taizo-hori 0.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +179 -0
- package/assets/sprites/dig_dug_title.png +0 -0
- package/assets/sprites/flower_large_1.png +0 -0
- package/assets/sprites/flower_large_2.png +0 -0
- package/assets/sprites/flower_small.png +0 -0
- package/assets/sprites/fygar_fire_1.png +0 -0
- package/assets/sprites/fygar_fire_2.png +0 -0
- package/assets/sprites/fygar_fire_3.png +0 -0
- package/assets/sprites/fygar_ghosting_1.png +0 -0
- package/assets/sprites/fygar_ghosting_2.png +0 -0
- package/assets/sprites/fygar_inflating_1.png +0 -0
- package/assets/sprites/fygar_inflating_2.png +0 -0
- package/assets/sprites/fygar_inflating_3.png +0 -0
- package/assets/sprites/fygar_popped.png +0 -0
- package/assets/sprites/fygar_smooshed.png +0 -0
- package/assets/sprites/fygar_walking_1.png +0 -0
- package/assets/sprites/fygar_walking_2.png +0 -0
- package/assets/sprites/hose_line_horizontal.png +0 -0
- package/assets/sprites/hose_line_vertical.png +0 -0
- package/assets/sprites/hose_nozzle_horizontal.png +0 -0
- package/assets/sprites/hose_nozzle_vertical.png +0 -0
- package/assets/sprites/player_digging_horizontal_1.png +0 -0
- package/assets/sprites/player_digging_horizontal_2.png +0 -0
- package/assets/sprites/player_digging_vertical_1.png +0 -0
- package/assets/sprites/player_digging_vertical_2.png +0 -0
- package/assets/sprites/player_dying_horizontal_1.png +0 -0
- package/assets/sprites/player_dying_horizontal_2.png +0 -0
- package/assets/sprites/player_dying_horizontal_3.png +0 -0
- package/assets/sprites/player_dying_horizontal_4.png +0 -0
- package/assets/sprites/player_dying_horizontal_5.png +0 -0
- package/assets/sprites/player_dying_vertical_1.png +0 -0
- package/assets/sprites/player_dying_vertical_2.png +0 -0
- package/assets/sprites/player_dying_vertical_3.png +0 -0
- package/assets/sprites/player_dying_vertical_4.png +0 -0
- package/assets/sprites/player_dying_vertical_5.png +0 -0
- package/assets/sprites/player_pumping_horizontal_1.png +0 -0
- package/assets/sprites/player_pumping_horizontal_2.png +0 -0
- package/assets/sprites/player_pumping_vertical_1.png +0 -0
- package/assets/sprites/player_pumping_vertical_2.png +0 -0
- package/assets/sprites/player_shooting_horizontal.png +0 -0
- package/assets/sprites/player_shooting_vertical.png +0 -0
- package/assets/sprites/player_smooshed_horizontal.png +0 -0
- package/assets/sprites/player_smooshed_vertical.png +0 -0
- package/assets/sprites/player_walking_horizontal_1.png +0 -0
- package/assets/sprites/player_walking_horizontal_2.png +0 -0
- package/assets/sprites/player_walking_vertical_1.png +0 -0
- package/assets/sprites/player_walking_vertical_2.png +0 -0
- package/assets/sprites/pooka_ghosting_1.png +0 -0
- package/assets/sprites/pooka_ghosting_2.png +0 -0
- package/assets/sprites/pooka_inflating_1.png +0 -0
- package/assets/sprites/pooka_inflating_2.png +0 -0
- package/assets/sprites/pooka_inflating_3.png +0 -0
- package/assets/sprites/pooka_popped.png +0 -0
- package/assets/sprites/pooka_smooshed.png +0 -0
- package/assets/sprites/pooka_walking_1.png +0 -0
- package/assets/sprites/pooka_walking_2.png +0 -0
- package/assets/sprites/prize_1.png +0 -0
- package/assets/sprites/prize_10.png +0 -0
- package/assets/sprites/prize_11.png +0 -0
- package/assets/sprites/prize_2.png +0 -0
- package/assets/sprites/prize_3.png +0 -0
- package/assets/sprites/prize_4.png +0 -0
- package/assets/sprites/prize_5.png +0 -0
- package/assets/sprites/prize_6.png +0 -0
- package/assets/sprites/prize_7.png +0 -0
- package/assets/sprites/prize_8.png +0 -0
- package/assets/sprites/prize_9.png +0 -0
- package/assets/sprites/rock_1.png +0 -0
- package/assets/sprites/rock_2.png +0 -0
- package/assets/sprites/rock_crumbling_1.png +0 -0
- package/assets/sprites/rock_crumbling_2.png +0 -0
- package/assets/sprites/score_sheet.png +0 -0
- package/dist/assets/style.css +1 -0
- package/dist/digdug.es.js +3197 -0
- package/dist/digdug.es.js.map +1 -0
- package/dist/digdug.umd.js +2 -0
- package/dist/digdug.umd.js.map +1 -0
- package/package.json +61 -0
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@@ -0,0 +1,3197 @@
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const N = "digdug_highscore", m = {
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MENU: "menu",
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INTRO: "intro",
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// Starting animation before gameplay
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PLAYING: "playing",
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PAUSED: "paused",
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DYING: "dying",
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RESPAWNING: "respawning",
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LEVEL_COMPLETE: "level_complete",
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GAME_OVER: "game_over"
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}, R = {
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EMPTY: 0,
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DIRT: 1,
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ROCK: 2
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}, h = {
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UP: "up",
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DOWN: "down",
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LEFT: "left",
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RIGHT: "right"
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}, b = {
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SPEED: 1.2,
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// Pixels per frame - player should feel responsive
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START_LIVES: 3,
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PUMP_RANGE: 16 * 3
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}, G = {
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POOKA: "pooka",
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FYGAR: "fygar"
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}, M = {
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MIN_GHOST_DURATION: 1200,
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// Must ghost for at least 1.2 seconds
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POOKA: {
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SPEED: 0.7,
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// Pixels per frame in tunnels
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POINTS: 200,
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GHOST_SPEED: 0.5,
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// Speed when moving through dirt
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GHOST_MODE_DELAY: () => 5e3 + Math.floor(Math.random() * 3) * 2500
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// 5, 7.5, or 10 seconds before entering ghost mode
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},
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FYGAR: {
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SPEED: 0.6,
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// Pixels per frame in tunnels
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GHOST_SPEED: 0.4,
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GHOST_MODE_DELAY: 1e4,
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// 10 seconds before entering ghost mode
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FIRE_RANGE: 16 * 4,
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FIRE_COOLDOWN: 2500,
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// 2.5 seconds between fire breaths
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FIRE_CHARGE_TIME: 300,
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// ms pause before breathing fire
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FIRE_DURATION: 450
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// 450ms fire stays visible (150ms per tile extension)
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}
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}, A = {
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DIG_TILE: 10,
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// Depth-based pump kill points
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// Dirt area: rows 2-17 (16 rows), sky: rows 0-1
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// Quarters of DIRT ONLY: rows 2-5 (Q1), 6-9 (Q2), 10-13 (Q3), 14-17 (Q4)
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PUMP_KILL: {
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POOKA: [200, 300, 400, 500],
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FYGAR: [200, 300, 400, 500],
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FYGAR_HORIZONTAL: [400, 600, 800, 1e3]
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},
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// Rock kills by enemy count (index = count, 8+ capped at index 8)
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ROCK_KILL: [0, 1e3, 2500, 4e3, 6e3, 8e3, 1e4, 12e3, 15e3],
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// Prize values (prize_1 through prize_11)
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BONUS_ITEMS: [
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400,
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600,
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800,
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1e3,
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2e3,
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3e3,
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4e3,
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5e3,
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6e3,
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7e3,
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8e3
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]
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}, S = {
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BACKGROUND: "#000000",
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SKY: "rgb(0, 0, 145)",
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// Blue sky for top rows
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TEXT_WHITE: "#ffffff",
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TEXT_RED: "#e33122"
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}, C = {
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FALL_DELAY: 300,
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// 400ms delay before rock falls after player triggers it
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FALL_SPEED: 3,
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// Pixels per frame when falling
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SHAKE_DURATION: 200
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// ms rock shakes before falling (triggered by player from below)
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}, F = {
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START_ENEMIES: 4,
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MAX_ENEMIES: 8,
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ENEMY_INCREMENT: 1,
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// Additional enemies per level
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ROCKS_PER_LEVEL: 3
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}, v = {
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ANIMATION_DURATION: 1500,
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// 1.5 second death animation
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RESPAWN_DELAY: 3e3,
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// 3 seconds "Player 1 Ready" display
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INVINCIBILITY_TIME: 2e3
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// 2 seconds invincibility after respawn
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}, Y = (L) => new Promise((t, i) => {
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const e = new Image();
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e.onload = () => t(e), e.onerror = (s) => i(s), e.src = L;
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}), W = [
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{
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DIRT_TOP: "rgb(244, 187, 64)",
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DIRT_MID: "rgb(207, 111, 41)",
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DIRT_LOW: "rgb(169, 49, 24)",
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DIRT_LOWEST: "rgb(138, 26, 16)"
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},
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{
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DIRT_TOP: "rgb(128, 128, 128)",
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DIRT_MID: "rgb(162, 130, 74)",
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DIRT_LOW: "rgb(222, 171, 58)",
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DIRT_LOWEST: "rgb(187, 102, 37)"
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},
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{
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DIRT_TOP: "rgb(128, 128, 128)",
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DIRT_MID: "rgb(104, 104, 69)",
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DIRT_LOW: "rgb(73, 103, 68)",
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DIRT_LOWEST: "rgb(64, 64, 64)"
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}
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];
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function H(L) {
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const [t, i, e] = L.match(/\d+/g).map(Number), s = t / 255, r = i / 255, n = e / 255, o = Math.max(s, r, n), a = Math.min(s, r, n);
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let l, d;
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const c = (o + a) / 2;
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if (o === a)
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l = d = 0;
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else {
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const f = o - a;
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switch (d = c > 0.5 ? f / (2 - o - a) : f / (o + a), o) {
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case s:
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l = (r - n) / f + (r < n ? 6 : 0);
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break;
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case r:
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l = (n - s) / f + 2;
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break;
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case n:
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l = (s - r) / f + 4;
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break;
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}
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l /= 6;
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}
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return {
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h: Math.round(l * 360),
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s: Math.round(d * 100),
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l: Math.round(c * 100)
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};
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}
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function V(L) {
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const i = Math.floor((L - 1) / 4) % W.length, { DIRT_TOP: e, DIRT_MID: s, DIRT_LOW: r, DIRT_LOWEST: n } = W[i];
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return [
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{ stop: 0, color: H(e) },
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{ stop: 0.33, color: H(s) },
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{ stop: 0.66, color: H(r) },
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{ stop: 1, color: H(n) }
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];
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}
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class K {
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constructor(t) {
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this.config = t, this.canvas = document.createElement("canvas"), this.ctx = this.canvas.getContext("2d"), this.canvas.width = t.width, this.canvas.height = t.height, t.scale && t.scale !== 1 && (this.canvas.style.width = `${t.width * t.scale}px`, this.canvas.style.height = `${t.height * t.scale}px`), this.ctx.imageSmoothingEnabled = !1, this.sprites = {}, this.spritesLoaded = !1, this.loadSprites(), this.scoreSheet = null, this.scoreSheetLoaded = !1, this.loadScoreSheet(), this.scoreSpriteMap = {
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200: { x: 23, y: 0, w: 15, h: 7 },
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300: { x: 42, y: 0, w: 15, h: 7 },
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400: { x: 61, y: 0, w: 15, h: 7 },
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500: { x: 81, y: 0, w: 15, h: 7 },
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600: { x: 100, y: 0, w: 15, h: 7 },
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800: { x: 119, y: 0, w: 15, h: 7 },
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1e3: { x: 0, y: 15, w: 17, h: 7 },
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2e3: { x: 21, y: 15, w: 20, h: 7 },
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2500: { x: 45, y: 15, w: 20, h: 7 },
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3e3: { x: 69, y: 15, w: 20, h: 7 },
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4e3: { x: 93, y: 15, w: 20, h: 7 },
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5e3: { x: 117, y: 15, w: 20, h: 7 },
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6e3: { x: 141, y: 15, w: 20, h: 7 },
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7e3: { x: 13, y: 30, w: 20, h: 7 },
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8e3: { x: 40, y: 30, w: 20, h: 7 },
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1e4: { x: 66, y: 30, w: 22, h: 7 },
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12e3: { x: 95, y: 30, w: 22, h: 7 },
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15e3: { x: 124, y: 30, w: 22, h: 7 }
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}, this.backgroundCanvas = document.createElement("canvas"), this.backgroundCanvas.width = t.width, this.backgroundCanvas.height = t.height, this.backgroundCtx = this.backgroundCanvas.getContext("2d"), this.backgroundCtx.imageSmoothingEnabled = !1, this.backgroundDirty = !0, this.lastGridState = null;
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}
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/**
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* Load sprite images
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*/
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loadSprites() {
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const t = [
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"player_walking_horizontal_1.png",
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"player_walking_horizontal_2.png",
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"player_walking_vertical_1.png",
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"player_walking_vertical_2.png",
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"player_digging_horizontal_1.png",
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"player_digging_horizontal_2.png",
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"player_digging_vertical_1.png",
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"player_digging_vertical_2.png",
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"player_shooting_horizontal.png",
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"player_shooting_vertical.png",
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"player_pumping_horizontal_1.png",
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"player_pumping_horizontal_2.png",
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"player_pumping_vertical_1.png",
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"player_pumping_vertical_2.png",
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"player_smooshed_horizontal.png",
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"player_smooshed_vertical.png",
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"player_dying_horizontal_1.png",
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"player_dying_horizontal_2.png",
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"player_dying_horizontal_3.png",
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"player_dying_horizontal_4.png",
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"player_dying_horizontal_5.png",
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"player_dying_vertical_1.png",
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"player_dying_vertical_2.png",
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"player_dying_vertical_3.png",
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"player_dying_vertical_4.png",
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"player_dying_vertical_5.png",
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"hose_line_horizontal.png",
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"hose_line_vertical.png",
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"hose_nozzle_horizontal.png",
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"hose_nozzle_vertical.png",
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"pooka_walking_1.png",
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"pooka_walking_2.png",
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"pooka_ghosting_1.png",
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"pooka_ghosting_2.png",
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"fygar_walking_1.png",
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+
"fygar_walking_2.png",
|
|
229
|
+
"fygar_ghosting_1.png",
|
|
230
|
+
"fygar_ghosting_2.png",
|
|
231
|
+
"fygar_fire_1.png",
|
|
232
|
+
"fygar_fire_2.png",
|
|
233
|
+
"fygar_fire_3.png",
|
|
234
|
+
"pooka_inflating_1.png",
|
|
235
|
+
"pooka_inflating_2.png",
|
|
236
|
+
"pooka_inflating_3.png",
|
|
237
|
+
"pooka_popped.png",
|
|
238
|
+
"pooka_smooshed.png",
|
|
239
|
+
"fygar_inflating_1.png",
|
|
240
|
+
"fygar_inflating_2.png",
|
|
241
|
+
"fygar_inflating_3.png",
|
|
242
|
+
"fygar_popped.png",
|
|
243
|
+
"fygar_smooshed.png",
|
|
244
|
+
"rock_1.png",
|
|
245
|
+
"rock_2.png",
|
|
246
|
+
"rock_crumbling_1.png",
|
|
247
|
+
"rock_crumbling_2.png",
|
|
248
|
+
"flower_small.png",
|
|
249
|
+
"prize_1.png",
|
|
250
|
+
"prize_2.png",
|
|
251
|
+
"prize_3.png",
|
|
252
|
+
"prize_4.png",
|
|
253
|
+
"prize_5.png",
|
|
254
|
+
"prize_6.png",
|
|
255
|
+
"prize_7.png",
|
|
256
|
+
"prize_8.png",
|
|
257
|
+
"prize_9.png",
|
|
258
|
+
"prize_10.png",
|
|
259
|
+
"prize_11.png"
|
|
260
|
+
];
|
|
261
|
+
let i = 0;
|
|
262
|
+
const e = t.length;
|
|
263
|
+
t.forEach((s) => {
|
|
264
|
+
const r = new Image();
|
|
265
|
+
r.onload = () => {
|
|
266
|
+
i++, i === e && (this.spritesLoaded = !0);
|
|
267
|
+
}, r.onerror = () => {
|
|
268
|
+
console.warn(`Failed to load sprite: ${s}`), i++, i === e && (this.spritesLoaded = !0);
|
|
269
|
+
};
|
|
270
|
+
const n = s.replace(".png", "");
|
|
271
|
+
r.src = `/assets/sprites/${s}`, this.sprites[n] = r;
|
|
272
|
+
});
|
|
273
|
+
}
|
|
274
|
+
/**
|
|
275
|
+
* Load the score sprite sheet
|
|
276
|
+
*/
|
|
277
|
+
async loadScoreSheet() {
|
|
278
|
+
const t = await Y("/assets/sprites/score_sheet.png");
|
|
279
|
+
this.scoreSheet = t, this.scoreSheetLoaded = !0;
|
|
280
|
+
}
|
|
281
|
+
/**
|
|
282
|
+
* Attach canvas to DOM container
|
|
283
|
+
*/
|
|
284
|
+
attachTo(t) {
|
|
285
|
+
t.appendChild(this.canvas);
|
|
286
|
+
}
|
|
287
|
+
async drawMenu() {
|
|
288
|
+
const t = await Y("/assets/sprites/dig_dug_title.png"), i = t.naturalWidth * 1.5;
|
|
289
|
+
this.ctx.drawImage(
|
|
290
|
+
t,
|
|
291
|
+
432 / 2 - i / 2,
|
|
292
|
+
16 * 2,
|
|
293
|
+
i,
|
|
294
|
+
t.naturalHeight * 1.5
|
|
295
|
+
), this.drawText(
|
|
296
|
+
"▶ 1 PLAYER",
|
|
297
|
+
432 / 2,
|
|
298
|
+
288 / 2 + 16 * 6,
|
|
299
|
+
{
|
|
300
|
+
size: 8,
|
|
301
|
+
color: S.TEXT_WHITE,
|
|
302
|
+
align: "center"
|
|
303
|
+
}
|
|
304
|
+
);
|
|
305
|
+
}
|
|
306
|
+
/**
|
|
307
|
+
* Clear the canvas
|
|
308
|
+
* Note: With background caching, we don't need to clear to black
|
|
309
|
+
* since drawGrid() will overwrite with the cached background
|
|
310
|
+
*/
|
|
311
|
+
clear() {
|
|
312
|
+
(this.backgroundDirty || !this.lastGridState) && (this.ctx.fillStyle = S.BACKGROUND, this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height));
|
|
313
|
+
}
|
|
314
|
+
/**
|
|
315
|
+
* Force clear the canvas to black (for menus, game over screens, etc.)
