mirror of
https://github.com/Febbweiss/gq-pacman.git
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Bugfix: right README file
This commit is contained in:
10
README
10
README
@@ -1,10 +0,0 @@
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gq-pacman is a jQuery implementation of the famous Namco's Pacman.
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Credits :
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Graphics : Fabrice Ecaille aka Febbweiss
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Code : Fabrice Ecaille aka Febbweiss
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Algorithm : Based on the "Pacman Dossier" (http://home.comcast.net/~jpittman2/pacman/pacmandossier.html)
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Tools : gameQuery (http://gamequeryjs.com/)
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Sounds : Sound FX Center (http://soundfxcenter.com/sound_effect/search.php?sfx=Pacman)</a>
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@@ -1,999 +0,0 @@
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var Game = {
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id : null,
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type : "offline",
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player : 1,
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PACMAN_START_X : 14 * TILE_SIZE,
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PACMAN_START_Y : 24 * TILE_SIZE,
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GHOST_STATE_CHASE : 1,
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GHOST_STATE_SCATTER : 2,
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GHOST_STATE_FRIGHTENED : 3,
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GHOST_STATE_IN_JAIL : 4,
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GHOST_STATE_EATEN : 5,
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GHOST_STATE_FRIGHTENED_BLINK : 6,
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GHOST_EVENT_CHASE : "ghost_event_chase",
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GHOST_EVENT_SCATTER : "ghost_event_scatter",
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GHOST_EVENT_DOT_EATEN : "ghost_event_dot_eaten",
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DOT_POINTS : 10,
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BIG_DOT_POINTS : 50,
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totalDots : 0,
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dots : {},
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timer : null,
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frightTimer : null,
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bonusTimer : null,
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level : -1,
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levelData : null,
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step : 0,
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score : 0,
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eatenDots : 0,
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lives : 3,
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running : false,
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mode : 2, // Game.GHOST_STATE_SCATTER
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frightMode : false,
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eaten: 0,
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pacman : null,
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miss : null,
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hero : null,
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blinky : null,
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pinky : null,
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inky : null,
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clyde : null,
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ghosts : new Array(),
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actors : {},
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heroes : new Array(),
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maze : MAZE,
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init : function() {
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GUI.updateMessage("READY");
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$(".dot.hiddenDot").each( function(incr, elt) {
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Game.dots[elt.id] = "dot";
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});
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$(".dot.hiddenDot").removeClass("hiddenDot");
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$(".bigDot.hiddenDot").each( function(incr, elt) {
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Game.dots[elt.id] = "bigDot";
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});
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$(".bigDot.hiddenDot").removeClass("hiddenDot")
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Game.totalDots = $(".dot").length + $(".bigDot").length;
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SCOREBOARD.init();
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SCOREBOARD.set_score( Game.score );
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Game.level++;
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Game.step = 0;
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Game.eatenDots = 0;
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GUI.updateLevelNumber( Game.level + 1 );
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Game.build(LEVELS[Math.min(Game.level, LEVELS.length)]);
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},
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build : function(data) {
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Game.levelData = data;
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Game.addPacman();
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Game.addGhosts();
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Sound.play("opening");
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setTimeout("Game.start();", 4500);
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},
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start : function() {
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//if( $.browser.webkit )
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$(document).keydown( function( event ) {
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if( event.which > 36 && event.which < 41 )
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return false;
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} );
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// $(document).keypress(scrollPreventFct );
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GUI.updateMessage("");
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Game.timer = new PausableTimer(Game.timerManager, Game.levelData.mode[Game.step] * 1000);
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Game.running = true;
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},
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levelComplete : function() {
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Game.running = false;
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Game.timer.stop();
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Game.timer = null;
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setTimeout("Game.init();", 3000);
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},
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eat : function(type) {
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Game.eatenDots++;
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if( type === "bigDot" ) {
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Game.score += Game.BIG_DOT_POINTS;
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// console.log( "Eating big dot " + Game.score );
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SCOREBOARD.add( Game.BIG_DOT_POINTS );
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} else {
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Game.score += Game.DOT_POINTS;
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// console.log( "Eating dot " + Game.score );
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SCOREBOARD.add( Game.DOT_POINTS );
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}
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if( Game.eatenDots == 70 || Game.eatenDots == 170 ) {
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Game.bonusTimer = setTimeout("Game.hideBonus();", ( 9 + Math.random() ) * 1000 );
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$("#" + Game.maze.bonus_target).addClass( Game.levelData.bonus.type);
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}
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if( Game.eatenDots === Game.totalDots )
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Game.levelComplete();
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},
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eatGhost : function(ghost) {
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Sound.play("ghost");
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Game.eaten++;
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var points = Game.eaten * 200;
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Game.score += points;
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// console.log(new Date() + " Eating " + ghost.id + " " + (Game.eaten * 200) + " "+ Game.score );
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SCOREBOARD.add( points );
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},
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hideBonus : function() {
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$("#" + Game.maze.bonus_target).removeClass( Game.levelData.bonus.type);
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Game.bonusTimer = null;
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},
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die : function() {
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Game.running = false;
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$.each( Game.actors, function(index, actor) {
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actor.speed = 0;
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})
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Game.pacman.die();
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Game.timer.stop();
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Game.step = 0;
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Game.timer = null;
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$("#life" + Game.lives).effect( "pulsate", {times:3, mode:"hide"}, 500 );
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Game.lives--;
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if( Game.lives > 0 )
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setTimeout( "Game.startAfterDie();", 3000);
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else {
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GUI.drawText( $("#message"), "GAME OVER", true );
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Game.show_game_over();
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}
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},
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show_game_over: function() {
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},
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startAfterDie : function() {
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var dotsCounters = new Array();
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$.each(Game.ghosts, function(index, ghost ) {
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dotsCounters[index] = ghost.dotsCounter;
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});
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Game.addGhosts();
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Game.addPacman();
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//Game.addMissPacman();
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$.each(Game.ghosts, function(index, ghost ) {
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ghost.dotsCounter = dotsCounters[index];
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if( ghost.dotsCounter >= ghost.dotsLimits[Math.min(Game.level, ghost.dotsLimits.length - 1)] ) {
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ghost.speed = ghost.initialSpeed;
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ghost.state_to(Game.GHOST_STATE_SCATTER);
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}
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});
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Game.running = true;
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Game.step = 0;
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Game.timer = new PausableTimer(Game.timerManager, Game.levelData.mode[Game.step] * 1000);
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},
