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author | Brian Picciano <mediocregopher@gmail.com> | 2021-03-12 18:00:41 -0700 |
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committer | Brian Picciano <mediocregopher@gmail.com> | 2021-03-12 18:00:41 -0700 |
commit | 9472718f52ee849a587d0305daf50b8f4ea71094 (patch) | |
tree | 58774f54e730b8c22e7ffcee043faba7e7a920b6 /src/_posts | |
parent | 3f01bac76d7ab5d0668eb2d09dc7ef0758c195c6 (diff) |
ripple
Diffstat (limited to 'src/_posts')
-rw-r--r-- | src/_posts/2021-03-12-ripple-a-game.md | 308 |
1 files changed, 308 insertions, 0 deletions
diff --git a/src/_posts/2021-03-12-ripple-a-game.md b/src/_posts/2021-03-12-ripple-a-game.md new file mode 100644 index 0000000..5fea664 --- /dev/null +++ b/src/_posts/2021-03-12-ripple-a-game.md @@ -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 |