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authorelioat <elioat@tilde.institute>2024-02-19 07:48:29 -0500
committerelioat <elioat@tilde.institute>2024-02-19 07:48:29 -0500
commitfb5826dd545131084a7b2a032766c6f2c457c14c (patch)
tree272b264455329adf145617666439b5e8746eaf15 /js
parent0d7b8bddebc31146192de8761c262ee3ed9c6824 (diff)
downloadtour-fb5826dd545131084a7b2a032766c6f2c457c14c.tar.gz
*
Diffstat (limited to 'js')
-rw-r--r--js/MAP.md1
-rw-r--r--js/mountain/game.js3
-rw-r--r--js/mountain/hill.js319
-rw-r--r--js/mountain/index.html12
4 files changed, 335 insertions, 0 deletions
diff --git a/js/MAP.md b/js/MAP.md
index 79452cd..52b3573 100644
--- a/js/MAP.md
+++ b/js/MAP.md
@@ -12,6 +12,7 @@
 - `irc`, a better irc bot
 - `magic-bird`, is a game about a magical bird that needs to get back home to lay an egg
 - `map-maker`, a little tool for making, and exporting maps for other games
+- `mountain`, a companion game to hill, platformer about getting to the top
 - `name-gen`, a funny random name generator and HTML canvas shape drawer
 - `notes`, really bad note taking surface
 - `peep`, a pulsing shape toy...not done, not nearly a complete thought
diff --git a/js/mountain/game.js b/js/mountain/game.js
new file mode 100644
index 0000000..3c96005
--- /dev/null
+++ b/js/mountain/game.js
@@ -0,0 +1,3 @@
+// a 2d platformer game, where the character can jump, double jump, move left and right.
+// That character can avoid spikes and obstacles.
+
diff --git a/js/mountain/hill.js b/js/mountain/hill.js
new file mode 100644
index 0000000..0e960a9
--- /dev/null
+++ b/js/mountain/hill.js
@@ -0,0 +1,319 @@
+const canvas = document.getElementById('gameCanvas');
+canvas.width = window.innerWidth;
+canvas.height = window.innerHeight;
+canvas.style.backgroundColor = '#f0f0f0';
+const ctx = canvas.getContext('2d');
+
+(function(){
+
+    const COLORS = {
+        player: '#2d2d2d',
+        particles: '#2d2d2d',
+        objects: '#2d2d2d',
+        terrain: '#2d2d2d'
+    };
+
+    const gravity = 1;
+    const jumpForce = 14.75;
+
+    const player = {
+        x: 200,
+        y: 0,
+        vx: 16,
+        vy: 16,
+        vm: 32,
+        jumpForce: gravity + jumpForce,
+        onGround: false,
+        width: 20,
+        height: 20,
+        distanceTraveled: 0
+    };
+
+    const terrain = {
+        start: { x: 0, y: 0 },
+        end: { x: canvas.width, y: canvas.height },
+        height: 8
+    };
+
+    const objects = [];
+    let lastObjectX = 0;
+
+    const particles = [];
+
+    const createObject = () => {
+        const object = {
+            x: lastObjectX + 10 * canvas.width / 10,
+            width: Math.random() * 100,
+            height: Math.random() * 22
+        };
+
+        let terrainY = ((terrain.end.y - terrain.start.y) / (terrain.end.x - terrain.start.x)) * (object.x - terrain.start.x) + terrain.start.y;
+
+        object.y = terrainY - object.height;
+
+        objects.push(object);
+
+        lastObjectX = object.x;
+    };
+
+    const isColliding = (obj1, obj2) => (
+        obj1.x < obj2.x + obj2.width &&
+        obj1.x + obj1.width > obj2.x &&
+        obj1.y < obj2.y + obj2.height &&
+        obj1.y + obj1.height > obj2.y
+    );
+
+    const checkCollision = () => {
+        objects.forEach(object => {
+            if (isColliding(player, object)) {
+                if (player.vx >= 1) {
+                    player.vx -= 0.5;
+                    player.vy -= 0.5;
+                }
+            }
+        });
+    };
+
+    const updatePlayer = () => {
+        player.vy += gravity;
+
+        player.x += player.vx;
+        player.y += player.vy;
+
+        const terrainY = (terrain.end.y - terrain.start.y) / (terrain.end.x - terrain.start.x) * (player.x - terrain.start.x) + terrain.start.y;
+
+        if (player.y + player.height > terrainY) {
+            player.y = terrainY - player.height;
+            player.vy = 0;
+        }
+
+        if (particlesEnabled) {
+            particles.push({
+                x: player.x,
+                y: player.y,