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timerManager : function() {
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Game.step++;
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if( Game.step % 2 == 1 ) {
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$(".actor").trigger(Game.GHOST_EVENT_CHASE);
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Game.mode = Game.GHOST_STATE_CHASE;
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} else {
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$(".actor").trigger(Game.GHOST_EVENT_SCATTER);
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Game.mode = Game.GHOST_STATE_SCATTER;
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}
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if( Game.step < Game.levelData.mode.length - 1 && Game.levelData.mode[Game.step] != INFINITY )
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Game.timer = new PausableTimer(Game.timerManager, Game.levelData.mode[Game.step] * 1000);
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},
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addPacman : function() {
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if( $("#pacman").length == 0) {
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Game.pacman = new Pacman();
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$("#actors").addSprite("pacman", {animation: Game.pacman.animations["right"], posx:Game.pacman.x, posy: Game.pacman.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
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Game.pacman.node = $("#pacman");
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Game.pacman.node.addClass( "actor" );
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Game.actors[ "pacman" ] = Game.pacman;
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Game.heroes[ "pacman" ] = Game.pacman;
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Game.hero = Game.pacman;
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}
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Game.pacman.init();
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Game.pacman.speed = Game.levelData.pacman.speed;
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Game.pacman.left();
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},
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addMissPacman : function() {
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if( $("#miss_pacman").length == 0) {
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Game.miss = new Pacman();
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Game.miss.animations["right"] = new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 3, offsety: 272, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL });
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Game.miss.animations["up"] = new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 3, offsetx: 96, offsety: 272, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL });
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$("#actors").addSprite("miss_pacman", {animation: Game.miss.animations["right"], posx:Game.miss.x, posy: Game.miss.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
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Game.miss.node = $("#miss_pacman");
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Game.miss.node.addClass( "actor" );
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Game.actors[ "miss_pacman" ] = Game.miss;
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Game.heroes[ "miss_pacman" ] = Game.miss;
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}
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Game.miss.init();
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Game.miss.x = Game.MISS_PACMAN_START_X;
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Game.miss.y = Game.MISS_PACMAN_START_Y;
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Game.miss.speed = Game.levelData.pacman.speed;
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Game.miss.right(true);
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Game.miss.left(true);
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Game.miss.node.x(Game.miss.x);
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Game.miss.node.y(Game.miss.y);
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Game.miss.right();
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},
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addGhosts : function() {
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Game.addBlinky();
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Game.addPinky();
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Game.addInky();
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Game.addClyde();
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},
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addBlinky : function() {
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if( $("#blinky").length == 0 ) {
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Game.blinky = new Ghost("blinky", 0, {x: 14 * TILE_SIZE, y: 14 * TILE_SIZE}, {x: 25, y: 0 }, function() {
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var prey = Game.actors[ "blinky" ].prey;
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return {x: prey.getTileX(), y: prey.getTileY()};
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}, [0,0,0], Game.GHOST_STATE_SCATTER);
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Game.blinky.center();
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$("#actors").addSprite("blinky", {animation: Game.blinky.animations["right"], posx:Game.blinky.x, posy: Game.blinky.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
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Game.blinky.node = $("#blinky");
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Game.blinky.node.addClass( "actor" );
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Game.actors[ "blinky" ] = Game.blinky;
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Game.blinky.loadBindings();
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Game.blinky.originalTarget = Game.blinky.target;
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Game.blinky.target = function() {
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var remainingDots = Game.totalDots - Game.eatenDots;
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var elroySpecs = Game.levelData.ghost;
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if( ( Game.blinky.state == Game.GHOST_STATE_SCATTER || Game.blinky.state == Game.GHOST_STATE_CHASE ) && remainingDots <= elroySpecs.elroy1Dots ) {
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if( remainingDots <= elroySpecs.elroy2Dots ) {
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Game.blinky.speed = elroySpecs.elroy2Speed;
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}
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else {
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Game.blinky.speed = elroySpecs.elroy1Speed;
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}
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return Game.blinky.personnalTarget();
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}
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return Game.blinky.originalTarget();
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};
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Game.ghosts.push( Game.blinky );
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} else {
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Game.blinky.init();
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}
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Game.blinky.state = Game.GHOST_STATE_SCATTER;
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Game.blinky.left();
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Game.blinky.initialSpeed = Game.levelData.ghost.speed;
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Game.blinky.speed = Game.blinky.initialSpeed;
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},
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addPinky : function() {
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if( $("#pinky").length == 0 ) {
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Game.pinky = new Ghost("pinky", 1, {x: 14 * TILE_SIZE, y: 16 * TILE_SIZE}, {x: 2, y: 0 }, function() {
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var prey = Game.actors[ "pinky" ].prey;
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var direction = this.prey.direction;
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if( direction % 2 == 0 )
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return {x: prey.getTileX() + (direction == LEFT ? -4 : 4), y: prey.getTileY()};
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else
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return {x: prey.getTileX(), y: prey.getTileY() + (direction == UP ? -4 : 4) };
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}, [0,0,0], Game.GHOST_STATE_IN_JAIL);
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Game.pinky.center();
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$("#actors").addSprite("pinky", {animation: Game.pinky.animations["right"], posx: Game.pinky.x, posy: Game.pinky.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
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Game.pinky.node = $("#pinky");
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Game.pinky.node.addClass( "actor" );
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Game.actors[ "pinky" ] = Game.pinky;
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Game.pinky.loadBindings();
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Game.ghosts.push( Game.pinky );
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} else {
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Game.pinky.init();
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}
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Game.pinky.initialSpeed = Game.levelData.ghost.speed;
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Game.pinky.left();
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},
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addInky : function() {
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if( $("#inky").length == 0 ) {
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Game.inky = new Ghost("inky", 2, {x: 12 * TILE_SIZE, y: 16 * TILE_SIZE}, {x: 27, y: 34 }, function() {
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var prey = Game.actors[ "inky" ].prey;
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var direction = prey.direction;
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if( direction % 2 == 0 )
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direction = {x: prey.getTileX() + (direction == LEFT ? -2 : 2) - Game.blinky.getTileX(), y: prey.getTileY() - Game.blinky.getTileY()};
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else
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direction = {x: prey.getTileX() - Game.blinky.getTileX(), y: prey.getTileY() + (direction == UP ? -2 : 2) - Game.blinky.getTileY()};
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return {x: direction.x * 2, y: direction.y * 2};
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}, [30,0,0], Game.GHOST_STATE_IN_JAIL);
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Game.inky.center();
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$("#actors").addSprite("inky", {animation: Game.inky.animations["right"], posx:Game.inky.x, posy: Game.inky.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
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Game.inky.node = $("#inky");
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Game.inky.node.addClass( "actor" );
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Game.actors[ "inky" ] = Game.inky;
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Game.inky.loadBindings();
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Game.ghosts.push( Game.inky );
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} else {
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Game.inky.init();
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}
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Game.inky.initialSpeed = Game.levelData.ghost.speed;
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Game.inky.right();
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},
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addClyde : function() {
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if( $("#clyde").length == 0 ) {
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Game.clyde = new Ghost("clyde", 3, {x: 16 * TILE_SIZE, y: 16 * TILE_SIZE}, {x: 0, y: 34 }, function() {
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var prey = Game.actors[ "clyde" ].prey;
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return distance( {x: this.getTileX(), y: this.getTileY()} , {x: prey.getTileX(), y: prey.getTileY()}) < 8 ?
