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author | Logan Hunt <loganhunt@simponic.xyz> | 2022-04-12 22:22:33 -0600 |
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committer | Logan Hunt <loganhunt@simponic.xyz> | 2022-04-12 22:22:33 -0600 |
commit | 27fa6357a699771ade4ed5bf8c3fb32d7e73f4d4 (patch) | |
tree | 10e5eb62dc2bfcdf26ced2bfc45f7645408c5307 | |
parent | cdb258991cc6ba8d4219038d9580e64d5e416803 (diff) | |
download | bbiy-27fa6357a699771ade4ed5bf8c3fb32d7e73f4d4.tar.gz bbiy-27fa6357a699771ade4ed5bf8c3fb32d7e73f4d4.zip |
Add menuing system with level select and control changing
-rw-r--r-- | index.html | 15 | ||||
-rw-r--r-- | src/bootstrap.js | 2 | ||||
-rw-r--r-- | src/game.js | 45 | ||||
-rw-r--r-- | src/systems/grid.js | 4 | ||||
-rw-r--r-- | src/systems/keyboardInput.js | 24 | ||||
-rw-r--r-- | src/systems/menu.js | 107 | ||||
-rw-r--r-- | styles/style.css | 5 |
7 files changed, 177 insertions, 25 deletions
@@ -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; -} +}
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