+                vx: Math.random() * 2 - 1,
+                vy: Math.random() * 2 - 1,
+                lifespan: player.vx * 4
+            });
+        }
+    };
+
+    const updateObjects = () => {
+        for (let object of objects) {
+            object.y += gravity;
+
+            let terrainY = ((terrain.end.y - terrain.start.y) / (terrain.end.x - terrain.start.x)) * (object.x - terrain.start.x) + terrain.start.y;
+
+            if (object.y + object.height > terrainY) {
+                object.y = terrainY - object.height;
+            }
+        }
+    };
+
+    const drawPlayer = () => {
+
+        if (player.vx < 4) {
+            ctx.fillStyle = COLORS.player;
+            ctx.font = '22px Arial';
+            const text = 'Jump to build up speed!';
+            ctx.fillText(text, player.x, player.y - 12);
+        } else {
+            if (distanceMeterEnabled) {
+                ctx.fillStyle = '#aaa';
+                ctx.font = '22px Arial';
+                const text = player.distanceTraveled.toFixed(0) + ' px';
+                ctx.fillText(text, player.x, player.y - 12);
+            }
+        }
+
+        ctx.fillStyle = COLORS.player;
+        ctx.fillRect(player.x, player.y, player.width, player.height);
+    };
+
+    const drawObjects = () => {
+        ctx.fillStyle = COLORS.objects;
+        objects.forEach(object => {
+            ctx.beginPath();
+            ctx.arc(object.x, object.y, object.width / 2, 0, Math.PI * 2, true);
+            ctx.fill();
+        });
+    };
+
+    const drawTerrain = () => {
+        ctx.beginPath();
+        ctx.moveTo(terrain.start.x, terrain.start.y);
+        ctx.lineTo(terrain.end.x, terrain.end.y);
+        ctx.strokeStyle = COLORS.terrain;
+        ctx.lineWidth = terrain.height;
+        ctx.stroke();
+    };
+
+    const drawParticles = () => {
+        if (particlesEnabled) {
+            ctx.fillStyle = COLORS.particles;
+            particles.forEach((particle, index) => {
+                ctx.fillRect(particle.x, particle.y, 5, 5);
+                particle.x += particle.vx;
+                particle.y += particle.vy;
+                particle.lifespan--;
+                if (particle.lifespan === 0) {
+                    particles.splice(index, 1);
+                }
+            });
+        }
+    };
+
+
+    const draw = () => {
+        ctx.clearRect(0, 0, canvas.width, canvas.height);
+        ctx.save();
+        ctx.translate(-player.x + canvas.width / 4, -player.y + canvas.height / 2);
+        drawPlayer();
+        terrain.start.x = player.x - canvas.width;
+        terrain.end.x = player.x + canvas.width;
+        drawObjects();
+        drawTerrain();
+        drawParticles();
+        ctx.restore();
+    };
+
+    const update = (currentTime = 0) => {
+        const deltaTime = currentTime - lastUpdateTime;
+
+        player.distanceTraveled = Math.abs(player.x - 200);
+
+        if (deltaTime >= frameDelay) {
+            createObject();
+            updatePlayer();
+            updateObjects();
+            checkCollision();
+            lastUpdateTime = currentTime;
+        }
+
+        requestAnimationFrame(update);
+    };
+
+    const initialize = () => {
+        terrain.start = { x: 0, y: 0 };
+        terrain.end = { x: canvas.width, y: canvas.height };
+    };
+
+    const gameLoop = () => {
+        initialize();
+        draw();
+        requestAnimationFrame(gameLoop);
+    };
+
+    const playerDoJump = () => {
+        const terrainY = (terrain.end.y - terrain.start.y) / (terrain.end.x - terrain.start.x) * (player.x - terrain.start.x) + terrain.start.y;
+        if (player.y + player.height >= terrainY) {
+            player.vy = player.jumpForce * -1;
+            if (player.vx < player.vm) {
+                player.vx += 0.5;
+            }
+        }
+    };
+
+    const handleKeyDown = event => {
+        if (event.key === 'Enter' || event.key === ' ' || event.key === 'ArrowUp' || event.key === 'w' || event.key === 'W') {
+            playerDoJump();
+        }
+    };
+