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this.scatterTarget : {x: prey.getTileX(), y: prey.getTileY()};
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}, [60,50,0], Game.GHOST_STATE_IN_JAIL);
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Game.clyde.center();
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$("#actors").addSprite("clyde", {animation: Game.clyde.animations["right"], posx:Game.clyde.x, posy: Game.clyde.y, width: ACTOR_SIZE, height: ACTOR_SIZE});
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Game.clyde.node = $("#clyde");
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Game.clyde.node.addClass( "actor" );
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Game.actors[ "clyde" ] = Game.clyde;
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||||
Game.clyde.loadBindings();
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||||
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||||
Game.ghosts.push( Game.clyde );
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||||
} else {
|
||||
Game.clyde.init();
|
||||
}
|
||||
Game.clyde.initialSpeed = Game.levelData.ghost.speed;
|
||||
Game.clyde.left();
|
||||
},
|
||||
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||||
moveGhosts : function() {
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$.each(Game.ghosts, function(index, ghost ) {
|
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ghost.move();
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||||
});
|
||||
},
|
||||
|
||||
nearEndFright : function() {
|
||||
$.each(Game.ghosts, function(index, ghost ) {
|
||||
if( ghost.state != Game.GHOST_STATE_IN_JAIL && ghost.state != Game.GHOST_STATE_EATEN )
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ghost.state_to(Game.GHOST_STATE_FRIGHTENED_BLINK);
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||||
});
|
||||
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setTimeout( 'Game.endFright();', 160 * 4 * Game.levelData.frightFlashesCount);
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},
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||||
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endFright : function() {
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if( Game.timer )
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Game.timer.resume();
|
||||
Game.frightTimer = null;
|
||||
Game.eaten = 0;
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$('.actor').trigger( Game.mode == Game.GHOST_STATE_CHASE ? Game.GHOST_EVENT_CHASE : Game.GHOST_EVENT_SCATTER );
|
||||
}
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||||
}
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||||
|
||||
function distance(currentTile, target) {
|
||||
return Math.sqrt( (target.x - currentTile.x) * (target.x - currentTile.x) + (target.y - currentTile.y)*(target.y - currentTile.y));
|
||||
};
|
||||
|
||||
//Game objects:
|
||||
function Actor(){}
|
||||
Actor.prototype = {
|
||||
node : null,
|
||||
animations : null,
|
||||
x : null,
|
||||
y : null,
|
||||
speed : null,
|
||||
direction : null, // 1: up, 2: left, 3:down, 4: right
|
||||
directionX : 0,
|
||||
directionY : 0,
|
||||
|
||||
getX : function() {
|
||||
return x;
|
||||
},
|
||||
|
||||
getY : function() {
|
||||
return y;
|
||||
},
|
||||
|
||||
getTileX : function() {
|
||||
return Math.floor(this.x / TILE_SIZE);
|
||||
},
|
||||
|
||||
getTileY : function() {
|
||||
return Math.floor(this.y / TILE_SIZE);
|
||||
},
|
||||
|
||||
getTile : function() {
|
||||
return this.getTileX() + this.getTileY() * WIDTH_TILE_COUNT;
|
||||
},
|
||||
|
||||
getInsideTileX : function() {
|
||||
return this.x % TILE_SIZE;
|
||||
},
|
||||
|
||||
getInsideTileY : function() {
|
||||
return this.y % TILE_SIZE;
|
||||
},
|
||||
|
||||
move : function() {
|
||||
if( !Game.running )
|
||||
return;
|
||||
this.x += this.directionX * this.speed * ACTOR_SPEED;
|
||||
this.y += this.directionY * this.speed * ACTOR_SPEED;
|
||||
this.node.x(this.x );
|
||||
this.node.y(this.y );
|
||||
},
|
||||
|
||||
up : function( force ) {
|
||||
if( force || this.direction != UP ) {
|
||||
this.directionX = 0;
|
||||
this.directionY = -1;
|
||||
this.direction = UP;
|
||||
this.node.setAnimation(this.animations["up"]);
|
||||
this.node.flipv(false);
|
||||
this.node.fliph(false);
|
||||
this.center();
|
||||
}
|
||||
},
|
||||
|
||||
down : function( force ) {
|
||||
if( force || this.direction != DOWN ) {
|
||||
this.directionX = 0;
|
||||
this.directionY = 1;
|
||||
this.direction = DOWN;
|
||||
if( this.animations["down"] ) {
|
||||
this.node.setAnimation(this.animations["down"]);
|
||||
this.node.fliph( false );
|
||||
} else {
|
||||
this.node.setAnimation(this.animations["up"]);
|
||||
this.node.flipv( true );
|
||||
this.node.fliph( false );
|
||||
}
|
||||
this.center();
|
||||
}
|
||||
},
|
||||
|
||||
left : function( force ) {
|
||||
if( force || this.direction != LEFT ) {
|
||||
this.directionX = -1;
|
||||
this.directionY = 0;
|
||||
this.direction = LEFT;
|
||||
this.node.flipv( false );
|
||||
if( this.animations["left"] ) {
|
||||
this.node.setAnimation(this.animations["left"]);
|
||||
} else {
|
||||
this.node.setAnimation(this.animations["right"]);
|
||||
this.node.fliph( true );
|
||||
}
|
||||