|
|
316
|
+
*/
|
|
317
|
+
forceClear() {
|
|
318
|
+
this.ctx.fillStyle = S.BACKGROUND, this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
|
|
319
|
+
}
|
|
320
|
+
/**
|
|
321
|
+
* Mark the background as needing redraw (call when grid changes)
|
|
322
|
+
*/
|
|
323
|
+
markBackgroundDirty() {
|
|
324
|
+
this.backgroundDirty = !0;
|
|
325
|
+
}
|
|
326
|
+
/**
|
|
327
|
+
* Draw the grid using cached background for performance
|
|
328
|
+
* Only redraws when grid actually changes
|
|
329
|
+
*/
|
|
330
|
+
drawGrid(t, i) {
|
|
331
|
+
const e = t.getStateHash ? t.getStateHash() : null;
|
|
332
|
+
e !== this.lastGridState && (this.backgroundDirty = !0, this.lastGridState = e), this.backgroundDirty && (this.renderBackgroundToCache(t, i), this.backgroundDirty = !1), this.ctx.drawImage(this.backgroundCanvas, 0, 0);
|
|
333
|
+
}
|
|
334
|
+
getDirtColorHSL(t, i) {
|
|
335
|
+
const e = Math.max(0, Math.min(1, t)), s = V(i);
|
|
336
|
+
let r = s[0], n = s[s.length - 1];
|
|
337
|
+
for (let l = 0; l < s.length - 1; l++)
|
|
338
|
+
if (e >= s[l].stop && e <= s[l + 1].stop) {
|
|
339
|
+
r = s[l], n = s[l + 1];
|
|
340
|
+
break;
|
|
341
|
+
}
|
|
342
|
+
const o = n.stop - r.stop, a = (e - r.stop) / o;
|
|
343
|
+
return o === 0 ? n.color : {
|
|
344
|
+
h: Math.round(
|
|
345
|
+
r.color.h + (n.color.h - r.color.h) * a
|
|
346
|
+
),
|
|
347
|
+
s: Math.round(
|
|
348
|
+
r.color.s + (n.color.s - r.color.s) * a
|
|
349
|
+
),
|
|
350
|
+
l: Math.round(
|
|
351
|
+
r.color.l + (n.color.l - r.color.l) * a
|
|
352
|
+
)
|
|
353
|
+
};
|
|
354
|
+
}
|
|
355
|
+
/**
|
|
356
|
+
* Render the full background to the cache canvas
|
|
357
|
+
* Called only when grid changes
|
|
358
|
+
*/
|
|
359
|
+
renderBackgroundToCache(t, i) {
|
|
360
|
+
const e = this.backgroundCtx;
|
|
361
|
+
e.fillStyle = S.BACKGROUND, e.fillRect(
|
|
362
|
+
0,
|
|
363
|
+
0,
|
|
364
|
+
this.backgroundCanvas.width,
|
|
365
|
+
this.backgroundCanvas.height
|
|
366
|
+
);
|
|
367
|
+
for (let s = 0; s < t.height; s++)
|
|
368
|
+
for (let r = 0; r < t.width; r++) {
|
|
369
|
+
const n = t.getTile(r, s), o = r * 16, a = s * 16;
|
|
370
|
+
if (s < 2) {
|
|
371
|
+
e.fillStyle = S.SKY, e.fillRect(o, a, 16, 16);
|
|
372
|
+
continue;
|
|
373
|
+
}
|
|
374
|
+
if (n === R.DIRT || n === R.ROCK) {
|
|
375
|
+
const l = (s - 2) / (t.height - 2), { h: d, s: c, l: f } = this.getDirtColorHSL(
|
|
376
|
+
l,
|
|
377
|
+
i
|
|
378
|
+
);
|
|
379
|
+
e.fillStyle = `hsl(${d}, ${c}%, ${f}%)`, e.fillRect(o, a, 16, 16);
|
|
380
|
+
const u = `hsl(${d}, ${Math.min(100, c + 20)}%, ${Math.max(0, f - 15)}%)`, g = `hsl(${d}, ${Math.min(100, c + 10)}%, ${Math.min(100, f + 10)}%)`, T = 4, I = 2;
|
|
381
|
+
e.fillStyle = u;
|
|
382
|
+
for (let p = 0; p < 16; p += T)
|
|
383
|
+
for (let E = 0; E < 16; E += T) {
|
|
384
|
+
const x = r * 16 + E, D = s * 16 + p;
|
|
385
|
+
Math.abs(
|
|
386
|
+
Math.sin(x * 12.989 + D * 78.233) * 43758.545
|
|
387
|
+
) % 1 < 0.15 && e.fillRect(
|
|
388
|
+
o + E + 1,
|
|
389
|
+
a + p + 1,
|
|
390
|
+
I,
|
|
391
|
+
I
|
|
392
|
+
);
|
|
393
|
+
}
|
|
394
|
+
e.fillStyle = g;
|
|
395
|
+
for (let p = 0; p < 16; p += T)
|
|
396
|
+
for (let E = 0; E < 16; E += T) {
|
|
397
|
+
const x = r * 16 + E, D = s * 16 + p;
|
|
398
|
+
Math.abs(
|
|
399
|
+
Math.sin(x * 90.123 + D * 11.456) * 12345.678
|
|
400
|
+
) % 1 < 0.08 && e.fillRect(
|
|
401
|
+
o + E + 1,
|
|
402
|
+
a + p + 1,
|
|
403
|
+
I,
|
|
404
|
+
I
|
|
405
|
+
);
|
|
406
|
+
}
|
|
407
|
+
}
|
|
408
|
+
}
|
|
409
|
+
}
|
|
410
|
+
/**
|
|
411
|
+
* Get the player's orientation for sprite rendering
|
|
412
|
+
*/
|
|
413
|
+
getPlayerOrientation(t) {
|
|
414
|
+
return t.direction === h.LEFT || t.direction === h.RIGHT ? "horizontal" : "vertical";
|
|
415
|
+
}
|
|
416
|
+
/**
|
|
417
|
+
* Draw the player with walking sprites
|
|
418
|
+
*/
|
|
419
|
+
drawPlayer(t) {
|
|
420
|
+
if (t.isDying) {
|
|
421
|
+
this.drawPlayerDeath(t);
|
|
422
|
+
return;
|
|
423
|
+
}
|
|
424
|
+
if (t.isInvincible && !(Math.floor(t.invincibilityTimer / 100) % 2 === 0))
|
|
425
|
+
return;
|
|
426
|
+
t.pumpLength > 0 && this.drawPumpLine(t);
|
|
427
|
+
const i = t.x, e = t.y;
|
|
428
|
+
if (this.spritesLoaded) {
|
|
429
|
+
let s = "walking";
|
|
430
|
+
t.isDigging ? s = "digging" : t.isPumping && (s = "pumping");
|
|
431
|
+
let r = t.animationFrame === 0 ? "_1" : "_2";
|
|
432
|
+
const n = this.getPlayerOrientation(t);
|
|
433
|
+
t.isShooting && (s = "shooting", r = "");
|
|
434
|
+
const o = this.sprites[`player_${s}_${n}${r}`];
|
|
435
|
+
if (o && o.complete)
|
|
436
|
+
if (t.spriteFlipH || t.spriteFlipV) {
|
|
437
|
+
const l = i + 8, d = e + 16 / 2;
|
|
438
|
+
this.drawFlippedSprite(
|
|
439
|
+
l,
|
|
440
|
+
d,
|
|
441
|
+
t.spriteFlipH,
|
|
442
|
+
t.spriteFlipV,
|
|
443
|
+
o
|
|
444
|
+
);
|
|
445
|
+
} else
|
|
446
|
+
this.ctx.drawImage(o, i, e, 16, 16);
|
|
447
|
+
}
|
|
448
|
+
}
|
|
449
|
+
/**
|
|
450
|
+
* Draw a horizontally or vertically flipped sprite
|
|
451
|
+
* at TILE_SIZE width and height
|
|
452
|
+
*/
|
|
453
|
+
drawFlippedSprite(t, i, e, s, r) {
|
|
454
|
+
this.ctx.save(), this.ctx.translate(t, i), this.ctx.scale(e ? -1 : 1, s ? -1 : 1), this.ctx.drawImage(
|
|
455
|
+
r,
|
|
456
|
+
-16 / 2,
|
|
457
|
+
-16 / 2,
|
|
458
|
+
16,
|
|
459
|
+
16
|
|
460
|
+
), this.ctx.restore();
|
|
461
|
+
}
|
|
462
|
+
/**
|
|
463
|
+
* Draw player death animation
|
|
464
|
+
*/
|
|
465
|
+
drawPlayerDeath(t) {
|
|
466
|
+
var a;
|
|
467
|
+
const i = t.x, e = t.y, s = this.getPlayerOrientation(t);
|
|
468
|
+
if (t.isSmooshed && ((a = t.attachedToRock) != null && a.isFalling || t.smooshedDelayTimer < t.SMOOSHED_DELAY)) {
|
|
469
|
+
const l = `player_smooshed_${s}`;
|
|
470
|
+
if (this.spritesLoaded) {
|
|
471
|
+
const d = this.sprites[l];
|
|
472
|
+
if (d && d.complete) {
|
|
473
|
+
if (t.spriteFlipH) {
|
|
474
|
+
const c = i + 8, f = e + 16 / 2;
|
|
475
|
+
this.drawFlippedSprite(
|
|
476
|
+
c,
|
|
477
|
+
f,
|
|
478
|
+
!0,
|
|
479
|
+
!1,
|
|
480
|
+
d
|
|
481
|
+
);
|
|
482
|
+
} else
|
|
483
|
+
this.ctx.drawImage(
|
|
484
|
+
d,
|
|
485
|
+
i,
|
|
486
|
+
e,
|
|
487
|
+
16,
|
|
488
|
+
16
|
|
489
|
+
);
|
|
490
|
+
return;
|
|
491
|
+
}
|
|
492
|
+
}
|
|
493
|
+
}
|
|
494
|
+
const r = t.deathTimer / v.ANIMATION_DURATION, n = Math.min(5, Math.floor(r * 5) + 1), o = `player_dying_${s}_${n}`;
|
|
495
|
+
if (this.spritesLoaded) {
|
|
496
|
+
const l = this.sprites[o];
|
|
497
|
+
if (l && l.complete) {
|
|
498
|
+
if (t.spriteFlipH) {
|
|
499
|
+
const d = i + 8, c = e + 16 / 2;
|
|
500
|
+
this.drawFlippedSprite(
|
|
501
|
+
d,
|
|
502
|
+
c,
|
|
503
|
+
!0,
|
|
504
|
+
!1,
|
|
505
|
+
l
|
|
506
|
+
);
|
|
507
|
+
} else
|
|
508
|
+
this.ctx.drawImage(l, i, e, 16, 16);
|
|
509
|
+
return;
|
|
510
|
+
}
|
|
511
|
+
}
|
|
512
|
+
}
|
|
513
|
+
/**
|
|
514
|
+
* Draw pump line extending from player
|
|
515
|
+
*/
|
|
516
|
+
drawPumpLine(t) {
|
|
517
|
+
if (!this.spritesLoaded) return;
|
|
518
|
+
const i = 16, e = i / 2, s = t.x, r = t.y, n = t.getPumpEndPoint(), o = this.ctx, a = this.getPlayerOrientation(t), l = this.sprites[`hose_nozzle_${a}`], d = this.sprites[`hose_line_${a}`];
|
|
519
|
+
if (!l || !l.complete || !d || !d.complete)
|
|
520
|
+
return;
|
|
521
|
+
const c = Math.round((s + e - n.x) / i), f = Math.round((r + e - n.y) / i), u = t.spriteFlipH, g = t.spriteFlipV;
|
|
522
|
+
if (f < 0) {
|
|
523
|
+
let T = Math.abs(f) - 1;
|
|
524
|
+
if (u) {
|
|
525
|
+
const I = s + e;
|
|
526
|
+
let p = n.y - i * 0.25;
|
|
527
|
+
for (this.drawFlippedSprite(I, p, u, g, l); T > 0; )
|
|
528
|
+
p -= i, this.drawFlippedSprite(I, p, u, g, d), T--;
|
|
529
|
+
} else {
|
|
530
|
+
const I = s;
|
|
531
|
+
let p = n.y - i * 0.75;
|
|
532
|
+
for (o.drawImage(l, I, p, i, i); T > 0; )
|
|
533
|
+
p -= i, o.drawImage(d, I, p, i, i), T--;
|
|
534
|
+
}
|
|
535
|
+
return;
|
|
536
|
+
}
|
|
537
|
+
if (f > 0) {
|
|
538
|
+
let T = Math.abs(f) - 1;
|
|
539
|
+
const I = s + e;
|
|
540
|
+
let p = n.y + i * 0.25;
|
|
541
|
+
for (this.drawFlippedSprite(I, p, u, g, l); T > 0; )
|
|
542
|
+
p += i, this.drawFlippedSprite(I, p, u, g, d), T--;
|
|
543
|
+
return;
|
|
544
|
+
}
|
|
545
|
+
if (c < 0) {
|
|
546
|
+
let T = Math.abs(c) - 1, I = n.x - i * 0.25;
|
|
547
|
+
const p = r + e;
|
|
548
|
+
for (this.drawFlippedSprite(I, p, u, g, l); T > 0; )
|
|
549
|
+
I -= i, this.drawFlippedSprite(I, p, u, g, d), T--;
|
|
550
|
+
return;
|
|
551
|
+
}
|
|
552
|
+
if (c > 0) {
|
|
553
|
+
let T = Math.abs(c) - 1, I = n.x - i * 0.25;
|
|
554
|
+
for (o.drawImage(l, I, r, i, i); T > 0; )
|
|
555
|
+
I += i, o.drawImage(d, I, r, i, i), T--;
|
|
556
|
+
}
|
|
557
|
+
}
|
|
558
|
+
/**
|
|
559
|
+
* Draw an enemy with inflation, popped, and smooshed states
|
|
560
|
+
*/
|
|
561
|
+
drawEnemy(t) {
|
|
562
|
+
const i = t.x, e = t.y, s = i + 16 / 2, r = e + 16 / 2;
|
|
563
|
+
if (t.isSmooshed) {
|
|
564
|
+
this.drawEnemySmooshed(t, s, r);
|
|
565
|
+
return;
|
|
566
|
+
}
|
|
567
|
+
if (t.isPopped) {
|
|
568
|
+
this.drawEnemyPopped(t, s, r);
|
|
569
|
+
return;
|
|
570
|
+
}
|
|
571
|
+
if (t.inflateLevel > 1) {
|
|
572
|
+
this.drawEnemyInflating(t, s, r);
|
|
573
|
+
return;
|
|
574
|
+
}
|
|
575
|
+
if (this.spritesLoaded) {
|
|
576
|
+
const n = t.animationFrame === 0 ? "1" : "2", o = t.isGhosting ? "ghosting" : "walking", a = this.sprites[`${t.type}_${o}_${n}`];
|
|
577
|
+
this.drawEnemySprite(a, s, r, t.spriteFlipH);
|
|
578
|
+
}
|
|
579
|
+
t.type === G.FYGAR && (t.isCharging && t.isCharging() ? this.drawFygarCharging(t) : t.isFireActive && t.isFireActive() && this.drawFygarFire(t));
|
|
580
|
+
}
|
|
581
|
+
/**
|
|
582
|
+
* Draw enemy in inflating state using inflation sprites
|
|
583
|
+
* Sprites: inflating_1 (first third), inflating_2 (second third), inflating_3 (final third)
|
|
584
|
+
* Each sprite has its own size (16x16, 20x20, 21x21) - render at natural size
|
|
585
|
+
*/
|
|
586
|
+
drawEnemyInflating(t, i, e) {
|
|
587
|
+
const s = (t.inflateLevel - 1) / 1;
|
|
588
|
+
let r;
|
|
589
|
+
s < 0.33 ? r = 1 : s < 0.66 ? r = 2 : r = 3;
|
|
590
|
+
const n = `${t.type}_inflating_${r}`, o = this.sprites[n];
|
|
591
|
+
this.drawEnemySprite(o, i, e, t.spriteFlipH);
|
|
592
|
+
}
|
|
593
|
+
/**
|
|
594
|
+
* Draw enemy in popped state (after full inflation)
|
|
595
|
+
*/
|
|
596
|
+
drawEnemyPopped(t, i, e) {
|
|
597
|
+
const s = this.sprites[`${t.type}_popped`];
|
|
598
|
+
this.drawEnemySprite(s, i, e, t.spriteFlipH);
|
|
599
|
+
}
|
|
600
|
+
/**
|
|
601
|
+
* Helper to draw enemy sprite with flipping
|
|
602
|
+
* and renders at natural size
|
|
603
|
+
*/
|
|
604
|
+
drawEnemySprite(t, i, e, s) {
|
|
605
|
+
if (t && t.complete) {
|
|
606
|
+
const r = t.naturalWidth, n = t.naturalHeight;
|
|
607
|
+
this.ctx.save(), this.ctx.translate(i, e), s && this.ctx.scale(-1, 1), this.ctx.drawImage(
|
|
608
|
+
t,
|
|
609
|
+
-r / 2,
|
|
610
|
+
-n / 2,
|
|
611
|
+
r,
|
|
612
|
+
n
|
|
613
|
+
), this.ctx.restore();
|
|
614
|
+
}
|
|
615
|
+
}
|
|
616
|
+
/**
|
|
617
|
+
* Draw enemy in smooshed state (crushed by rock)
|
|
618
|
+
*/
|
|
619
|
+
drawEnemySmooshed(t, i, e) {
|
|
620
|
+
const s = this.sprites[`${t.type}_smooshed`];
|
|
621
|
+
this.drawEnemySprite(s, i, e, t.spriteFlipH);
|
|
622
|
+
}
|
|
623
|
+
/**
|
|
624
|
+
* Draw Fygar charging animation (pulsing/flashing before fire)
|
|
625
|
+
*/
|
|
626
|
+
drawFygarCharging(t) {
|
|
627
|
+
const i = t.x + 8, e = t.y + 16 / 2, s = t.getFireDirection(), r = Math.floor(Date.now() / 100) % 2;
|
|
628
|
+
this.ctx.fillStyle = r === 0 ? "#ff6600" : "#ff3300";
|
|
629
|
+
const n = s === h.RIGHT ? 16 / 2 : -16 / 2;
|
|
630
|
+
this.ctx.beginPath(), this.ctx.arc(i + n, e, 3, 0, Math.PI * 2), this.ctx.fill();
|
|
631
|
+
}
|
|
632
|
+
/**
|
|
633
|
+
* Draw Fygar fire breath using sprites
|
|
634
|
+
* Fire extends progressively: 1 tile (fire_1) -> 2 tiles (fire_2) -> 3 tiles (fire_3)
|
|
635
|
+
* Each sprite is already the correct width (1, 2, or 3 tiles), so draw once
|
|
636
|
+
*/
|
|
637
|
+
drawFygarFire(t) {
|
|
638
|
+
if (!t.getFireHitbox()) return;
|
|
639
|
+
const s = t.getFireDirection() === h.LEFT, r = t.getFireTileCount ? t.getFireTileCount() : 3, n = this.sprites[`fygar_fire_${r}`];
|
|
640
|
+
if (n && n.complete) {
|
|
641
|
+
this.ctx.save();
|
|
642
|
+
const o = r * 16;
|
|
643
|
+
let a;
|
|
644
|
+
s ? a = t.x - o : a = t.x + 16;
|
|
645
|
+
const l = t.y, d = a + o / 2, c = l + 16 / 2;
|
|
646
|
+
this.ctx.translate(d, c), s || this.ctx.scale(-1, 1), this.ctx.drawImage(
|
|
647
|
+
n,
|
|
648
|
+
-o / 2,
|
|
649
|
+
-16 / 2,
|
|
650
|
+
o,
|
|
651
|
+
16
|
|
652
|
+
), this.ctx.restore();
|
|
653
|
+
}
|
|
654
|
+
}
|
|
655
|
+
/**
|
|
656
|
+
* Draw a rock with shaking and crumbling animations
|
|
657
|
+
*/
|
|
658
|
+
drawRock(t) {
|
|
659
|
+
const i = t.x, e = t.y;
|
|
660
|
+
if (t.isSpawning) {
|
|
661
|
+
const r = t.spawnTimer / t.SPAWN_DURATION, n = r, o = 8 + r * 12, a = Math.sin(
|
|
662
|
+
t.spawnTimer * o * 0.01
|
|
663
|
+
), l = (1 - r) * 0.4, d = Math.min(1, n + a * l);
|
|
664
|
+
if (this.ctx.save(), this.ctx.globalAlpha = Math.max(0, d), this.spritesLoaded) {
|
|
665
|
+
const c = this.sprites.rock_1;
|
|
666
|
+
c && c.complete && this.ctx.drawImage(c, i, e, 16, 16);
|
|
667
|
+
}
|
|
668
|
+
this.ctx.restore();
|
|
669
|
+
return;
|
|
670
|
+
}
|
|
671
|
+
if (t.isCrumbling) {
|
|
672
|
+
const n = t.crumbleTimer / t.CRUMBLE_DURATION < 0.5 ? "rock_crumbling_1" : "rock_crumbling_2";
|
|
673
|
+
if (this.spritesLoaded) {
|
|
674
|
+
const o = this.sprites[n];
|
|
675
|
+
if (o && o.complete) {
|
|
676
|
+
this.ctx.drawImage(o, i, e, 16, 16);
|
|
677
|
+
return;
|
|
678
|
+
}
|
|
679
|
+
}
|
|
680
|
+
}
|
|
681
|
+
let s = "rock_1";
|
|
682
|
+
if (t.isShaking && (s = Math.floor(t.shakeTimer / 200) % 2 === 0 ? "rock_1" : "rock_2"), this.spritesLoaded) {
|
|
683
|
+
const r = this.sprites[s];
|
|
684
|
+
r && r.complete && this.ctx.drawImage(r, i, e, 16, 16);
|
|
685
|
+
}
|
|
686
|
+
}
|
|
687
|
+
/**
|
|
688
|
+
* Draw bonus item with level-based prize sprites
|
|
689
|
+
* Prizes unlock every 20 levels, spawning in order (0, 1, 2 within available range)
|
|
690
|
+
* Item flashes after 3 seconds and disappears after 5 seconds total
|
|
691
|
+
*/
|
|
692
|
+
drawBonusItem(t, i = 1) {
|
|
693
|
+
const e = t.x, s = t.y;
|
|
694
|
+
if (t.isFlashing && t.isFlashing() && !(Math.floor(t.elapsedTime / 100) % 2 === 0))
|
|
695
|
+
return;
|
|
696
|
+
const r = Math.min(Math.floor((i - 1) / 20), 8), n = (t.bonusIndex || 0) % 3, a = `prize_${Math.min(r + n + 1, 11)}`;
|
|
697
|
+
if (this.spritesLoaded) {
|
|
698
|
+
const l = this.sprites[a];
|
|
699
|
+
l && l.complete && this.ctx.drawImage(l, e, s, 16, 16);
|
|
700
|
+
}
|
|
701
|
+
}
|
|
702
|
+
/**
|
|
703
|
+
* Draw floating score displays
|
|
704
|
+
*/
|
|
705
|
+
drawFloatingScores(t) {
|
|
706
|
+
!this.scoreSheetLoaded || !this.scoreSheet || t.forEach((i) => {
|
|
707
|
+
const e = this.scoreSpriteMap[i.points];
|
|
708
|
+
if (!e) return;
|
|
709
|
+
const s = Math.round(i.x + (16 - e.w) / 2), r = Math.round(i.y);
|
|
710
|
+
this.ctx.drawImage(
|
|
711
|
+
this.scoreSheet,
|
|
712
|
+
e.x,
|
|
713
|
+
e.y,
|
|
714
|
+
e.w,
|
|
715
|
+
e.h,
|
|
716
|
+
s,
|
|
717
|
+
r,
|
|
718
|
+
e.w,
|
|
719
|
+
e.h
|
|
720
|
+
);
|
|
721
|
+
});
|
|
722
|
+
}
|
|
723
|
+
/**
|
|
724
|
+
* Draw UI elements (score, lives, level) with Press Start 2P font
|
|
725
|
+
*/
|
|
726
|
+
drawUI(t, i) {
|
|
727
|
+
if (this.drawText("1UP", 4, 10, {
|
|
728
|
+
size: 6,
|
|
729
|
+
color: S.TEXT_RED,
|
|
730
|
+
align: "left"
|
|
731
|
+
}), this.drawText(`${t.score}`.padStart(2, "0"), 4, 20, {
|
|
732
|
+
size: 8,
|
|
733
|
+
color: S.TEXT_WHITE,
|
|
734
|
+
align: "left"
|
|
735
|
+
}), this.spritesLoaded) {
|
|
736
|
+
const e = this.sprites.player_digging_horizontal_1;
|
|
737
|
+
if (e && e.complete)
|
|
738
|
+
for (let s = 1; s < t.lives; s++) {
|
|
739
|
+
const r = 28 + (s - 1) * 16;
|
|
740
|
+
this.ctx.drawImage(e, r, 0, 16, 16);
|
|
741
|
+
}
|
|
742
|
+
}
|
|
743
|
+
if (this.drawText("HI-SCORE", 432 / 2, 10, {
|
|
744
|
+
size: 6,
|
|
745
|
+
color: S.TEXT_RED,
|
|
746
|
+
align: "center"
|
|
747
|
+
}), this.drawText(
|
|
748
|
+
`${t.highScore}`.padStart(2, "0"),
|
|
749
|
+
432 / 2,
|
|
750
|
+
20,
|
|
751
|
+
{
|
|
752
|
+
size: 8,
|
|
753
|
+
color: S.TEXT_WHITE,
|
|
754
|
+
align: "center"
|
|
755
|
+
}
|
|
756
|
+
), this.drawText(
|
|
757
|
+
`ROUND ${i.currentLevel}`,
|
|
758
|
+
428,
|
|
759
|
+
10,
|
|
760
|
+
{
|
|
761
|
+
size: 6,
