1
0
mirror of https://github.com/pyscript/pyscript.git synced 2022-05-01 19:47:48 +03:00

move examples from public to their own examples folder

This commit is contained in:
Fabio Pliger
2022-04-09 15:44:15 -05:00
parent 6d39e5b97b
commit 00d4277437
62 changed files with 224 additions and 19 deletions

View File

@@ -0,0 +1,45 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
var Bcoin = Mario.Bcoin = function(pos) {
Mario.Entity.call(this, {
pos: pos,
sprite: level.bcoinSprite(),
hitbox: [0,0,16,16]
});
}
Mario.Util.inherits(Bcoin, Mario.Entity);
//I'm not sure whether it makes sense to use an array for vel and acc here
//in order to keep with convention, or to just use a single value, since
//it's literally impossible for these to move left or right.
Bcoin.prototype.spawn = function() {
sounds.coin.currentTime = 0.05;
sounds.coin.play();
this.idx = level.items.length;
level.items.push(this);
this.active = true;
this.vel = -12;
this.targetpos = this.pos[1] - 32;
}
Bcoin.prototype.update = function(dt) {
if (!this.active) return;
if (this.vel > 0 && this.pos[1] >= this.targetpos) {
player.coins += 1;
//spawn a score thingy.
delete level.items[this.idx];
}
this.acc = 0.75;
this.vel += this.acc;
this.pos[1] += this.vel;
this.sprite.update(dt);
}
Bcoin.prototype.checkCollisions = function() {;}
})();

View File

@@ -0,0 +1,81 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
//TODO: clean up the logic for sprite switching.
//TODO: There's a weird bug with the collision logic. Look into it.
var Block = Mario.Block = function(options) {
this.item = options.item;
this.usedSprite = options.usedSprite;
this.bounceSprite = options.bounceSprite;
this.breakable = options.breakable;
Mario.Entity.call(this, {
pos: options.pos,
sprite: options.sprite,
hitbox: [0,0,16,16]
});
this.standing = true;
}
Mario.Util.inherits(Block, Mario.Floor);
Block.prototype.break = function() {
sounds.breakBlock.play();
(new Mario.Rubble()).spawn(this.pos);
var x = this.pos[0] / 16, y = this.pos[1] / 16;
delete level.blocks[y][x];
}
Block.prototype.bonk = function(power) {
sounds.bump.play();
if (power > 0 && this.breakable) {
this.break();
} else if (this.standing){
this.standing = false;
if (this.item) {
this.item.spawn();
this.item = null;
}
this.opos = [];
this.opos[0] = this.pos[0];
this.opos[1] = this.pos[1];
if (this.bounceSprite) {
this.osprite = this.sprite;
this.sprite = this.bounceSprite;
} else {
this.sprite = this.usedSprite;
}
this.vel[1] = -2;
}
}
Block.prototype.update = function(dt, gameTime) {
if (!this.standing) {
if (this.pos[1] < this.opos[1] - 8) {
this.vel[1] = 2;
}
if (this.pos[1] > this.opos[1]) {
this.vel[1] = 0;
this.pos = this.opos;
if (this.osprite) {
this.sprite = this.osprite;
}
this.standing = true;
}
} else {
if (this.sprite === this.usedSprite) {
var x = this.pos[0] / 16, y = this.pos[1] / 16;
level.statics[y][x] = new Mario.Floor(this.pos, this.usedSprite);
delete level.blocks[y][x];
}
}
this.pos[1] += this.vel[1];
this.sprite.update(dt, gameTime);
}
})();

View File

@@ -0,0 +1,47 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
var Coin = Mario.Coin = function(pos, sprite) {
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [0,0,16,16]
});
this.idx = level.items.length
}
Mario.Util.inherits(Coin, Mario.Entity);
Coin.prototype.isPlayerCollided = function() {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
this.collect();
}
}
}
Coin.prototype.render = function(ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
//money is not affected by gravity, you see.
Coin.prototype.update = function(dt) {
this.sprite.update(dt);
}
Coin.prototype.checkCollisions = function() {
this.isPlayerCollided();
}
Coin.prototype.collect = function() {
sounds.coin.currentTime = 0.05;
sounds.coin.play();
player.coins += 1;
delete level.items[this.idx]
}
})();

View File

@@ -0,0 +1,34 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
var Entity = Mario.Entity = function(options) {
this.vel = [0,0];
this.acc = [0,0];
this.standing = true;
this.pos = options.pos;
this.sprite = options.sprite;
this.hitbox = options.hitbox;
this.left = false;
}
Entity.prototype.render = function(ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY)
}
Entity.prototype.collideWall = function(wall) {
//the wall will always be a 16x16 block with hitbox = [0,0,16,16].
if (this.pos[0] > wall.pos[0]) {
//from the right
this.pos[0] = wall.pos[0] + wall.hitbox[2] - this.hitbox[0];
this.vel[0] = Math.max(0, this.vel[0]);
this.acc[0] = Math.max(0, this.acc[0]);
} else {
this.pos[0] = wall.pos[0] + wall.hitbox[0] - this.hitbox[2] - this.hitbox[0];
this.vel[0] = Math.min(0, this.vel[0]);
this.acc[0] = Math.min(0, this.acc[0]);
}
}
Entity.prototype.bump = function() {;}
})();

