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-rw-r--r--js/mountain/hill.js319
1 files changed, 0 insertions, 319 deletions
diff --git a/js/mountain/hill.js b/js/mountain/hill.js
deleted file mode 100644
index 0e960a9..0000000
--- a/js/mountain/hill.js
+++ /dev/null
@@ -1,319 +0,0 @@
-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