|
|
762
|
+
color: S.TEXT_WHITE,
|
|
763
|
+
align: "right"
|
|
764
|
+
}
|
|
765
|
+
), this.spritesLoaded) {
|
|
766
|
+
const e = this.sprites.flower_small;
|
|
767
|
+
if (e && e.complete)
|
|
768
|
+
for (let s = 1; s <= i.currentLevel; s++)
|
|
769
|
+
this.ctx.drawImage(
|
|
770
|
+
e,
|
|
771
|
+
432 - 16 * s,
|
|
772
|
+
16,
|
|
773
|
+
16,
|
|
774
|
+
16
|
|
775
|
+
);
|
|
776
|
+
}
|
|
777
|
+
}
|
|
778
|
+
/**
|
|
779
|
+
* Draw text with Press Start 2P font
|
|
780
|
+
*/
|
|
781
|
+
drawText(t, i, e, s = {}) {
|
|
782
|
+
const r = s.size || 16, n = s.color || S.TEXT_WHITE, o = s.align || "left";
|
|
783
|
+
this.ctx.font = `${r}px "Press Start 2P", "Courier New", monospace`, this.ctx.fillStyle = n, this.ctx.textAlign = o, this.ctx.fillText(t, i, e);
|
|
784
|
+
}
|
|
785
|
+
/**
|
|
786
|
+
* Render respawning state with "Player 1 Ready" overlay
|
|
787
|
+
*/
|
|
788
|
+
renderRespawning() {
|
|
789
|
+
this.drawText("PLAYER 1", 432 / 2, 288 / 2 - 3, {
|
|
790
|
+
size: 10,
|
|
791
|
+
color: S.TEXT_WHITE,
|
|
792
|
+
align: "center"
|
|
793
|
+
}), this.drawText(
|
|
794
|
+
"READY!",
|
|
795
|
+
432 / 2,
|
|
796
|
+
288 / 2 + 16 + 15,
|
|
797
|
+
{
|
|
798
|
+
size: 10,
|
|
799
|
+
color: S.TEXT_WHITE,
|
|
800
|
+
align: "center"
|
|
801
|
+
}
|
|
802
|
+
);
|
|
803
|
+
}
|
|
804
|
+
/**
|
|
805
|
+
* Draw debug information
|
|
806
|
+
*/
|
|
807
|
+
drawDebugInfo(t, i) {
|
|
808
|
+
this.ctx.strokeStyle = "rgba(255, 255, 255, 0.1)", this.ctx.lineWidth = 1;
|
|
809
|
+
for (let e = 0; e <= 432; e += 16)
|
|
810
|
+
this.ctx.beginPath(), this.ctx.moveTo(e, 0), this.ctx.lineTo(e, 288), this.ctx.stroke();
|
|
811
|
+
for (let e = 0; e <= 288; e += 16)
|
|
812
|
+
this.ctx.beginPath(), this.ctx.moveTo(0, e), this.ctx.lineTo(432, e), this.ctx.stroke();
|
|
813
|
+
t && (this.ctx.strokeStyle = "rgba(0, 255, 0, 0.5)", this.ctx.strokeRect(t.x, t.y, 16, 16)), i.forEach((e) => {
|
|
814
|
+
this.ctx.strokeStyle = "rgba(255, 0, 0, 0.5)", this.ctx.strokeRect(e.x, e.y, 16, 16);
|
|
815
|
+
});
|
|
816
|
+
}
|
|
817
|
+
}
|
|
818
|
+
class z {
|
|
819
|
+
constructor() {
|
|
820
|
+
this.width = 27, this.height = 18, this.tiles = [], this.stateVersion = 0, this.init();
|
|
821
|
+
}
|
|
822
|
+
/**
|
|
823
|
+
* Initialize grid with all tiles as dirt
|
|
824
|
+
*/
|
|
825
|
+
init() {
|
|
826
|
+
this.tiles = [];
|
|
827
|
+
for (let t = 0; t < this.height; t++) {
|
|
828
|
+
this.tiles[t] = [];
|
|
829
|
+
for (let i = 0; i < this.width; i++)
|
|
830
|
+
t <= 1 ? this.tiles[t][i] = R.EMPTY : this.tiles[t][i] = R.DIRT;
|
|
831
|
+
}
|
|
832
|
+
this.stateVersion++;
|
|
833
|
+
}
|
|
834
|
+
/**
|
|
835
|
+
* Get tile type at grid position
|
|
836
|
+
*/
|
|
837
|
+
getTile(t, i) {
|
|
838
|
+
return t < 0 || t >= this.width || i < 0 || i >= this.height ? R.DIRT : this.tiles[i][t];
|
|
839
|
+
}
|
|
840
|
+
/**
|
|
841
|
+
* Set tile type at grid position
|
|
842
|
+
*/
|
|
843
|
+
setTile(t, i, e) {
|
|
844
|
+
t >= 0 && t < this.width && i >= 0 && i < this.height && this.tiles[i][t] !== e && (this.tiles[i][t] = e, this.stateVersion++);
|
|
845
|
+
}
|
|
846
|
+
/**
|
|
847
|
+
* Get a simple version number that changes when grid changes
|
|
848
|
+
* Used by renderer for cache invalidation
|
|
849
|
+
*/
|
|
850
|
+
getStateHash() {
|
|
851
|
+
return this.stateVersion;
|
|
852
|
+
}
|
|
853
|
+
/**
|
|
854
|
+
* Check if tile is empty (tunnel)
|
|
855
|
+
*/
|
|
856
|
+
isEmpty(t, i) {
|
|
857
|
+
return this.getTile(t, i) === R.EMPTY;
|
|
858
|
+
}
|
|
859
|
+
/**
|
|
860
|
+
* Check if tile is dirt
|
|
861
|
+
*/
|
|
862
|
+
isDirt(t, i) {
|
|
863
|
+
return this.getTile(t, i) === R.DIRT;
|
|
864
|
+
}
|
|
865
|
+
/**
|
|
866
|
+
* Check if tile is a rock
|
|
867
|
+
*/
|
|
868
|
+
isRock(t, i) {
|
|
869
|
+
return this.getTile(t, i) === R.ROCK;
|
|
870
|
+
}
|
|
871
|
+
/**
|
|
872
|
+
* Dig (remove dirt) at grid position
|
|
873
|
+
*/
|
|
874
|
+
dig(t, i) {
|
|
875
|
+
return this.isDirt(t, i) ? (this.setTile(t, i, R.EMPTY), !0) : !1;
|
|
876
|
+
}
|
|
877
|
+
/**
|
|
878
|
+
* Count the number of dirt tiles
|
|
879
|
+
*/
|
|
880
|
+
countDirt() {
|
|
881
|
+
let t = 0;
|
|
882
|
+
for (let i = 0; i < this.height; i++)
|
|
883
|
+
for (let e = 0; e < this.width; e++)
|
|
884
|
+
this.isDirt(e, i) && t++;
|
|
885
|
+
return t;
|
|
886
|
+
}
|
|
887
|
+
/**
|
|
888
|
+
* Convert pixel coordinates to grid coordinates
|
|
889
|
+
*/
|
|
890
|
+
pixelToGrid(t, i) {
|
|
891
|
+
return {
|
|
892
|
+
x: Math.floor(t / 16),
|
|
893
|
+
y: Math.floor(i / 16)
|
|
894
|
+
};
|
|
895
|
+
}
|
|
896
|
+
/**
|
|
897
|
+
* Convert grid coordinates to pixel coordinates (top-left of tile)
|
|
898
|
+
*/
|
|
899
|
+
gridToPixel(t, i) {
|
|
900
|
+
return {
|
|
901
|
+
x: t * 16,
|
|
902
|
+
y: i * 16
|
|
903
|
+
};
|
|
904
|
+
}
|
|
905
|
+
/**
|
|
906
|
+
* Get center pixel position of a grid tile
|
|
907
|
+
*/
|
|
908
|
+
gridToPixelCenter(t, i) {
|
|
909
|
+
return {
|
|
910
|
+
x: t * 16 + 16 / 2,
|
|
911
|
+
y: i * 16 + 16 / 2
|
|
912
|
+
};
|
|
913
|
+
}
|
|
914
|
+
/**
|
|
915
|
+
* Check if position (in pixels) is walkable
|
|
916
|
+
*/
|
|
917
|
+
isWalkable(t, i) {
|
|
918
|
+
const { x: e, y: s } = this.pixelToGrid(t, i);
|
|
919
|
+
return this.isEmpty(e, s);
|
|
920
|
+
}
|
|
921
|
+
/**
|
|
922
|
+
* Check if entity can move in a direction
|
|
923
|
+
*/
|
|
924
|
+
canMove(t, i, e, s = 16) {
|
|
925
|
+
let r = t, n = i;
|
|
926
|
+
switch (e) {
|
|
927
|
+
case "up":
|
|
928
|
+
n -= 1;
|
|
929
|
+
break;
|
|
930
|
+
case "down":
|
|
931
|
+
n += 1;
|
|
932
|
+
break;
|
|
933
|
+
case "left":
|
|
934
|
+
r -= 1;
|
|
935
|
+
break;
|
|
936
|
+
case "right":
|
|
937
|
+
r += 1;
|
|
938
|
+
break;
|
|
939
|
+
}
|
|
940
|
+
return [
|
|
941
|
+
{ x: r, y: n },
|
|
942
|
+
{ x: r + s - 1, y: n },
|
|
943
|
+
{ x: r, y: n + s - 1 },
|
|
944
|
+
{ x: r + s - 1, y: n + s - 1 }
|
|
945
|
+
].every((a) => {
|
|
946
|
+
const { x: l, y: d } = this.pixelToGrid(a.x, a.y);
|
|
947
|
+
return l >= 0 && l < this.width && d >= 0 && d < this.height;
|
|
948
|
+
});
|
|
949
|
+
}
|
|
950
|
+
/**
|
|
951
|
+
* Clear a horizontal tunnel
|
|
952
|
+
*/
|
|
953
|
+
clearHorizontalTunnel(t, i, e) {
|
|
954
|
+
const s = Math.min(t, i), r = Math.max(t, i);
|
|
955
|
+
for (let n = s; n <= r; n++)
|
|
956
|
+
this.setTile(n, e, R.EMPTY);
|
|
957
|
+
}
|
|
958
|
+
/**
|
|
959
|
+
* Clear a vertical tunnel
|
|
960
|
+
*/
|
|
961
|
+
clearVerticalTunnel(t, i, e) {
|
|
962
|
+
const s = Math.min(i, e), r = Math.max(i, e);
|
|
963
|
+
for (let n = s; n <= r; n++)
|
|
964
|
+
this.setTile(t, n, R.EMPTY);
|
|
965
|
+
}
|
|
966
|
+
/**
|
|
967
|
+
* Place a rock at grid position
|
|
968
|
+
*/
|
|
969
|
+
placeRock(t, i) {
|
|
970
|
+
this.setTile(t, i, R.ROCK);
|
|
971
|
+
}
|
|
972
|
+
/**
|
|
973
|
+
* Remove rock at grid position
|
|
974
|
+
*/
|
|
975
|
+
removeRock(t, i) {
|
|
976
|
+
this.isRock(t, i) && this.setTile(t, i, R.EMPTY);
|
|
977
|
+
}
|
|
978
|
+
/**
|
|
979
|
+
* Get all rock positions
|
|
980
|
+
*/
|
|
981
|
+
getRockPositions() {
|
|
982
|
+
const t = [];
|
|
983
|
+
for (let i = 0; i < this.height; i++)
|
|
984
|
+
for (let e = 0; e < this.width; e++)
|
|
985
|
+
this.isRock(e, i) && t.push({ x: e, y: i });
|
|
986
|
+
return t;
|
|
987
|
+
}
|
|
988
|
+
/**
|
|
989
|
+
* Check if there's dirt below a position
|
|
990
|
+
*/
|
|
991
|
+
hasDirtBelow(t, i) {
|
|
992
|
+
return this.isDirt(t, i + 1);
|
|
993
|
+
}
|
|
994
|
+
/**
|
|
995
|
+
* Reset the grid
|
|
996
|
+
*/
|
|
997
|
+
reset() {
|
|
998
|
+
this.init();
|
|
999
|
+
}
|
|
1000
|
+
}
|
|
1001
|
+
class B {
|
|
1002
|
+
constructor() {
|
|
1003
|
+
this.keys = /* @__PURE__ */ new Set(), this.keysPressed = /* @__PURE__ */ new Set(), this.handleKeyDown = this.handleKeyDown.bind(this), this.handleKeyUp = this.handleKeyUp.bind(this);
|
|
1004
|
+
}
|
|
1005
|
+
/**
|
|
1006
|
+
* Initialize input listeners
|
|
1007
|
+
*/
|
|
1008
|
+
init() {
|
|
1009
|
+
document.addEventListener("keydown", this.handleKeyDown), document.addEventListener("keyup", this.handleKeyUp);
|
|
1010
|
+
}
|
|
1011
|
+
/**
|
|
1012
|
+
* Handle key down event
|
|
1013
|
+
*/
|
|
1014
|
+
handleKeyDown(t) {
|
|
1015
|
+
this.keys.has(t.code) || this.keysPressed.add(t.code), this.keys.add(t.code), [
|
|
1016
|
+
"ArrowUp",
|
|
1017
|
+
"ArrowDown",
|
|
1018
|
+
"ArrowLeft",
|
|
1019
|
+
"ArrowRight",
|
|
1020
|
+
"Space"
|
|
1021
|
+
].includes(t.code) && t.preventDefault();
|
|
1022
|
+
}
|
|
1023
|
+
/**
|
|
1024
|
+
* Handle key up event
|
|
1025
|
+
*/
|
|
1026
|
+
handleKeyUp(t) {
|
|
1027
|
+
this.keys.delete(t.code), this.keysPressed.delete(t.code);
|
|
1028
|
+
}
|
|
1029
|
+
/**
|
|
1030
|
+
* Check if key is currently held down
|
|
1031
|
+
*/
|
|
1032
|
+
isKeyDown(t) {
|
|
1033
|
+
return this.keys.has(t);
|
|
1034
|
+
}
|
|
1035
|
+
/**
|
|
1036
|
+
* Check if key was just pressed (single press detection)
|
|
1037
|
+
*/
|
|
1038
|
+
isKeyPressed(t) {
|
|
1039
|
+
const i = this.keysPressed.has(t);
|
|
1040
|
+
return i && this.keysPressed.delete(t), i;
|
|
1041
|
+
}
|
|
1042
|
+
/**
|
|
1043
|
+
* Check if up arrow or W is pressed
|
|
1044
|
+
*/
|
|
1045
|
+
isUpPressed() {
|
|
1046
|
+
return this.isKeyDown("ArrowUp") || this.isKeyDown("KeyW");
|
|
1047
|
+
}
|
|
1048
|
+
/**
|
|
1049
|
+
* Check if down arrow or S is pressed
|
|
1050
|
+
*/
|
|
1051
|
+
isDownPressed() {
|
|
1052
|
+
return this.isKeyDown("ArrowDown") || this.isKeyDown("KeyS");
|
|
1053
|
+
}
|
|
1054
|
+
/**
|
|
1055
|
+
* Check if left arrow or A is pressed
|
|
1056
|
+
*/
|
|
1057
|
+
isLeftPressed() {
|
|
1058
|
+
return this.isKeyDown("ArrowLeft") || this.isKeyDown("KeyA");
|
|
1059
|
+
}
|
|
1060
|
+
/**
|
|
1061
|
+
* Check if right arrow or D is pressed
|
|
1062
|
+
*/
|
|
1063
|
+
isRightPressed() {
|
|
1064
|
+
return this.isKeyDown("ArrowRight") || this.isKeyDown("KeyD");
|
|
1065
|
+
}
|
|
1066
|
+
/**
|
|
1067
|
+
* Check if space bar is pressed
|
|
1068
|
+
*/
|
|
1069
|
+
isSpacePressed() {
|
|
1070
|
+
return this.isKeyDown("Space");
|
|
1071
|
+
}
|
|
1072
|
+
/**
|
|
1073
|
+
* Get movement direction from input
|
|
1074
|
+
*/
|
|
1075
|
+
getDirection() {
|
|
1076
|
+
return this.isUpPressed() ? "up" : this.isDownPressed() ? "down" : this.isLeftPressed() ? "left" : this.isRightPressed() ? "right" : null;
|
|
1077
|
+
}
|
|
1078
|
+
/**
|
|
1079
|
+
* Clean up listeners
|
|
1080
|
+
*/
|
|
1081
|
+
destroy() {
|
|
1082
|
+
document.removeEventListener("keydown", this.handleKeyDown), document.removeEventListener("keyup", this.handleKeyUp), this.keys.clear(), this.keysPressed.clear();
|
|
1083
|
+
}
|
|
1084
|
+
}
|
|
1085
|
+
class $ {
|
|
1086
|
+
constructor(t) {
|
|
1087
|
+
this.grid = t;
|
|
1088
|
+
}
|
|
1089
|
+
/**
|
|
1090
|
+
* Check if two rectangles overlap (AABB collision)
|
|
1091
|
+
*/
|
|
1092
|
+
checkAABB(t, i, e, s, r, n, o, a) {
|
|
1093
|
+
return t < r + o && t + e > r && i < n + a && i + s > n;
|
|
1094
|
+
}
|
|
1095
|
+
/**
|
|
1096
|
+
* Check collision between player and enemy
|
|
1097
|
+
*/
|
|
1098
|
+
checkPlayerEnemyCollision(t, i) {
|
|
1099
|
+
return this.checkAABB(
|
|
1100
|
+
t.x,
|
|
1101
|
+
t.y,
|
|
1102
|
+
10,
|
|
1103
|
+
10,
|
|
1104
|
+
i.x,
|
|
1105
|
+
i.y,
|
|
1106
|
+
10,
|
|
1107
|
+
10
|
|
1108
|
+
);
|
|
1109
|
+
}
|
|
1110
|
+
/**
|
|
1111
|
+
* Check collision between rock and entity
|
|
1112
|
+
*/
|
|
1113
|
+
checkRockEntityCollision(t, i) {
|
|
1114
|
+
return this.checkAABB(
|
|
1115
|
+
t.x,
|
|
1116
|
+
t.y,
|
|
1117
|
+
16,
|
|
1118
|
+
16,
|
|
1119
|
+
i.x,
|
|
1120
|
+
i.y,
|
|
1121
|
+
16,
|
|
1122
|
+
16
|
|
1123
|
+
);
|
|
1124
|
+
}
|
|
1125
|
+
/**
|
|
1126
|
+
* Check collision between player and bonus item
|
|
1127
|
+
*/
|
|
1128
|
+
checkPlayerBonusCollision(t, i) {
|
|
1129
|
+
return this.checkAABB(
|
|
1130
|
+
t.x,
|
|
1131
|
+
t.y,
|
|
1132
|
+
16,
|
|
1133
|
+
16,
|
|
1134
|
+
i.x,
|
|
1135
|
+
i.y,
|
|
1136
|
+
16,
|
|
1137
|
+
16
|
|
1138
|
+
);
|
|
1139
|
+
}
|
|
1140
|
+
/**
|
|
1141
|
+
* Check if pump is in range of enemy
|
|
1142
|
+
*/
|
|
1143
|
+
checkPumpRange(t, i, e) {
|
|
1144
|
+
const s = t.x + 8 - (i.x + 8), r = t.y + 16 / 2 - (i.y + 16 / 2);
|
|
1145
|
+
return Math.sqrt(s * s + r * r) <= e;
|
|
1146
|
+
}
|
|
1147
|
+
/**
|
|
1148
|
+
* Check if entity is facing direction towards target
|
|
1149
|
+
*/
|
|
1150
|
+
isFacing(t, i, e) {
|
|
1151
|
+
const s = i.x - t.x, r = i.y - t.y;
|
|
1152
|
+
switch (e) {
|
|
1153
|
+
case h.UP:
|
|
1154
|
+
return r < 0 && Math.abs(r) > Math.abs(s);
|
|
1155
|
+
case h.DOWN:
|
|
1156
|
+
return r > 0 && Math.abs(r) > Math.abs(s);
|
|
1157
|
+
case h.LEFT:
|
|
1158
|
+
return s < 0 && Math.abs(s) > Math.abs(r);
|
|
1159
|
+
case h.RIGHT:
|
|
1160
|
+
return s > 0 && Math.abs(s) > Math.abs(r);
|
|
1161
|
+
default:
|
|
1162
|
+
return !1;
|
|
1163
|
+
}
|
|
1164
|
+
}
|
|
1165
|
+
/**
|
|
1166
|
+
* Get distance between two points
|
|
1167
|
+
*/
|
|
1168
|
+
getDistance(t, i, e, s) {
|
|
1169
|
+
const r = e - t, n = s - i;
|
|
1170
|
+
return Math.sqrt(r * r + n * n);
|
|
1171
|
+
}
|
|
1172
|
+
/**
|
|
1173
|
+
* Check line of sight between two entities
|
|
1174
|
+
*/
|
|
1175
|
+
hasLineOfSight(t, i) {
|
|
1176
|
+
const { x: e, y: s } = this.grid.pixelToGrid(t.x, t.y), { x: r, y: n } = this.grid.pixelToGrid(i.x, i.y), o = Math.abs(r - e), a = Math.abs(n - s), l = e < r ? 1 : -1, d = s < n ? 1 : -1;
|
|
1177
|
+
let c = o - a, f = e, u = s;
|
|
1178
|
+
for (; f !== r || u !== n; ) {
|
|
1179
|
+
if (this.grid.isDirt(f, u))
|
|
1180
|
+
return !1;
|
|
1181
|
+
const g = 2 * c;
|
|
1182
|
+
g > -a && (c -= a, f += l), g < o && (c += o, u += d);
|
|
1183
|
+
}
|
|
1184
|
+
return !0;
|
|
1185
|
+
}
|
|
1186
|
+
}
|
|
1187
|
+
class U {
|
|
1188
|
+
constructor(t, i, e, s, r = 1) {
|
|
1189
|
+
this.x = t, this.y = i, this.type = e, this.level = r, this.baseSpeed = s, this.speed = s + (r - 1) * 0.1, this.direction = h.DOWN, this.isMoving = !0, this.directionInitialized = !1, this.state = "roaming", this.stateTimer = 0, this.directionChangeTimer = 0, this.lastGridX = -1, this.lastGridY = -1, this.prevGridX = -1, this.prevGridY = -1, this.tilesTraveledInDirection = 0, this.minTilesBeforeReverse = 2, this.animationFrame = 0, this.animationTimer = 0, this.spriteFlipH = !1, this.isInflating = !1, this.inflateLevel = 1, this.inflateTimer = 0, this.INFLATE_DURATION = 1200, this.deflateTimer = 0, this.isPopped = !1, this.poppedTimer = 0, this.POPPED_DURATION = 400, this.isSmooshed = !1, this.smooshedTimer = 0, this.SMOOSHED_DURATION = 400, this.isDestroyed = !1, this.distanceFromPlayer = 0, this.ghostModeTimer = 0, this.canGhostMode = !1, this.isGhosting = !1, this.ghostingDuration = 0, this.GHOST_MODE_DELAY = e === G.POOKA ? M.POOKA.GHOST_MODE_DELAY() : M.FYGAR.GHOST_MODE_DELAY, this.MIN_GHOST_DURATION = M.MIN_GHOST_DURATION, this.wasInDirt = !1, this.isLastEnemy = !1, this.isEscaping = !1, this.hasEscaped = !1;
|
|
1190
|
+
}
|
|
1191
|
+
/**
|
|
1192
|
+
* Update enemy state
|
|
1193
|
+
*/
|
|
1194
|
+
update(t, i, e) {
|
|
1195
|
+
if (this.isPopped) {
|
|
1196
|
+
this.updatePoppedState(t);
|
|
1197
|
+
return;
|
|
1198
|
+
}
|
|
1199
|
+
if (this.isSmooshed) {
|
|
1200
|
+
this.updateSmooshedState(t);
|
|
1201
|
+
return;
|
|
1202
|
+
}
|
|
1203
|
+
if (!this.directionInitialized) {
|
|
1204
|
+
this.initializeDirection(e), this.directionInitialized = !0;
|
|
1205
|
+
const { x: s, y: r } = e.pixelToGrid(
|
|
1206
|
+
this.x + 16 / 2,
|
|
1207
|
+
this.y + 16 / 2
|
|
1208
|
+
);
|
|
1209
|
+
this.lastGridX = s, this.lastGridY = r;
|
|
1210
|
+
}
|
|
1211
|
+
if ((this.isInflating || this.inflateLevel > 1) && this.updateInflation(t), i && this.updateAI(t, i), this.updateGhostMode(t, i, e), this.isMoving && !this.isInflating && this.move(e, i), this.isEscaping && !this.hasEscaped && this.x + 16 <= 0 && (this.hasEscaped = !0), this.updateAnimation(t), i) {
|
|
1212
|
+
const s = this.x - i.x, r = this.y - i.y;
|
|
1213
|
+
this.distanceFromPlayer = Math.sqrt(s * s + r * r);
|
|
1214
|
+
}
|
|
1215
|
+
}
|
|
1216
|
+
/**
|
|
1217
|
+
* Update ghost mode state - timer, activation, and deactivation
|
|
1218
|
+
*/
|
|
1219
|
+
updateGhostMode(t, i, e) {
|
|
1220
|
+
const { x: s, y: r } = e.pixelToGrid(
|
|
1221
|
+
this.x + 8,
|
|
1222
|
+
this.y + 8
|
|
1223
|
+
), n = e.isEmpty(s, r), o = !n && !e.isRock(s, r);
|
|
1224
|
+