View File

@@ -0,0 +1,126 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
var Fireball = Mario.Fireball = function(pos) {
this.hit = 0;
this.standing = false;
Mario.Entity.call(this, {
pos: pos,
sprite: new Mario.Sprite('sprites/items.png', [96, 144], [8,8], 5, [0,1,2,3]),
hitbox: [0,0,8,8]
});
}
Mario.Util.inherits(Fireball, Mario.Entity);
Fireball.prototype.spawn = function(left) {
sounds.fireball.currentTime = 0;
sounds.fireball.play();
if (fireballs[0]) {
this.idx = 1;
fireballs[1] = this;
} else {
this.idx = 0;
fireballs[0] = this;
}
this.vel[0] = (left ? -5 : 5);
this.standing = false;
this.vel[1] = 0;
}
Fireball.prototype.render = function(ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
Fireball.prototype.update = function(dt) {
if (this.hit == 1) {
this.sprite.pos = [96, 160];
this.sprite.size = [16,16];
this.sprite.frames = [0,1,2];
this.sprite.speed = 8;
this.hit += 1;
return;
} else if (this.hit == 5) {
delete fireballs[this.idx];
player.fireballs -= 1;
return;
} else if (this.hit) {
this.hit += 1;
return;
}
//In retrospect, the way collision is being handled is RIDICULOUS
//but I don't have to use some horrible kludge for this.
if (this.standing) {
this.standing = false;
this.vel[1] = -4;
}
this.acc[1] = 0.5;
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
if (this.pos[0] < vX || this.pos[0] > vX + 256) {
this.hit = 1;
}
this.sprite.update(dt);
}
Fireball.prototype.collideWall = function() {
if (!this.hit) this.hit = 1;
}
Fireball.prototype.checkCollisions = function() {
if (this.hit) return;
var h = this.pos[1] % 16 < 8 ? 1 : 2;
var w = this.pos[0] % 16 < 8 ? 1 : 2;
var baseX = Math.floor(this.pos[0] / 16);
var baseY = Math.floor(this.pos[1] / 16);
if (baseY + h > 15) {
delete fireballs[this.idx];
player.fireballs -= 1;
return;
}
for (var i = 0; i < h; i++) {
for (var j = 0; j < w; j++) {
if (level.statics[baseY + i][baseX + j]) {
level.statics[baseY + i][baseX + j].isCollideWith(this);
}
if (level.blocks[baseY + i][baseX + j]) {
level.blocks[baseY + i][baseX + j].isCollideWith(this);
}
}
}
var that = this;
level.enemies.forEach(function(enemy){
if (enemy.flipping || enemy.pos[0] - vX > 336){ //stop checking once we get to far away dudes.
return;
} else {
that.isCollideWith(enemy);
}
});
}
Fireball.prototype.isCollideWith = function(ent) {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
this.hit = 1;
ent.bump();
}
}
};
Fireball.prototype.bump = function() {;}
})();

View File

@@ -0,0 +1,74 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
var Fireflower = Mario.Fireflower = function(pos) {
this.spawning = false;
this.waiting = 0;
Mario.Entity.call(this, {
pos: pos,
sprite: level.fireFlowerSprite,
hitbox: [0,0,16,16]
});
}
Mario.Util.inherits(Fireflower, Mario.Entity);
Fireflower.prototype.render = function(ctx, vX, vY) {
if (this.spawning > 1) return;
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
Fireflower.prototype.spawn = function() {
sounds.itemAppear.play();
this.idx = level.items.length;
level.items.push(this);
this.spawning = 12;
this.targetpos = [];
this.targetpos[0] = this.pos[0];
this.targetpos[1] = this.pos[1] - 16;
}
Fireflower.prototype.update = function(dt) {
if (this.spawning > 1) {
this.spawning -= 1;
if (this.spawning == 1) this.vel[1] = -.5;
return;
}
if (this.spawning) {
if (this.pos[1] <= this.targetpos[1]) {
this.pos[1] = this.targetpos[1];
this.vel[1] = 0;
this.spawning = 0;
}
}
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.sprite.update(dt);
}
Fireflower.prototype.checkCollisions = function() {
if (this.spawning) {return;}
this.isPlayerCollided();
}
Fireflower.prototype.isPlayerCollided = function() {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
player.powerUp(this.idx);
}
}
}
//This should never be called, but just in case.
Fireflower.prototype.bump = function() {;}
})();

View File

@@ -0,0 +1,47 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
Flag = Mario.Flag = function(pos) {
//afaik flags always have the same height and Y-position
this.pos = [pos, 49];
this.hitbox = [0,0,0,0];
this.vel = [0,0];
this.acc = [0,0];
}
Flag.prototype.collideWall = function() {;
}
Flag.prototype.update = function(dt){
if (!this.done && this.pos[1] >= 170) {
this.vel = [0,0];
this.pos[1] = 170;
player.exit();
this.done = true;
}
this.pos[1] += this.vel[1];
}
Flag.prototype.checkCollisions = function() {
this.isPlayerCollided();
}
Flag.prototype.isPlayerCollided = function() {
if (this.hit) return;
if (player.pos[0] + 8 >= this.pos[0]) {
music.overworld.pause();
sounds.flagpole.play();
setTimeout(function() {
music.clear.play();
}, 2000);
this.hit = true;
player.flag();
this.vel = [0, 2];
}
}
Flag.prototype.render = function() {
level.flagpoleSprites[2].render(ctx, this.pos[0]-8, this.pos[1], vX, vY);
}
})();

