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authorLogan Hunt <loganhunt@simponic.xyz>2022-04-12 22:22:33 -0600
committerLogan Hunt <loganhunt@simponic.xyz>2022-04-12 22:22:33 -0600
commit27fa6357a699771ade4ed5bf8c3fb32d7e73f4d4 (patch)
tree10e5eb62dc2bfcdf26ced2bfc45f7645408c5307
parentcdb258991cc6ba8d4219038d9580e64d5e416803 (diff)
downloadbbiy-27fa6357a699771ade4ed5bf8c3fb32d7e73f4d4.tar.gz
bbiy-27fa6357a699771ade4ed5bf8c3fb32d7e73f4d4.zip
Add menuing system with level select and control changing
-rw-r--r--index.html15
-rw-r--r--src/bootstrap.js2
-rw-r--r--src/game.js45
-rw-r--r--src/systems/grid.js4
-rw-r--r--src/systems/keyboardInput.js24
-rw-r--r--src/systems/menu.js107
-rw-r--r--styles/style.css5
7 files changed, 177 insertions, 25 deletions
diff --git a/index.html b/index.html
index ee6d5d5..f33ed44 100644
--- a/index.html
+++ b/index.html
@@ -21,11 +21,24 @@
<script>
const game = {
+ running: true,
+ lastTimeStamp: performance.now(),
+ controls: JSON.parse(
+ localStorage.getItem("controls") || JSON.stringify({
+ left: "ArrowLeft",
+ right: "ArrowRight",
+ up: "ArrowUp",
+ down: "ArrowDown",
+ undo: "z",
+ reset: "r",
+ })
+ ),
+ level: 0,
canvas: {
width: document.getElementById('game-canvas').width,
height: document.getElementById('game-canvas').height,
context: document.getElementById('game-canvas').getContext("2d"),
- }
+ },
};
</script>
diff --git a/src/bootstrap.js b/src/bootstrap.js
index 164a28b..f6997ae 100644
--- a/src/bootstrap.js
+++ b/src/bootstrap.js
@@ -34,7 +34,7 @@ game.bootstrap = (() => {
{
src: [
'src/systems/render.js', 'src/systems/grid.js', 'src/systems/physics.js', 'src/systems/keyboardInput.js',
- 'src/systems/collision.js', 'src/systems/undo.js', 'src/systems/particle.js'
+ 'src/systems/collision.js', 'src/systems/undo.js', 'src/systems/particle.js', 'src/systems/menu.js'
],
id: 'systems' },
{ src: ['src/game.js'], id: 'game' },
diff --git a/src/game.js b/src/game.js
index 705d3e0..b48ef19 100644
--- a/src/game.js
+++ b/src/game.js
@@ -1,8 +1,10 @@
-let lastTimeStamp;
game.loop = (timeStamp) => {
- let elapsedTime = timeStamp - lastTimeStamp;
- lastTimeStamp = timeStamp;
+ if (!game.running) {
+ return;
+ }
+ let elapsedTime = timeStamp - game.lastTimeStamp;
+ game.lastTimeStamp = timeStamp;
const changedIds = new Set();
game.systemOrder.map((i) => {
@@ -20,22 +22,39 @@ game.loop = (timeStamp) => {
requestAnimationFrame(game.loop);
}
-game.initialize = () => {
- [game.entities, game.config] = game.loadLevel(game.levels[4]);
+game.toggleRunning = () => {
+ game.running = !game.running;
+}
- // Maintained by gridSystem as a side-effect
- game.entitiesGrid = Array(game.config.yDim).fill(null).map(() => Array(game.config.xDim).fill(null).map(() => new Map()));
+game.startLoop = () => {
+ game.running = true;
+ game.lastTimeStamp = performance.now();
+ requestAnimationFrame(game.loop);
+}
- game.systemOrder = ["gridSystem", "collisionSystem", "physics", "keyboardInput", "undo", "particle", "render"];
+game.loadSystems = () => {
+ game.systemOrder = ["grid", "collision", "physics", "keyboardInput", "undo", "particle", "render"];
game.systems = { };
game.systems.physics = game.system.Physics(),
- game.systems.gridSystem = game.system.Grid(game.entitiesGrid);
- game.systems.collisionSystem = game.system.Collision(game.entitiesGrid);
+ game.systems.grid = game.system.Grid(game.entitiesGrid);
+ game.systems.collision = game.system.Collision(game.entitiesGrid);
game.systems.render = game.system.Render(game.graphics);
game.systems.undo = game.system.Undo(game.entitiesGrid);
- game.systems.keyboardInput = game.system.KeyboardInput(game.systems.undo);
