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----
-title: >-
- Ripple: A Game
-description: >-
- Hop Till You Drop!
-tags: tech
-series: ripple
----
-
-<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';
- }
- }
- }
- }
-
- drops = drops.filter(drop => !drop.canGC());
-
- ctx.clearRect(0, 0, canvas.width, canvas.height);
- drops.forEach(drop => drop.draw());
- player.draw()
-
- 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