View File

@@ -0,0 +1,56 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
var Floor = Mario.Floor = function(pos, sprite) {
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [0,0,16,16]
});
}
Mario.Util.inherits(Floor, Mario.Entity);
Floor.prototype.isCollideWith = function (ent) {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [Math.floor(this.pos[0] + this.hitbox[0]), Math.floor(this.pos[1] + this.hitbox[1])];
var hpos2 = [Math.floor(ent.pos[0] + ent.hitbox[0]), Math.floor(ent.pos[1] + ent.hitbox[1])];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (!this.standing) {
ent.bump();
} else {
//if the entity is over the block, it's basically floor
var center = hpos2[0] + ent.hitbox[2] / 2;
if (Math.abs(hpos2[1] + ent.hitbox[3] - hpos1[1]) <= ent.vel[1]) {
if (level.statics[(this.pos[1] / 16) - 1][this.pos[0] / 16]) {return};
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] - ent.hitbox[3] - ent.hitbox[1];
ent.standing = true;
if (ent instanceof Mario.Player) {
ent.jumping = 0;
}
} else if (Math.abs(hpos2[1] - hpos1[1] - this.hitbox[3]) > ent.vel[1] &&
center + 2 >= hpos1[0] && center - 2 <= hpos1[0] + this.hitbox[2]) {
//ent is under the block.
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] + this.hitbox[3];
if (ent instanceof Mario.Player) {
this.bonk(ent.power);
ent.jumping = 0;
}
} else {
//entity is hitting it from the side, we're a wall
ent.collideWall(this);
}
}
}
}
}
Floor.prototype.bonk = function() {;}
})();

View File

@@ -0,0 +1,241 @@
var requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback){
window.setTimeout(callback, 1000 / 60);
};
})();
//create the canvas
var canvas = document.createElement("canvas");
var ctx = canvas.getContext('2d');
var updateables = [];
var fireballs = [];
var player = new Mario.Player([0,0]);
//we might have to get the size and calculate the scaling
//but this method should let us make it however big.
//Cool!
//TODO: Automatically scale the game to work and look good on widescreen.
//TODO: fiddling with scaled sprites looks BETTER, but not perfect. Hmm.
canvas.width = 762;
canvas.height = 720;
ctx.scale(3,3);
document.body.appendChild(canvas);
//viewport
var vX = 0,
vY = 0,
vWidth = 256,
vHeight = 240;
//load our images
resources.load([
'sprites/player.png',
'sprites/enemy.png',
'sprites/tiles.png',
'sprites/playerl.png',
'sprites/items.png',
'sprites/enemyr.png',
]);
resources.onReady(init);
var level;
var sounds;
var music;
//initialize
var lastTime;
function init() {
music = {
overworld: new Audio('sounds/aboveground_bgm.ogg'),
underground: new Audio('sounds/underground_bgm.ogg'),
clear: new Audio('sounds/stage_clear.wav'),
death: new Audio('sounds/mariodie.wav')
};
sounds = {
smallJump: new Audio('sounds/jump-small.wav'),
bigJump: new Audio('sounds/jump-super.wav'),
breakBlock: new Audio('sounds/breakblock.wav'),
bump: new Audio('sounds/bump.wav'),
coin: new Audio('sounds/coin.wav'),
fireball: new Audio('sounds/fireball.wav'),
flagpole: new Audio('sounds/flagpole.wav'),
kick: new Audio('sounds/kick.wav'),
pipe: new Audio('sounds/pipe.wav'),
itemAppear: new Audio('sounds/itemAppear.wav'),
powerup: new Audio('sounds/powerup.wav'),
stomp: new Audio('sounds/stomp.wav')
};
Mario.oneone();
lastTime = Date.now();
main();
}
var gameTime = 0;
//set up the game loop
function main() {
var now = Date.now();
var dt = (now - lastTime) / 1000.0;
update(dt);
render();
lastTime = now;
requestAnimFrame(main);
}
function update(dt) {
gameTime += dt;
handleInput(dt);
updateEntities(dt, gameTime);
checkCollisions();
}
function handleInput(dt) {
if (player.piping || player.dying || player.noInput) return; //don't accept input
if (input.isDown('RUN')){
player.run();
} else {
player.noRun();
}
if (input.isDown('JUMP')) {
player.jump();
} else {
//we need this to handle the timing for how long you hold it
player.noJump();
}
if (input.isDown('DOWN')) {
player.crouch();
} else {
player.noCrouch();
}
if (input.isDown('LEFT')) { // 'd' or left arrow
player.moveLeft();
}
else if (input.isDown('RIGHT')) { // 'k' or right arrow
player.moveRight();
} else {
player.noWalk();
}
}
//update all the moving stuff
function updateEntities(dt, gameTime) {
player.update(dt, vX);
updateables.forEach (function(ent) {
ent.update(dt, gameTime);
});
//This should stop the jump when he switches sides on the flag.
if (player.exiting) {
if (player.pos[0] > vX + 96)
vX = player.pos[0] - 96
}else if (level.scrolling && player.pos[0] > vX + 80) {
vX = player.pos[0] - 80;
}
if (player.powering.length !== 0 || player.dying) { return; }
level.items.forEach (function(ent) {
ent.update(dt);
});
level.enemies.forEach (function(ent) {
ent.update(dt, vX);
});
fireballs.forEach(function(fireball) {
fireball.update(dt);
});
level.pipes.forEach (function(pipe) {
pipe.update(dt);
});
}
//scan for collisions
function checkCollisions() {
if (player.powering.length !== 0 || player.dying) { return; }
player.checkCollisions();
//Apparently for each will just skip indices where things were deleted.
level.items.forEach(function(item) {
item.checkCollisions();
});
level.enemies.forEach (function(ent) {
ent.checkCollisions();
});
fireballs.forEach(function(fireball){
fireball.checkCollisions();
});
level.pipes.forEach (function(pipe) {
pipe.checkCollisions();
});
}
//draw the game!
function render() {
updateables = [];
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = level.background;
ctx.fillRect(0, 0, canvas.width, canvas.height);
//scenery gets drawn first to get layering right.
for(var i = 0; i < 15; i++) {
for (var j = Math.floor(vX / 16) - 1; j < Math.floor(vX / 16) + 20; j++){
if (level.scenery[i][j]) {
renderEntity(level.scenery[i][j]);
}
}
}
//then items
level.items.forEach (function (item) {
renderEntity(item);
});
level.enemies.forEach (function(enemy) {
renderEntity(enemy);
});
fireballs.forEach(function(fireball) {
renderEntity(fireball);
})
//then we draw every static object.
for(var i = 0; i < 15; i++) {
for (var j = Math.floor(vX / 16) - 1; j < Math.floor(vX / 16) + 20; j++){
if (level.statics[i][j]) {
renderEntity(level.statics[i][j]);
}
if (level.blocks[i][j]) {
renderEntity(level.blocks[i][j]);
updateables.push(level.blocks[i][j]);
}
}
}
//then the player
if (player.invincibility % 2 === 0) {
renderEntity(player);
}
//Mario goes INTO pipes, so naturally they go after.
level.pipes.forEach (function(pipe) {
renderEntity(pipe);
});
}
function renderEntity(entity) {
entity.render(ctx, vX, vY);
}