game.systems.particle = game.system.Particle(game.canvas.context);
+ game.systems.keyboardInput = game.system.KeyboardInput();
+ game.systems.menu = game.system.Menu();
+}
- lastTimeStamp = performance.now()
- requestAnimationFrame(game.loop);
+game.loadLevelIndex = (level) => {
+ game.level = level;
+ [game.entities, game.config] = game.loadLevel(game.levels[game.level]);
+
+ // Maintained by grid system as a side-effect
+ game.entitiesGrid = Array(game.config.yDim).fill(null).map(() => Array(game.config.xDim).fill(null).map(() => new Map()));
+ game.loadSystems();
+}
+
+game.initialize = () => {
+ game.loadLevelIndex(0);
+ game.startLoop();
}
diff --git a/src/systems/grid.js b/src/systems/grid.js
index 3e56ea9..6add388 100644
--- a/src/systems/grid.js
+++ b/src/systems/grid.js
@@ -26,7 +26,9 @@ game.system.Grid = (entitiesGrid) => {
}
}));
changedIds.forEach(id => {
- const entity = entities[id];
+ // TODO: Figure out why we HAVE to use game.entities rather than entities
+ // Hint: it breaks when changing a level in the menu
+ const entity = game.entities[id];
const { x, y } = entity.components.gridPosition;
entitiesGrid[y][x].set(entity.id, entity);
});
diff --git a/src/systems/keyboardInput.js b/src/systems/keyboardInput.js
index 80feeef..06a73c9 100644
--- a/src/systems/keyboardInput.js
+++ b/src/systems/keyboardInput.js
@@ -1,4 +1,4 @@
-game.system.KeyboardInput = (undoSystem) => {
+game.system.KeyboardInput = () => {
"use strict";
const keys = {};
const keyPress = (event) => {
@@ -6,31 +6,41 @@ game.system.KeyboardInput = (undoSystem) => {
keys[event.key] = true;
}
};
+ const removeKey = (event) => {
+ delete keys[event.key];
+ };
const update = (elapsedTime, entities, changedIds) => {
for (let id in entities) {
const entity = entities[id];
if (entity.hasComponent('controllable')) {
const controls = entity.components.controllable.controls;
if (!changedIds.has(entity.id)) {
- if (controls.includes('left') && keys['ArrowLeft']) {
+ if (controls.includes('left') && keys[game.controls.left]) {
entity.addComponent(game.components.Momentum({ dx: -1, dy: 0 }));
- } else if (controls.includes('right') && keys['ArrowRight']) {
+ } else if (controls.includes('right') && keys[game.controls.right]) {
entity.addComponent(game.components.Momentum({ dx: 1, dy: 0 }));
- } else if (controls.includes('up') && keys['ArrowUp']) {
+ } else if (controls.includes('up') && keys[game.controls.up]) {
entity.addComponent(game.components.Momentum({ dx: 0, dy: -1 }));
- } else if (controls.includes('down') && keys['ArrowDown']) {
+ } else if (controls.includes('down') && keys[game.controls.down]) {
entity.addComponent(game.components.Momentum({ dx: 0, dy: 1 }));
}
}
}
}
- if (keys['z']) {
- undoSystem.undo(entities);
+ if (keys[game.controls.undo]) {
+ game.systems.undo.undo(entities);
+ }
+ if (keys[game.controls.reset]) {
+ game.loadLevelIndex(game.level);
+ }
+ if (keys["Escape"]) {
+ game.systems.menu.bringUpMenu();
}
Object.keys(keys).map((key) => delete keys[key]);
return new Set();
};
window.addEventListener("keydown", keyPress);
+ window.addEventListener("keyup", removeKey);
return { keys, update };
}
diff --git a/src/systems/menu.js b/src/systems/menu.js
new file mode 100644
index 0000000..17153d0
--- /dev/null
+++ b/src/systems/menu.js
@@ -0,0 +1,107 @@
+game.system.Menu = () => {
+ let state;
+
+ const menuElement = document.getElementById("menu");
+
+ const escapeEventListener = (e) => {
+ if (e.key == "Escape") {
+ setState('main');
+ }
+ }
+
+ const setState = (newState) => {
+ state = newState;
+ draw();
+ }
+
+ const bringUpMenu = () => {
+ game.running = false;
+ window.addEventListener("keydown", escapeEventListener);
+ setState("main");
+ }
+