if (this.isGhosting && (this.ghostingDuration += t), this.isGhosting && n && this.ghostingDuration >= this.MIN_GHOST_DURATION && (this.ghostModeTimer = 0, this.canGhostMode = !1, this.isGhosting = !1, this.ghostingDuration = 0), this.isGhosting && !n && this.ghostingDuration >= this.MIN_GHOST_DURATION) {
|
|
1225
|
+
const c = this.findAdjacentTunnel(e, s, r);
|
|
1226
|
+
c && (this.x = c.x * 16, this.y = c.y * 16, this.lastGridX = c.x, this.lastGridY = c.y, this.ghostModeTimer = 0, this.canGhostMode = !1, this.isGhosting = !1, this.ghostingDuration = 0);
|
|
1227
|
+
}
|
|
1228
|
+
this.wasInDirt = o, this.isGhosting || (this.ghostModeTimer += t, this.ghostModeTimer >= this.GHOST_MODE_DELAY && (this.canGhostMode = !0));
|
|
1229
|
+
const a = r <= 1, l = this.isEscaping && this.state === "escaping" && a;
|
|
1230
|
+
this.canGhostMode && !this.isGhosting && i && !l && (this.isGhosting = !0, this.ghostingDuration = 0);
|
|
1231
|
+
}
|
|
1232
|
+
/**
|
|
1233
|
+
* Update AI behavior
|
|
1234
|
+
*/
|
|
1235
|
+
updateAI(t, i) {
|
|
1236
|
+
if (this.isLastEnemy && this.state !== "chasing" && (this.isEscaping || (this.isEscaping = !0, this.state = "escaping", this.stateTimer = 0)), this.isEscaping) {
|
|
1237
|
+
const a = this.x - i.x, l = this.y - i.y, d = Math.sqrt(a * a + l * l), c = 16 * 4;
|
|
1238
|
+
d <= c ? this.state = "chasing" : this.state = "escaping", this.stateTimer += t, this.directionChangeTimer += t;
|
|
1239
|
+
return;
|
|
1240
|
+
}
|
|
1241
|
+
const e = this.x - i.x, s = this.y - i.y, r = Math.sqrt(e * e + s * s), n = 16 * 8, o = 16 * 10;
|
|
1242
|
+
r <= n && this.state !== "chasing" ? (this.state = "chasing", this.stateTimer = 0) : r > o && this.state !== "roaming" && (this.state = "roaming", this.stateTimer = 0), this.stateTimer += t, this.directionChangeTimer += t;
|
|
1243
|
+
}
|
|
1244
|
+
/**
|
|
1245
|
+
* Move enemy through tunnels (or through dirt when ghosting)
|
|
1246
|
+
*/
|
|
1247
|
+
move(t, i = null) {
|
|
1248
|
+
if (this.isGhosting && i) {
|
|
1249
|
+
this.moveGhost(t, i);
|
|
1250
|
+
return;
|
|
1251
|
+
}
|
|
1252
|
+
const e = this.x + 16 / 2, s = this.y + 16 / 2, { x: r, y: n } = t.pixelToGrid(e, s);
|
|
1253
|
+
r !== this.lastGridX || n !== this.lastGridY ? (this.prevGridX = this.lastGridX, this.prevGridY = this.lastGridY, this.lastGridX = r, this.lastGridY = n, this.tilesTraveledInDirection++, i && this.state === "chasing" ? this.decideDirectionAtTile(i, t, r, n) : this.state === "escaping" ? this.escapeAtTile(t, r, n) : this.state === "roaming" && this.roamAtTile(t, r, n)) : i && this.state === "chasing" ? this.checkForBetterDirection(i, t, r, n) : this.state === "escaping" && this.checkForBetterEscapeDirection(t, r, n);
|
|
1254
|
+
let a = this.x, l = this.y;
|
|
1255
|
+
switch (this.direction) {
|
|
1256
|
+
case h.UP:
|
|
1257
|
+
l -= this.speed;
|
|
1258
|
+
break;
|
|
1259
|
+
case h.DOWN:
|
|
1260
|
+
l += this.speed;
|
|
1261
|
+
break;
|
|
1262
|
+
case h.LEFT:
|
|
1263
|
+
a -= this.speed, this.spriteFlipH && (this.spriteFlipH = !1);
|
|
1264
|
+
break;
|
|
1265
|
+
case h.RIGHT:
|
|
1266
|
+
a += this.speed, this.spriteFlipH || (this.spriteFlipH = !0);
|
|
1267
|
+
break;
|
|
1268
|
+
}
|
|
1269
|
+
this.canMoveInDirection(
|
|
1270
|
+
a,
|
|
1271
|
+
l,
|
|
1272
|
+
this.direction,
|
|
1273
|
+
t
|
|
1274
|
+
) ? (this.x = a, this.y = l, this.applyGridSnapping(t)) : (this.snapToGrid(t), this.pickValidDirection(t, i, r, n), this.tilesTraveledInDirection = 0);
|
|
1275
|
+
}
|
|
1276
|
+
/**
|
|
1277
|
+
* Ghost mode movement - move directly toward target through dirt
|
|
1278
|
+
* When escaping, moves toward exit point; otherwise toward player
|
|
1279
|
+
* Uses subclass ghostSpeed if defined, otherwise 80% of base speed
|
|
1280
|
+
*/
|
|
1281
|
+
moveGhost(t, i) {
|
|
1282
|
+
const e = this.ghostSpeed || this.speed * 0.8;
|
|
1283
|
+
let s, r;
|
|
1284
|
+
this.isEscaping && this.state === "escaping" ? (s = this.x, r = -16) : (s = i.x, r = i.y);
|
|
1285
|
+
const n = s - this.x, o = r - this.y, a = Math.sqrt(n * n + o * o);
|
|
1286
|
+
if (a < 2)
|
|
1287
|
+
return;
|
|
1288
|
+
const l = n / a, d = o / a, c = l * e, f = d * e, u = this.x + c, g = this.y + f;
|
|
1289
|
+
let T;
|
|
1290
|
+
Math.abs(n) > Math.abs(o) ? T = n > 0 ? h.RIGHT : h.LEFT : T = o > 0 ? h.DOWN : h.UP;
|
|
1291
|
+
const I = this.canGhostMoveToPosition(
|
|
1292
|
+
this.x + c,
|
|
1293
|
+
this.y,
|
|
1294
|
+
t
|
|
1295
|
+
), p = this.canGhostMoveToPosition(
|
|
1296
|
+
this.x,
|
|
1297
|
+
this.y + f,
|
|
1298
|
+
t
|
|
1299
|
+
);
|
|
1300
|
+
if (I && p) {
|
|
1301
|
+
this.x = u, this.y = g, this.direction = T;
|
|
1302
|
+
return;
|
|
1303
|
+
}
|
|
1304
|
+
if (I) {
|
|
1305
|
+
this.x = this.x + c, this.direction = n > 0 ? h.RIGHT : h.LEFT;
|
|
1306
|
+
return;
|
|
1307
|
+
}
|
|
1308
|
+
if (p) {
|
|
1309
|
+
this.y = this.y + f, this.direction = o > 0 ? h.DOWN : h.UP;
|
|
1310
|
+
return;
|
|
1311
|
+
}
|
|
1312
|
+
let E = [];
|
|
1313
|
+
Math.abs(n) > Math.abs(o) ? o > 0 ? E = [h.DOWN, h.UP] : E = [h.UP, h.DOWN] : n > 0 ? E = [h.RIGHT, h.LEFT] : E = [h.LEFT, h.RIGHT];
|
|
1314
|
+
for (const D of E) {
|
|
1315
|
+
const y = this.getNewPosition(this.x, this.y, D, e);
|
|
1316
|
+
if (this.canGhostMoveToPosition(y.x, y.y, t)) {
|
|
1317
|
+
this.x = y.x, this.y = y.y, this.direction = D;
|
|
1318
|
+
return;
|
|
1319
|
+
}
|
|
1320
|
+
}
|
|
1321
|
+
const x = [
|
|
1322
|
+
h.UP,
|
|
1323
|
+
h.DOWN,
|
|
1324
|
+
h.LEFT,
|
|
1325
|
+
h.RIGHT
|
|
1326
|
+
];
|
|
1327
|
+
for (const D of x) {
|
|
1328
|
+
const y = this.getNewPosition(this.x, this.y, D, e);
|
|
1329
|
+
if (this.canGhostMoveToPosition(y.x, y.y, t)) {
|
|
1330
|
+
this.x = y.x, this.y = y.y, this.direction = D;
|
|
1331
|
+
return;
|
|
1332
|
+
}
|
|
1333
|
+
}
|
|
1334
|
+
}
|
|
1335
|
+
/**
|
|
1336
|
+
* Check if ghost can move to position (only sky blocks)
|
|
1337
|
+
*/
|
|
1338
|
+
canGhostMoveToPosition(t, i, e) {
|
|
1339
|
+
const { y: s } = e.pixelToGrid(
|
|
1340
|
+
t + 8,
|
|
1341
|
+
i + 8
|
|
1342
|
+
);
|
|
1343
|
+
return s !== 0;
|
|
1344
|
+
}
|
|
1345
|
+
/**
|
|
1346
|
+
* Get perpendicular direction for rock avoidance
|
|
1347
|
+
*/
|
|
1348
|
+
getPerpendicularDirection(t, i) {
|
|
1349
|
+
if (i)
|
|
1350
|
+
switch (t) {
|
|
1351
|
+
case h.UP:
|
|
1352
|
+
return h.RIGHT;
|
|
1353
|
+
case h.RIGHT:
|
|
1354
|
+
return h.DOWN;
|
|
1355
|
+
case h.DOWN:
|
|
1356
|
+
return h.LEFT;
|
|
1357
|
+
case h.LEFT:
|
|
1358
|
+
return h.UP;
|
|
1359
|
+
}
|
|
1360
|
+
else
|
|
1361
|
+
switch (t) {
|
|
1362
|
+
case h.UP:
|
|
1363
|
+
return h.LEFT;
|
|
1364
|
+
case h.LEFT:
|
|
1365
|
+
return h.DOWN;
|
|
1366
|
+
case h.DOWN:
|
|
1367
|
+
return h.RIGHT;
|
|
1368
|
+
case h.RIGHT:
|
|
1369
|
+
return h.UP;
|
|
1370
|
+
}
|
|
1371
|
+
return t;
|
|
1372
|
+
}
|
|
1373
|
+
/**
|
|
1374
|
+
* Calculate new position given direction and speed
|
|
1375
|
+
*/
|
|
1376
|
+
getNewPosition(t, i, e, s) {
|
|
1377
|
+
let r = t, n = i;
|
|
1378
|
+
switch (e) {
|
|
1379
|
+
case h.UP:
|
|
1380
|
+
n -= s;
|
|
1381
|
+
break;
|
|
1382
|
+
case h.DOWN:
|
|
1383
|
+
n += s;
|
|
1384
|
+
break;
|
|
1385
|
+
case h.LEFT:
|
|
1386
|
+
r -= s;
|
|
1387
|
+
break;
|
|
1388
|
+
case h.RIGHT:
|
|
1389
|
+
r += s;
|
|
1390
|
+
break;
|
|
1391
|
+
}
|
|
1392
|
+
return { x: r, y: n };
|
|
1393
|
+
}
|
|
1394
|
+
/**
|
|
1395
|
+
* Check if there's a better direction toward the player while passing through a tile
|
|
1396
|
+
* Only triggers at intersections (3+ valid directions)
|
|
1397
|
+
*/
|
|
1398
|
+
checkForBetterDirection(t, i, e, s) {
|
|
1399
|
+
const r = this.getValidDirectionsFromTile(i, e, s);
|
|
1400
|
+
if (r.length < 3 || !r.includes(this.direction))
|
|
1401
|
+
return;
|
|
1402
|
+
const n = t.x - this.x, o = t.y - this.y;
|
|
1403
|
+
let a;
|
|
1404
|
+
if (Math.abs(n) > Math.abs(o) ? a = n > 0 ? h.RIGHT : h.LEFT : a = o > 0 ? h.DOWN : h.UP, this.direction === a || !r.includes(a))
|
|
1405
|
+
return;
|
|
1406
|
+
const l = this.direction === h.LEFT || this.direction === h.RIGHT, d = a === h.LEFT || a === h.RIGHT, c = l !== d, f = e * 16, u = s * 16;
|
|
1407
|
+
if (c) {
|
|
1408
|
+
let g;
|
|
1409
|
+
l ? g = Math.abs(this.x - f) : g = Math.abs(this.y - u);
|
|
1410
|
+
const T = this.speed;
|
|
1411
|
+
g <= T && (this.direction = a, this.tilesTraveledInDirection = 0, this.x = f, this.y = u);
|
|
1412
|
+
} else
|
|
1413
|
+
this.tilesTraveledInDirection >= this.minTilesBeforeReverse && (this.direction = a, this.tilesTraveledInDirection = 0);
|
|
1414
|
+
}
|
|
1415
|
+
/**
|
|
1416
|
+
* Decide which direction to go when entering a new tile (chasing mode)
|
|
1417
|
+
*/
|
|
1418
|
+
decideDirectionAtTile(t, i, e, s) {
|
|
1419
|
+
const r = this.getValidDirectionsFromTile(i, e, s);
|
|
1420
|
+
if (r.length === 0 || r.length === 1)
|
|
1421
|
+
return;
|
|
1422
|
+
const n = r.includes(this.direction), o = this.getOppositeDirection(this.direction);
|
|
1423
|
+
if (r.length === 2) {
|
|
1424
|
+
if (!n) {
|
|
1425
|
+
const E = r.find(
|
|
1426
|
+
(x) => x !== o
|
|
1427
|
+
);
|
|
1428
|
+
E && (this.direction = E, this.tilesTraveledInDirection = 0);
|
|
1429
|
+
return;
|
|
1430
|
+
}
|
|
1431
|
+
if (!r.includes(o)) {
|
|
1432
|
+
const E = r.find(
|
|
1433
|
+
(x) => x !== this.direction
|
|
1434
|
+
);
|
|
1435
|
+
E && this.shouldTurnToward(t, E) && (this.direction = E, this.tilesTraveledInDirection = 0);
|
|
1436
|
+
}
|
|
1437
|
+
return;
|
|
1438
|
+
}
|
|
1439
|
+
const a = r.filter(
|
|
1440
|
+
(p) => this.isViableDirection(i, e, s, p)
|
|
1441
|
+
), l = this.getDirectionToTile(
|
|
1442
|
+
e,
|
|
1443
|
+
s,
|
|
1444
|
+
this.prevGridX,
|
|
1445
|
+
this.prevGridY
|
|
1446
|
+
), d = a.filter(
|
|
1447
|
+
(p) => p !== l
|
|
1448
|
+
), c = d.length > 0 ? d : a.length > 0 ? a : r, f = t.x - this.x, u = t.y - this.y;
|
|
1449
|
+
let g, T;
|
|
1450
|
+
if (Math.abs(f) > Math.abs(u) ? (g = f > 0 ? h.RIGHT : h.LEFT, T = u > 0 ? h.DOWN : h.UP) : (g = u > 0 ? h.DOWN : h.UP, T = f > 0 ? h.RIGHT : h.LEFT), c.includes(g)) {
|
|
1451
|
+
this.direction = g;
|
|
1452
|
+
return;
|
|
1453
|
+
}
|
|
1454
|
+
if (c.includes(T)) {
|
|
1455
|
+
this.direction = T;
|
|
1456
|
+
return;
|
|
1457
|
+
}
|
|
1458
|
+
if (c.includes(this.direction))
|
|
1459
|
+
return;
|
|
1460
|
+
const I = c.filter(
|
|
1461
|
+
(p) => p !== o
|
|
1462
|
+
);
|
|
1463
|
+
I.length > 0 ? this.direction = I[0] : c.length > 0 && (this.direction = c[0]);
|
|
1464
|
+
}
|
|
1465
|
+
/**
|
|
1466
|
+
* Get the direction from one tile to an adjacent tile
|
|
1467
|
+
* Returns null if tiles are not adjacent or are the same
|
|
1468
|
+
*/
|
|
1469
|
+
getDirectionToTile(t, i, e, s) {
|
|
1470
|
+
const r = e - t, n = s - i;
|
|
1471
|
+
return r === 1 && n === 0 ? h.RIGHT : r === -1 && n === 0 ? h.LEFT : r === 0 && n === 1 ? h.DOWN : r === 0 && n === -1 ? h.UP : null;
|
|
1472
|
+
}
|
|
1473
|
+
/**
|
|
1474
|
+
* Get the opposite direction
|
|
1475
|
+
*/
|
|
1476
|
+
getOppositeDirection(t) {
|
|
1477
|
+
switch (t) {
|
|
1478
|
+
case h.UP:
|
|
1479
|
+
return h.DOWN;
|
|
1480
|
+
case h.DOWN:
|
|
1481
|
+
return h.UP;
|
|
1482
|
+
case h.LEFT:
|
|
1483
|
+
return h.RIGHT;
|
|
1484
|
+
case h.RIGHT:
|
|
1485
|
+
return h.LEFT;
|
|
1486
|
+
default:
|
|
1487
|
+
return t;
|
|
1488
|
+
}
|
|
1489
|
+
}
|
|
1490
|
+
/**
|
|
1491
|
+
* Check if turning to a direction would move us closer to player
|
|
1492
|
+
*/
|
|
1493
|
+
shouldTurnToward(t, i) {
|
|
1494
|
+
const e = t.x - this.x, s = t.y - this.y;
|
|
1495
|
+
switch (i) {
|
|
1496
|
+
case h.RIGHT:
|
|
1497
|
+
return e > 16;
|
|
1498
|
+
case h.LEFT:
|
|
1499
|
+
return e < -16;
|
|
1500
|
+
case h.DOWN:
|
|
1501
|
+
return s > 16;
|
|
1502
|
+
case h.UP:
|
|
1503
|
+
return s < -16;
|
|
1504
|
+
}
|
|
1505
|
+
return !1;
|
|
1506
|
+
}
|
|
1507
|
+
/**
|
|
1508
|
+
* Find an adjacent tunnel tile if enemy is close enough to snap to it
|
|
1509
|
+
* Used to exit ghost mode when near a tunnel
|
|
1510
|
+
*/
|
|
1511
|
+
findAdjacentTunnel(t, i, e) {
|
|
1512
|
+
const r = [
|
|
1513
|
+
{ x: i - 1, y: e },
|
|
1514
|
+
// Left
|
|
1515
|
+
{ x: i + 1, y: e },
|
|
1516
|
+
// Right
|
|
1517
|
+
{ x: i, y: e - 1 },
|
|
1518
|
+
// Up
|
|
1519
|
+
{ x: i, y: e + 1 }
|
|
1520
|
+
// Down
|
|
1521
|
+
];
|
|
1522
|
+
for (const n of r)
|
|
1523
|
+
if (t.isEmpty(n.x, n.y) && !t.isRock(n.x, n.y)) {
|
|
1524
|
+
const o = Math.abs(this.x - n.x * 16), a = Math.abs(this.y - n.y * 16);
|
|
1525
|
+
if (o < 9.6 && a < 9.6)
|
|
1526
|
+
return n;
|
|
1527
|
+
}
|
|
1528
|
+
return null;
|
|
1529
|
+
}
|
|
1530
|
+
/**
|
|
1531
|
+
* Check if a direction leads to a dead end within 5 tiles
|
|
1532
|
+
* Returns true if direction is viable (leads somewhere useful)
|
|
1533
|
+
*/
|
|
1534
|
+
isViableDirection(t, i, e, s) {
|
|
1535
|
+
let n = i, o = e, a = s;
|
|
1536
|
+
for (let l = 0; l < 5; l++) {
|
|
1537
|
+
let d = n, c = o;
|
|
1538
|
+
switch (a) {
|
|
1539
|
+
case h.UP:
|
|
1540
|
+
c--;
|
|
1541
|
+
break;
|
|
1542
|
+
case h.DOWN:
|
|
1543
|
+
c++;
|
|
1544
|
+
break;
|
|
1545
|
+
case h.LEFT:
|
|
1546
|
+
d--;
|
|
1547
|
+
break;
|
|
1548
|
+
case h.RIGHT:
|
|
1549
|
+
d++;
|
|
1550
|
+
break;
|
|
1551
|
+
}
|
|
1552
|
+
if (!t.isEmpty(d, c) || t.isRock(d, c))
|
|
1553
|
+
return !1;
|
|
1554
|
+
const f = this.getOppositeDirection(a), g = this.getValidDirectionsFromTile(
|
|
1555
|
+
t,
|
|
1556
|
+
d,
|
|
1557
|
+
c
|
|
1558
|
+
).filter((T) => T !== f);
|
|
1559
|
+
if (g.length > 1)
|
|
1560
|
+
return !0;
|
|
1561
|
+
if (g.length === 1) {
|
|
1562
|
+
n = d, o = c, a = g[0];
|
|
1563
|
+
continue;
|
|
1564
|
+
}
|
|
1565
|
+
return !1;
|
|
1566
|
+
}
|
|
1567
|
+
return !0;
|
|
1568
|
+
}
|
|
1569
|
+
/**
|
|
1570
|
+
* Roam behavior when entering a new tile
|
|
1571
|
+
*/
|
|
1572
|
+
roamAtTile(t, i, e) {
|
|
1573
|
+
const s = this.getValidDirectionsFromTile(t, i, e);
|
|
1574
|
+
if (s.length === 0 || s.length === 1)
|
|
1575
|
+
return;
|
|
1576
|
+
const r = this.getDirectionToTile(
|
|
1577
|
+
i,
|
|
1578
|
+
e,
|
|
1579
|
+
this.prevGridX,
|
|
1580
|
+
this.prevGridY
|
|
1581
|
+
), n = s.filter(
|
|
1582
|
+
(l) => l !== r
|
|
1583
|
+
), o = n.length > 0 ? n : s;
|
|
1584
|
+
o.includes(this.direction) && this.directionChangeTimer < 1e3 + Math.random() * 1e3 || (this.directionChangeTimer = 0, o.length > 0 && (this.direction = o[Math.floor(Math.random() * o.length)]));
|
|
1585
|
+
}
|
|
1586
|
+
/**
|
|
1587
|
+
* Escape behavior when entering a new tile
|
|
1588
|
+
* Try to head up and left to exit at row 1
|
|
1589
|
+
* Avoids dead ends to prevent getting stuck
|
|
1590
|
+
*/
|
|
1591
|
+
escapeAtTile(t, i, e) {
|
|
1592
|
+
if (e === 1 && i <= 1) {
|
|
1593
|
+
this.direction = h.LEFT;
|
|
1594
|
+
return;
|
|
1595
|
+
}
|
|
1596
|
+
const s = this.getValidDirectionsFromTile(t, i, e);
|
|
1597
|
+
if (s.length === 0) return;
|
|
1598
|
+
if (s.length === 1) {
|
|
1599
|
+
this.direction = s[0];
|
|
1600
|
+
return;
|
|
1601
|
+
}
|
|
1602
|
+
const r = this.getDirectionToTile(
|
|
1603
|
+
i,
|
|
1604
|
+
e,
|
|
1605
|
+
this.prevGridX,
|
|
1606
|
+
this.prevGridY
|
|
1607
|
+
), n = s.filter(
|
|
1608
|
+
(c) => this.isViableDirection(t, i, e, c)
|
|
1609
|
+
), o = n.filter(
|
|
1610
|
+
(c) => c !== r
|
|
1611
|
+
);
|
|
1612
|
+
let l = o.length > 0 ? o : n;
|
|
1613
|
+
if (l.length === 0) {
|
|
1614
|
+
const c = s.filter(
|
|
1615
|
+
(f) => f !== r
|
|
1616
|
+
);
|
|
1617
|
+
l = c.length > 0 ? c : s;
|
|
1618
|
+
}
|
|
1619
|
+
const d = [
|
|
1620
|
+
h.UP,
|
|
1621
|
+
h.LEFT,
|
|
1622
|
+
h.DOWN,
|
|
1623
|
+
h.RIGHT
|
|
1624
|
+
];
|
|
1625
|
+
e <= 1 && (d[0] = h.LEFT, d[1] = h.UP);
|
|
1626
|
+
for (const c of d)
|
|
1627
|
+
if (l.includes(c)) {
|
|
1628
|
+
this.direction = c;
|
|
1629
|
+
return;
|
|
1630
|
+
}
|
|
1631
|
+
this.direction = s[0];
|
|
1632
|
+
}
|
|
1633
|
+
/**
|
|
1634
|
+
* Check for better escape direction mid-tile (at intersections)
|
|
1635
|
+
*/
|
|
1636
|
+
checkForBetterEscapeDirection(t, i, e) {
|
|
1637
|
+
const s = this.getValidDirectionsFromTile(t, i, e);
|
|
1638
|
+
if (s.length < 3 || !s.includes(this.direction))
|
|
1639
|
+
return;
|
|
1640
|
+
let r;
|
|
1641
|
+
if (e <= 1 ? r = h.LEFT : r = h.UP, this.direction === r || !s.includes(r))
|
|
1642
|
+
return;
|
|
1643
|
+
const n = this.direction === h.LEFT || this.direction === h.RIGHT, o = r === h.LEFT || r === h.RIGHT, a = n !== o, l = i * 16, d = e * 16;
|
|
1644
|
+
if (a) {
|
|
1645
|
+
let c;
|
|
1646
|
+
n ? c = Math.abs(this.x - l) : c = Math.abs(this.y - d);
|
|
1647
|
+
const f = this.speed;
|
|
1648
|
+
c <= f && (this.direction = r, this.tilesTraveledInDirection = 0, this.x = l, this.y = d);