View File

@@ -0,0 +1,129 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
//TODO: On console the hitbox is smaller. Measure it and edit this.
var Goomba = Mario.Goomba = function(pos, sprite) {
this.dying = false;
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [0,0,16,16]
});
this.vel[0] = -0.5;
this.idx = level.enemies.length;
};
Goomba.prototype.render = function(ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
};
Goomba.prototype.update = function(dt, vX) {
if (this.pos[0] - vX > 336) { //if we're too far away, do nothing.
return;
} else if (this.pos[0] - vX < -32) {
delete level.enemies[this.idx];
}
if (this.dying) {
this.dying -= 1;
if (!this.dying) {
delete level.enemies[this.idx];
}
}
this.acc[1] = 0.2;
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.sprite.update(dt);
};
Goomba.prototype.collideWall = function() {
this.vel[0] = -this.vel[0];
};
Goomba.prototype.checkCollisions = function() {
if (this.flipping) {
return;
}
var h = this.pos[1] % 16 === 0 ? 1 : 2;
var w = this.pos[0] % 16 === 0 ? 1 : 2;
var baseX = Math.floor(this.pos[0] / 16);
var baseY = Math.floor(this.pos[1] / 16);
if (baseY + h > 15) {
delete level.enemies[this.idx];
return;
}
for (var i = 0; i < h; i++) {
for (var j = 0; j < w; j++) {
if (level.statics[baseY + i][baseX + j]) {
level.statics[baseY + i][baseX + j].isCollideWith(this);
}
if (level.blocks[baseY + i][baseX + j]) {
level.blocks[baseY + i][baseX + j].isCollideWith(this);
}
}
}
var that = this;
level.enemies.forEach(function(enemy){
if (enemy === that) { //don't check collisions with ourselves.
return;
} else if (enemy.pos[0] - vX > 336){ //stop checking once we get to far away dudes.
return;
} else {
that.isCollideWith(enemy);
}
});
this.isCollideWith(player);
};
Goomba.prototype.isCollideWith = function(ent) {
if (ent instanceof Mario.Player && (this.dying || ent.invincibility)) {
return;
}
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (ent instanceof Mario.Player) { //if we hit the player
if (ent.vel[1] > 0) { //then the goomba dies
this.stomp();
} else if (ent.starTime) {
this.bump();
} else { //or the player gets hit
ent.damage();
}
} else {
this.collideWall();
}
}
}
};
Goomba.prototype.stomp = function() {
sounds.stomp.play();
player.bounce = true;
this.sprite.pos[0] = 32;
this.sprite.speed = 0;
this.vel[0] = 0;
this.dying = 10;
};
Goomba.prototype.bump = function() {
sounds.kick.play();
this.sprite.img = 'sprites/enemyr.png';
this.flipping = true;
this.pos[1] -= 1;
this.vel[0] = 0;
this.vel[1] = -2.5;
};
})();

