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pyscript/examples/mario/js/levels/level.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

296 lines
8.9 KiB
JavaScript

(function () {
var Level = (Mario.Level = function (options) {
this.playerPos = options.playerPos;
this.scrolling = options.scrolling;
this.loader = options.loader;
this.background = options.background;
this.exit = options.exit;
this.floorSprite = options.floorSprite;
this.cloudSprite = options.cloudSprite;
this.wallSprite = options.wallSprite;
this.brickSprite = options.brickSprite;
this.rubbleSprite = options.rubbleSprite;
this.brickBounceSprite = options.brickBounceSprite;
this.ublockSprite = options.ublockSprite;
this.superShroomSprite = options.superShroomSprite;
this.fireFlowerSprite = options.fireFlowerSprite;
this.starSprite = options.starSprite;
this.coinSprite = options.coinSprite;
this.bcoinSprite = options.bcoinSprite;
this.goombaSprite = options.goombaSprite;
this.koopaSprite = options.koopaSprite;
//prop pipe sprites, to be phased out
this.pipeLEndSprite = options.pipeLEndSprite;
this.pipeREndSprite = options.pipeREndSprite;
this.pipeLMidSprite = options.pipeLMidSprite;
this.pipeRMidSprite = options.pipeRMidSprite;
//real pipe sprites, use these.
this.pipeUpMid = options.pipeUpMid;
this.pipeSideMid = options.pipeSideMid;
this.pipeLeft = options.pipeLeft;
this.pipeTop = options.pipeTop;
this.flagpoleSprites = options.flagPoleSprites;
this.LPipeSprites = options.LPipeSprites;
this.cloudSprites = options.cloudSprites;
this.hillSprites = options.hillSprites;
this.bushSprite = options.bushSprite;
this.bushSprites = options.bushSprites;
this.qblockSprite = options.qblockSprite;
this.invincibility = options.invincibility;
this.statics = [];
this.scenery = [];
this.blocks = [];
this.enemies = [];
this.items = [];
this.pipes = [];
for (var i = 0; i < 15; i++) {
this.statics[i] = [];
this.scenery[i] = [];
this.blocks[i] = [];
}
});
Level.prototype.putFloor = function (start, end) {
for (var i = start; i < end; i++) {
this.statics[13][i] = new Mario.Floor([16 * i, 208], this.floorSprite);
this.statics[14][i] = new Mario.Floor([16 * i, 224], this.floorSprite);
}
};
Level.prototype.putGoomba = function (x, y) {
this.enemies.push(new Mario.Goomba([16 * x, 16 * y], this.goombaSprite()));
};
Level.prototype.putKoopa = function (x, y) {
this.enemies.push(
new Mario.Koopa([16 * x, 16 * y], this.koopaSprite(), false),
);
};
Level.prototype.putWall = function (x, y, height) {
//y is the bottom of the wall in this case.
for (var i = y - height; i < y; i++) {
this.statics[i][x] = new Mario.Floor([16 * x, 16 * i], this.wallSprite);
}
};
Level.prototype.putPipe = function (x, y, height) {
for (var i = y - height; i < y; i++) {
if (i === y - height) {
this.statics[i][x] = new Mario.Floor(
[16 * x, 16 * i],
this.pipeLEndSprite,
);
this.statics[i][x + 1] = new Mario.Floor(
[16 * x + 16, 16 * i],
this.pipeREndSprite,
);
} else {
this.statics[i][x] = new Mario.Floor(
[16 * x, 16 * i],
this.pipeLMidSprite,
);
this.statics[i][x + 1] = new Mario.Floor(
[16 * x + 16, 16 * i],
this.pipeRMidSprite,
);
}
}
};
//sometimes, pipes don't go straight up and down.
