ripple
This commit is contained in:
parent
3f01bac76d
commit
9472718f52
308
src/_posts/2021-03-12-ripple-a-game.md
Normal file
308
src/_posts/2021-03-12-ripple-a-game.md
Normal file
@ -0,0 +1,308 @@
|
|||||||
|
---
|
||||||
|
title: >-
|
||||||
|
Ripple: A Game
|
||||||
|
description: >-
|
||||||
|
Hop Till You Drop!
|
||||||
|
---
|
||||||
|
|
||||||
|
<p>
|
||||||
|
<b>Movement:</b> Arrow keys or WASD<br/>
|
||||||
|
<b>Jump:</b> Space<br/>
|
||||||
|
<b>Goal:</b> Jump as many times as possible without touching a ripple!<br/>
|
||||||
|
<br/>
|
||||||
|
<b>Press Jump To Begin!</b>
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<canvas id="canvas"
|
||||||
|
style="border:1px dashed #AAA"
|
||||||
|
tabindex=0>
|
||||||
|
Your browser doesn't support canvas. At this point in the world that's actually
|
||||||
|
pretty cool, well done!
|
||||||
|
</canvas>
|
||||||
|
<button onclick="resetGame()">(R)eset</button>
|
||||||
|
<span style="font-size: 2rem; margin-left: 1rem;">Score:
|
||||||
|
<span style="font-weight: bold" id="score">0</span>
|
||||||
|
</span>
|
||||||
|
|
||||||
|
<script type="text/javascript">
|
||||||
|
|
||||||
|
const palette = [
|
||||||
|
"#264653",
|
||||||
|
"#2A9D8F",
|
||||||
|
"#E9C46A",
|
||||||
|
"#F4A261",
|
||||||
|
"#E76F51",
|
||||||
|
];
|
||||||
|
|
||||||
|
const width = 800;
|
||||||
|
const height = 600;
|
||||||
|
|
||||||
|
function hypotenuse(w, h) {
|
||||||
|
return Math.sqrt(Math.pow(w, 2) + Math.pow(h, 2));
|
||||||
|
}
|
||||||
|
|
||||||
|
let canvas = document.getElementById("canvas");
|
||||||
|
canvas.width = width;
|
||||||
|
canvas.height = height;
|
||||||
|
|
||||||
|
let score = document.getElementById("score");
|
||||||
|
|
||||||
|
const whitelistedKeys = {
|
||||||
|
"ArrowUp": {},
|
||||||
|
"KeyW": {map: "ArrowUp"},
|
||||||
|
"ArrowLeft": {},
|
||||||
|
"KeyA": {map: "ArrowLeft"},
|
||||||
|
"ArrowRight": {},
|
||||||
|
"KeyD": {map: "ArrowRight"},
|
||||||
|
"ArrowDown": {},
|
||||||
|
"KeyS": {map: "ArrowDown"},
|
||||||
|
"Space": {},
|
||||||
|
"KeyR": {},
|
||||||
|
};
|
||||||
|
|
||||||
|
let keyboard = {};
|
||||||
|
|
||||||
|
canvas.addEventListener('keydown', (event) => {
|
||||||
|
let keyInfo = whitelistedKeys[event.code];
|
||||||
|
if (!keyInfo) return;
|
||||||
|
|
||||||
|
let code = event.code;
|
||||||
|
if (keyInfo.map) code = keyInfo.map;
|
||||||
|
|
||||||
|
event.preventDefault();
|
||||||
|
keyboard[code] = true;
|
||||||
|
});
|
||||||
|
|
||||||
|
canvas.addEventListener('keyup', (event) => {
|
||||||
|
let keyInfo = whitelistedKeys[event.code];
|
||||||
|
if (!keyInfo) return;
|
||||||
|
|
||||||
|
let code = event.code;
|
||||||
|
if (keyInfo.map) code = keyInfo.map;
|
||||||
|
|
||||||
|
event.preventDefault();
|
||||||
|
delete keyboard[code];
|
||||||
|
});
|
||||||
|
|
||||||
|
let ctx = canvas.getContext("2d");
|
||||||
|
|
||||||
|
let currTick;
|
||||||
|
let drops;
|
||||||
|
|
||||||
|
class Drop {
|
||||||
|
constructor(x, y, bounces, color) {
|
||||||
|
this.tick = currTick;
|
||||||
|
this.x = x;
|
||||||
|
this.y = y;
|
||||||
|
this.thickness = (bounces+1) * 0.25;
|
||||||
|
this.color = color ? color : palette[Math.floor(Math.random() * palette.length)];
|
||||||
|
this.winner = false;
|
||||||
|
|
||||||
|
this.maxRadius = hypotenuse(x, y);
|
||||||
|
this.maxRadius = Math.max(this.maxRadius, hypotenuse(width-x, y));
|
||||||
|
this.maxRadius = Math.max(this.maxRadius, hypotenuse(x, height-y));
|
||||||
|
this.maxRadius = Math.max(this.maxRadius, hypotenuse(width-x, height-y));
|
||||||
|
|
||||||
|