this.center();
|
||||
}
|
||||
},
|
||||
|
||||
right : function( force ) {
|
||||
if( force || this.direction != RIGHT ) {
|
||||
this.directionX = 1;
|
||||
this.directionY = 0;
|
||||
this.direction = RIGHT;
|
||||
this.node.setAnimation(this.animations["right"]);
|
||||
this.node.fliph( false );
|
||||
this.node.flipv( false );
|
||||
this.center();
|
||||
}
|
||||
},
|
||||
|
||||
canLeft : function() {
|
||||
return Game.maze.structure[this.getTileX() + this.getTileY() * WIDTH_TILE_COUNT - 1] <= 0;
|
||||
},
|
||||
|
||||
canRight : function() {
|
||||
return Game.maze.structure[this.getTileX() + this.getTileY() * WIDTH_TILE_COUNT + 1] <= 0;
|
||||
},
|
||||
|
||||
canUp : function() {
|
||||
return Game.maze.structure[this.getTileX() + (this.getTileY() - 1 ) * WIDTH_TILE_COUNT ] <= 0;
|
||||
},
|
||||
|
||||
canDown : function() {
|
||||
return Game.maze.structure[this.getTileX() + (this.getTileY() + 1 ) * WIDTH_TILE_COUNT ] <= 0;
|
||||
},
|
||||
|
||||
isNearMiddleTile : function() {
|
||||
return Math.abs( HALF_TILE_SIZE - this.getInsideTileX() ) < 4 && Math.abs( HALF_TILE_SIZE - this.getInsideTileY() ) < 4;
|
||||
},
|
||||
|
||||
center : function() {
|
||||
this.x = this.getTileX() * TILE_SIZE + HALF_TILE_SIZE;
|
||||
this.y = this.getTileY() * TILE_SIZE + HALF_TILE_SIZE;
|
||||
},
|
||||
|
||||
isInTunnel : function() {
|
||||
var tile = this.getTile();
|
||||
return $.inArray(tile, Game.maze.tunnel) > -1;
|
||||
}
|
||||
};
|
||||
|
||||
/*********************************************/
|
||||
/****************** PACMAN *******************/
|
||||
/*********************************************/
|
||||
function Pacman() {
|
||||
this.animations = {
|
||||
"right": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 3, offsety: 16, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL }),
|
||||
"up": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 3, offsetx: 64, offsety: 16, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL }),
|
||||
"die": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 7, offsety: 208, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL | $.gameQuery.ANIMATION_ONCE | $.gameQuery.ANIMATION_CALLBACK }),
|
||||
"die2": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 4, offsety: 240, delta: ACTOR_SIZE, rate: 120, type: $.gameQuery.ANIMATION_HORIZONTAL | $.gameQuery.ANIMATION_ONCE })
|
||||
}
|
||||
};
|
||||
Pacman.prototype = {
|
||||
x : Game.PACMAN_START_X,
|
||||
y : Game.PACMAN_START_Y,
|
||||
speed : null,
|
||||
directionX : 0,
|
||||
directionY : 0,
|
||||
lastEatenGhost : null,
|
||||
|
||||
stop : false,
|
||||
previousTile : null,
|
||||
|
||||
init : function() {
|
||||
this.x = Game.PACMAN_START_X;
|
||||
this.y = Game.PACMAN_START_Y;
|
||||
this.speed = Game.levelData.pacman.speed;
|
||||
this.right(true);
|
||||
this.left(true);
|
||||
this.node.x(this.x);
|
||||
this.node.y(this.y);
|
||||
},
|
||||
|
||||
left : function() {
|
||||
if( this.direction != LEFT && this.canLeft() ) {
|
||||
this.stop = false;
|
||||
this._super("left", arguments);
|
||||
}
|
||||
},
|
||||
|
||||
right : function() {
|
||||
if( this.direction != RIGHT && this.canRight() ) {
|
||||
this.stop = false;
|
||||
this._super("right", arguments);
|
||||
}
|
||||
},
|
||||
|
||||
up : function() {
|
||||
if( this.direction != UP && this.canUp() ) {
|
||||
this.stop = false;
|
||||
this._super("up", arguments);
|
||||
}
|
||||
},
|
||||
|
||||
down : function() {
|
||||
if( this.direction != DOWN && this.canDown() ) {
|
||||
this.stop = false;
|
||||
this._super("down", arguments);
|
||||
}
|
||||
},
|
||||
|
||||
move : function() {
|
||||
if( !this.stop ) {
|
||||
this.previousTile = {x: this.getTileX(), y: this.getTileY()};
|
||||
this._super("move", arguments);
|
||||
var currentTile = {x: this.getTileX(), y: this.getTileY()};
|
||||
if( this.previousTile.x !== currentTile.x || this.previousTile.y !== currentTile.y ) {
|
||||
var id = this.getTile();
|
||||
if( Game.dots[ id ] )
|
||||
this.eatDot( id );
|
||||
if( id == Game.maze.bonus_target )
|
||||
this.eatBonus();
|
||||
this.eatGhosts();
|
||||
}
|
||||
|
||||
var inTunnel = this.isInTunnel();
|
||||
if( this.x < 0 )
|
||||
this.x += PLAYGROUND_WIDTH;
|
||||
if( this.x > PLAYGROUND_WIDTH )
|
||||
this.x -= PLAYGROUND_WIDTH;
|
||||
switch( this.direction ) {
|
||||
case LEFT :
|
||||
if( !inTunnel && !this.canLeft() )
|
||||
this.stop = true;
|
||||
break;
|
||||
case RIGHT :
|
||||
if( !inTunnel && !this.canRight() )
|
||||
this.stop = true;
|
||||
break;
|
||||
case UP :
|
||||
if( !this.canUp() )
|
||||
this.stop = true;
|
||||
break;
|
||||
case DOWN :
|
||||
if( !this.canDown() )
|
||||
this.stop = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
eatDot : function(id) {
|
||||
Game.eat(Game.dots[id]);
|
||||
$('.actor').trigger(Game.GHOST_EVENT_DOT_EATEN);
|
||||
if( Game.dots[id] === "bigDot" ) {
|
||||
$.each(Game.ghosts, function(index, ghost ) {
|
||||
if( ghost.state != Game.GHOST_STATE_IN_JAIL && ghost.state != Game.GHOST_STATE_EATEN )
|
||||
ghost.state_to(Game.GHOST_STATE_FRIGHTENED)
|
||||
});
|
||||
|
||||
Game.timer.pause();
|
||||
if( Game.frightTimer )
|
||||
clearTimeout( Game.frightTimer );
|
||||
Game.frightTimer = setTimeout( 'Game.nearEndFright();', Game.levelData.frightTime * 1000 - 160 * 4 * Game.levelData.frightFlashesCount);