+ const hide = () => {
+ menuElement.style.display = "none";
+ game.startLoop();
+ }
+
+ const listenFor = (action, elementId) => {
+ const element = document.getElementById(elementId);
+ element.innerHTML = "Listening...";
+ const handleKey = (event) => {
+ window.removeEventListener("keydown", handleKey);
+ if (event.key == "Escape") {
+ element.innerHTML = menu.controls[action];
+ return;
+ }
+ game.controls[action] = event.key;
+ localStorage.setItem("controls", JSON.stringify(game.controls));
+ element.innerHTML = event.key;
+ }
+ window.addEventListener("keydown", handleKey);
+ }
+
+ const setLevel = (index) => {
+ game.loadLevelIndex(index);
+ hide();
+ }
+
+ const draw = () => {
+ menuElement.style.display = "block";
+ menuElement.innerHTML = `<h1><span style='color: blue'>Big Blue</span> Is <span style='color: green'>You</h1>`;
+ if (state == "main") {
+ menuElement.innerHTML += `
+ <div class='menu-button' onclick='game.systems.menu.setState("controls")'>Change Controls</div>
+ <div class='menu-button' onclick='game.systems.menu.setState("credits")'>Credits</div>
+ <div class='menu-button' onclick='game.systems.menu.setState("levelSelect")'>Select Level</div>
+ `;
+ }
+ else if (state == "controls") {
+ menuElement.innerHTML += `
+ <div>
+ <p>
+ Move left: <button id="moveLeft" onfocus='game.systems.menu.listenFor("left", "moveLeft")'>${game.controls.left}</button>
+ <br>
+ Move right: <button id="moveRight" onfocus='game.systems.menu.listenFor("right", "moveRight")'>${game.controls.right}</button>
+ <br>
+ Move up: <button id="moveUp" onfocus='game.systems.menu.listenFor("up", "moveUp")'>${game.controls.up}</button>
+ <br>
+ Move down: <button id="moveDown" onfocus='game.systems.menu.listenFor("down", "moveDown")'>${game.controls.down}</button>
+ <br>
+ Undo: <button id="undo" onfocus='game.systems.menu.listenFor("undo", "undo")'>${game.controls.undo}</button>
+ <br>
+ Reset: <button id="reset" onfocus='game.systems.menu.listenFor("reset", "reset")'>${game.controls.reset}</button>
+ </p>
+ </div>
+ `
+ } else if (state == "credits") {
+ menuElement.innerHTML += `
+ <div>
+ <p>
+ Sprites from Baba Is You, as hosted <a href="https://www.spriters-resource.com/pc_computer/babaisyou/sheet/115231/">here</a>, and a few custom ones.
+ <br>
+ Background is from <a href="https://i.pinimg.com/originals/b2/2a/a2/b22aa22b2f3f55b6468361158d52e2e7.gif">PinImg</a>.
+ <br>
+ Developed by Logan Hunt, Ethan Payne
+ </p>
+ </div>
+ `
+ } else if (state == "levelSelect") {
+ menuElement.innerHTML += `
+ <div>
+ <p> Select a level to play: </p>
+ ${
+ game.levels.map((level, index) => {
+ return `<div class='menu-button' onclick='game.systems.menu.setLevel(${index});'>${level.levelName}</div>`
+ }).join("")
+ }
+ `;
+ }
+ menuElement.innerHTML += "<div class='menu-button' onclick='game.systems.menu.hide()'>Resume Game</div>"
+ if (state !== "main") {
+ menuElement.innerHTML += "<div class='menu-button' onclick='game.systems.menu.setState(\"main\")'>Back</div>"
+ }
+ }
+
+ return { bringUpMenu, setState, listenFor, hide, setLevel, state };
+} \ No newline at end of file
diff --git a/styles/style.css b/styles/style.css
index 500b365..9f0dc5c 100644
--- a/styles/style.css
+++ b/styles/style.css
@@ -46,13 +46,14 @@ body {
.menu {
text-align:center;
+ max-width: 400px;
left: 50%;
top: 50%;
-webkit-transform: translate(-50%, -50%);
transform: translate(-50%, -50%);
position:absolute;
- background-color: rgba(255,255,255,0.75);
+ background-color: rgba(200,200,255,0.90);
border: 1px solid #fff;
border-radius: 5px;
padding: 12px;
@@ -69,4 +70,4 @@ body {
.menu-button:hover {
background-color: #d0d0d0;
-}
+} \ No newline at end of file