drops.push(this);
|
||||||
|
|
||||||
|
if (bounces > 0) {
|
||||||
|
new Drop(x, -y, bounces-1, this.color);
|
||||||
|
new Drop(-x, y, bounces-1, this.color);
|
||||||
|
new Drop((2*width)-x, y, bounces-1, this.color);
|
||||||
|
new Drop(x, (2*height)-y, bounces-1, this.color);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
radius() { return currTick - this.tick; }
|
||||||
|
|
||||||
|
draw() {
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(this.x, this.y, this.radius(), 0, Math.PI * 2, false);
|
||||||
|
ctx.closePath();
|
||||||
|
ctx.lineWidth = this.thickness;
|
||||||
|
ctx.strokeStyle = this.winner ? "#FF0000" : this.color;
|
||||||
|
ctx.stroke();
|
||||||
|
}
|
||||||
|
|
||||||
|
canGC() {
|
||||||
|
return this.radius() > this.maxRadius;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const playerRadius = 10;
|
||||||
|
const playerMoveAccel = 0.5;
|
||||||
|
const playerMoveDecel = 0.7;
|
||||||
|
const playerMaxMoveSpeed = 4;
|
||||||
|
const playerJumpSpeed = 0.08;
|
||||||
|
const playerMaxHeight = 1;
|
||||||
|
const playerGravity = 0.01;
|
||||||
|
|
||||||
|
class Player{
|
||||||
|
constructor(x, y, color) {
|
||||||
|
this.x = x;
|
||||||
|
this.y = y;
|
||||||
|
this.z = 0;
|
||||||
|
this.xVelocity = 0;
|
||||||
|
this.yVelocity = 0;
|
||||||
|
this.zVelocity = 0;
|
||||||
|
this.color = color;
|
||||||
|
this.falling = false;
|
||||||
|
this.lastJumpHeight = 0;
|
||||||
|
this.loser = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
act() {
|
||||||
|
if (keyboard["ArrowUp"]) {
|
||||||
|
this.yVelocity = Math.max(-playerMaxMoveSpeed, this.yVelocity - playerMoveAccel);
|
||||||
|
} else if (keyboard["ArrowDown"]) {
|
||||||
|
this.yVelocity = Math.min(playerMaxMoveSpeed, this.yVelocity + playerMoveAccel);
|
||||||
|
} else if (this.yVelocity > 0) {
|
||||||
|
this.yVelocity = Math.max(0, this.yVelocity - playerMoveDecel);
|
||||||
|
} else if (this.yVelocity < 0) {
|
||||||
|
this.yVelocity = Math.min(0, this.yVelocity + playerMoveDecel);
|
||||||
|
}
|
||||||
|
|
||||||
|
this.y += this.yVelocity;
|
||||||
|
this.y = Math.max(0+playerRadius, this.y);
|
||||||
|
this.y = Math.min(height-playerRadius, this.y);
|
||||||
|
|
||||||
|
if (keyboard["ArrowLeft"]) {
|
||||||
|
this.xVelocity = Math.max(-playerMaxMoveSpeed, this.xVelocity - playerMoveAccel);
|
||||||
|
} else if (keyboard["ArrowRight"]) {
|
||||||
|
this.xVelocity = Math.min(playerMaxMoveSpeed, this.xVelocity + playerMoveAccel);
|
||||||
|
} else if (this.xVelocity > 0) {
|
||||||
|
this.xVelocity = Math.max(0, this.xVelocity - playerMoveDecel);
|
||||||
|
} else if (this.xVelocity < 0) {
|
||||||
|
this.xVelocity = Math.min(0, this.xVelocity + playerMoveDecel);
|
||||||
|
}
|
||||||
|
|
||||||
|
this.x += this.xVelocity;
|
||||||
|
this.x = Math.max(0+playerRadius, this.x);
|
||||||
|
this.x = Math.min(width-playerRadius, this.x);
|
||||||
|
|
||||||
|
let jumpHeld = keyboard["Space"];
|
||||||
|
|
||||||
|
if (jumpHeld && !this.falling && this.z < playerMaxHeight) {
|
||||||
|
this.lastJumpHeight = 0;
|
||||||
|
this.zVelocity = playerJumpSpeed;
|
||||||
|
} else {
|
||||||
|
this.zVelocity = Math.max(-playerJumpSpeed, this.zVelocity - playerGravity);
|
||||||
|
this.falling = this.z > 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
let prevZ = this.z;
|
||||||
|
this.z = Math.max(0, this.z + this.zVelocity);
|
||||||
|
this.lastJumpHeight = Math.max(this.z, this.lastJumpHeight);
|
||||||
|
}
|
||||||
|
|
||||||
|
draw() {
|
||||||
|
let y = this.y - (this.z * 40);
|
||||||
|
let radius = playerRadius * (this.z+1)