|
||||
}
|
||||
|
||||
Game.dots[id] = null;
|
||||
$("#" + id ).addClass("hiddenDot");
|
||||
},
|
||||
|
||||
eatGhosts : function() {
|
||||
var tile = this.getTile();
|
||||
$.each(Game.ghosts, function(index, ghost ) {
|
||||
if( tile == ghost.getTile() ) {
|
||||
Game.pacman.eatGhost( ghost );
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
eatGhost : function( ghost ) {
|
||||
if( ghost.state == Game.GHOST_STATE_EATEN ) {
|
||||
// console.log( ghost.id + " already eaten" );
|
||||
return;
|
||||
}
|
||||
if( ghost.state != Game.GHOST_STATE_FRIGHTENED && ghost.state != Game.GHOST_STATE_FRIGHTENED_BLINK ) {
|
||||
Game.die();
|
||||
} else if( Game.pacman.lastEatenGhost !== ghost.id ){
|
||||
ghost.state_to(Game.GHOST_STATE_EATEN);
|
||||
// console.log( "Eating " + ghost.id + " " + ghost.state );
|
||||
Game.eatGhost(ghost);
|
||||
}
|
||||
},
|
||||
|
||||
eatBonus : function() {
|
||||
if( !$("#" + Game.maze.bonus_target).hasClass( Game.levelData.bonus.type) && Game.bonusTimer == null )
|
||||
return;
|
||||
|
||||
Sound.play("fruit);
|
||||
|
||||
eatenBonus.push(Game.levelData.bonus.type);
|
||||
Game.score += Game.levelData.bonus.points;
|
||||
// console.log( "Eating bonus " + Game.levelData.bonus.points + " " + Game.score );
|
||||
SCOREBOARD.add( Game.levelData.bonus.points );
|
||||
Game.hideBonus();
|
||||
},
|
||||
|
||||
die : function() {
|
||||
Sound.play("dies");
|
||||
this.node.setAnimation(this.animations["die"], function(node) {
|
||||
Game.pacman.node.setAnimation(Game.pacman.animations["die2"]);
|
||||
});
|
||||
}
|
||||
};
|
||||
|
||||
// Overriding Actor.methods() method
|
||||
heriter(Pacman.prototype, Actor.prototype);
|
||||
|
||||
function Ghost(id, ghostIndex, start, scatterTarget, personnalTarget, dotsLimits, state ) {
|
||||
this.animations = {
|
||||
"normal_up": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 2, offsety: 48 + ghostIndex * 32, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
|
||||
"normal_right": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 2, offsetx: 128, offsety: 48 + ghostIndex * 32, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
|
||||
"normal_down": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 2, offsetx: 64, offsety: 48 + ghostIndex * 32, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
|
||||
"frightened": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 2, offsetx: 0, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
|
||||
"frightened_blink": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 4, offsetx: 0, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
|
||||
"eaten_up": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 1, offsetx: 128, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
|
||||
"eaten_down": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 1, offsetx: 160, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL }),
|
||||
"eaten_right": new $.gameQuery.Animation({imageURL: "img/sprite.png", numberOfFrame: 1, offsetx: 192, offsety: 176, delta: ACTOR_SIZE, rate: 160, type: $.gameQuery.ANIMATION_HORIZONTAL })
|
||||
}
|
||||
this.animations["up"] = this.animations["normal_up"];
|
||||
this.animations["down"] = this.animations["normal_down"];
|
||||
this.animations["right"] = this.animations["normal_right"];
|
||||
|
||||
this.id = id;
|
||||
this.scatterTarget = scatterTarget;
|
||||
this.personnalTarget = personnalTarget;
|
||||
this.x = start.x;
|
||||
this.y = start.y;
|
||||
this.startingTileX = start.x;
|
||||
this.startingTileY = start.y;
|
||||
|
||||
this.state = state;
|
||||
|
||||
this.dotsLimits = dotsLimits;
|
||||
|
||||
this.prey = Game.pacman;
|
||||
};
|
||||
|
||||
Ghost.prototype = {
|
||||
id : null,
|
||||
startingTileX : 0,
|
||||
startingTileY : 0,
|
||||
initialSpeed : 0,
|
||||
speed : 0,
|
||||
directionX : 0,
|
||||
directionY : 0,
|
||||
|
||||
state: null,
|
||||
scatterTarget : null,
|
||||
lastDirectionTile : null,
|
||||
|
||||
prey : null,
|
||||
|
||||
dotsCounter : 0,
|
||||
dotsLimits : [],
|
||||
|
||||
init : function() {
|
||||
this.dotsCounter = 0;
|
||||
this.speed = 0;
|
||||
this.x = this.startingTileX;
|
||||
this.y = this.startingTileY;
|
||||
this.right(true);
|
||||
this.left(true);
|
||||
this.state = Game.GHOST_STATE_IN_JAIL;
|
||||
this.node.x(this.x);
|
||||
this.node.y(this.y);
|
||||
},
|
||||
|
||||
target : function() {
|
||||
switch( this.state ) {
|
||||
case Game.GHOST_STATE_CHASE :
|
||||
return this.personnalTarget();
|
||||
case Game.GHOST_STATE_SCATTER :
|
||||
return this.scatterTarget;
|
||||
case Game.GHOST_STATE_FRIGHTENED :
|
||||
var currentTile = {x: this.getTileX(), y: this.getTileY()};
|
||||
var targets = new Array();
|
||||
if( this.canUp() && this.direction != DOWN )
|
||||
targets.push( {x:currentTile.x, y:currentTile.y - 1} );
|
||||
if( this.canDown() && this.direction != UP )
|
||||
targets.push( {x:currentTile.x, y:currentTile.y + 1} );
|
||||
if( this.canLeft() && this.direction != RIGHT )
|
||||
targets.push( {x:currentTile.x - 1, y:currentTile.y} );
|
||||
if( this.canRight() && this.direction != LEFT )
|
||||
targets.push( {x:currentTile.x + 1, y:currentTile.y} );
|
||||
return targets[ parseInt(Math.random() * targets.length ) ];