+    canvas.addEventListener('click', playerDoJump);
+    canvas.addEventListener('touchstart', playerDoJump);
+    window.addEventListener('keydown', handleKeyDown);
+
+    window.addEventListener('resize', () => {
+        canvas.width = window.innerWidth;
+        canvas.height = window.innerHeight;
+        draw();
+    });
+
+    const helpText = 'Controls:\n\nJump: space, up arrow, w or tap the screen on mobile\nFullscreen: f or the button in the upper-right\nParticles: p\nDistance: d\nHelp: h'
+
+    document.addEventListener('keydown', function(event) {
+        if (event.key === 'f') {
+            if (canvas.requestFullscreen) {
+                canvas.requestFullscreen();
+            } else if (canvas.mozRequestFullScreen) {
+                canvas.mozRequestFullScreen();
+            } else if (canvas.webkitRequestFullscreen) {
+                canvas.webkitRequestFullscreen();
+            } else if (canvas.msRequestFullscreen) {
+                canvas.msRequestFullscreen();
+            }
+        } else if (event.key === 'p' || event.key === 'P') {
+            particlesEnabled = !particlesEnabled;
+        } else if (event.key === 'h' || event.key === 'H') {
+            alert(helpText);
+        } else if (event.key === 'd' || event.key === 'D') {
+            distanceMeterEnabled = !distanceMeterEnabled;
+        }
+    });
+
+    let particlesEnabled = true;
+    let distanceMeterEnabled = false;
+
+    const fullscreenButton = document.createElement('button');
+    fullscreenButton.style.position = 'absolute';
+    fullscreenButton.style.top = '10px';
+    fullscreenButton.style.right = '10px';
+    fullscreenButton.textContent = 'Fullscreen';
+
+    const distanceMeterButton = document.createElement('button');
+    distanceMeterButton.style.position = 'absolute';
+    distanceMeterButton.style.top = '40px';
+    distanceMeterButton.style.right = '10px';
+    distanceMeterButton.textContent = 'Distance';
+
+    const particlesButton = document.createElement('button');
+    particlesButton.style.position = 'absolute';
+    particlesButton.style.top = '70px';
+    particlesButton.style.right = '10px';
+    particlesButton.textContent = 'Particles';
+
+    const helpButton = document.createElement('button');
+    helpButton.style.position = 'absolute';
+    helpButton.style.top = '100px';
+    helpButton.style.right = '10px';
+    helpButton.textContent = 'Help';
+
+    fullscreenButton.addEventListener('click', function() {
+        if (canvas.requestFullscreen) {
+            canvas.requestFullscreen();
+        } else if (canvas.mozRequestFullScreen) {
+            canvas.mozRequestFullScreen();
+        } else if (canvas.webkitRequestFullscreen) {
+            canvas.webkitRequestFullscreen();
+        } else if (canvas.msRequestFullscreen) {
+            canvas.msRequestFullscreen();
+        }
+    });
+
+    distanceMeterButton.addEventListener('click', function() {
+        distanceMeterEnabled = !distanceMeterEnabled;
+    });
+
+    particlesButton.addEventListener('click', function() {
+        particlesEnabled = !particlesEnabled;
+    });
+
+    helpButton.addEventListener('click', function() {
+        alert(helpText);
+    });
+
+    canvas.parentNode.appendChild(fullscreenButton);
+    canvas.parentNode.appendChild(distanceMeterButton);
+    canvas.parentNode.appendChild(particlesButton);
+    canvas.parentNode.appendChild(helpButton);
+
+
+    let lastUpdateTime = 0;
+    const fps = 60;
+    const frameDelay = 1000 / fps; 
+
+    update();
+    gameLoop();
+
+} )();
\ No newline at end of file
diff --git a/js/mountain/index.html b/js/mountain/index.html
new file mode 100644
index 0000000..016ad87
--- /dev/null
+++ b/js/mountain/index.html
@@ -0,0 +1,12 @@
+<!DOCTYPE html>
+<html lang="en">
+<head>
+    <meta charset="UTF-8">
+    <meta name="viewport" content="width=device-width, initial-scale=1.0">
+    <title>mountain</title>
+    <script src="game.js"></script>
+</head>
+<body>
+    <canvas id="mountain"></canvas>
+</body>
+</html>
\ No newline at end of file