View File

@@ -0,0 +1,54 @@
(function() {
var pressedKeys = {};
function setKey(event, status) {
var code = event.keyCode;
var key;
switch(code) {
case 32:
key = 'SPACE'; break;
case 37:
key = 'LEFT'; break;
case 38:
key = 'UP'; break;
case 39:
key = 'RIGHT'; break;
case 40:
key = 'DOWN'; break;
case 88:
key = 'JUMP'; break;
case 90:
key = 'RUN'; break;
default:
key = String.fromCharCode(code);
}
pressedKeys[key] = status;
}
document.addEventListener('keydown', function(e) {
setKey(e, true);
});
document.addEventListener('keyup', function(e) {
setKey(e, false);
});
window.addEventListener('blur', function() {
pressedKeys = {};
});
window.input = {
isDown: function(key) {
return pressedKeys[key.toUpperCase()];
},
reset: function() {
pressedKeys['RUN'] = false;
pressedKeys['LEFT'] = false;
pressedKeys['RIGHT'] = false;
pressedKeys['DOWN'] = false;
pressedKeys['JUMP'] = false;
}
};
})();

View File

@@ -0,0 +1,211 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
var Koopa = Mario.Koopa = function(pos, sprite, para) {
this.dying = false;
this.shell = false;
this.para = para; //para. As in, is it a paratroopa?
//So, funny story. The actual hitboxes don't reach all the way to the ground.
//What that means is, as long as I use them to keep things on the floor
//making the hitboxes accurate will make enemies sink into the ground.
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [2,8,12,24]
});
this.vel[0] = -0.5;
this.idx = level.enemies.length;
};
Koopa.prototype.render = function(ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
};
Koopa.prototype.update = function(dt, vX) {
if (this.turn) {
this.vel[0] = -this.vel[0];
if (this.shell) sounds.bump.play();
this.turn = false;
}
if (this.vel[0] != 0) {
this.left = (this.vel[0] < 0);
}
if (this.left) {
this.sprite.img = 'sprites/enemy.png';
} else {
this.sprite.img = 'sprites/enemyr.png';
}
if (this.pos[0] - vX > 336) { //if we're too far away, do nothing.
return;
} else if (this.pos[0] - vX < -32) {
delete level.enemies[this.idx];
}
if (this.dying) {
this.dying -= 1;
if (!this.dying) {
delete level.enemies[this.idx];
}
}
if (this.shell) {
if (this.vel[0] == 0) {
this.shell -= 1;
if (this.shell < 120) {
this.sprite.speed = 5;
}
if (this.shell == 0) {
this.sprite = level.koopaSprite();
this.hitbox = [2,8,12,24]
if (this.left) {
this.sprite.img = 'sprites/enemyr.png';
this.vel[0] = 0.5;
this.left = false;
} else {
this.vel[0] = -0.5;
this.left = true;
}
this.pos[1] -= 16;
}
} else {
this.shell = 360;
this.sprite.speed = 0;
this.sprite.setFrame(0);
}
}
this.acc[1] = 0.2;
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.sprite.update(dt);
};
Koopa.prototype.collideWall = function() {
//This stops us from flipping twice on the same frame if we collide
//with multiple wall tiles simultaneously.
this.turn = true;
};
Koopa.prototype.checkCollisions = function() {
var h = this.shell ? 1 : 2;
if (this.pos[1] % 16 !== 0) {
h += 1;
}
var w = this.pos[0] % 16 === 0 ? 1 : 2;
var baseX = Math.floor(this.pos[0] / 16);
var baseY = Math.floor(this.pos[1] / 16);
if (baseY + h > 15) {
delete level.enemies[this.idx];
return;
}
if (this.flipping) {
return;
}
for (var i = 0; i < h; i++) {
for (var j = 0; j < w; j++) {
if (level.statics[baseY + i][baseX + j]) {
level.statics[baseY + i][baseX + j].isCollideWith(this);
}
if (level.blocks[baseY + i][baseX + j]) {
level.blocks[baseY + i][baseX + j].isCollideWith(this);
}
}
}
var that = this;
level.enemies.forEach(function(enemy){
if (enemy === that) { //don't check collisions with ourselves.
return;
} else if (enemy.pos[0] - vX > 336){ //stop checking once we get to far away dudes.
return;
} else {
that.isCollideWith(enemy);
}
});
this.isCollideWith(player);
};
Koopa.prototype.isCollideWith = function(ent) {
if (ent instanceof Mario.Player && (this.dying || ent.invincibility)) {
return;
}
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (ent instanceof Mario.Player) {
if (ent.vel[1] > 0) {
player.bounce = true;
}
if (this.shell) {
sounds.kick.play();
if (this.vel[0] === 0) {
if (ent.left) { //I'm pretty sure this isn't the real logic.
this.vel[0] = -4;
} else {
this.vel[0] = 4;
}
} else {
if (ent.bounce) {
this.vel[0] = 0;
} else ent.damage();
}
} else if (ent.vel[1] > 0) { //then we get BOPPED.
this.stomp();
} else { //or the player gets hit
ent.damage();
}
} else {
if (this.shell && (ent instanceof Mario.Goomba)) {
ent.bump();
} else this.collideWall();
}
}
}
};
Koopa.prototype.stomp = function() {
//Turn this thing into a shell if it isn't already. Kick it if it is.
player.bounce = true;
if (this.para) {
this.para = false;
this.sprite.pos[0] -= 32;
} else {
sounds.stomp.play();
this.shell = 360;
this.sprite.pos[0] += 64;
this.sprite.pos[1] += 16;
this.sprite.size = [16,16];
this.hitbox = [2,0,12,16];
this.sprite.speed = 0;
this.frames = [0,1];
this.vel = [0,0];
this.pos[1] += 16;
}
};
Koopa.prototype.bump = function() {
sounds.kick.play();
if (this.flipping) return;
this.flipping = true;
this.sprite.pos = [160, 0];
this.sprite.size = [16,16];
this.hitbox = [2, 0, 12, 16];
this.sprite.speed = 0;
this.vel[0] = 0;
this.vel[1] = -2.5;
};
})();