|
||||
case Game.GHOST_STATE_IN_JAIL :
|
||||
case Game.GHOST_STATE_EATEN :
|
||||
return {x: 13, y: 14};
|
||||
}
|
||||
},
|
||||
|
||||
loadBindings : function() {
|
||||
this.node.bind(Game.GHOST_EVENT_CHASE, {ghost: this}, function(evt) {
|
||||
var ghost = evt.data.ghost;
|
||||
if( ghost.state != Game.GHOST_STATE_IN_JAIL && ghost.state != Game.GHOST_STATE_EATEN )
|
||||
ghost.state_to(Game.GHOST_STATE_CHASE);
|
||||
});
|
||||
this.node.bind(Game.GHOST_EVENT_SCATTER, {ghost: this}, function(evt) {
|
||||
var ghost = evt.data.ghost;
|
||||
if( ghost.state != Game.GHOST_STATE_IN_JAIL && ghost.state != Game.GHOST_STATE_EATEN )
|
||||
ghost.state_to(Game.GHOST_STATE_SCATTER);
|
||||
});
|
||||
this.node.bind(Game.GHOST_EVENT_DOT_EATEN, {ghost: this}, function(evt) {
|
||||
var ghost = evt.data.ghost;
|
||||
if( ghost.state == Game.GHOST_STATE_IN_JAIL && ghost.dotsCounter++ >= ghost.dotsLimits[Math.min(Game.level, ghost.dotsLimits.length - 1)] ) {
|
||||
ghost.speed = ghost.initialSpeed;
|
||||
ghost.state_to(Game.mode);
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
personnalTarget : function() {
|
||||
},
|
||||
|
||||
state_to : function( state ) {
|
||||
var up;
|
||||
var down;
|
||||
var right;
|
||||
var reverse = this.state != Game.GHOST_STATE_FRIGHTENED && this.state != Game.GHOST_STATE_IN_JAIL; // previous state
|
||||
this.state = state;
|
||||
switch( state ) {
|
||||
case Game.GHOST_STATE_CHASE :
|
||||
this.speed = Game.levelData.ghost.speed;
|
||||
case Game.GHOST_STATE_SCATTER :
|
||||
this.speed = Game.levelData.ghost.speed;
|
||||
case Game.GHOST_STATE_IN_JAIL :
|
||||
up = this.animations["normal_up"];
|
||||
down = this.animations["normal_down"];
|
||||
right = this.animations["normal_right"];
|
||||
break;
|
||||
case Game.GHOST_STATE_FRIGHTENED :
|
||||
up = down = right = this.animations["frightened"];
|
||||
this.speed = Game.levelData.ghost.frightSpeed;
|
||||
break;
|
||||
case Game.GHOST_STATE_FRIGHTENED_BLINK :
|
||||
up = down = right = this.animations["frightened_blink"];
|
||||
this.state = Game.GHOST_STATE_FRIGHTENED;
|
||||
break;
|
||||
case Game.GHOST_STATE_EATEN :
|
||||
up = this.animations["eaten_up"];
|
||||
down = this.animations["eaten_down"];
|
||||
right = this.animations["eaten_right"];
|
||||
this.speed = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
this.animations["up"] = up;
|
||||
this.animations["down"] = down;
|
||||
this.animations["right"] = right;
|
||||
|
||||
if( reverse )
|
||||
switch( this.direction ) {
|
||||
case UP:
|
||||
this.direction = DOWN;
|
||||
break;
|
||||
case LEFT:
|
||||
this.direction = RIGHT;
|
||||
break;
|
||||
case DOWN:
|
||||
this.direction = UP;
|
||||
break;
|
||||
case RIGHT:
|
||||
this.direction = LEFT;
|
||||
break;
|
||||
}
|
||||
|
||||
var inTunnel = this.isInTunnel();
|
||||
var distances = [
|
||||
{direction: UP, distance: this.canUp() && this.direction != DOWN ? 1 : INFINITY},
|
||||
{direction: LEFT, distance: (inTunnel && this.direction == LEFT ) || (this.canLeft() && this.direction != RIGHT) ? 1 : INFINITY},
|
||||
{direction: DOWN, distance: this.canDown() && this.direction != UP ? 1 : INFINITY},
|
||||
{direction: RIGHT, distance: (inTunnel && this.direction == RIGHT ) || (this.canRight() && this.direction != LEFT) ? 1 : INFINITY},
|
||||
];
|
||||
distances.sort( function(a, b) {
|
||||
if( a.distance == b.distance )
|
||||
return a.direction - b.direction;
|
||||
return a.distance - b.distance;
|
||||
})
|
||||
var selected = distances[0];
|
||||
|
||||
switch( selected.direction ) {
|
||||
case UP:
|
||||
this.up(true);
|
||||
break;
|
||||
case LEFT:
|
||||
this.left(true);
|
||||
break;
|
||||
case DOWN:
|
||||
this.down(true);
|
||||
break;
|
||||
case RIGHT:
|
||||
this.right(true);
|
||||
break;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
canUp : function() {
|
||||
switch( this.getTile() ) {
|
||||
case 404:
|
||||
case 407:
|
||||
case 684:
|
||||
case 687:
|
||||
return false;
|
||||
case 461:
|
||||
case 462:
|
||||
return true;
|
||||
default:
|
||||
return Game.maze.structure[ this.getTileX() + (this.getTileY() - 1 ) * WIDTH_TILE_COUNT ] <= 0;
|
||||
}
|
||||
},
|
||||
|
||||
canDown : function() {
|
||||
switch( this.getTile() ) {
|
||||
case 405:
|
||||
case 406:
|
||||
return false;
|
||||
default:
|
||||
return Game.maze.structure[ this.getTileX() + (this.getTileY() + 1 ) * WIDTH_TILE_COUNT ] <= 0;
|
||||
}
|
||||
},
|
||||
|
||||
move : function() {
|
||||
this._super("move", arguments);
|
||||
var currentTile = {x: this.getTileX(), y: this.getTileY()};
|
||||
var id = this.getTile();;
|
||||
if( this.lastDirectionTile != id && this.isNearMiddleTile()) {
|
||||
this.lastDirectionTile = id;
|
||||
this.eaten();
|
||||
|
||||
var distances = null;
|
||||
var target = this.target();
|
||||
if( this.state == Game.GHOST_STATE_EATEN && id == Game.maze.ghost_frightened_target ) {
|
||||
this.state_to(Game.mode);
|
||||
}
|
||||
|
||||
var inTunnel = this.isInTunnel();
|
||||
if( inTunnel )
|
||||
this.speed = Game.levelData.ghost.tunnelSpeed;
|
||||
else if( this.state != Game.GHOST_STATE_IN_JAIL )
|
||||
this.speed = this.state == Game.GHOST_STATE_FRIGHTENED ? Game.levelData.ghost.frightSpeed : Game.levelData.ghost.speed;
|
||||
|
||||
if( this.x < 0 )
|