Level.prototype.putLeftPipe = function (x, y) {
this.statics[y][x] = new Mario.Floor(
[16 * x, 16 * y],
this.LPipeSprites[0],
);
this.statics[y + 1][x] = new Mario.Floor(
[16 * x, 16 * (y + 1)],
this.LPipeSprites[1],
);
this.statics[y][x + 1] = new Mario.Floor(
[16 * (x + 1), 16 * y],
this.LPipeSprites[2],
);
this.statics[y + 1][x + 1] = new Mario.Floor(
[16 * (x + 1), 16 * (y + 1)],
this.LPipeSprites[3],
);
this.statics[y][x + 2] = new Mario.Floor(
[16 * (x + 2), 16 * y],
this.LPipeSprites[4],
);
this.statics[y + 1][x + 2] = new Mario.Floor(
[16 * (x + 2), 16 * (y + 1)],
this.LPipeSprites[5],
);
};
Level.prototype.putCoin = function (x, y) {
this.items.push(new Mario.Coin([x * 16, y * 16], this.coinSprite()));
};
Level.prototype.putCloud = function (x, y) {
this.scenery[y][x] = new Mario.Prop([x * 16, y * 16], this.cloudSprite);
};
Level.prototype.putQBlock = function (x, y, item) {
this.blocks[y][x] = new Mario.Block({
pos: [x * 16, y * 16],
item: item,
sprite: this.qblockSprite,
usedSprite: this.ublockSprite,
});
};
Level.prototype.putBrick = function (x, y, item) {
this.blocks[y][x] = new Mario.Block({
pos: [x * 16, y * 16],
item: item,
sprite: this.brickSprite,
bounceSprite: this.brickBounceSprite,
usedSprite: this.ublockSprite,
breakable: !item,
});
};
Level.prototype.putBigHill = function (x, y) {
var px = x * 16,
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.hillSprites[0]);
this.scenery[y][x + 1] = new Mario.Prop([px + 16, py], this.hillSprites[3]);
this.scenery[y - 1][x + 1] = new Mario.Prop(
[px + 16, py - 16],
this.hillSprites[0],
);
this.scenery[y][x + 2] = new Mario.Prop([px + 32, py], this.hillSprites[4]);
this.scenery[y - 1][x + 2] = new Mario.Prop(
[px + 32, py - 16],
this.hillSprites[3],
);
this.scenery[y - 2][x + 2] = new Mario.Prop(
[px + 32, py - 32],
this.hillSprites[1],
);
this.scenery[y][x + 3] = new Mario.Prop([px + 48, py], this.hillSprites[5]);
this.scenery[y - 1][x + 3] = new Mario.Prop(
[px + 48, py - 16],
this.hillSprites[2],
);
this.scenery[y][x + 4] = new Mario.Prop([px + 64, py], this.hillSprites[2]);
};
Level.prototype.putBush = function (x, y) {
this.scenery[y][x] = new Mario.Prop([x * 16, y * 16], this.bushSprite);
};
Level.prototype.putThreeBush = function (x, y) {
px = x * 16;
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.bushSprites[0]);
this.scenery[y][x + 1] = new Mario.Prop([px + 16, py], this.bushSprites[1]);
this.scenery[y][x + 2] = new Mario.Prop([px + 32, py], this.bushSprites[1]);
this.scenery[y][x + 3] = new Mario.Prop([px + 48, py], this.bushSprites[1]);
this.scenery[y][x + 4] = new Mario.Prop([px + 64, py], this.bushSprites[2]);
};
Level.prototype.putTwoBush = function (x, y) {
px = x * 16;
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.bushSprites[0]);
this.scenery[y][x + 1] = new Mario.Prop([px + 16, py], this.bushSprites[1]);
this.scenery[y][x + 2] = new Mario.Prop([px + 32, py], this.bushSprites[1]);
this.scenery[y][x + 3] = new Mario.Prop([px + 48, py], this.bushSprites[2]);
};
Level.prototype.putSmallHill = function (x, y) {
var px = x * 16,
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.hillSprites[0]);
this.scenery[y][x + 1] = new Mario.Prop([px + 16, py], this.hillSprites[3]);
this.scenery[y - 1][x + 1] = new Mario.Prop(
[px + 16, py - 16],
this.hillSprites[1],
);
this.scenery[y][x + 2] = new Mario.Prop([px + 32, py], this.hillSprites[2]);
};
Level.prototype.putTwoCloud = function (x, y) {
px = x * 16;
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.cloudSprites[0]);
this.scenery[y][x + 1] = new Mario.Prop(
[px + 16, py],
this.cloudSprites[1],
);
this.scenery[y][x + 2] = new Mario.Prop(
[px + 32, py],
this.cloudSprites[1],
);
this.scenery[y][x + 3] = new Mario.Prop(
[px + 48, py],
this.cloudSprites[2],
);
};
Level.prototype.putThreeCloud = function (x, y) {
px = x * 16;
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.cloudSprites[0]);
this.scenery[y][x + 1] = new Mario.Prop(
[px + 16, py],
this.cloudSprites[1],
);
this.scenery[y][x + 2] = new Mario.Prop(
[px + 32, py],
this.cloudSprites[1],
);
this.scenery[y][x + 3] = new Mario.Prop(
[px + 48, py],
this.cloudSprites[1],
);
this.scenery[y][x + 4] = new Mario.Prop(
[px + 64, py],
this.cloudSprites[2],
);
};
Level.prototype.putRealPipe = function (
x,
y,
length,
direction,
destination,
) {
px = x * 16;
py = y * 16;
this.pipes.push(
new Mario.Pipe({
pos: [px, py],
length: length,
direction: direction,
destination: destination,
}),
);
};
Level.prototype.putFlagpole = function (x) {
this.statics[12][x] = new Mario.Floor([16 * x, 192], this.wallSprite);
for (i = 3; i < 12; i++) {
this.scenery[i][x] = new Mario.Prop(
[16 * x, 16 * i],
this.flagpoleSprites[1],
);
}
this.scenery[2][x] = new Mario.Prop([16 * x, 32], this.flagpoleSprites[0]);
this.items.push(new Mario.Flag(16 * x));
};
})();