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pyscript/examples/mario/js/game.js
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2023-03-06 14:20:21 +00:00

246 lines
5.5 KiB
JavaScript

var requestAnimFrame = (function () {
return (
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000 / 60);
}
);
})();
//create the canvas
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
var updateables = [];
var fireballs = [];
var player = new Mario.Player([0, 0]);
//we might have to get the size and calculate the scaling
//but this method should let us make it however big.
//Cool!
//TODO: Automatically scale the game to work and look good on widescreen.
//TODO: fiddling with scaled sprites looks BETTER, but not perfect. Hmm.
canvas.width = 762;
canvas.height = 720;
ctx.scale(3, 3);
document.body.appendChild(canvas);
//viewport
var vX = 0,
vY = 0,
vWidth = 256,
vHeight = 240;
//load our images
resources.load([
"sprites/player.png",
"sprites/enemy.png",
"sprites/tiles.png",
"sprites/playerl.png",
"sprites/items.png",
"sprites/enemyr.png",
]);
resources.onReady(init);
var level;
var sounds;
var music;
//initialize
var lastTime;
function init() {
music = {
overworld: new Audio("sounds/aboveground_bgm.ogg"),
underground: new Audio("sounds/underground_bgm.ogg"),
clear: new Audio("sounds/stage_clear.wav"),
death: new Audio("sounds/mariodie.wav"),
};
sounds = {
smallJump: new Audio("sounds/jump-small.wav"),
bigJump: new Audio("sounds/jump-super.wav"),
breakBlock: new Audio("sounds/breakblock.wav"),
bump: new Audio("sounds/bump.wav"),
coin: new Audio("sounds/coin.wav"),
fireball: new Audio("sounds/fireball.wav"),
flagpole: new Audio("sounds/flagpole.wav"),
kick: new Audio("sounds/kick.wav"),
pipe: new Audio("sounds/pipe.wav"),
itemAppear: new Audio("sounds/itemAppear.wav"),
powerup: new Audio("sounds/powerup.wav"),
stomp: new Audio("sounds/stomp.wav"),
};
Mario.oneone();
lastTime = Date.now();
main();
}
var gameTime = 0;
//set up the game loop
function main() {
var now = Date.now();
var dt = (now - lastTime) / 1000.0;
update(dt);
render();
lastTime = now;
requestAnimFrame(main);
}
function update(dt) {
gameTime += dt;
handleInput(dt);
updateEntities(dt, gameTime);
checkCollisions();
}
function handleInput(dt) {
if (player.piping || player.dying || player.noInput) return; //don't accept input
if (input.isDown("RUN")) {
player.run();
} else {
player.noRun();
}
if (input.isDown("JUMP")) {
player.jump();
} else {
//we need this to handle the timing for how long you hold it
player.noJump();
}
if (input.isDown("DOWN")) {
player.crouch();
} else {
player.noCrouch();
}
if (input.isDown("LEFT")) {
// 'd' or left arrow
player.moveLeft();
} else if (input.isDown("RIGHT")) {
// 'k' or right arrow
player.moveRight();
} else {
player.noWalk();
}
}
//update all the moving stuff
function updateEntities(dt, gameTime) {
player.update(dt, vX);
updateables.forEach(function (ent) {
ent.update(dt, gameTime);
});
//This should stop the jump when he switches sides on the flag.
if (player.exiting) {
if (player.pos[0] > vX + 96) vX = player.pos[0] - 96;
} else if (level.scrolling && player.pos[0] > vX + 80) {
vX = player.pos[0] - 80;
}
if (player.powering.length !== 0 || player.dying) {
return;
}
level.items.forEach(function (ent) {
ent.update(dt);
});
level.enemies.forEach(function (ent) {
ent.update(dt, vX);
});
fireballs.forEach(function (fireball) {
fireball.update(dt);
});
level.pipes.forEach(function (pipe) {
pipe.update(dt);
});
}
//scan for collisions
function checkCollisions() {
if (player.powering.length !== 0 || player.dying) {
return;
}
player.checkCollisions();
//Apparently for each will just skip indices where things were deleted.
level.items.forEach(function (item) {
item.checkCollisions();
});
level.enemies.forEach(function (ent) {
ent.checkCollisions();
});
fireballs.forEach(function (fireball) {
fireball.checkCollisions();
});
level.pipes.forEach(function (pipe) {
pipe.checkCollisions();
});
}
//draw the game!
function render() {
updateables = [];
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = level.background;
ctx.fillRect(0, 0, canvas.width, canvas.height);
//scenery gets drawn first to get layering right.
for (var i = 0; i < 15; i++) {
for (var j = Math.floor(vX / 16) - 1; j < Math.floor(vX / 16) + 20; j++) {
if (level.scenery[i][j]) {
renderEntity(level.scenery[i][j]);
}
}
}
//then items
level.items.forEach(function (item) {
renderEntity(item);
});
level.enemies.forEach(function (enemy) {
renderEntity(enemy);
});
fireballs.forEach(function (fireball) {
renderEntity(fireball);
});
//then we draw every static object.
for (var i = 0; i < 15; i++) {
for (var j = Math.floor(vX / 16) - 1; j < Math.floor(vX / 16) + 20; j++) {
if (level.statics[i][j]) {
renderEntity(level.statics[i][j]);
}
if (level.blocks[i][j]) {
renderEntity(level.blocks[i][j]);
updateables.push(level.blocks[i][j]);
}
}
}
//then the player
if (player.invincibility % 2 === 0) {
renderEntity(player);
}
//Mario goes INTO pipes, so naturally they go after.
level.pipes.forEach(function (pipe) {
renderEntity(pipe);
});
}
function renderEntity(entity) {
entity.render(ctx, vX, vY);
}