||||
this.x += PLAYGROUND_WIDTH;
|
||||
if( this.x > PLAYGROUND_WIDTH )
|
||||
this.x -= PLAYGROUND_WIDTH;
|
||||
|
||||
if( Game.maze.choice_tiles.indexOf( id ) != -1 ) {
|
||||
distances = [
|
||||
{direction: UP, distance: this.canUp() && this.direction != DOWN ? distance({x:currentTile.x, y:currentTile.y - 1}, target ) : INFINITY},
|
||||
{direction: LEFT, distance: this.canLeft() && this.direction != RIGHT ? distance( {x:currentTile.x - 1, y:currentTile.y }, target ) : INFINITY},
|
||||
{direction: DOWN, distance: this.canDown() && this.direction != UP ? distance({x:currentTile.x, y:currentTile.y + 1}, target ) : INFINITY},
|
||||
{direction: RIGHT, distance: this.canRight() && this.direction != LEFT ? distance({x:currentTile.x + 1, y:currentTile.y}, target ) : INFINITY},
|
||||
];
|
||||
} else {
|
||||
distances = [
|
||||
{direction: UP, distance: this.canUp() && this.direction != DOWN ? 1 : INFINITY},
|
||||
{direction: LEFT, distance: (inTunnel && this.direction == LEFT ) || (this.canLeft() && this.direction != RIGHT) ? 1 : INFINITY},
|
||||
{direction: DOWN, distance: this.canDown() && this.direction != UP ? 1 : INFINITY},
|
||||
{direction: RIGHT, distance: (inTunnel && this.direction == RIGHT ) || (this.canRight() && this.direction != LEFT) ? 1 : INFINITY},
|
||||
];
|
||||
}
|
||||
distances.sort( function(a, b) {
|
||||
if( a.distance == b.distance )
|
||||
return a.direction - b.direction;
|
||||
return a.distance - b.distance;
|
||||
})
|
||||
var selected = distances[0];
|
||||
|
||||
switch( selected.direction ) {
|
||||
case LEFT :
|
||||
if( this.direction != LEFT )
|
||||
this.left();
|
||||
break;
|
||||
case RIGHT :
|
||||
if( this.direction != RIGHT )
|
||||
this.right();
|
||||
break;
|
||||
case UP :
|
||||
if( this.direction != UP )
|
||||
this.up();
|
||||
break;
|
||||
case DOWN :
|
||||
if( this.direction != DOWN )
|
||||
this.down();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var inTunnel = this.isInTunnel();
|
||||
if( this.x < 0 )
|
||||
this.x += PLAYGROUND_WIDTH;
|
||||
if( this.x > PLAYGROUND_WIDTH )
|
||||
this.x -= PLAYGROUND_WIDTH;
|
||||
|
||||
},
|
||||
|
||||
eaten : function(target) {
|
||||
if( typeof target === "undefined" )
|
||||
target = this;
|
||||
if( target.getTile() == Game.pacman.getTile() ) {
|
||||
// console.log(" Eaten from ghost" );
|
||||
Game.pacman.eatGhost(target);
|
||||
// if( target.state != Game.GHOST_STATE_FRIGHTENED && target.state != Game.GHOST_STATE_EATEN ) {
|
||||
// Game.die();
|
||||
// } else {
|
||||
// target.state_to(Game.GHOST_STATE_EATEN);
|
||||
// Game.eatGhost(this);
|
||||
// }
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
heriter(Ghost.prototype, Actor.prototype);
|
||||
246
js/pacman-ui.js~
246
js/pacman-ui.js~
@@ -1,246 +0,0 @@
|
||||
var SOUND_ACTIVATED = false;
|
||||
|
||||
var WIDTH_TILE_COUNT = 28;
|
||||
var HEIGHT_TILE_COUNT = 34;
|
||||
var TILE_SIZE = 16;
|
||||
var HALF_TILE_SIZE = 8;
|
||||
var ACTOR_SIZE = 32;
|
||||
var PLAYGROUND_WIDTH = WIDTH_TILE_COUNT * TILE_SIZE;
|
||||
var PLAYGROUND_HEIGHT = HEIGHT_TILE_COUNT * TILE_SIZE;
|
||||
var ACTOR_SPEED = 4;
|
||||
var LOOP_COUNT_REFRESH = 66;
|
||||
var loopCount = 0;
|
||||
var REFRESH_RATE = 15;
|
||||
//1: up, 2: left, 3:down, 4: right
|
||||
var UP = 1;
|
||||
var LEFT = 2;
|
||||
var DOWN = 3;
|
||||
var RIGHT = 4;
|
||||
|
||||
var BONUS_TILE = 77;
|
||||
|
||||
var eatenBonus = new Array();
|
||||
|
||||
var INFINITY = 9999999999;
|
||||
|
||||
$(function(){
|
||||
|
||||
//Playground Sprites
|
||||
$("#playground").playground({height: PLAYGROUND_HEIGHT, width: PLAYGROUND_WIDTH, keyTracker: true});
|
||||
|
||||
Sound.init(function(){
|
||||
$.playground().startGame( function() {
|
||||
Game.init();
|
||||
});
|
||||
});
|
||||
|
||||
$.playground({refreshRate: 60}).addGroup("background", {posx: 0, posy: 0, width: PLAYGROUND_WIDTH, height: PLAYGROUND_HEIGHT})
|
||||
.end()
|
||||
.addGroup("dots", {width: PLAYGROUND_WIDTH, height: PLAYGROUND_HEIGHT})
|
||||
.end()
|
||||
.addGroup("actors", {width: PLAYGROUND_WIDTH, height: PLAYGROUND_HEIGHT})
|
||||
.end()
|
||||
.addGroup( "hud", {width: PLAYGROUND_WIDTH, height: PLAYGROUND_HEIGHT})
|
||||
.end();
|
||||
|
||||
var hud = $("#hud");
|
||||
hud.append("<div id='scoreboard' class='scoreboard'><div class='subScoreboard'></div></div>");
|
||||
hud.append("<div id='lives' ><div id='life3' class='life'></div><div id='life2' class='life'></div><div id='life1' class='life'></div></div>");
|
||||
hud.append("<div id='scoreMessage'></div>");
|
||||
hud.append("<div id='message'></div>'");
|
||||
hud.append("<div id='level'></div>'");
|
||||
hud.append("<div id='levelNumber'></div>'");
|
||||
|
||||
GUI.updateLevel( "Level" );
|
||||
|
||||
var background = $("#background");
|
||||
var dotsGroup = $("#dots");
|
||||
var maze = Game.maze.structure;
|
||||
|
||||
for( var i = 0; i < maze.length; i++ ) {
|
||||
var clazz = "";
|
||||
switch( maze[i]) {
|
||||
case -2:
|
||||
clazz = "bigDot";
|
||||
Game.dots[i] = "bigDot";
|
||||
break;
|
||||
case -1:
|
||||
clazz = "dot";
|
||||
Game.dots[i] = "dot";
|
||||
break;
|
||||
case 1:
|
||||
clazz = "corner1";
|
||||
break;
|
||||
case 2:
|
||||
clazz = "corner2";
|
||||
break;
|
||||
case 3:
|
||||
clazz = "corner3";
|
||||
break;
|
||||