|
|
1649
|
+
} else
|
|
1650
|
+
this.direction = r, this.tilesTraveledInDirection = 0;
|
|
1651
|
+
}
|
|
1652
|
+
/**
|
|
1653
|
+
* Get valid directions (tunnel tiles) from a specific grid position
|
|
1654
|
+
*/
|
|
1655
|
+
getValidDirectionsFromTile(t, i, e) {
|
|
1656
|
+
const s = [];
|
|
1657
|
+
return t.isEmpty(i, e - 1) && !t.isRock(i, e - 1) && s.push(h.UP), t.isEmpty(i, e + 1) && !t.isRock(i, e + 1) && s.push(h.DOWN), t.isEmpty(i - 1, e) && !t.isRock(i - 1, e) && s.push(h.LEFT), t.isEmpty(i + 1, e) && !t.isRock(i + 1, e) && s.push(h.RIGHT), s;
|
|
1658
|
+
}
|
|
1659
|
+
/**
|
|
1660
|
+
* Check if enemy can move in a direction (leading edge collision check)
|
|
1661
|
+
*/
|
|
1662
|
+
canMoveInDirection(t, i, e, s) {
|
|
1663
|
+
let r, n;
|
|
1664
|
+
switch (e) {
|
|
1665
|
+
case h.UP:
|
|
1666
|
+
r = t + 16 / 2, n = i;
|
|
1667
|
+
break;
|
|
1668
|
+
case h.DOWN:
|
|
1669
|
+
r = t + 16 / 2, n = i + 16 - 1;
|
|
1670
|
+
break;
|
|
1671
|
+
case h.LEFT:
|
|
1672
|
+
r = t, n = i + 16 / 2;
|
|
1673
|
+
break;
|
|
1674
|
+
case h.RIGHT:
|
|
1675
|
+
r = t + 16 - 1, n = i + 16 / 2;
|
|
1676
|
+
break;
|
|
1677
|
+
default:
|
|
1678
|
+
r = t + 16 / 2, n = i + 16 / 2;
|
|
1679
|
+
}
|
|
1680
|
+
const { x: o, y: a } = s.pixelToGrid(r, n);
|
|
1681
|
+
return this.isEscaping && this.state === "escaping" && e === h.LEFT && a === 1 ? !0 : a === 0 ? !1 : this.isGhosting ? !0 : s.isRock(o, a) ? !1 : this.isGhosting ? !0 : !!s.isEmpty(o, a);
|
|
1682
|
+
}
|
|
1683
|
+
/**
|
|
1684
|
+
* Snap position to align with grid
|
|
1685
|
+
*/
|
|
1686
|
+
snapToGrid(t) {
|
|
1687
|
+
const i = this.x + 8, e = this.y + 16 / 2, { x: s, y: r } = t.pixelToGrid(i, e);
|
|
1688
|
+
this.x = s * 16, this.y = r * 16;
|
|
1689
|
+
}
|
|
1690
|
+
/**
|
|
1691
|
+
* Pick a valid direction when hitting a wall
|
|
1692
|
+
*/
|
|
1693
|
+
pickValidDirection(t, i, e, s) {
|
|
1694
|
+
const r = this.getValidDirectionsFromTile(t, e, s);
|
|
1695
|
+
if (r.length !== 0) {
|
|
1696
|
+
if (this.isEscaping && this.state === "escaping") {
|
|
1697
|
+
this.pickEscapeDirection(t, e, s, r);
|
|
1698
|
+
return;
|
|
1699
|
+
}
|
|
1700
|
+
if (i && this.state === "chasing") {
|
|
1701
|
+
const n = i.x - this.x, o = i.y - this.y;
|
|
1702
|
+
let a, l;
|
|
1703
|
+
if (Math.abs(n) > Math.abs(o) ? (a = n > 0 ? h.RIGHT : h.LEFT, l = o > 0 ? h.DOWN : h.UP) : (a = o > 0 ? h.DOWN : h.UP, l = n > 0 ? h.RIGHT : h.LEFT), r.includes(a)) {
|
|
1704
|
+
this.direction = a;
|
|
1705
|
+
return;
|
|
1706
|
+
}
|
|
1707
|
+
if (r.includes(l)) {
|
|
1708
|
+
this.direction = l;
|
|
1709
|
+
return;
|
|
1710
|
+
}
|
|
1711
|
+
}
|
|
1712
|
+
this.direction = r[Math.floor(Math.random() * r.length)];
|
|
1713
|
+
}
|
|
1714
|
+
}
|
|
1715
|
+
/**
|
|
1716
|
+
* Pick direction for escaping enemy - navigate tunnels toward exit
|
|
1717
|
+
* Avoids dead ends and prefers directions that lead toward row 1, left side
|
|
1718
|
+
*/
|
|
1719
|
+
pickEscapeDirection(t, i, e, s) {
|
|
1720
|
+
if (e === 1 && i <= 1) {
|
|
1721
|
+
this.direction = h.LEFT;
|
|
1722
|
+
return;
|
|
1723
|
+
}
|
|
1724
|
+
const r = this.getOppositeDirection(this.direction), n = s.filter(
|
|
1725
|
+
(c) => this.isViableDirection(t, i, e, c)
|
|
1726
|
+
), o = n.filter(
|
|
1727
|
+
(c) => c !== r
|
|
1728
|
+
);
|
|
1729
|
+
let l = o.length > 0 ? o : n;
|
|
1730
|
+
if (l.length === 0) {
|
|
1731
|
+
const c = s.filter(
|
|
1732
|
+
(f) => f !== r
|
|
1733
|
+
);
|
|
1734
|
+
l = c.length > 0 ? c : s;
|
|
1735
|
+
}
|
|
1736
|
+
const d = e <= 1 ? [
|
|
1737
|
+
h.LEFT,
|
|
1738
|
+
h.UP,
|
|
1739
|
+
h.DOWN,
|
|
1740
|
+
h.RIGHT
|
|
1741
|
+
] : [
|
|
1742
|
+
h.UP,
|
|
1743
|
+
h.LEFT,
|
|
1744
|
+
h.DOWN,
|
|
1745
|
+
h.RIGHT
|
|
1746
|
+
];
|
|
1747
|
+
for (const c of d)
|
|
1748
|
+
if (l.includes(c)) {
|
|
1749
|
+
this.direction = c;
|
|
1750
|
+
return;
|
|
1751
|
+
}
|
|
1752
|
+
this.direction = s[0];
|
|
1753
|
+
}
|
|
1754
|
+
/**
|
|
1755
|
+
* Apply grid snapping to keep enemy centered in tunnels
|
|
1756
|
+
*/
|
|
1757
|
+
applyGridSnapping(t) {
|
|
1758
|
+
const { x: i, y: e } = t.pixelToGrid(
|
|
1759
|
+
this.x + 8,
|
|
1760
|
+
this.y + 8
|
|
1761
|
+
);
|
|
1762
|
+
if (t.isEmpty(i, e)) {
|
|
1763
|
+
if (this.direction === h.LEFT || this.direction === h.RIGHT) {
|
|
1764
|
+
const r = e * 16 - this.y;
|
|
1765
|
+
if (Math.abs(r) > 0) {
|
|
1766
|
+
const n = Math.sign(r) * Math.min(Math.abs(r), this.speed);
|
|
1767
|
+
this.y += n;
|
|
1768
|
+
}
|
|
1769
|
+
}
|
|
1770
|
+
if (this.direction === h.UP || this.direction === h.DOWN) {
|
|
1771
|
+
const r = i * 16 - this.x;
|
|
1772
|
+
if (Math.abs(r) > 0) {
|
|
1773
|
+
const n = Math.sign(r) * Math.min(Math.abs(r), this.speed);
|
|
1774
|
+
this.x += n;
|
|
1775
|
+
}
|
|
1776
|
+
}
|
|
1777
|
+
}
|
|
1778
|
+
}
|
|
1779
|
+
/**
|
|
1780
|
+
* Initialize direction based on tunnel orientation
|
|
1781
|
+
*/
|
|
1782
|
+
initializeDirection(t) {
|
|
1783
|
+
const { x: i, y: e } = t.pixelToGrid(
|
|
1784
|
+
this.x + 8,
|
|
1785
|
+
this.y + 8
|
|
1786
|
+
), s = this.getValidDirectionsFromTile(t, i, e);
|
|
1787
|
+
s.includes(h.RIGHT) ? this.spriteFlipH = !0 : s.includes(h.LEFT) ? this.direction = h.LEFT : s.includes(h.DOWN) ? this.direction = h.DOWN : s.includes(h.UP) && (this.direction = h.UP);
|
|
1788
|
+
}
|
|
1789
|
+
/**
|
|
1790
|
+
* Start or continue inflation (when pumped)
|
|
1791
|
+
*/
|
|
1792
|
+
startInflation() {
|
|
1793
|
+
this.isInflating = !0, this.isMoving = !1, this.deflateTimer = 0;
|
|
1794
|
+
}
|
|
1795
|
+
/**
|
|
1796
|
+
* Stop being pumped - will start deflating
|
|
1797
|
+
*/
|
|
1798
|
+
stopInflation() {
|
|
1799
|
+
}
|
|
1800
|
+
/**
|
|
1801
|
+
* Update inflation state
|
|
1802
|
+
* Called every frame - inflates while being pumped, deflates otherwise
|
|
1803
|
+
*/
|
|
1804
|
+
updateInflation(t) {
|
|
1805
|
+
this.isInflating ? (this.inflateTimer += t, this.inflateLevel = 1 + this.inflateTimer / this.INFLATE_DURATION, this.inflateLevel >= 2 && this.pop()) : this.inflateLevel > 1 && (this.deflateTimer += t, this.deflateTimer > 300 && (this.inflateTimer = Math.max(
|
|
1806
|
+
0,
|
|
1807
|
+
this.inflateTimer - t * 0.5
|
|
1808
|
+
), this.inflateLevel = 1 + this.inflateTimer / this.INFLATE_DURATION, this.inflateLevel <= 1 && (this.inflateLevel = 1, this.inflateTimer = 0, this.deflateTimer = 0, this.isMoving = !0))), this.isInflating = !1;
|
|
1809
|
+
}
|
|
1810
|
+
/**
|
|
1811
|
+
* Enemy pops (dies from inflation)
|
|
1812
|
+
* Shows popped sprite before being destroyed
|
|
1813
|
+
*/
|
|
1814
|
+
pop() {
|
|
1815
|
+
this.isPopped = !0, this.poppedTimer = 0, this.isMoving = !1;
|
|
1816
|
+
}
|
|
1817
|
+
/**
|
|
1818
|
+
* Enemy gets smooshed (crushed by rock)
|
|
1819
|
+
* Shows smooshed sprite and falls with rock
|
|
1820
|
+
*/
|
|
1821
|
+
smoosh() {
|
|
1822
|
+
this.isSmooshed = !0, this.smooshedTimer = 0, this.isMoving = !1;
|
|
1823
|
+
}
|
|
1824
|
+
/**
|
|
1825
|
+
* Update popped state timer
|
|
1826
|
+
*/
|
|
1827
|
+
updatePoppedState(t) {
|
|
1828
|
+
this.isPopped && (this.poppedTimer += t, this.poppedTimer >= this.POPPED_DURATION && (this.isDestroyed = !0));
|
|
1829
|
+
}
|
|
1830
|
+
/**
|
|
1831
|
+
* Update smooshed state timer
|
|
1832
|
+
* Only counts down after the rock has stopped falling
|
|
1833
|
+
*/
|
|
1834
|
+
updateSmooshedState(t) {
|
|
1835
|
+
this.isSmooshed && (this.attachedToRock && this.attachedToRock.isFalling || (this.smooshedTimer += t, this.smooshedTimer >= this.SMOOSHED_DURATION && (this.isDestroyed = !0)));
|
|
1836
|
+
}
|
|
1837
|
+
/**
|
|
1838
|
+
* Update animation
|
|
1839
|
+
*/
|
|
1840
|
+
updateAnimation(t) {
|
|
1841
|
+
this.animationTimer += t, this.animationTimer > 400 && (this.animationFrame = (this.animationFrame + 1) % 2, this.animationTimer = 0);
|
|
1842
|
+
}
|
|
1843
|
+
/**
|
|
1844
|
+
* Get center position
|
|
1845
|
+
*/
|
|
1846
|
+
getCenter() {
|
|
1847
|
+
return {
|
|
1848
|
+
x: this.x + 16 / 2,
|
|
1849
|
+
y: this.y + 16 / 2
|
|
1850
|
+
};
|
|
1851
|
+
}
|
|
1852
|
+
/**
|
|
1853
|
+
* Reset all timers - called when game starts or respawns
|
|
1854
|
+
*/
|
|
1855
|
+
resetTimers() {
|
|
1856
|
+
this.ghostModeTimer = 0, this.canGhostMode = !1, this.isGhosting = !1, this.ghostingDuration = 0, this.stateTimer = 0, this.directionChangeTimer = 0, this.inflateTimer = 0, this.inflateLevel = 1, this.isInflating = !1, this.deflateTimer = 0, this.isMoving = !0, this.isLastEnemy = !1, this.isEscaping = !1, this.hasEscaped = !1, this.state = "roaming";
|
|
1857
|
+
}
|
|
1858
|
+
}
|
|
1859
|
+
class q extends U {
|
|
1860
|
+
constructor(t, i, e = 1) {
|
|
1861
|
+
super(t, i, G.POOKA, M.POOKA.SPEED, e), this.ghostSpeed = M.POOKA.GHOST_SPEED;
|
|
1862
|
+
}
|
|
1863
|
+
// Pooka uses base Enemy movement with ghost mode from timer
|
|
1864
|
+
// No override needed - ghost mode is handled by Enemy.updateGhostMode()
|
|
1865
|
+
}
|
|
1866
|
+
class j extends U {
|
|
1867
|
+
constructor(t, i, e = 1) {
|
|
1868
|
+
super(t, i, G.FYGAR, M.FYGAR.SPEED, e), this.ghostSpeed = M.FYGAR.GHOST_SPEED, this.fireState = "ready", this.fireStateTimer = 0, this.fireCooldownTimer = 0, this.fireDirection = null, this.fireHitbox = null;
|
|
1869
|
+
}
|
|
1870
|
+
/**
|
|
1871
|
+
* Update Fygar-specific behavior
|
|
1872
|
+
*/
|
|
1873
|
+
update(t, i, e) {
|
|
1874
|
+
super.update(t, i, e), i && !this.isInflating && !this.isGhosting && this.updateFireBreath(t, i, e), (this.isInflating || this.inflateLevel > 1) && (this.fireState === "charging" || this.fireState === "firing") && this.cancelFire(), this.isGhosting && (this.fireState === "charging" || this.fireState === "firing") && this.cancelFire();
|
|
1875
|
+
}
|
|
1876
|
+
/**
|
|
1877
|
+
* Override ghost mode update to pause timer while charging/firing
|
|
1878
|
+
* Fygar should not accumulate ghost mode time while breathing fire
|
|
1879
|
+
*/
|
|
1880
|
+
updateGhostMode(t, i, e) {
|
|
1881
|
+
this.fireState === "charging" || this.fireState === "firing" || super.updateGhostMode(t, i, e);
|
|
1882
|
+
}
|
|
1883
|
+
/**
|
|
1884
|
+
* Update fire breath state machine
|
|
1885
|
+
*/
|
|
1886
|
+
updateFireBreath(t, i, e) {
|
|
1887
|
+
if (this.fireState === "cooldown") {
|
|
1888
|
+
this.fireCooldownTimer += t, this.fireCooldownTimer >= M.FYGAR.FIRE_COOLDOWN && (this.fireState = "ready", this.fireCooldownTimer = 0);
|
|
1889
|
+
return;
|
|
1890
|
+
}
|
|
1891
|
+
if (this.fireState === "ready") {
|
|
1892
|
+
if (this.direction !== h.LEFT && this.direction !== h.RIGHT)
|
|
1893
|
+
return;
|
|
1894
|
+
(this.direction === h.RIGHT && this.x < i.x || this.direction === h.LEFT && this.x > i.x) && this.isPlayerInFireRange(i, e) && this.startCharging();
|
|
1895
|
+
return;
|
|
1896
|
+
}
|
|
1897
|
+
if (this.fireState === "charging") {
|
|
1898
|
+
this.fireStateTimer += t, this.fireStateTimer >= M.FYGAR.FIRE_CHARGE_TIME && this.startFiring();
|
|
1899
|
+
return;
|
|
1900
|
+
}
|
|
1901
|
+
if (this.fireState === "firing") {
|
|
1902
|
+
this.fireStateTimer += t, this.calculateFireHitbox(), this.fireStateTimer >= M.FYGAR.FIRE_DURATION && this.stopFiring();
|
|
1903
|
+
return;
|
|
1904
|
+
}
|
|
1905
|
+
}
|
|
1906
|
+
/**
|
|
1907
|
+
* Check if player is in fire range (horizontally aligned and in front)
|
|
1908
|
+
* Also checks that no dirt blocks the fire path
|
|
1909
|
+
*/
|
|
1910
|
+
isPlayerInFireRange(t, i) {
|
|
1911
|
+
const e = t.x - this.x, s = t.y - this.y;
|
|
1912
|
+
if (Math.abs(s) > 16 * 0.75 || !(this.direction === h.RIGHT && e > 0 && e < M.FYGAR.FIRE_RANGE || this.direction === h.LEFT && e < 0 && e > -64))
|
|
1913
|
+
return !1;
|
|
1914
|
+
const n = Math.floor((this.x + 16 / 2) / 16), o = Math.floor((t.x + 16 / 2) / 16), a = Math.floor((this.y + 16 / 2) / 16), l = Math.min(n, o), d = Math.max(n, o);
|
|
1915
|
+
for (let c = l + 1; c < d; c++)
|
|
1916
|
+
if (i.isDirt(c, a))
|
|
1917
|
+
return !1;
|
|
1918
|
+
return !0;
|
|
1919
|
+
}
|
|
1920
|
+
/**
|
|
1921
|
+
* Start charging phase (pause before fire)
|
|
1922
|
+
*/
|
|
1923
|
+
startCharging() {
|
|
1924
|
+
this.fireState = "charging", this.fireStateTimer = 0, this.fireDirection = this.direction, this.isMoving = !1;
|
|
1925
|
+
const t = Math.floor((this.x + 16 / 2) / 16), i = Math.floor((this.y + 16 / 2) / 16);
|
|
1926
|
+
this.x = t * 16, this.y = i * 16, this.lastGridX = t, this.lastGridY = i;
|
|
1927
|
+
}
|
|
1928
|
+
/**
|
|
1929
|
+
* Start firing phase (fire is now active and can damage player)
|
|
1930
|
+
*/
|
|
1931
|
+
startFiring() {
|
|
1932
|
+
this.fireState = "firing", this.fireStateTimer = 0, this.calculateFireHitbox();
|
|
1933
|
+
}
|
|
1934
|
+
/**
|
|
1935
|
+
* Calculate the fire hitbox based on current position, direction, and tile count
|
|
1936
|
+
* Hitbox grows as fire extends: 1 tile -> 2 tiles -> 3 tiles
|
|
1937
|
+
*/
|
|
1938
|
+
calculateFireHitbox() {
|
|
1939
|
+
const t = this.getFireTileCount();
|
|
1940
|
+
if (t === 0) {
|
|
1941
|
+
this.fireHitbox = null;
|
|
1942
|
+
return;
|
|
1943
|
+
}
|
|
1944
|
+
const i = t * 16, e = this.y + 16 / 2;
|
|
1945
|
+
this.fireDirection === h.RIGHT ? this.fireHitbox = {
|
|
1946
|
+
x: this.x + 16,
|
|
1947
|
+
// Start from right edge of Fygar
|
|
1948
|
+
y: e - 16 / 4,
|
|
1949
|
+
// Vertically centered with some height
|
|
1950
|
+
width: i,
|
|
1951
|
+
height: 16 / 2
|
|
1952
|
+
} : this.fireHitbox = {
|
|
1953
|
+
x: this.x - i,
|
|
1954
|
+
// Start from current fire length to the left
|
|
1955
|
+
y: e - 16 / 4,
|
|
1956
|
+
width: i,
|
|
1957
|
+
height: 16 / 2
|
|
1958
|
+
};
|
|
1959
|
+
}
|
|
1960
|
+
/**
|
|
1961
|
+
* Stop firing and enter cooldown
|
|
1962
|
+
*/
|
|
1963
|
+
stopFiring() {
|
|
1964
|
+
this.fireState = "cooldown", this.fireStateTimer = 0, this.fireCooldownTimer = 0, this.fireHitbox = null, this.fireDirection = null, this.isMoving = !0;
|
|
1965
|
+
const t = Math.floor((this.x + 16 / 2) / 16), i = Math.floor((this.y + 16 / 2) / 16);
|
|
1966
|
+
this.lastGridX = t, this.lastGridY = i;
|
|
1967
|
+
}
|
|
1968
|
+
/**
|
|
1969
|
+
* Cancel fire (when pumped during charge/fire)
|
|
1970
|
+
*/
|
|
1971
|
+
cancelFire() {
|
|
1972
|
+
this.fireState = "cooldown", this.fireStateTimer = 0, this.fireCooldownTimer = M.FYGAR.FIRE_COOLDOWN * 0.5, this.fireHitbox = null, this.fireDirection = null;
|
|
1973
|
+
}
|
|
1974
|
+
/**
|
|
1975
|
+
* Check if fire is currently active and dangerous
|
|
1976
|
+
*/
|
|
1977
|
+
isFireActive() {
|
|
1978
|
+
return this.fireState === "firing" && this.fireHitbox !== null;
|
|
1979
|
+
}
|
|
1980
|
+
/**
|
|
1981
|
+
* Check if currently charging (for visual feedback)
|
|
1982
|
+
*/
|
|
1983
|
+
isCharging() {
|
|
1984
|
+
return this.fireState === "charging";
|
|
1985
|
+
}
|
|
1986
|
+
/**
|
|
1987
|
+
* Get fire hitbox for collision detection
|
|
1988
|
+
*/
|
|
1989
|
+
getFireHitbox() {
|
|
1990
|
+
return this.fireHitbox;
|
|
1991
|
+
}
|
|
1992
|
+
/**
|
|
1993
|
+
* Get fire direction for rendering
|
|
1994
|
+
*/
|
|
1995
|
+
getFireDirection() {
|
|
1996
|
+
return this.fireDirection;
|
|
1997
|
+
}
|
|
1998
|
+
/**
|
|
1999
|
+
* Get current fire length in tiles (1-3) based on fire timer progress
|
|
2000
|
+
* Fire extends over the duration: 1 tile -> 2 tiles -> 3 tiles
|
|
2001
|
+
*/
|
|
2002
|
+
getFireTileCount() {
|
|
2003
|
+
if (this.fireState !== "firing")
|
|
2004
|
+
return 0;
|
|
2005
|
+
const t = this.fireStateTimer / M.FYGAR.FIRE_DURATION;
|
|
2006
|
+
return t < 0.33 ? 1 : t < 0.66 ? 2 : 3;
|
|
2007
|
+
}
|
|
2008
|
+
/**
|
|
2009
|
+
* Reset timers - called on respawn
|
|
2010
|
+
*/
|
|
2011
|
+
resetTimers() {
|
|
2012
|
+
super.resetTimers(), this.fireState = "ready", this.fireStateTimer = 0, this.fireCooldownTimer = 0, this.fireDirection = null, this.fireHitbox = null;
|
|
2013
|
+
}
|
|
2014
|
+
}
|
|
2015
|
+
class X {
|
|
2016
|
+
constructor(t, i, e) {
|
|
2017
|
+
this.x = t, this.y = i, this.grid = e, this.isFalling = !1, this.isShaking = !1, this.shakeTimer = 0, this.fallDelay = C.FALL_DELAY, this.fallSpeed = C.FALL_SPEED, this.isCrumbling = !1, this.crumbleTimer = 0, this.CRUMBLE_DURATION = 800, this.waitingToCrumble = !1, this.crumbleDelayTimer = 0, this.CRUMBLE_DELAY = 400, this.crushedEnemy = !1, this.enemiesKilled = 0, this.killPositions = [], this.playerStillBelow = !1, this.playerLastX = 0, this.playerLastY = 0, this.fallDelayTimer = 0, this.waitingToFall = !1, this.gridX = Math.floor(t / 16), this.gridY = Math.floor(i / 16), this.isSpawning = !1, this.spawnTimer = 0, this.SPAWN_DURATION = 2e3;