View File

@@ -0,0 +1,219 @@
var oneone = Mario.oneone = function() {
//The things that need to be passed in are basically just dependent on what
//tileset we're in, so it makes more sense to just make one variable for that, so
//TODO: put as much of this in the Level object definition as possible.
level = new Mario.Level({
playerPos: [56,192],
loader: Mario.oneone,
background: "#7974FF",
scrolling: true,
invincibility: [144, 192, 240],
exit: 204,
floorSprite: new Mario.Sprite('sprites/tiles.png', [0,0],[16,16],0),
cloudSprite: new Mario.Sprite('sprites/tiles.png', [0,320],[48,32],0),
wallSprite: new Mario.Sprite('sprites/tiles.png', [0, 16],[16,16],0),
brickSprite: new Mario.Sprite('sprites/tiles.png', [16, 0], [16,16], 0),
brickBounceSprite: new Mario.Sprite('sprites/tiles.png',[32,0],[16,16],0),
rubbleSprite: function () {
return new Mario.Sprite('sprites/items.png', [64,0], [8,8], 3, [0,1])
},
ublockSprite: new Mario.Sprite('sprites/tiles.png', [48, 0], [16,16],0),
superShroomSprite: new Mario.Sprite('sprites/items.png', [0,0], [16,16], 0),
fireFlowerSprite: new Mario.Sprite('sprites/items.png', [0,32], [16,16], 20, [0,1,2,3]),
starSprite: new Mario.Sprite('sprites/items.png', [0,48], [16,16], 20, [0,1,2,3]),
pipeLEndSprite: new Mario.Sprite('sprites/tiles.png', [0, 128], [16,16], 0),
pipeREndSprite: new Mario.Sprite('sprites/tiles.png', [16, 128], [16,16], 0),
pipeLMidSprite: new Mario.Sprite('sprites/tiles.png', [0, 144], [16,16], 0),
pipeRMidSprite: new Mario.Sprite('sprites/tiles.png', [16, 144], [16,16], 0),
pipeUpMid: new Mario.Sprite('sprites/tiles.png', [0, 144], [32,16], 0),
pipeSideMid: new Mario.Sprite('sprites/tiles.png', [48, 128], [16,32], 0),
pipeLeft: new Mario.Sprite('sprites/tiles.png', [32, 128], [16,32], 0),
pipeTop: new Mario.Sprite('sprites/tiles.png', [0, 128], [32,16], 0),
qblockSprite: new Mario.Sprite('sprites/tiles.png', [384, 0], [16,16], 8, [0,0,0,0,1,2,1]),
bcoinSprite: function() {
return new Mario.Sprite('sprites/items.png', [0,112],[16,16], 20,[0,1,2,3]);
},
cloudSprites:[
new Mario.Sprite('sprites/tiles.png', [0,320],[16,32],0),
new Mario.Sprite('sprites/tiles.png', [16,320],[16,32],0),
new Mario.Sprite('sprites/tiles.png', [32,320],[16,32],0)
],
hillSprites: [
new Mario.Sprite('sprites/tiles.png', [128,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [144,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [160,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [128,144],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [144,144],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [160,144],[16,16],0)
],
bushSprite: new Mario.Sprite('sprites/tiles.png', [176, 144], [48, 16], 0),
bushSprites: [
new Mario.Sprite('sprites/tiles.png', [176,144], [16,16],0),
new Mario.Sprite('sprites/tiles.png', [192,144], [16,16],0),
new Mario.Sprite('sprites/tiles.png', [208,144], [16,16],0)],
goombaSprite: function() {
return new Mario.Sprite('sprites/enemy.png', [0, 16], [16,16], 3, [0,1]);
},
koopaSprite: function() {
return new Mario.Sprite('sprites/enemy.png', [96,0], [16,32], 2, [0,1]);
},
flagPoleSprites: [
new Mario.Sprite('sprites/tiles.png', [256, 128], [16,16], 0),
new Mario.Sprite('sprites/tiles.png', [256, 144], [16,16], 0),
new Mario.Sprite('sprites/items.png', [128, 32], [16,16], 0)
]
});
ground = [[0,69],[71,86],[89,153],[155,212]];
player.pos[0] = level.playerPos[0];
player.pos[1] = level.playerPos[1];
vX = 0;
//build THE GROUND
ground.forEach(function(loc) {
level.putFloor(loc[0],loc[1]);
});
//build scenery
clouds = [[7,3],[19, 2],[56, 3],[67, 2],[87, 2],[103, 2],[152, 3],[163, 2],[200, 3]];
clouds.forEach(function(cloud){
level.putCloud(cloud[0],cloud[1]);
});
twoClouds = [[36,2],[132,2],[180,2]];
twoClouds.forEach(function(cloud){
