : this.color;
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ctx.stroke();
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}
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canGC() {
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return this.radius() > this.maxRadius;
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}
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}
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const playerRadius = 10;
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const playerMoveAccel = 0.5;
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const playerMoveDecel = 0.7;
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const playerMaxMoveSpeed = 4;
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const playerJumpSpeed = 0.08;
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const playerMaxHeight = 1;
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const playerGravity = 0.01;
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class Player{
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constructor(x, y, color) {
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this.x = x;
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this.y = y;
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this.z = 0;
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this.xVelocity = 0;
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this.yVelocity = 0;
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this.zVelocity = 0;
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this.color = color;
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this.falling = false;
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this.lastJumpHeight = 0;
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this.loser = false;
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}
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act() {
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if (keyboard["ArrowUp"]) {
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this.yVelocity = Math.max(-playerMaxMoveSpeed, this.yVelocity - playerMoveAccel);
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} else if (keyboard["ArrowDown"]) {
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this.yVelocity = Math.min(playerMaxMoveSpeed, this.yVelocity + playerMoveAccel);
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} else if (this.yVelocity > 0) {
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this.yVelocity = Math.max(0, this.yVelocity - playerMoveDecel);
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} else if (this.yVelocity < 0) {
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this.yVelocity = Math.min(0, this.yVelocity + playerMoveDecel);
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}
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this.y += this.yVelocity;
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this.y = Math.max(0+playerRadius, this.y);
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this.y = Math.min(height-playerRadius, this.y);
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if (keyboard["ArrowLeft"]) {
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this.xVelocity = Math.max(-playerMaxMoveSpeed, this.xVelocity - playerMoveAccel);
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} else if (keyboard["ArrowRight"]) {
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this.xVelocity = Math.min(playerMaxMoveSpeed, this.xVelocity + playerMoveAccel);
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} else if (this.xVelocity > 0) {
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this.xVelocity = Math.max(0, this.xVelocity - playerMoveDecel);
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} else if (this.xVelocity < 0) {
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this.xVelocity = Math.min(0, this.xVelocity + playerMoveDecel);
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}
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this.x += this.xVelocity;
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this.x = Math.max(0+playerRadius, this.x);
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this.x = Math.min(width-playerRadius, this.x);
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let jumpHeld = keyboard["Space"];
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if (jumpHeld && !this.falling && this.z < playerMaxHeight) {
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this.lastJumpHeight = 0;
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this.zVelocity = playerJumpSpeed;
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} else {
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this.zVelocity = Math.max(-playerJumpSpeed, this.zVelocity - playerGravity);
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this.falling = this.z > 0;
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}
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let prevZ = this.z;
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this.z = Math.max(0, this.z + this.zVelocity);
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this.lastJumpHeight = Math.max(this.z, this.lastJumpHeight);
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}
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draw() {
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let y = this.y - (this.z * 40);
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let radius = playerRadius * (this.z+1)
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// draw main
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ctx.beginPath();
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ctx.arc(this.x, y, radius, 0, Math.PI * 2, false);
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ctx.closePath();
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ctx.lineWidth = 0;
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ctx.fillStyle = this.color;
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ctx.fill();
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if (this.loser) {
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ctx.strokeStyle = '#FF0000';
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ctx.lineWidth = 2;
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ctx.stroke();
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}
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// draw shadow, if in the air
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if (this.z > 0) {
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let radius = Math.max(0, playerRadius * (1.2 - this.z));
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ctx.beginPath();
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ctx.arc(this.x, this.y, radius, 0, Math.PI * 2, false);
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ctx.closePath();
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ctx.lineWidth = 0;
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ctx.fillStyle = this.color+"33";
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ctx.fill();
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}
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}
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}
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let player;
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let gameState;
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let numJumps;
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function resetGame() {
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currTick = 0;
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drops = [];
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player = new Player(width/2, height/2, palette[0]);
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gameState = 'play';
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numJumps = 0;
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canvas.focus();
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}
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resetGame();
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let requestAnimationFrame =
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window.requestAnimationFrame ||
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window.mozRequestAnimationFrame ||
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window.webkitRequestAnimationFrame ||
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window.msRequestAnimationFrame;
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function doTick() {
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if (keyboard['KeyR']) {
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resetGame();
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}
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if (gameState == 'play') {
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let playerPrevZ = player.z;
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player.act();
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if (playerPrevZ > 0 && player.z == 0) {
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let bounces = Math.floor((player.lastJumpHeight*1.8)+1);
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console.log("spawning drop with bounces:", bounces);
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new Drop(player.x, player.y, bounces);
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} else if (playerPrevZ == 0 && player.z > 0) {
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numJumps++;
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}
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score.innerHTML = numJumps;
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if (player.z == 0) {
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for (let i in drops) {
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let drop = drops[i];
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let dropRadius = drop.radius();
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if (dropRadius < playerRadius * 1.5) continue;
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let hs = Math.pow(drop.x-player.x, 2) + Math.pow(drop.y-player.y, 2);
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if (hs > Math.pow(playerRadius + dropRadius, 2)) {
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continue;
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} else if (Math.sqrt(hs) <= Math.abs(dropRadius-playerRadius)) {
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continue;
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} else {
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console.log("game over");
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drop.winner = true;
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player.loser = true;
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gameState = 'gameOver';
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}
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}
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}
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}
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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player.draw()
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drops.forEach(drop => drop.draw());
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drops = drops.filter(drop => !drop.canGC());
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if (gameState == 'play') currTick++;
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requestAnimationFrame(doTick);
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}
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requestAnimationFrame(doTick);
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</script>
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_Do you have the patience to wait<br/>
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till your mud settles and the water is clear?_
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## Backstory
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This is a game I originally implemented in lua, which you can find [here][orig].
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It's a fun concept that I wanted to show off again, as well as to see if I could
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whip it up in an evening in javascript (I can!)
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Send me your high scores! I top out around 17.
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[orig]: https://github.com/mediocregopher/ripple
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