|
|
2018
|
+
}
|
|
2019
|
+
/**
|
|
2020
|
+
* Update rock state
|
|
2021
|
+
*/
|
|
2022
|
+
update(t, i, e) {
|
|
2023
|
+
if (this.isSpawning) {
|
|
2024
|
+
this.spawnTimer += t, this.spawnTimer >= this.SPAWN_DURATION && (this.isSpawning = !1);
|
|
2025
|
+
return;
|
|
2026
|
+
}
|
|
2027
|
+
if (this.waitingToCrumble) {
|
|
2028
|
+
this.crumbleDelayTimer += t, this.crumbleDelayTimer >= this.CRUMBLE_DELAY && (this.waitingToCrumble = !1, this.isCrumbling = !0, this.crumbleTimer = 0);
|
|
2029
|
+
return;
|
|
2030
|
+
}
|
|
2031
|
+
if (this.isCrumbling) {
|
|
2032
|
+
this.crumbleTimer += t, this.crumbleTimer > this.CRUMBLE_DURATION && (this.isDestroyed = !0);
|
|
2033
|
+
return;
|
|
2034
|
+
}
|
|
2035
|
+
this.isShaking && (this.shakeTimer += t, this.shakeTimer > C.SHAKE_DURATION && (e && this.playerStillBelow ? this.hasPlayerCleared(e) && (this.playerStillBelow = !1, this.waitingToFall = !0, this.fallDelayTimer = 0) : this.waitingToFall || this.startFalling(i))), this.waitingToFall && (this.fallDelayTimer += t, this.fallDelayTimer >= this.fallDelay && (this.waitingToFall = !1, this.startFalling(i))), this.isFalling && this.fall(i), !this.isFalling && !this.isShaking && e && this.checkPlayerTrigger(e, i);
|
|
2036
|
+
}
|
|
2037
|
+
/**
|
|
2038
|
+
* Check if player is touching rock from below
|
|
2039
|
+
*/
|
|
2040
|
+
checkPlayerTrigger(t, i) {
|
|
2041
|
+
const e = i.isDirt(this.gridX, this.gridY + 1), s = i.isRock(this.gridX, this.gridY + 1);
|
|
2042
|
+
if (e || s || this.gridY >= i.height - 1)
|
|
2043
|
+
return;
|
|
2044
|
+
const r = Math.floor(t.x / 16), o = Math.floor(t.y / 16) === this.gridY + 1 && Math.abs(r - this.gridX) <= 1, a = t.y, l = this.y + 16, d = Math.abs(a - l) < 4, c = Math.abs(t.x - this.x) < 16;
|
|
2045
|
+
(o && d && c || d && c && t.y < this.y) && (this.playerStillBelow = !0, this.playerLastX = t.x, this.playerLastY = t.y, this.startShaking());
|
|
2046
|
+
}
|
|
2047
|
+
/**
|
|
2048
|
+
* Check if player has fully cleared from underneath the rock
|
|
2049
|
+
*/
|
|
2050
|
+
hasPlayerCleared(t) {
|
|
2051
|
+
const i = t.x, e = t.x + 16, s = this.x, r = this.x + 16, n = e <= s || i >= r, a = Math.floor(t.y / 16) !== this.gridY + 1;
|
|
2052
|
+
return n || a;
|
|
2053
|
+
}
|
|
2054
|
+
/**
|
|
2055
|
+
* Start spawn animation (for respawned rocks)
|
|
2056
|
+
*/
|
|
2057
|
+
startSpawnAnimation() {
|
|
2058
|
+
this.isSpawning = !0, this.spawnTimer = 0;
|
|
2059
|
+
}
|
|
2060
|
+
/**
|
|
2061
|
+
* Start shaking animation
|
|
2062
|
+
*/
|
|
2063
|
+
startShaking() {
|
|
2064
|
+
this.isShaking = !0, this.shakeTimer = 0;
|
|
2065
|
+
}
|
|
2066
|
+
/**
|
|
2067
|
+
* Start falling
|
|
2068
|
+
*/
|
|
2069
|
+
startFalling(t) {
|
|
2070
|
+
this.isFalling = !0, this.isShaking = !1, t.removeRock(this.gridX, this.gridY);
|
|
2071
|
+
}
|
|
2072
|
+
/**
|
|
2073
|
+
* Fall downward
|
|
2074
|
+
*/
|
|
2075
|
+
fall(t) {
|
|
2076
|
+
this.y += this.fallSpeed;
|
|
2077
|
+
const i = Math.floor(this.y / 16);
|
|
2078
|
+
if (i !== this.gridY) {
|
|
2079
|
+
this.gridY = i;
|
|
2080
|
+
const e = t.isDirt(this.gridX, this.gridY + 1), s = t.isRock(this.gridX, this.gridY + 1), r = this.gridY >= t.height - 1;
|
|
2081
|
+
(e || s || r) && this.stopFalling();
|
|
2082
|
+
}
|
|
2083
|
+
}
|
|
2084
|
+
/**
|
|
2085
|
+
* Stop falling - crumble after landing
|
|
2086
|
+
*/
|
|
2087
|
+
stopFalling() {
|
|
2088
|
+
this.isFalling = !1, this.y = this.gridY * 16, this.waitingToCrumble = !0, this.crumbleDelayTimer = 0;
|
|
2089
|
+
}
|
|
2090
|
+
/**
|
|
2091
|
+
* Mark that this rock crushed an enemy
|
|
2092
|
+
*/
|
|
2093
|
+
markEnemyCrushed() {
|
|
2094
|
+
this.crushedEnemy = !0;
|
|
2095
|
+
}
|
|
2096
|
+
/**
|
|
2097
|
+
* Increment the kill count and store position for score display
|
|
2098
|
+
*/
|
|
2099
|
+
incrementKillCount(t, i) {
|
|
2100
|
+
return this.enemiesKilled++, this.killPositions.push({ x: t, y: i }), this.enemiesKilled;
|
|
2101
|
+
}
|
|
2102
|
+
/**
|
|
2103
|
+
* Get the last kill position for floating score display
|
|
2104
|
+
*/
|
|
2105
|
+
getLastKillPosition() {
|
|
2106
|
+
return this.killPositions.length > 0 ? this.killPositions[this.killPositions.length - 1] : { x: this.x, y: this.y };
|
|
2107
|
+
}
|
|
2108
|
+
/**
|
|
2109
|
+
* Get center position
|
|
2110
|
+
*/
|
|
2111
|
+
getCenter() {
|
|
2112
|
+
return {
|
|
2113
|
+
x: this.x + 16 / 2,
|
|
2114
|
+
y: this.y + 16 / 2
|
|
2115
|
+
};
|
|
2116
|
+
}
|
|
2117
|
+
/**
|
|
2118
|
+
* Reset rock state (called on player respawn)
|
|
2119
|
+
*/
|
|
2120
|
+
reset() {
|
|
2121
|
+
this.isShaking = !1, this.shakeTimer = 0, this.playerStillBelow = !1, this.waitingToFall = !1, this.fallDelayTimer = 0, this.waitingToCrumble = !1, this.crumbleDelayTimer = 0;
|
|
2122
|
+
}
|
|
2123
|
+
}
|
|
2124
|
+
class Q {
|
|
2125
|
+
constructor(t) {
|
|
2126
|
+
this.grid = t, this.currentLevel = 0, this.rocks = [];
|
|
2127
|
+
}
|
|
2128
|
+
/**
|
|
2129
|
+
* Generate a procedural level
|
|
2130
|
+
*/
|
|
2131
|
+
generateLevel(t) {
|
|
2132
|
+
this.currentLevel = t, this.grid.reset(), this.rocks = [], this.currentEnemies = [], this.generateTunnels();
|
|
2133
|
+
}
|
|
2134
|
+
/**
|
|
2135
|
+
* Generate tunnel network
|
|
2136
|
+
*/
|
|
2137
|
+
generateTunnels() {
|
|
2138
|
+
const t = Math.floor(13.5), i = Math.floor(18 / 2);
|
|
2139
|
+
this.grid.clearHorizontalTunnel(t - 1, t + 1, i), this.currentLevel > 1 && this.grid.clearVerticalTunnel(t, 2, i), this.playerStartTunnel = { x: t, y: i };
|
|
2140
|
+
}
|
|
2141
|
+
/**
|
|
2142
|
+
* Place rocks strategically in the level (away from paths and enemies)
|
|
2143
|
+
* Called after enemies are spawned
|
|
2144
|
+
*/
|
|
2145
|
+
placeRocksAfterEnemies(t, i) {
|
|
2146
|
+
const e = Math.floor(t / 3), s = Math.min(F.ROCKS_PER_LEVEL + e, 6), r = 3, n = 27, o = 18, a = n / 2, l = a - 2, d = a + 2, c = i.map((p) => ({
|
|
2147
|
+
x: Math.floor(p.x / 16),
|
|
2148
|
+
y: Math.floor(p.y / 16)
|
|
2149
|
+
}));
|
|
2150
|
+
this.rocks = [];
|
|
2151
|
+
const f = [], u = 4, g = 5;
|
|
2152
|
+
for (let p = g; p < o - 5; p++)
|
|
2153
|
+
for (let E = u; E < n - 8; E++)
|
|
2154
|
+
E >= l && E <= d || this.grid.isDirt(E, p) && f.push({ x: E, y: p });
|
|
2155
|
+
for (let p = f.length - 1; p > 0; p--) {
|
|
2156
|
+
const E = Math.floor(Math.random() * (p + 1));
|
|
2157
|
+
[f[p], f[E]] = [f[E], f[p]];
|
|
2158
|
+
}
|
|
2159
|
+
const T = (p, E, x, D) => {
|
|
2160
|
+
const { x: y, y: k } = p;
|
|
2161
|
+
for (let _ = 0; _ < this.rocks.length; _++) {
|
|
2162
|
+
const w = this.rocks[_], P = Math.abs(w.gridX - y), Z = Math.abs(w.gridY - k);
|
|
2163
|
+
if (P < D && Z < D) return !1;
|
|
2164
|
+
}
|
|
2165
|
+
if (x > 0)
|
|
2166
|
+
for (let _ = 0; _ < c.length; _++) {
|
|
2167
|
+
const w = c[_], P = Math.abs(w.x - y), Z = Math.abs(w.y - k);
|
|
2168
|
+
if (P < x && Z < x) return !1;
|
|
2169
|
+
}
|
|
2170
|
+
for (let _ = -E; _ <= E; _++)
|
|
2171
|
+
for (let w = -E; w <= E; w++)
|
|
2172
|
+
if (!(w === 0 && _ === 0) && this.grid.isEmpty(y + w, k + _))
|
|
2173
|
+
return !1;
|
|
2174
|
+
return !0;
|
|
2175
|
+
}, I = [
|
|
2176
|
+
// Pass 1: Strict (Ideal placement)
|
|
2177
|
+
// rock: 10 ensures huge gaps
|
|
2178
|
+
{
|
|
2179
|
+
target: s,
|
|
2180
|
+
path: 3,
|
|
2181
|
+
enemy: 6,
|
|
2182
|
+
rock: 10
|
|
2183
|
+
},
|
|
2184
|
+
// Pass 2: Relaxed (Compromise)
|
|
2185
|
+
// rock: 4 ensures reasonable spacing
|
|
2186
|
+
{
|
|
2187
|
+
target: s,
|
|
2188
|
+
path: 2,
|
|
2189
|
+
enemy: 4,
|
|
2190
|
+
rock: 4
|
|
2191
|
+
},
|
|
2192
|
+
// Pass 3: Desperation (Force Minimum)
|
|
2193
|
+
// rock: 2 means dx must be >= 2. (0 and 1 are disallowed).
|
|
2194
|
+
// This guarantees rocks never touch, even in desperation mode.
|
|
2195
|
+
{
|
|
2196
|
+
target: r,
|
|
2197
|
+
path: 1,
|
|
2198
|
+
enemy: 0,
|
|
2199
|
+
rock: 2
|
|
2200
|
+
}
|
|
2201
|
+
];
|
|
2202
|
+
for (const p of I)
|
|
2203
|
+
if (!(this.rocks.length >= p.target))
|
|
2204
|
+
for (const E of f) {
|
|
2205
|
+
if (this.rocks.length >= p.target) break;
|
|
2206
|
+
this.grid.isRock(E.x, E.y) || T(E, p.path, p.enemy, p.rock) && (this.grid.placeRock(E.x, E.y), this.rocks.push(
|
|
2207
|
+
new X(
|
|
2208
|
+
E.x * 16,
|
|
2209
|
+
E.y * 16,
|
|
2210
|
+
this.grid
|
|
2211
|
+
)
|
|
2212
|
+
));
|
|
2213
|
+
}
|
|
2214
|
+
}
|
|
2215
|
+
/**
|
|
2216
|
+
* Spawn enemies for the level
|
|
2217
|
+
*/
|
|
2218
|
+
spawnEnemies(t) {
|
|
2219
|
+
const i = [], e = Math.min(
|
|
2220
|
+
F.START_ENEMIES + (t - 1) * F.ENEMY_INCREMENT,
|
|
2221
|
+
F.MAX_ENEMIES
|
|
2222
|
+
), s = Math.min(0.5, 0.2 + t * 0.05), r = Math.floor(e * s), n = e - r;
|
|
2223
|
+
this.enemyTunnels = [], this.createEnemyTunnels(e);
|
|
2224
|
+
for (let o = 0; o < n; o++) {
|
|
2225
|
+
const a = this.getEnemySpawnPosition(o);
|
|
2226
|
+
i.push(new q(a.x, a.y, t));
|
|
2227
|
+
}
|
|
2228
|
+
for (let o = 0; o < r; o++) {
|
|
2229
|
+
const a = this.getEnemySpawnPosition(n + o);
|
|
2230
|
+
i.push(new j(a.x, a.y, t));
|
|
2231
|
+
}
|
|
2232
|
+
return i;
|
|
2233
|
+
}
|
|
2234
|
+
/**
|
|
2235
|
+
* Create tunnels for enemies to spawn in
|
|
2236
|
+
*/
|
|
2237
|
+
createEnemyTunnels(t) {
|
|
2238
|
+
this.enemyTunnels = [];
|
|
2239
|
+
const i = 27, e = 18, s = Math.floor(i / 2), r = Math.floor(e / 2), n = 100, o = 36, a = [], l = 4, d = 4;
|
|
2240
|
+
for (let g = d; g < e - d; g++)
|
|
2241
|
+
for (let T = l; T < i - l; T++) {
|
|
2242
|
+
const I = T - s, p = g - r;
|
|
2243
|
+
I * I + p * p < o || a.push({ x: T, y: g });
|
|
2244
|
+
}
|
|
2245
|
+
for (let g = a.length - 1; g > 0; g--) {
|
|
2246
|
+
const T = Math.floor(Math.random() * (g + 1));
|
|
2247
|
+
[a[g], a[T]] = [a[T], a[g]];
|
|
2248
|
+
}
|
|
2249
|
+
const c = (g, T, I, p) => {
|
|
2250
|
+
if (I) {
|
|
2251
|
+
const E = Math.min(p, i - 2 - g);
|
|
2252
|
+
return { minX: g, maxX: g + E, minY: T, maxY: T };
|
|
2253
|
+
} else {
|
|
2254
|
+
const E = Math.min(p, e - 2 - T);
|
|
2255
|
+
return { minX: g, maxX: g, minY: T, maxY: T + E };
|
|
2256
|
+
}
|
|
2257
|
+
}, f = (g, T, I) => g.minX <= T.maxX + I && g.maxX >= T.minX - I && g.minY <= T.maxY + I && g.maxY >= T.minY - I, u = (g, T) => {
|
|
2258
|
+
for (let I = 0; I < a.length; I++) {
|
|
2259
|
+
if (this.enemyTunnels.length >= t) return;
|
|
2260
|
+
const { x: p, y: E } = a[I], x = p - s, D = E - r;
|
|
2261
|
+
if (x * x + D * D < T) continue;
|
|
2262
|
+
const y = Math.random() > 0.5, k = Math.floor(Math.random() * 2) + 2, _ = c(p, E, y, k);
|
|
2263
|
+
let w = !0;
|
|
2264
|
+
for (const P of this.enemyTunnels)
|
|
2265
|
+
if (f(_, P.bounds, g)) {
|
|
2266
|
+
w = !1;
|
|
2267
|
+
break;
|
|
2268
|
+
}
|
|
2269
|
+
w && (y ? this.grid.clearHorizontalTunnel(
|
|
2270
|
+
_.minX,
|
|
2271
|
+
_.maxX,
|
|
2272
|
+
_.minY
|
|
2273
|
+
) : this.grid.clearVerticalTunnel(
|
|
2274
|
+
_.minX,
|
|
2275
|
+
_.minY,
|
|
2276
|
+
_.maxY
|
|
2277
|
+
), this.enemyTunnels.push({
|
|
2278
|
+
x: p,
|
|
2279
|
+
y: E,
|
|
2280
|
+
horizontal: y,
|
|
2281
|
+
length: k,
|
|
2282
|
+
bounds: _
|
|
2283
|
+
}));
|
|
2284
|
+
}
|
|
2285
|
+
};
|
|
2286
|
+
u(6, n), this.enemyTunnels.length < t && u(2, o);
|
|
2287
|
+
}
|
|
2288
|
+
/**
|
|
2289
|
+
* Get a valid spawn position for an enemy in their pre-created tunnel
|
|
2290
|
+
*/
|
|
2291
|
+
getEnemySpawnPosition(t) {
|
|
2292
|
+
if (t < this.enemyTunnels.length) {
|
|
2293
|
+
const i = this.enemyTunnels[t], e = i.horizontal ? Math.floor(Math.random() * i.length) : 0, s = i.horizontal ? 0 : Math.floor(Math.random() * i.length), r = i.x + e, n = i.y + s;
|
|
2294
|
+
if (this.grid.isEmpty(r, n))
|
|
2295
|
+
return {
|
|
2296
|
+
x: r * 16,
|
|
2297
|
+
y: n * 16
|
|
2298
|
+
};
|
|
2299
|
+
}
|
|
2300
|
+
for (let i = 0; i < this.grid.height; i++)
|
|
2301
|
+
for (let e = 0; e < this.grid.width; e++)
|
|
2302
|
+
if (this.grid.isEmpty(e, i) && i > 2)
|
|
2303
|
+
return { x: e * 16, y: i * 16 };
|
|
2304
|
+
return { x: 16 * 5, y: 16 * 5 };
|
|
2305
|
+
}
|
|
2306
|
+
/**
|
|
2307
|
+
* Spawn bonus item in center of screen
|
|
2308
|
+
* @param {number} bonusIndex - Sequential index for determining which prize to show (0, 1, 2, ...)
|
|
2309
|
+
*/
|
|
2310
|
+
spawnBonusItem(t = 0) {
|
|
2311
|
+
const i = Math.floor(13.5) * 16, e = Math.floor(18 / 2) * 16;
|
|
2312
|
+
return {
|
|
2313
|
+
x: i,
|
|
2314
|
+
y: e,
|
|
2315
|
+
bonusIndex: t,
|
|
2316
|
+
// Store the index for sequential prize selection
|
|
2317
|
+
FLASH_START: 3e3,
|
|
2318
|
+
// Start flashing after 3 seconds
|
|
2319
|
+
FLASH_DURATION: 2e3,
|
|
2320
|
+
// Flash for 2 seconds then disappear
|
|
2321
|
+
elapsedTime: 0,
|
|
2322
|
+
update: function(s) {
|
|
2323
|
+
return this.elapsedTime += s, !(this.elapsedTime > this.FLASH_START + this.FLASH_DURATION);
|
|
2324
|
+
},
|
|
2325
|
+
isFlashing: function() {
|
|
2326
|
+
return this.elapsedTime >= this.FLASH_START;
|
|
2327
|
+
}
|
|
2328
|
+
};
|
|
2329
|
+
}
|
|
2330
|
+
/**
|
|
2331
|
+
* Spawn a single rock in a dirt tile
|
|
2332
|
+
* @returns {Rock|null} The spawned rock, or null if no valid position found
|
|
2333
|
+
*/
|
|
2334
|
+
spawnSingleRock() {
|
|
2335
|
+
const t = [];
|
|
2336
|
+
for (let s = 4; s < 16; s++)
|
|
2337
|
+
for (let r = 2; r < 25; r++) {
|
|
2338
|
+
if (!this.grid.isDirt(r, s) || r >= 27 / 2 - 2 && r <= 27 / 2 + 2)
|
|
2339
|
+
continue;
|
|
2340
|
+
let n = !1;
|
|
2341
|
+
for (const o of this.rocks) {
|
|
2342
|
+
const a = Math.floor(o.x / 16), l = Math.floor(o.y / 16);
|
|
2343
|
+
if (Math.abs(r - a) + Math.abs(s - l) < 4) {
|
|
2344
|
+
n = !0;
|
|
2345
|
+
break;
|
|
2346
|
+
}
|
|
2347
|
+
}
|
|
2348
|
+
n || t.push({ x: r, y: s });
|
|
2349
|
+
}
|
|
2350
|
+
if (t.length === 0)
|
|
2351
|
+
return null;
|
|
2352
|
+
const i = t[Math.floor(Math.random() * t.length)];
|
|
2353
|
+
return this.grid.placeRock(i.x, i.y), new X(i.x * 16, i.y * 16, this.grid);
|
|
2354
|
+
}
|
|
2355
|
+
/**
|
|
2356
|
+
* Get rocks array
|
|
2357
|
+
*/
|
|
2358
|
+
getRocks() {
|
|
2359
|
+
return this.rocks;
|
|
2360
|
+
}
|
|
2361
|
+
}
|
|
2362
|
+
class J {
|
|
2363
|
+
constructor() {
|
|
2364
|
+
this.score = 0, this.lives = b.START_LIVES, this.highScore = this.loadHighScore(), this.nextExtraLifeThreshold = 2e4;
|
|
2365
|
+
}
|
|
2366
|
+
/**
|
|
2367
|
+
* Reset score and lives for new game
|
|
2368
|
+
*/
|
|
2369
|
+
reset() {
|
|
2370
|
+
this.score = 0, this.lives = b.START_LIVES, this.nextExtraLifeThreshold = 2e4;
|
|
2371
|
+
}
|
|
2372
|
+
/**
|
|
2373
|
+
* Add points for digging a tile
|
|
2374
|
+
*/
|
|
2375
|
+
addDigScore() {
|
|
2376
|
+
const t = A.DIG_TILE;
|
|
2377
|
+
return this.addScore(t), t;
|
|
2378
|
+
}
|
|
2379
|
+
/**
|
|
2380
|
+
* Calculate depth quarter based on Y position
|
|
2381
|
+
* Sky is rows 0-1, dirt is rows 2-17 (16 rows total)
|
|
2382
|
+
* Quarters of dirt: 2-5 (Q0), 6-9 (Q1), 10-13 (Q2), 14-17 (Q3)
|
|
2383
|
+
*/
|
|
2384
|
+
getDepthQuarter(t) {
|
|
2385
|
+
const i = Math.floor(t / 16), e = 2, r = 16 / 4, n = Math.max(0, i - e);
|
|
2386
|
+
return Math.min(3, Math.floor(n / r));
|
|
2387
|
+
}
|
|
2388
|
+
/**
|
|
2389
|
+
* Add points for enemy kill by pumping
|
|
2390
|
+
* Points based on depth and whether Fygar was killed horizontally
|
|
2391
|
+
*/
|
|
2392
|
+
addEnemyKill(t, i, e = !1) {
|
|
2393
|
+
const s = this.getDepthQuarter(i);
|
|
2394
|
+
let r;
|
|
2395
|
+
return t === G.FYGAR && e ? r = A.PUMP_KILL.FYGAR_HORIZONTAL[s] : t === G.FYGAR ? r = A.PUMP_KILL.FYGAR[s] : r = A.PUMP_KILL.POOKA[s], this.addScore(r), r;
|
|
2396
|
+
}
|
|
2397
|
+
/**
|
|
2398
|
+
* Add points for rock kill based on number of enemies killed
|
|
2399
|
+
*/
|
|
2400
|
+
addRockKill(t) {
|
|
2401
|
+
const i = Math.min(t, 8), e = A.ROCK_KILL[i];
|
|
2402
|
+
return this.addScore(e), e;
|
|
2403
|
+
}
|
|
2404
|
+
/**
|
|
2405
|
+
* Add points for bonus item based on prize index
|
|
2406
|
+
*/
|
|
2407
|
+
addBonusItem(t) {
|
|
2408
|
+
const i = Math.min(t, A.BONUS_ITEMS.length - 1), e = A.BONUS_ITEMS[i];
|
|
2409
|
+
return this.addScore(e), e;
|
|
2410
|
+
}
|
|
2411
|
+
/**
|
|
2412
|
+
* Add points to score and check for extra life
|
|
2413
|
+
* Returns true if an extra life was awarded
|
|
2414
|
+
*/
|
|
2415
|
+
addScore(t) {
|
|
2416
|
+
return this.score += t, this.checkExtraLife();
|
|
2417
|
+
}
|
|
2418
|
+
/**
|
|
2419
|
+
* Check and award extra life at thresholds:
|
|
2420
|
+
* 20,000, 50,000, then every 50,000 (100,000, 150,000, ...)