level.putTwoCloud(cloud[0],cloud[1]);
});
threeClouds = [[27,3],[75,3],[123,3],[171,3]];
threeClouds.forEach(function(cloud){
level.putThreeCloud(cloud[0],cloud[1]);
});
bHills = [0,48,96,144,192]
bHills.forEach(function(hill) {
level.putBigHill(hill, 12);
});
sHills = [16,64,111,160];
sHills.forEach(function(hill) {
level.putSmallHill(hill, 12);
});
bushes = [23,71,118,167];
bushes.forEach(function(bush) {
level.putBush(bush, 12);
});
twoBushes = [41,89,137];
twoBushes.forEach(function(bush) {
level.putTwoBush(bush, 12);
});
threeBushes = [11,59,106];
threeBushes.forEach(function(bush) {
level.putThreeBush(bush, 12);
});
//interactable terrain
level.putQBlock(16, 9, new Mario.Bcoin([256, 144]));
level.putBrick(20, 9, null);
level.putQBlock(21, 9, new Mario.Mushroom([336, 144]));
level.putBrick(22, 9, null);
level.putQBlock(22, 5, new Mario.Bcoin([352, 80]));
level.putQBlock(23, 9, new Mario.Bcoin([368, 144]));
level.putBrick(24, 9, null);
level.putPipe(28, 13, 2);
level.putPipe(38, 13, 3);
level.putPipe(46, 13, 4);
level.putRealPipe(57, 9, 4, "DOWN", Mario.oneonetunnel);
level.putBrick(77, 9, null);
level.putQBlock(78, 9, new Mario.Mushroom([1248, 144]));
level.putBrick(79, 9, null);
level.putBrick(80, 5, null);
level.putBrick(81, 5, null);
level.putBrick(82, 5, null);
level.putBrick(83, 5, null);
level.putBrick(84, 5, null);
level.putBrick(85, 5, null);
level.putBrick(86, 5, null);
level.putBrick(87, 5, null);
level.putBrick(91, 5, null);
level.putBrick(92, 5, null);
level.putBrick(93, 5, null);
level.putQBlock(94, 5, new Mario.Bcoin([1504, 80]));
level.putBrick(94, 9, null);
level.putBrick(100, 9, new Mario.Star([1600, 144]));
level.putBrick(101, 9, null);
level.putQBlock(105, 9, new Mario.Bcoin([1680, 144]));
level.putQBlock(108, 9, new Mario.Bcoin([1728, 144]));
level.putQBlock(108, 5, new Mario.Mushroom([1728, 80]));
level.putQBlock(111, 9, new Mario.Bcoin([1776, 144]));
level.putBrick(117, 9, null);
level.putBrick(120, 5, null);
level.putBrick(121, 5, null);
level.putBrick(122, 5, null);
level.putBrick(123, 5, null);
level.putBrick(128, 5, null);
level.putQBlock(129, 5, new Mario.Bcoin([2074, 80]));
level.putBrick(129, 9, null);
level.putQBlock(130, 5, new Mario.Bcoin([2080, 80]));
level.putBrick(130, 9, null);
level.putBrick(131, 5, null);
level.putWall(134, 13, 1);
level.putWall(135, 13, 2);
level.putWall(136, 13, 3);
level.putWall(137, 13, 4);
level.putWall(140, 13, 4);
level.putWall(141, 13, 3);
level.putWall(142, 13, 2);
level.putWall(143, 13, 1);
level.putWall(148, 13, 1);
level.putWall(149, 13, 2);
level.putWall(150, 13, 3);
level.putWall(151, 13, 4);
level.putWall(152, 13, 4);
level.putWall(155, 13, 4);
level.putWall(156, 13, 3);
level.putWall(157, 13, 2);
level.putWall(158, 13, 1);
level.putPipe(163, 13, 2);
level.putBrick(168, 9, null);
level.putBrick(169, 9, null);
level.putQBlock(170, 9, new Mario.Bcoin([2720, 144]));
level.putBrick(171, 9, null);
level.putPipe(179, 13, 2);
level.putWall(181, 13, 1);
level.putWall(182, 13, 2);
level.putWall(183, 13, 3);
level.putWall(184, 13, 4);
level.putWall(185, 13, 5);
level.putWall(186, 13, 6);
level.putWall(187, 13, 7);
level.putWall(188, 13, 8);
level.putWall(189, 13, 8);
level.putFlagpole(198);
//and enemies
level.putGoomba(22, 12);
level.putGoomba(40, 12);
level.putGoomba(50, 12);
level.putGoomba(51, 12);
level.putGoomba(82, 4);
level.putGoomba(84, 4);
level.putGoomba(100, 12);
level.putGoomba(102, 12);
level.putGoomba(114, 12);
level.putGoomba(115, 12);
level.putGoomba(122, 12);
level.putGoomba(123, 12);
level.putGoomba(125, 12);
level.putGoomba(126, 12);
level.putGoomba(170, 12);
level.putGoomba(172, 12);
level.putKoopa(35, 11);
music.underground.pause();
// music.overworld.currentTime = 0;
music.overworld.play();
};