case 4:
|
||||
clazz = "corner4";
|
||||
break;
|
||||
case 5:
|
||||
clazz = "squareCornerTopLeft";
|
||||
break;
|
||||
case 6:
|
||||
clazz = "squareCornerTopRight";
|
||||
break;
|
||||
case 7:
|
||||
clazz = "squareCornerBottomLeft";
|
||||
break;
|
||||
case 8:
|
||||
clazz = "squareCornerBottomRight";
|
||||
break;
|
||||
case 9:
|
||||
clazz = "horizontalMidDown";
|
||||
break;
|
||||
case 10:
|
||||
clazz = "verticalMidLeft";
|
||||
break;
|
||||
case 11:
|
||||
clazz = "verticalMidRight";
|
||||
break;
|
||||
case 12:
|
||||
clazz = "gate";
|
||||
break;
|
||||
}
|
||||
background.append('<div id="'+ i + '" class="tile ' + clazz +'"></div>');
|
||||
|
||||
if(i % 28 == 27 ) {
|
||||
background.append('<div class="clear"></div>');
|
||||
}
|
||||
}
|
||||
|
||||
// this is the function that control most of the game logic
|
||||
$.playground().registerCallback(function(){
|
||||
if(jQuery.gameQuery.keyTracker[37]){ //this is left! (a)
|
||||
Game.hero.left();
|
||||
}
|
||||
if(jQuery.gameQuery.keyTracker[38]){ //this is up! (w)
|
||||
Game.hero.up();
|
||||
}
|
||||
if(jQuery.gameQuery.keyTracker[39]){ //this is right! (d)
|
||||
Game.hero.right();
|
||||
}
|
||||
if(jQuery.gameQuery.keyTracker[40]){ //this is down! (s)
|
||||
Game.hero.down();
|
||||
}
|
||||
|
||||
$.each(Game.actors, function(index, actor ) {
|
||||
actor.move();
|
||||
});
|
||||
|
||||
for( var i = Math.max(0, eatenBonus.length - 6), j = 0; i < eatenBonus.length; i++, j++) {
|
||||
$("#" +( BONUS_TILE + j)).removeClass().addClass("tile").addClass( eatenBonus[i] );
|
||||
}
|
||||
|
||||
}, REFRESH_RATE);
|
||||
|
||||
});
|
||||
|
||||
var Sound = {
|
||||
soundList : [],
|
||||
|
||||
init : function(callback) {
|
||||
if( SOUND_ACTIVATED ) {
|
||||
soundManager.setup({
|
||||
url: 'swf/'
|
||||
});
|
||||
|
||||
Sound.soundList = {
|
||||
opening : new $.gameQuery.SoundWrapper('sound/opening.mp3', false),
|
||||
waka : new $.gameQuery.SoundWrapper('sound/wakawaka.mp3', false),
|
||||
fruit : new $.gameQuery.SoundWrapper('sound/eatingfruit.mp3', false),
|
||||
ghost : new $.gameQuery.SoundWrapper('sound/eatingghost.mp3', false),
|
||||
dies : new $.gameQuery.SoundWrapper('sound/dies.mp3', false)
|
||||
};
|
||||
soundManager.onready( callback );
|
||||
} else
|
||||
callback();
|
||||
},
|
||||
|
||||
play: function( sound ) {
|
||||
if( SOUND_ACTIVATED )
|
||||
Sound.soundList[sound].play();
|
||||
},
|
||||
|
||||
stop: function( sound ) {
|
||||
if( SOUND_ACTIVATED )
|
||||
Sound.soundList[sound].stop();
|
||||
},
|
||||
}
|
||||
|
||||
var GUI = {
|
||||
updateMessage : function( message ) {
|
||||
GUI.drawText( $("#message"), message, true );
|
||||
},
|
||||
|
||||
updateScoreMessage : function( message ) {
|
||||
GUI.drawText( $("#scoreMessage"), message, false, "red" );
|
||||
},
|
||||
|
||||
updateLevel : function( message ) {
|
||||
GUI.drawText( $("#level"), message, false );
|
||||
},
|
||||
|
||||
updateLevelNumber: function( message ) {
|
||||
GUI.drawText( $("#levelNumber"), message + "", false, "", true );
|
||||
},
|
||||
|
||||
drawText : function( divHTML, message, center, customClazz, forceSmall) {
|
||||
var html = "";
|
||||
var clazz = "clock";
|
||||
var letterSize = 32;
|
||||
if( typeof customClazz !== "undefined" ) {
|
||||
clazz = " clock " + customClazz;
|
||||
}
|
||||
|
||||
|
||||
var count = 0;
|
||||
var width = 0;
|
||||
var height = 0;
|
||||
for( var i = 0; i < message.length; i++ ) {
|
||||
var letter = message[i];
|
||||
var iLetter = (message.charCodeAt(i) - 97);
|
||||
if( letter == " " ) {
|
||||
html += "<div class='blank'></div>";
|
||||
width += 16;
|
||||
count++;
|
||||
} else if( letter.charCodeAt(0) > 47 && letter.charCodeAt(0) < 58 ) {
|
||||
var letterSize = 32;
|
||||
if( forceSmall ) {
|
||||
letterSize = 16;
|
||||
}
|
||||
html += "<div class='" + clazz + (forceSmall ? "small" : "") + "' style='top: -50%;background-position: -" + ( parseInt( letter ) * letterSize) + "px -" + (forceSmall > -1 ? 128 : 0) +"px'></div>";
|
||||
count++;
|
||||
} else if( ( letter.charCodeAt(0) >= 'a'.charCodeAt(0) && letter.charCodeAt(0) <= 'z'.charCodeAt(0)) ) {
|
||||
if( height < 16 )
|
||||
height = 16;
|
||||
width += 16;
|
||||
var lineSize = 20;
|
||||
var x = (iLetter % lineSize) * 16;
|
||||
var y = Math.floor(iLetter / lineSize) * 16 + 144;
|
||||
html += "<div class='" + clazz + " small' style='background-position: -" + x + "px -" + y + "px'></div>";
|
||||
count++;
|
||||
} else if( letter.charCodeAt(0) >= 'A'.charCodeAt(0) && letter.charCodeAt(0) <= 'Z'.charCodeAt(0)) {
|
||||
iLetter = letter.charCodeAt(0) - 'A'.charCodeAt(0);
|
||||
if( height < 32 )
|
||||
height = 32;
|
||||
width += 32;
|
||||
var lineSize = 10;
|
||||
var x = (iLetter % lineSize) * 32;
|
||||
var y = Math.floor(iLetter / lineSize) * 32 + 32;
|
||||
html += "<div class='" + clazz + "' style='background-position: -" + x + "px -" + y + "px'></div>";
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
||||
divHTML.empty();
|
||||
divHTML.css( "width", width + "px");
|
||||
divHTML.css( "height", height + "px");
|
||||
if( center )
|
||||
divHTML.css( "margin-left", "-" + (message.length * letterSize / 2) + "px");
|
||||
divHTML.append( html );
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user