|
|
2421
|
+
*/
|
|
2422
|
+
checkExtraLife() {
|
|
2423
|
+
return this.score >= this.nextExtraLifeThreshold ? (this.gainLife(), this.nextExtraLifeThreshold === 2e4 ? this.nextExtraLifeThreshold = 5e4 : this.nextExtraLifeThreshold += 5e4, !0) : !1;
|
|
2424
|
+
}
|
|
2425
|
+
/**
|
|
2426
|
+
* Lose a life
|
|
2427
|
+
*/
|
|
2428
|
+
loseLife() {
|
|
2429
|
+
this.lives--;
|
|
2430
|
+
}
|
|
2431
|
+
/**
|
|
2432
|
+
* Gain a life
|
|
2433
|
+
*/
|
|
2434
|
+
gainLife() {
|
|
2435
|
+
this.lives++;
|
|
2436
|
+
}
|
|
2437
|
+
/**
|
|
2438
|
+
* Load high score from localStorage
|
|
2439
|
+
*/
|
|
2440
|
+
loadHighScore() {
|
|
2441
|
+
try {
|
|
2442
|
+
const t = localStorage.getItem(N);
|
|
2443
|
+
return t ? parseInt(t, 10) : 0;
|
|
2444
|
+
} catch {
|
|
2445
|
+
return 0;
|
|
2446
|
+
}
|
|
2447
|
+
}
|
|
2448
|
+
/**
|
|
2449
|
+
* Save high score to localStorage
|
|
2450
|
+
*/
|
|
2451
|
+
saveHighScore() {
|
|
2452
|
+
try {
|
|
2453
|
+
localStorage.setItem(N, this.highScore.toString());
|
|
2454
|
+
} catch {
|
|
2455
|
+
}
|
|
2456
|
+
}
|
|
2457
|
+
}
|
|
2458
|
+
class O {
|
|
2459
|
+
constructor(t) {
|
|
2460
|
+
this.grid = t;
|
|
2461
|
+
const i = Math.floor(t.width / 2), e = Math.floor(t.height / 2);
|
|
2462
|
+
this.x = 16 * i, this.y = 16 * e, this.speed = b.SPEED, this.direction = h.LEFT, this.previousDirection = h.LEFT, this.isMoving = !1, this.isShooting = !1, this.isPumping = !1, this.pumpTarget = null, this.pumpLength = 0, this.pumpMaxLength = b.PUMP_RANGE, this.pumpExtendSpeed = 4, this.pumpRetractSpeed = 8, this.shouldAutoRetract = !1, this.pumpUsed = !1, this.fullLengthTimer = 0, this.fullLengthDelay = 200, this.animationFrame = 0, this.animationTimer = 0, this.spriteFlipH = !1, this.spriteFlipV = !1, this.isDigging = !1, this.isDying = !1, this.deathTimer = 0, this.deathType = null, this.isSmooshed = !1, this.attachedToRock = null, this.smooshedDelayTimer = 0, this.SMOOSHED_DELAY = 400, this.isInvincible = !1, this.invincibilityTimer = 0, this.pumpCooldown = 800, this.pumpCooldownTimer = 0;
|
|
2463
|
+
}
|
|
2464
|
+
/**
|
|
2465
|
+
* Start death animation
|
|
2466
|
+
*/
|
|
2467
|
+
startDeath(t) {
|
|
2468
|
+
this.isDying = !0, this.deathTimer = 0, this.deathType = t, this.isMoving = !1;
|
|
2469
|
+
}
|
|
2470
|
+
/**
|
|
2471
|
+
* Player gets smooshed (crushed by rock)
|
|
2472
|
+
* Shows smooshed sprite and falls with rock
|
|
2473
|
+
*/
|
|
2474
|
+
smoosh(t) {
|
|
2475
|
+
this.isSmooshed = !0, this.attachedToRock = t, this.startDeath("rock");
|
|
2476
|
+
}
|
|
2477
|
+
/**
|
|
2478
|
+
* Update player state
|
|
2479
|
+
*/
|
|
2480
|
+
update(t, i, e) {
|
|
2481
|
+
if (this.isDying) {
|
|
2482
|
+
if (this.isSmooshed && this.attachedToRock && this.attachedToRock.isFalling)
|
|
2483
|
+
return;
|
|
2484
|
+
if (this.isSmooshed && this.smooshedDelayTimer < this.SMOOSHED_DELAY) {
|
|
2485
|
+
this.smooshedDelayTimer += t;
|
|
2486
|
+
return;
|
|
2487
|
+
}
|
|
2488
|
+
this.deathTimer += t;
|
|
2489
|
+
return;
|
|
2490
|
+
}
|
|
2491
|
+
this.isInvincible && (this.invincibilityTimer += t, this.invincibilityTimer > v.INVINCIBILITY_TIME && (this.isInvincible = !1)), this.pumpCooldownTimer < this.pumpCooldown && (this.pumpCooldownTimer += t);
|
|
2492
|
+
const s = this.pumpCooldownTimer >= this.pumpCooldown, r = i.isSpacePressed();
|
|
2493
|
+
r || (this.pumpUsed = !1), r && s && !this.shouldAutoRetract && !this.pumpUsed ? (this.isShooting || this.startPump(), this.extendPump(t)) : (this.isShooting || this.pumpLength > 0) && this.retractPump();
|
|
2494
|
+
const n = i.getDirection();
|
|
2495
|
+
n && !this.isShooting && !this.isPumping ? (n !== this.direction && (this.previousDirection = this.direction, this.updateSpriteOrientation(n)), this.direction = n, this.isMoving = !0, this.move(n, e)) : this.isMoving = !1, (this.isMoving || this.isPumping) && (this.animationTimer += t, this.animationTimer > (this.isMoving ? 100 : 200) && (this.animationFrame = (this.animationFrame + 1) % 2, this.animationTimer = 0)), this.checkDiggingState(e), this.dig(e);
|
|
2496
|
+
}
|
|
2497
|
+
/**
|
|
2498
|
+
* Move player in direction
|
|
2499
|
+
*/
|
|
2500
|
+
move(t, i) {
|
|
2501
|
+
let e = this.x, s = this.y;
|
|
2502
|
+
switch (t) {
|
|
2503
|
+
case h.UP:
|
|
2504
|
+
s -= this.speed;
|
|
2505
|
+
break;
|
|
2506
|
+
case h.DOWN:
|
|
2507
|
+
s += this.speed;
|
|
2508
|
+
break;
|
|
2509
|
+
case h.LEFT:
|
|
2510
|
+
e -= this.speed;
|
|
2511
|
+
break;
|
|
2512
|
+
case h.RIGHT:
|
|
2513
|
+
e += this.speed;
|
|
2514
|
+
break;
|
|
2515
|
+
}
|
|
2516
|
+
e < 0 && (e = 0), e > i.width * 16 - 16 && (e = i.width * 16 - 16), s < 0 && (s = 0), s > i.height * 16 - 16 && (s = i.height * 16 - 16);
|
|
2517
|
+
const r = e + 16 / 2, n = s + 16 / 2, o = i.pixelToGrid(r, n);
|
|
2518
|
+
if (i.dig(o.x, o.y), this.canMoveToPosition(e, s, i)) {
|
|
2519
|
+
if (this.x = e, this.y = s, t === h.LEFT || t === h.RIGHT) {
|
|
2520
|
+
const l = this.y + 8, f = Math.floor(l / 16) * 16 - this.y;
|
|
2521
|
+
Math.abs(f) > 0 && (this.y += Math.sign(f) * Math.min(Math.abs(f), this.speed));
|
|
2522
|
+
}
|
|
2523
|
+
if (t === h.UP || t === h.DOWN) {
|
|
2524
|
+
const l = this.x + 8, f = Math.floor(l / 16) * 16 - this.x;
|
|
2525
|
+
Math.abs(f) > 0 && (this.x += Math.sign(f) * Math.min(Math.abs(f), this.speed));
|
|
2526
|
+
}
|
|
2527
|
+
}
|
|
2528
|
+
}
|
|
2529
|
+
/**
|
|
2530
|
+
* Check if player can move to position
|
|
2531
|
+
*/
|
|
2532
|
+
canMoveToPosition(t, i, e) {
|
|
2533
|
+
return [
|
|
2534
|
+
{ x: t, y: i },
|
|
2535
|
+
{ x: t + 16 - 1, y: i },
|
|
2536
|
+
{ x: t, y: i + 16 - 1 },
|
|
2537
|
+
{ x: t + 16 - 1, y: i + 16 - 1 }
|
|
2538
|
+
].every((r) => {
|
|
2539
|
+
const { x: n, y: o } = e.pixelToGrid(r.x, r.y);
|
|
2540
|
+
return o === 0 ? !1 : !e.isRock(n, o);
|
|
2541
|
+
});
|
|
2542
|
+
}
|
|
2543
|
+
/**
|
|
2544
|
+
* Check if player is in contact with dirt (digging state)
|
|
2545
|
+
*/
|
|
2546
|
+
checkDiggingState(t) {
|
|
2547
|
+
const i = this.x + 8, e = this.y + 16 / 2, { x: s, y: r } = t.pixelToGrid(i, e);
|
|
2548
|
+
let n = !1;
|
|
2549
|
+
switch (this.direction) {
|
|
2550
|
+
case h.LEFT:
|
|
2551
|
+
n = t.isDirt(s - 1, r);
|
|
2552
|
+
break;
|
|
2553
|
+
case h.RIGHT:
|
|
2554
|
+
n = t.isDirt(s + 1, r);
|
|
2555
|
+
break;
|
|
2556
|
+
case h.UP:
|
|
2557
|
+
n = t.isDirt(s, r - 1);
|
|
2558
|
+
break;
|
|
2559
|
+
case h.DOWN:
|
|
2560
|
+
n = t.isDirt(s, r + 1);
|
|
2561
|
+
break;
|
|
2562
|
+
}
|
|
2563
|
+
this.isDigging = n;
|
|
2564
|
+
}
|
|
2565
|
+
/**
|
|
2566
|
+
* Dig dirt at current position
|
|
2567
|
+
*/
|
|
2568
|
+
dig(t) {
|
|
2569
|
+
const i = this.x + 8, e = this.y + 16 / 2, { x: s, y: r } = t.pixelToGrid(i, e);
|
|
2570
|
+
t.dig(s, r);
|
|
2571
|
+
}
|
|
2572
|
+
/**
|
|
2573
|
+
* Update sprite orientation based on direction change
|
|
2574
|
+
*/
|
|
2575
|
+
updateSpriteOrientation(t) {
|
|
2576
|
+
t === h.LEFT || t === h.RIGHT ? t === h.RIGHT ? (this.spriteFlipH = !0, this.spriteFlipV = !1) : (this.spriteFlipH = !1, this.spriteFlipV = !1) : t === h.DOWN ? this.previousDirection === h.RIGHT ? (this.spriteFlipH = !0, this.spriteFlipV = !1) : this.previousDirection === h.UP ? this.spriteFlipV = !this.spriteFlipV : this.previousDirection === h.LEFT && (this.spriteFlipH = !1, this.spriteFlipV = !1) : t === h.UP && (this.previousDirection === h.LEFT ? (this.spriteFlipH = !0, this.spriteFlipV = !0) : this.previousDirection === h.RIGHT ? (this.spriteFlipH = !1, this.spriteFlipV = !0) : this.previousDirection === h.DOWN && (this.spriteFlipV = !this.spriteFlipV));
|
|
2577
|
+
}
|
|
2578
|
+
/**
|
|
2579
|
+
* Start pumping attack
|
|
2580
|
+
*/
|
|
2581
|
+
startPump() {
|
|
2582
|
+
this.isShooting = !0, this.isMoving = !1;
|
|
2583
|
+
}
|
|
2584
|
+
/**
|
|
2585
|
+
* Extend pump line while Space is held
|
|
2586
|
+
*/
|
|
2587
|
+
extendPump(t) {
|
|
2588
|
+
if (this.pumpTarget) {
|
|
2589
|
+
this.isShooting = !1, this.isPumping = !0, this.pumpTarget.isDestroyed && (this.pumpLength = 0, this.stopPump());
|
|
2590
|
+
return;
|
|
2591
|
+
}
|
|
2592
|
+
if (this.pumpLength < this.pumpMaxLength) {
|
|
2593
|
+
const i = Math.min(
|
|
2594
|
+
this.pumpLength + this.pumpExtendSpeed,
|
|
2595
|
+
this.pumpMaxLength
|
|
2596
|
+
);
|
|
2597
|
+
this.canPumpExtendTo(i) ? (this.pumpLength = i, this.fullLengthTimer = 0) : (this.fullLengthTimer += t, this.fullLengthTimer >= this.fullLengthDelay && (this.shouldAutoRetract = !0));
|
|
2598
|
+
} else
|
|
2599
|
+
this.fullLengthTimer += t, this.fullLengthTimer >= this.fullLengthDelay && (this.shouldAutoRetract = !0);
|
|
2600
|
+
}
|
|
2601
|
+
/**
|
|
2602
|
+
* Check if pump can extend to a given length (not blocked by dirt or rocks)
|
|
2603
|
+
*/
|
|
2604
|
+
canPumpExtendTo(t) {
|
|
2605
|
+
const i = this.x + 8, e = this.y + 16 / 2;
|
|
2606
|
+
let s = i, r = e;
|
|
2607
|
+
switch (this.direction) {
|
|
2608
|
+
case h.UP:
|
|
2609
|
+
r = e - t;
|
|
2610
|
+
break;
|
|
2611
|
+
case h.DOWN:
|
|
2612
|
+
r = e + t;
|
|
2613
|
+
break;
|
|
2614
|
+
case h.LEFT:
|
|
2615
|
+
s = i - t;
|
|
2616
|
+
break;
|
|
2617
|
+
case h.RIGHT:
|
|
2618
|
+
s = i + t;
|
|
2619
|
+
break;
|
|
2620
|
+
}
|
|
2621
|
+
const { x: n, y: o } = this.grid.pixelToGrid(s, r);
|
|
2622
|
+
return !this.grid.isDirt(n, o) && !this.grid.isRock(n, o);
|
|
2623
|
+
}
|
|
2624
|
+
/**
|
|
2625
|
+
* Retract pump line when Space is released
|
|
2626
|
+
*/
|
|
2627
|
+
retractPump() {
|
|
2628
|
+
if (this.pumpTarget && this.pumpTarget.isDestroyed) {
|
|
2629
|
+
this.pumpLength = 0, this.stopPump();
|
|
2630
|
+
return;
|
|
2631
|
+
}
|
|
2632
|
+
this.pumpLength = Math.max(0, this.pumpLength - this.pumpRetractSpeed), this.pumpLength === 0 && this.stopPump();
|
|
2633
|
+
}
|
|
2634
|
+
/**
|
|
2635
|
+
* Stop pumping
|
|
2636
|
+
*/
|
|
2637
|
+
stopPump() {
|
|
2638
|
+
this.isShooting = !1, this.isPumping = !1, this.pumpTarget = null, this.pumpLength = 0, this.shouldAutoRetract = !1, this.pumpUsed = !0, this.fullLengthTimer = 0;
|
|
2639
|
+
}
|
|
2640
|
+
/**
|
|
2641
|
+
* Get the end point of the pump line
|
|
2642
|
+
*/
|
|
2643
|
+
getPumpEndPoint() {
|
|
2644
|
+
const t = this.x + 8, i = this.y + 16 / 2;
|
|
2645
|
+
switch (this.direction) {
|
|
2646
|
+
case h.UP:
|
|
2647
|
+
return { x: t, y: i - this.pumpLength };
|
|
2648
|
+
case h.DOWN:
|
|
2649
|
+
return { x: t, y: i + this.pumpLength };
|
|
2650
|
+
case h.LEFT:
|
|
2651
|
+
return { x: t - this.pumpLength, y: i };
|
|
2652
|
+
case h.RIGHT:
|
|
2653
|
+
return { x: t + this.pumpLength, y: i };
|
|
2654
|
+
default:
|
|
2655
|
+
return { x: t, y: i };
|
|
2656
|
+
}
|
|
2657
|
+
}
|
|
2658
|
+
/**
|
|
2659
|
+
* Get grid position
|
|
2660
|
+
*/
|
|
2661
|
+
getGridPosition() {
|
|
2662
|
+
return this.grid.pixelToGrid(this.x, this.y);
|
|
2663
|
+
}
|
|
2664
|
+
/**
|
|
2665
|
+
* Get center position
|
|
2666
|
+
*/
|
|
2667
|
+
getCenter() {
|
|
2668
|
+
return {
|
|
2669
|
+
x: this.x + 16 / 2,
|
|
2670
|
+
y: this.y + 16 / 2
|
|
2671
|
+
};
|
|
2672
|
+
}
|
|
2673
|
+
/**
|
|
2674
|
+
* Reset all timers - called when game starts or respawns
|
|
2675
|
+
*/
|
|
2676
|
+
resetTimers() {
|
|
2677
|
+
this.pumpCooldownTimer = 0, this.invincibilityTimer = 0, this.animationTimer = 0, this.fullLengthTimer = 0, this.pumpLength = 0, this.isShooting = !1, this.isPumping = !1, this.pumpTarget = null, this.shouldAutoRetract = !1, this.pumpUsed = !1, this.isSmooshed = !1, this.attachedToRock = null, this.smooshedDelayTimer = 0;
|
|
2678
|
+
}
|
|
2679
|
+
}
|
|
2680
|
+
class tt {
|
|
2681
|
+
constructor(t = {}) {
|
|
2682
|
+
this.config = {
|
|
2683
|
+
container: t.container || document.body,
|
|
2684
|
+
width: t.width || 432,
|
|
2685
|
+
height: t.height || 288,
|
|
2686
|
+
scale: t.scale || 1,
|
|
2687
|
+
debug: t.debug || !1,
|
|
2688
|
+
onGameOver: t.onGameOver || (() => {
|
|
2689
|
+
}),
|
|
2690
|
+
onLevelComplete: t.onLevelComplete || (() => {
|
|
2691
|
+
}),
|
|
2692
|
+
onScoreChange: t.onScoreChange || (() => {
|
|
2693
|
+
})
|
|
2694
|
+
}, this.state = m.MENU, this.lastTime = 0, this.animationFrameId = null, this.renderer = new K(this.config), this.grid = new z(), this.inputManager = new B(), this.collisionSystem = new $(this.grid), this.levelManager = new Q(this.grid), this.scoreManager = new J(), this.player = null, this.enemies = [], this.rocks = [], this.bonusItems = [], this.rockRespawnTimer = 0, this.ROCK_RESPAWN_DELAY = 5e3, this.needsRockRespawn = !1, this.bonusSpawnCount = 0, this.floatingScores = [], this.lastDirtCount = 0, this.gameLoop = this.gameLoop.bind(this);
|
|
2695
|
+
}
|
|
2696
|
+
/**
|
|
2697
|
+
* Initialize the game
|
|
2698
|
+
*/
|
|
2699
|
+
init() {
|
|
2700
|
+
this.renderer.attachTo(this.config.container), this.inputManager.init(), this.showMenu();
|
|
2701
|
+
}
|
|
2702
|
+
/**
|
|
2703
|
+
* Show the main menu
|
|
2704
|
+
*/
|
|
2705
|
+
showMenu() {
|
|
2706
|
+
if (this.state = m.MENU, this.renderer.clear(), this.renderer.drawMenu(), !this.menuListenerAdded) {
|
|
2707
|
+
this.menuListenerAdded = !0;
|
|
2708
|
+
const t = (i) => {
|
|
2709
|
+
i.code === "Space" && this.state === m.MENU && (document.removeEventListener("keydown", t), this.menuListenerAdded = !1, this.startGame());
|
|
2710
|
+
};
|
|
2711
|
+
document.addEventListener("keydown", t);
|
|
2712
|
+
}
|
|
2713
|
+
}
|
|
2714
|
+
/**
|
|
2715
|
+
* Start a new game
|
|
2716
|
+
*/
|
|
2717
|
+
startGame() {
|
|
2718
|
+
this.animationFrameId && (cancelAnimationFrame(this.animationFrameId), this.animationFrameId = null), this.scoreManager.reset(), this.lastTime = 0, this.startIntro(), this.gameLoop(0);
|
|
2719
|
+
}
|
|
2720
|
+
/**
|
|
2721
|
+
* Start the intro animation sequence
|
|
2722
|
+
*/
|
|
2723
|
+
startIntro() {
|
|
2724
|
+
this.state = m.INTRO, this.levelManager.generateLevel(1), this.enemies = this.config.debug ? [] : this.levelManager.spawnEnemies(1), this.levelManager.placeRocksAfterEnemies(1, this.enemies), this.rocks = this.levelManager.getRocks(), this.bonusItems = [], this.droppedRocksCount = 0, this.bonusSpawnCount = 0, this.rockRespawnTimer = 0, this.needsRockRespawn = !1, this.introCenterX = Math.floor(this.grid.width / 2), this.introCenterY = Math.floor(this.grid.height / 2), this.introTargetX = this.introCenterX * 16, this.introTargetY = this.introCenterY * 16, this.player = new O(this.grid), this.player.x = this.grid.width * 16, this.player.y = 16, this.player.direction = h.LEFT, this.player.spriteFlipH = !1, this.player.isMoving = !0, this.introPhase = "walk_left", this.introTimer = 0, this.introReadyDelay = 1e3;
|
|
2725
|
+
}
|
|
2726
|
+
/**
|
|
2727
|
+
* Reset all game timers - called when game starts
|
|
2728
|
+
*/
|
|
2729
|
+
resetAllTimers() {
|
|
2730
|
+
this.enemies.forEach((t) => {
|
|
2731
|
+
t.resetTimers();
|
|
2732
|
+
}), this.player && this.player.resetTimers();
|
|
2733
|
+
}
|
|
2734
|
+
/**
|
|
2735
|
+
* Start a new level
|
|
2736
|
+
*/
|
|
2737
|
+
startLevel(t) {
|
|
2738
|
+
this.levelManager.generateLevel(t), this.player = new O(this.grid), this.enemies = this.levelManager.spawnEnemies(t), this.levelManager.placeRocksAfterEnemies(t, this.enemies), this.rocks = this.levelManager.getRocks(), this.bonusItems = [], this.droppedRocksCount = 0, this.rockRespawnTimer = 0, this.needsRockRespawn = !1, this.floatingScores = [];
|
|
2739
|
+
}
|
|
2740
|
+
/**
|
|
2741
|
+
* Main game loop
|
|
2742
|
+
*/
|
|
2743
|
+
gameLoop(t) {
|
|
2744
|
+
const i = t - this.lastTime, e = Math.min(i, 100);
|
|
2745
|
+
switch (this.lastTime = t, this.state) {
|
|
2746
|
+
case m.INTRO:
|
|
2747
|
+
this.updateIntro(e), this.renderIntro();
|
|
2748
|
+
break;
|
|
2749
|
+
case m.PLAYING:
|
|
2750
|
+
this.update(e), this.render();
|
|
2751
|
+
break;
|
|
2752
|
+
case m.DYING:
|
|
2753
|
+
this.updateDeath(e), this.render();
|
|
2754
|
+
break;
|
|
2755
|
+
case m.RESPAWNING:
|
|
2756
|
+
this.updateRespawn(e), this.renderRespawning();
|
|
2757
|
+
break;
|
|
2758
|
+
case m.PAUSED:
|
|
2759
|
+
this.renderPaused();
|
|
2760
|
+
break;
|
|
2761
|
+
case m.LEVEL_COMPLETE:
|
|
2762
|
+
this.renderLevelComplete();
|
|
2763
|
+
break;
|
|
2764
|
+
case m.GAME_OVER:
|
|
2765
|
+
this.renderGameOver();
|
|
2766
|
+
break;
|
|
2767
|
+
}
|
|
2768
|
+
this.animationFrameId = requestAnimationFrame(this.gameLoop);
|
|
2769
|
+
}
|
|
2770
|
+
/**
|
|
2771
|
+
* Update intro animation
|
|
2772
|
+
*/
|
|
2773
|
+
updateIntro(t) {
|
|
2774
|
+
const i = this.config.debug ? 3 : 1.6;
|
|
2775
|
+
switch (this.introPhase !== "ready" && (this.player.animationTimer += t, this.player.animationTimer > 100 && (this.player.animationFrame = (this.player.animationFrame + 1) % 2, this.player.animationTimer = 0)), this.introPhase) {
|
|
2776
|
+
case "walk_left":
|
|
2777
|
+