|
||||||
|
|
||||||
|
// draw main
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(this.x, y, radius, 0, Math.PI * 2, false);
|
||||||
|
ctx.closePath();
|
||||||
|
ctx.lineWidth = 0;
|
||||||
|
ctx.fillStyle = this.color;
|
||||||
|
ctx.fill();
|
||||||
|
if (this.loser) {
|
||||||
|
ctx.strokeStyle = '#FF0000';
|
||||||
|
ctx.lineWidth = 2;
|
||||||
|
ctx.stroke();
|
||||||
|
}
|
||||||
|
|
||||||
|
// draw shadow, if in the air
|
||||||
|
if (this.z > 0) {
|
||||||
|
let radius = Math.max(0, playerRadius * (1.2 - this.z));
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(this.x, this.y, radius, 0, Math.PI * 2, false);
|
||||||
|
ctx.closePath();
|
||||||
|
ctx.lineWidth = 0;
|
||||||
|
ctx.fillStyle = this.color+"33";
|
||||||
|
ctx.fill();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let player;
|
||||||
|
let gameState;
|
||||||
|
let numJumps;
|
||||||
|
|
||||||
|
function resetGame() {
|
||||||
|
currTick = 0;
|
||||||
|
drops = [];
|
||||||
|
player = new Player(width/2, height/2, palette[0]);
|
||||||
|
gameState = 'play';
|
||||||
|
numJumps = 0;
|
||||||
|
canvas.focus();
|
||||||
|
}
|
||||||
|
resetGame();
|
||||||
|
|
||||||
|
let requestAnimationFrame =
|
||||||
|
window.requestAnimationFrame ||
|
||||||
|
window.mozRequestAnimationFrame ||
|
||||||
|
window.webkitRequestAnimationFrame ||
|
||||||
|
window.msRequestAnimationFrame;
|
||||||
|
|
||||||
|
function doTick() {
|
||||||
|
if (keyboard['KeyR']) {
|
||||||
|
resetGame();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (gameState == 'play') {
|
||||||
|
let playerPrevZ = player.z;
|
||||||
|
player.act();
|
||||||
|
if (playerPrevZ > 0 && player.z == 0) {
|
||||||
|
let bounces = Math.floor((player.lastJumpHeight*1.8)+1);
|
||||||
|
console.log("spawning drop with bounces:", bounces);
|
||||||
|
new Drop(player.x, player.y, bounces);
|
||||||
|
} else if (playerPrevZ == 0 && player.z > 0) {
|
||||||
|
numJumps++;
|
||||||
|
}
|
||||||
|
score.innerHTML = numJumps;
|
||||||
|
|
||||||
|
if (player.z == 0) {
|
||||||
|
for (let i in drops) {
|
||||||
|
let drop = drops[i];
|
||||||
|
let dropRadius = drop.radius();
|
||||||
|
if (dropRadius < playerRadius * 1.5) continue;
|
||||||
|
let hs = Math.pow(drop.x-player.x, 2) + Math.pow(drop.y-player.y, 2);
|
||||||
|
if (hs > Math.pow(playerRadius + dropRadius, 2)) {
|
||||||
|
continue;
|
||||||
|
} else if (Math.sqrt(hs) <= Math.abs(dropRadius-playerRadius)) {
|
||||||
|
continue;
|
||||||
|
} else {
|
||||||
|
console.log("game over");
|
||||||
|
drop.winner = true;
|
||||||
|
player.loser = true;
|
||||||
|
gameState = 'gameOver';
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||||
|
player.draw()
|
||||||
|
drops.forEach(drop => drop.draw());
|
||||||
|
drops = drops.filter(drop => !drop.canGC());
|
||||||
|
|
||||||
|
if (gameState == 'play') currTick++;
|
||||||
|
requestAnimationFrame(doTick);
|
||||||
|
}
|
||||||
|
requestAnimationFrame(doTick);
|
||||||
|
|
||||||
|
</script>
|
||||||
|
|
||||||
|
_Do you have the patience to wait<br/>
|
||||||
|
till your mud settles and the water is clear?_
|
||||||
|
|
||||||
|
## Backstory
|
||||||
|
|
||||||
|
This is a game I originally implemented in lua, which you can find [here][orig].
|
||||||
|
It's a fun concept that I wanted to show off again, as well as to see if I could
|
||||||
|
whip it up in an evening in javascript (I can!)
|
||||||
|
|
||||||
|
Send me your high scores! I top out around 17.
|
||||||
|
|
||||||
|
[orig]: https://github.com/mediocregopher/ripple
|
Loading…
Reference in New Issue
Block a user