this.player.x -= i, this.player.isMoving = !0, this.player.direction = h.LEFT, this.player.spriteFlipH = !1, this.player.x <= this.introTargetX && (this.player.x = this.introTargetX, this.introPhase = "dig_down", this.player.direction = h.DOWN, this.player.spriteFlipH = !1, this.player.spriteFlipV = !1);
|
|
2778
|
+
break;
|
|
2779
|
+
case "dig_down": {
|
|
2780
|
+
this.player.y += i, this.player.isMoving = !0, this.player.isDigging = !0, this.player.direction = h.DOWN;
|
|
2781
|
+
const e = this.grid.pixelToGrid(
|
|
2782
|
+
this.player.x + 16 / 2,
|
|
2783
|
+
this.player.y + 16 / 2
|
|
2784
|
+
);
|
|
2785
|
+
this.grid.dig(e.x, e.y), this.player.y >= this.introTargetY && (this.player.y = this.introTargetY, this.introPhase = "ready", this.introTimer = 0, this.player.isMoving = !1, this.player.isDigging = !1, this.player.direction = h.RIGHT, this.player.spriteFlipH = !0);
|
|
2786
|
+
break;
|
|
2787
|
+
}
|
|
2788
|
+
case "ready":
|
|
2789
|
+
this.player.animationFrame = 0, this.introTimer += t, this.introTimer >= this.introReadyDelay && (this.introPhase = "done", this.finishIntro());
|
|
2790
|
+
break;
|
|
2791
|
+
}
|
|
2792
|
+
}
|
|
2793
|
+
/**
|
|
2794
|
+
* Finish intro and start actual gameplay
|
|
2795
|
+
*/
|
|
2796
|
+
finishIntro() {
|
|
2797
|
+
this.player.resetTimers(), this.resetAllTimers(), this.state = m.PLAYING;
|
|
2798
|
+
}
|
|
2799
|
+
/**
|
|
2800
|
+
* Render intro animation
|
|
2801
|
+
*/
|
|
2802
|
+
renderIntro() {
|
|
2803
|
+
this.renderer.clear(), this.renderer.drawGrid(this.grid, this.levelManager.currentLevel), this.rocks.forEach((t) => {
|
|
2804
|
+
this.renderer.drawRock(t);
|
|
2805
|
+
}), this.player && this.renderer.drawPlayer(this.player), this.enemies.forEach((t) => {
|
|
2806
|
+
this.renderer.drawEnemy(t);
|
|
2807
|
+
}), this.renderer.drawUI(this.scoreManager, this.levelManager), this.renderer.renderRespawning();
|
|
2808
|
+
}
|
|
2809
|
+
/**
|
|
2810
|
+
* Update game state
|
|
2811
|
+
*/
|
|
2812
|
+
update(t) {
|
|
2813
|
+
if (this.inputManager.isKeyPressed("Escape")) {
|
|
2814
|
+
this.pause();
|
|
2815
|
+
return;
|
|
2816
|
+
}
|
|
2817
|
+
if (this.player) {
|
|
2818
|
+
const i = this.countDirtTiles();
|
|
2819
|
+
this.player.update(t, this.inputManager, this.grid);
|
|
2820
|
+
const e = this.countDirtTiles(), s = i - e;
|
|
2821
|
+
for (let r = 0; r < s; r++)
|
|
2822
|
+
this.scoreManager.addDigScore();
|
|
2823
|
+
s > 0 && this.config.onScoreChange(this.scoreManager.score);
|
|
2824
|
+
}
|
|
2825
|
+
if (this.enemies.length === 1 && (this.enemies[0].isLastEnemy = !0), this.enemies.forEach((i) => {
|
|
2826
|
+
i.update(t, this.player, this.grid);
|
|
2827
|
+
}), this.rocks.forEach((i) => {
|
|
2828
|
+
i.update(t, this.grid, this.player);
|
|
2829
|
+
}), this.needsRockRespawn && this.rocks.length === 0 && (this.rockRespawnTimer += t, this.rockRespawnTimer >= this.ROCK_RESPAWN_DELAY)) {
|
|
2830
|
+
const i = this.levelManager.spawnSingleRock();
|
|
2831
|
+
i ? (i.startSpawnAnimation(), this.rocks.push(i), this.needsRockRespawn = !1, this.rockRespawnTimer = 0) : this.needsRockRespawn = !1;
|
|
2832
|
+
}
|
|
2833
|
+
this.bonusItems.forEach((i) => {
|
|
2834
|
+
i.update(t);
|
|
2835
|
+
}), this.updateFloatingScores(t), this.checkCollisions(), !this.config.debug && this.enemies.length === 0 && this.levelComplete();
|
|
2836
|
+
}
|
|
2837
|
+
/**
|
|
2838
|
+
* Check all collisions
|
|
2839
|
+
*/
|
|
2840
|
+
checkCollisions() {
|
|
2841
|
+
this.player.pumpLength > 0 && this.checkPumpCollisions(), this.checkFireCollisions(), this.enemies.forEach((i) => {
|
|
2842
|
+
i.deflateTimer === 0 && this.collisionSystem.checkPlayerEnemyCollision(
|
|
2843
|
+
this.player,
|
|
2844
|
+
i
|
|
2845
|
+
) && this.playerHit("enemy");
|
|
2846
|
+
}), this.rocks.forEach((i) => {
|
|
2847
|
+
i.isFalling && (this.enemies.forEach((e) => {
|
|
2848
|
+
e.isSmooshed || this.collisionSystem.checkRockEntityCollision(
|
|
2849
|
+
i,
|
|
2850
|
+
e
|
|
2851
|
+
) && (i.markEnemyCrushed(), i.incrementKillCount(e.x, e.y), this.droppedRocksCount++, this.checkBonusSpawn(), e.smoosh(), e.attachedToRock = i, e.x = i.x, e.y = i.y);
|
|
2852
|
+
}), !this.player.isSmooshed && this.collisionSystem.checkRockEntityCollision(
|
|
2853
|
+
i,
|
|
2854
|
+
this.player
|
|
2855
|
+
) && (this.player.smoosh(i), this.player.x = i.x, this.player.y = i.y, this.state = m.DYING, this.deathStartTime = Date.now())), this.enemies.forEach((e) => {
|
|
2856
|
+
e.isSmooshed && e.attachedToRock === i && (e.x = i.x, e.y = i.y);
|
|
2857
|
+
}), this.player.isSmooshed && this.player.attachedToRock === i && (this.player.x = i.x, this.player.y = i.y);
|
|
2858
|
+
});
|
|
2859
|
+
const t = this.rocks.length;
|
|
2860
|
+
this.rocks = this.rocks.filter((i) => {
|
|
2861
|
+
if (i.isDestroyed) {
|
|
2862
|
+
if (i.enemiesKilled > 0) {
|
|
2863
|
+
const e = this.scoreManager.addRockKill(
|
|
2864
|
+
i.enemiesKilled
|
|
2865
|
+
);
|
|
2866
|
+
this.config.onScoreChange(this.scoreManager.score), this.spawnFloatingScore(e, i.x, i.y);
|
|
2867
|
+
}
|
|
2868
|
+
return !1;
|
|
2869
|
+
}
|
|
2870
|
+
return !0;
|
|
2871
|
+
}), this.rocks.length === 0 && t > 0 && (this.needsRockRespawn = !0, this.rockRespawnTimer = 0), this.enemies = this.enemies.filter((i) => !i.hasEscaped), this.enemies = this.enemies.filter((i) => {
|
|
2872
|
+
if (i.isDestroyed) {
|
|
2873
|
+
if (!i.isSmooshed) {
|
|
2874
|
+
const e = this.player.direction === h.LEFT || this.player.direction === h.RIGHT, s = this.scoreManager.addEnemyKill(
|
|
2875
|
+
i.type,
|
|
2876
|
+
i.y,
|
|
2877
|
+
e
|
|
2878
|
+
);
|
|
2879
|
+
this.config.onScoreChange(this.scoreManager.score), this.spawnFloatingScore(s, i.x, i.y);
|
|
2880
|
+
}
|
|
2881
|
+
return !1;
|
|
2882
|
+
}
|
|
2883
|
+
return !0;
|
|
2884
|
+
}), this.bonusItems = this.bonusItems.filter((i) => {
|
|
2885
|
+
if (this.collisionSystem.checkPlayerBonusCollision(
|
|
2886
|
+
this.player,
|
|
2887
|
+
i
|
|
2888
|
+
)) {
|
|
2889
|
+
const e = this.scoreManager.addBonusItem(i.bonusIndex);
|
|
2890
|
+
return this.config.onScoreChange(this.scoreManager.score), this.spawnFloatingScore(e, i.x, i.y), !1;
|
|
2891
|
+
}
|
|
2892
|
+
return !0;
|
|
2893
|
+
});
|
|
2894
|
+
}
|
|
2895
|
+
/**
|
|
2896
|
+
* Check if pump line hits any enemies (only the closest one)
|
|
2897
|
+
*/
|
|
2898
|
+
checkPumpCollisions() {
|
|
2899
|
+
if (this.player.pumpTarget && !this.player.pumpTarget.isDestroyed) {
|
|
2900
|
+
this.player.pumpTarget.startInflation();
|
|
2901
|
+
return;
|
|
2902
|
+
}
|
|
2903
|
+
const t = this.player.getCenter(), i = this.player.getPumpEndPoint(), e = this.player.pumpLength;
|
|
2904
|
+
let s = null, r = 1 / 0;
|
|
2905
|
+
this.enemies.forEach((n) => {
|
|
2906
|
+
if (n.isDestroyed) return;
|
|
2907
|
+
const o = n.getCenter(), a = this.pointToLineDistance(
|
|
2908
|
+
o.x,
|
|
2909
|
+
o.y,
|
|
2910
|
+
t.x,
|
|
2911
|
+
t.y,
|
|
2912
|
+
i.x,
|
|
2913
|
+
i.y
|
|
2914
|
+
), l = Math.sqrt(
|
|
2915
|
+
Math.pow(o.x - t.x, 2) + Math.pow(o.y - t.y, 2)
|
|
2916
|
+
), d = 16 * 0.6;
|
|
2917
|
+
a < d && l <= e + 16 / 2 && this.isInPumpDirection(t, i, o) && l < r && (r = l, s = n);
|
|
2918
|
+
}), s && (s.startInflation(), this.player.pumpTarget = s);
|
|
2919
|
+
}
|
|
2920
|
+
/**
|
|
2921
|
+
* Calculate perpendicular distance from point to line segment
|
|
2922
|
+
*/
|
|
2923
|
+
pointToLineDistance(t, i, e, s, r, n) {
|
|
2924
|
+
const o = r - e, a = n - s, l = o * o + a * a;
|
|
2925
|
+
if (l === 0)
|
|
2926
|
+
return Math.sqrt((t - e) ** 2 + (i - s) ** 2);
|
|
2927
|
+
let d = ((t - e) * o + (i - s) * a) / l;
|
|
2928
|
+
d = Math.max(0, Math.min(1, d));
|
|
2929
|
+
const c = e + d * o, f = s + d * a;
|
|
2930
|
+
return Math.sqrt((t - c) ** 2 + (i - f) ** 2);
|
|
2931
|
+
}
|
|
2932
|
+
/**
|
|
2933
|
+
* Check if enemy is in the direction the pump is pointing
|
|
2934
|
+
*/
|
|
2935
|
+
isInPumpDirection(t, i, e) {
|
|
2936
|
+
const s = i.x - t.x, r = i.y - t.y, n = e.x - t.x, o = e.y - t.y;
|
|
2937
|
+
return s * n + r * o > 0;
|
|
2938
|
+
}
|
|
2939
|
+
/**
|
|
2940
|
+
* Check if Fygar fire hits the player
|
|
2941
|
+
*/
|
|
2942
|
+
checkFireCollisions() {
|
|
2943
|
+
this.enemies.forEach((t) => {
|
|
2944
|
+
if (t.type === G.POOKA || !t.isFireActive())
|
|
2945
|
+
return;
|
|
2946
|
+
const i = t.getFireHitbox();
|
|
2947
|
+
if (!i) return;
|
|
2948
|
+
this.collisionSystem.checkAABB(
|
|
2949
|
+
i.x,
|
|
2950
|
+
i.y,
|
|
2951
|
+
i.width,
|
|
2952
|
+
i.height,
|
|
2953
|
+
this.player.x,
|
|
2954
|
+
this.player.y,
|
|
2955
|
+
16,
|
|
2956
|
+
16
|
|
2957
|
+
) && this.playerHit("enemy");
|
|
2958
|
+
});
|
|
2959
|
+
}
|
|
2960
|
+
/**
|
|
2961
|
+
* Check if bonus item should spawn
|
|
2962
|
+
*/
|
|
2963
|
+
checkBonusSpawn() {
|
|
2964
|
+
if (this.droppedRocksCount === 2 && this.bonusItems.length === 0) {
|
|
2965
|
+
const t = this.levelManager.spawnBonusItem(
|
|
2966
|
+
this.bonusSpawnCount
|
|
2967
|
+
);
|
|
2968
|
+
t && (this.bonusItems.push(t), this.bonusSpawnCount++);
|
|
2969
|
+
}
|
|
2970
|
+
}
|
|
2971
|
+
/**
|
|
2972
|
+
* Spawn a floating score display at the given position
|
|
2973
|
+
*/
|
|
2974
|
+
spawnFloatingScore(t, i, e) {
|
|
2975
|
+
this.floatingScores.push({
|
|
2976
|
+
points: t,
|
|
2977
|
+
x: i,
|
|
2978
|
+
y: e,
|
|
2979
|
+
timer: 0,
|
|
2980
|
+
duration: 1e3
|
|
2981
|
+
// 1 second display
|
|
2982
|
+
});
|
|
2983
|
+
}
|
|
2984
|
+
/**
|
|
2985
|
+
* Update floating scores
|
|
2986
|
+
*/
|
|
2987
|
+
updateFloatingScores(t) {
|
|
2988
|
+
this.floatingScores = this.floatingScores.filter((i) => (i.timer += t, i.timer < i.duration));
|
|
2989
|
+
}
|
|
2990
|
+
/**
|
|
2991
|
+
* Count dirt tiles in the grid
|
|
2992
|
+
*/
|
|
2993
|
+
countDirtTiles() {
|
|
2994
|
+
return this.grid.countDirt();
|
|
2995
|
+
}
|
|
2996
|
+
/**
|
|
2997
|
+
* Handle player getting hit
|
|
2998
|
+
*/
|
|
2999
|
+
playerHit(t = "enemy") {
|
|
3000
|
+
this.player.isInvincible || (this.player.startDeath(t), this.state = m.DYING, this.deathStartTime = Date.now());
|
|
3001
|
+
}
|
|
3002
|
+
/**
|
|
3003
|
+
* Update death animation state
|
|
3004
|
+
*/
|
|
3005
|
+
updateDeath(t) {
|
|
3006
|
+
this.player.update(t, null, this.grid), this.player.isSmooshed && (this.rocks.forEach((i) => {
|
|
3007
|
+
i.update(t, this.grid, null);
|
|
3008
|
+
}), this.player.attachedToRock && (this.player.x = this.player.attachedToRock.x, this.player.y = this.player.attachedToRock.y)), this.player.deathTimer >= v.ANIMATION_DURATION && (this.scoreManager.loseLife(), this.scoreManager.lives <= 0 ? this.gameOver() : this.startRespawn());
|
|
3009
|
+
}
|
|
3010
|
+
/**
|
|
3011
|
+
* Start respawn sequence
|
|
3012
|
+
*/
|
|
3013
|
+
startRespawn() {
|
|
3014
|
+
this.state = m.RESPAWNING, this.respawnStartTime = Date.now(), this.player = new O(this.grid), this.player.isInvincible = !0, this.enemies.forEach((t, i) => {
|
|
3015
|
+
const e = this.levelManager.getEnemySpawnPosition(i);
|
|
3016
|
+
t.x = e.x, t.y = e.y, t.resetTimers(), t.inTunnel = !0, t.state = "roaming", t.isLastEnemy = !1, t.isEscaping = !1, t.hasEscaped = !1;
|
|
3017
|
+
}), this.rocks.forEach((t) => {
|
|
3018
|
+
t.reset();
|
|
3019
|
+
});
|
|
3020
|
+
}
|
|
3021
|
+
/**
|
|
3022
|
+
* Update respawn state
|
|
3023
|
+
*/
|
|
3024
|
+
updateRespawn(t) {
|
|
3025
|
+
Date.now() - this.respawnStartTime >= v.RESPAWN_DELAY && (this.state = m.PLAYING, this.resetAllTimers());
|
|
3026
|
+
}
|
|
3027
|
+
/**
|
|
3028
|
+
* Level complete
|
|
3029
|
+
*/
|
|
3030
|
+
levelComplete() {
|
|
3031
|
+
this.state = m.LEVEL_COMPLETE;
|
|
3032
|
+
const t = this.levelManager.currentLevel + 1;
|
|
3033
|
+
this.config.onLevelComplete(t - 1), setTimeout(() => {
|
|
3034
|
+
this.startLevel(t), this.state = m.PLAYING;
|
|
3035
|
+
}, 2e3);
|
|
3036
|
+
}
|
|
3037
|
+
/**
|
|
3038
|
+
* Game over
|
|
3039
|
+
*/
|
|
3040
|
+
gameOver() {
|
|
3041
|
+
this.state = m.GAME_OVER, this.config.onGameOver(this.scoreManager.score), this.scoreManager.score > this.scoreManager.highScore && (this.scoreManager.highScore = this.scoreManager.score, this.scoreManager.saveHighScore());
|
|
3042
|
+
}
|
|
3043
|
+
/**
|
|
3044
|
+
* Pause the game
|
|
3045
|
+
*/
|
|
3046
|
+
pause() {
|
|
3047
|
+
this.state = m.PAUSED;
|
|
3048
|
+
}
|
|
3049
|
+
/**
|
|
3050
|
+
* Resume the game
|
|
3051
|
+
*/
|
|
3052
|
+
resume() {
|
|
3053
|
+
this.state = m.PLAYING;
|
|
3054
|
+
}
|
|
3055
|
+
/**
|
|
3056
|
+
* Render the game
|
|
3057
|
+
*/
|
|
3058
|
+
render() {
|
|
3059
|
+
this.renderer.clear(), this.renderer.drawGrid(this.grid, this.levelManager.currentLevel), this.rocks.forEach((t) => {
|
|
3060
|
+
this.renderer.drawRock(t);
|
|
3061
|
+
}), this.bonusItems.forEach((t) => {
|
|
3062
|
+
this.renderer.drawBonusItem(t, this.levelManager.currentLevel);
|
|
3063
|
+
}), this.player && this.renderer.drawPlayer(this.player), this.enemies.forEach((t) => {
|
|
3064
|
+
this.renderer.drawEnemy(t);
|
|
3065
|
+
}), this.renderer.drawFloatingScores(this.floatingScores), this.renderer.drawUI(this.scoreManager, this.levelManager), this.config.debug && this.renderer.drawDebugInfo(this.player, this.enemies);
|
|
3066
|
+
}
|
|
3067
|
+
/**
|
|
3068
|
+
* Render paused state
|
|
3069
|
+
*/
|
|
3070
|
+
renderPaused() {
|
|
3071
|
+
if (this.inputManager.isKeyPressed("Escape")) {
|
|
3072
|
+
this.resume();
|
|
3073
|
+
return;
|
|
3074
|
+
}
|
|
3075
|
+
this.render(), this.renderer.drawText("PAUSED", 432 / 2, 288 / 2, {
|
|
3076
|
+
size: 16,
|
|
3077
|
+
color: S.TEXT_WHITE,
|
|
3078
|
+
align: "center"
|
|
3079
|
+
});
|
|
3080
|
+
}
|
|
3081
|
+
/**
|
|
3082
|
+
* Render respawning state
|
|
3083
|
+
*/
|
|
3084
|
+
renderRespawning() {
|
|
3085
|
+
this.render(), this.renderer.renderRespawning();
|
|
3086
|
+
}
|
|
3087
|
+
/**
|
|
3088
|
+
* Render level complete
|
|
3089
|
+
*/
|
|
3090
|
+
renderLevelComplete() {
|
|
3091
|
+
this.render(), this.renderer.drawText(
|
|
3092
|
+
`LEVEL ${this.levelManager.currentLevel} `,
|
|
3093
|
+
432 / 2,
|
|
3094
|
+
288 / 2 - 10,
|
|
3095
|
+
{
|
|
3096
|
+
size: 12,
|
|
3097
|
+
color: S.TEXT_WHITE,
|
|
3098
|
+
align: "center"
|
|
3099
|
+
}
|
|
3100
|
+
), this.renderer.drawText(
|
|
3101
|
+
"COMPLETE",
|
|
3102
|
+
432 / 2,
|
|
3103
|
+
288 / 2 + 10,
|
|
3104
|
+
{
|
|
3105
|
+
size: 12,
|
|
3106
|
+
color: S.TEXT_WHITE,
|
|
3107
|
+
align: "center"
|
|
3108
|
+
}
|
|
3109
|
+
);
|
|
3110
|
+
}
|
|
3111
|
+
/**
|
|
3112
|
+
* Render game over
|
|
3113
|
+
*/
|
|
3114
|
+
renderGameOver() {
|
|
3115
|
+
if (this.renderer.forceClear(), this.renderer.drawText(
|
|
3116
|
+
"GAME OVER",
|
|
3117
|
+
432 / 2,
|
|
3118
|
+
288 / 2 - 40,
|
|
3119
|
+
{
|
|
3120
|
+
size: 12,
|
|
3121
|
+
color: S.TEXT_RED,
|
|
3122
|
+
align: "center"
|
|
3123
|
+
}
|
|
3124
|
+
), this.renderer.drawText("SCORE", 432 / 2, 288 / 2, {
|
|
3125
|
+
size: 8,
|
|
3126
|
+
color: S.TEXT_WHITE,
|
|
3127
|
+
align: "center"
|
|
3128
|
+
}), this.renderer.drawText(
|
|
3129
|
+
`${this.scoreManager.score}`,
|
|
3130
|
+
432 / 2,
|
|
3131
|
+
288 / 2 + 20,
|
|
3132
|
+
{
|
|
3133
|
+
size: 10,
|
|
3134
|
+
color: S.TEXT_RED,
|
|
3135
|
+
align: "center"
|
|
3136
|
+
}
|
|
3137
|
+
), this.renderer.drawText(
|
|
3138
|
+
"PRESS SPACE",
|
|
3139
|
+
432 / 2,
|
|
3140
|
+
288 / 2 + 50,
|
|
3141
|
+
{
|
|
3142
|
+
size: 6,
|
|
3143
|
+
color: S.TEXT_WHITE,
|
|
3144
|
+
align: "center"
|
|
3145
|
+
}
|
|
3146
|
+
), this.renderer.drawText(
|
|
3147
|
+
"TO RESTART",
|
|
3148
|
+
432 / 2,
|
|
3149
|
+
288 / 2 + 65,
|
|
3150
|
+
{
|
|
3151
|
+
size: 6,
|
|
3152
|
+
color: S.TEXT_WHITE,
|
|
3153
|
+
align: "center"
|
|
3154
|
+
}
|
|
3155
|
+
), !this.restartListenerAdded) {
|
|
3156
|
+
this.restartListenerAdded = !0;
|
|
3157
|
+
const t = (i) => {
|
|
3158
|
+
i.code === "Space" && this.state === m.GAME_OVER && (document.removeEventListener("keydown", t), this.restartListenerAdded = !1, this.startGame());
|
|
3159
|
+
};
|
|
3160
|
+
document.addEventListener("keydown", t);
|
|
3161
|
+
}
|
|
3162
|
+
}
|
|
3163
|
+
/**
|
|
3164
|
+
* Start the game
|
|
3165
|
+
*/
|
|
3166
|
+
start() {
|
|
3167
|
+
this.init();
|
|
3168
|
+
}
|
|
3169
|
+
/**
|
|
3170
|
+
* Stop the game
|
|
3171
|
+
*/
|
|
3172
|
+
stop() {
|
|
3173
|
+
this.animationFrameId && (cancelAnimationFrame(this.animationFrameId), this.animationFrameId = null), this.inputManager.destroy();
|
|
3174
|
+
}
|
|
3175
|
+
}
|
|
3176
|
+
if (typeof window < "u") {
|
|
3177
|
+
const L = document.getElementById("game");
|
|
3178
|
+
if (L) {
|
|
3179
|
+
const t = new tt({
|
|
3180
|
+
container: L,
|
|
3181
|
+
scale: window.devicePixelRatio,
|
|
3182
|
+
debug: !1,
|
|
3183
|
+
onGameOver: (i) => {
|
|
3184
|
+
},
|
|
3185
|
+
onLevelComplete: (i) => {
|
|
3186
|
+
},
|
|
3187
|
+
onScoreChange: (i) => {
|
|
3188
|
+
}
|
|
3189
|
+
});
|
|
3190
|
+
t.start(), window.digdugGame = t;
|
|
3191
|
+
}
|
|
3192
|
+
}
|
|
3193
|
+
export {
|
|
3194
|
+
tt as Game,
|
|
3195
|
+
tt as default
|
|
3196
|
+
};
|
|
3197
|
+
//# sourceMappingURL=digdug.es.js.map
|