View File

@@ -0,0 +1,65 @@
var oneonetunnel = Mario.oneonetunnel = function() {
level = new Mario.Level({
playerPos: [40,16],
loader: Mario.oneonetunnel,
background: "#000000",
scrolling: false,
coinSprite: function() {
return new Mario.Sprite('sprites/items.png', [0,96],[16,16], 6,[0,0,0,0,1,2,1]);
},
floorSprite: new Mario.Sprite('sprites/tiles.png', [0,32],[16,16],0),
wallSprite: new Mario.Sprite('sprites/tiles.png', [32, 32],[16,16],0),
brickSprite: new Mario.Sprite('sprites/tiles.png', [16, 0], [16,16], 0),
brickBounceSprite: new Mario.Sprite('sprites/tiles.png',[32,0],[16,16],0),
ublockSprite: new Mario.Sprite('sprites/tiles.png', [48, 0], [16,16],0),
pipeLMidSprite: new Mario.Sprite('sprites/tiles.png', [0, 144], [16,16], 0),
pipeRMidSprite: new Mario.Sprite('sprites/tiles.png', [16, 144], [16,16], 0),
pipeLEndSprite: new Mario.Sprite('sprites/tiles.png', [0, 128], [16,16], 0),
pipeREndSprite: new Mario.Sprite('sprites/tiles.png', [16, 128], [16,16], 0),
pipeUpMid: new Mario.Sprite('sprites/tiles.png', [0, 144], [32,16], 0),
pipeSideMid: new Mario.Sprite('sprites/tiles.png', [48, 128], [16,32], 0),
pipeLeft: new Mario.Sprite('sprites/tiles.png', [32, 128], [16,32], 0),
pipeTop: new Mario.Sprite('sprites/tiles.png', [0, 128], [32,16], 0),
LPipeSprites:[
new Mario.Sprite('sprites/tiles.png', [32,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [32,144],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [48,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [48,144],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [64,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [64,144],[16,16],0),
]
});
player.pos[0] = level.playerPos[0];
player.pos[1] = level.playerPos[1];
vX = 0;
level.putFloor(0,16);
level.putWall(0,13,11);
walls = [4,5,6,7,8,9,10];
walls.forEach(function(loc){
level.putWall(loc,13,3);
level.putWall(loc,3,1);
});
coins = [[5,5], [6,5], [7,5], [8,5], [9,5],
[4,7], [5,7], [6,7], [7,7], [8,7], [9,7], [10,7],
[4,9], [5,9], [6,9], [7,9], [8,9], [9,9], [10,9]];
coins.forEach(function(pos){
level.putCoin(pos[0],pos[1]);
});
//level.putLeftPipe(13,11);
level.putRealPipe(13,11,3,"RIGHT", function() {
Mario.oneone.call();
player.pos = [2616, 177]
player.pipe("UP", function() {;});
});
level.putPipe(15,13,13);
music.overworld.pause();
music.underground.currentTime = 0;
music.underground.play();
};

View File

@@ -0,0 +1,218 @@
(function() {
var Level = Mario.Level = function(options) {
this.playerPos = options.playerPos;
this.scrolling = options.scrolling;
this.loader = options.loader;
this.background = options.background;
this.exit = options.exit;
this.floorSprite = options.floorSprite;
this.cloudSprite = options.cloudSprite;
this.wallSprite = options.wallSprite;
this.brickSprite = options.brickSprite;
this.rubbleSprite = options.rubbleSprite;
this.brickBounceSprite = options.brickBounceSprite;
this.ublockSprite = options.ublockSprite;
this.superShroomSprite = options.superShroomSprite;
this.fireFlowerSprite = options.fireFlowerSprite;
this.starSprite = options.starSprite;
this.coinSprite = options.coinSprite;
this.bcoinSprite = options.bcoinSprite;
this.goombaSprite = options.goombaSprite;
this.koopaSprite = options.koopaSprite;
//prop pipe sprites, to be phased out
this.pipeLEndSprite = options.pipeLEndSprite;
this.pipeREndSprite = options.pipeREndSprite;
this.pipeLMidSprite = options.pipeLMidSprite;
this.pipeRMidSprite = options.pipeRMidSprite;
//real pipe sprites, use these.
this.pipeUpMid = options.pipeUpMid;
this.pipeSideMid = options.pipeSideMid;
this.pipeLeft = options.pipeLeft;
this.pipeTop = options.pipeTop;
this.flagpoleSprites = options.flagPoleSprites;
this.LPipeSprites = options.LPipeSprites;
this.cloudSprites = options.cloudSprites;
this.hillSprites = options.hillSprites;
this.bushSprite = options.bushSprite;
this.bushSprites = options.bushSprites;
this.qblockSprite = options.qblockSprite;
this.invincibility = options.invincibility;
this.statics = [];
this.scenery = [];
this.blocks = [];
this.enemies = [];
this.items = [];
this.pipes = [];
for (var i = 0; i < 15; i++) {
this.statics[i] = [];
this.scenery[i] = [];
this.blocks[i] = [];
}
};
Level.prototype.putFloor = function(start, end) {
for (var i = start; i < end; i++) {
this.statics[13][i] = new Mario.Floor([16*i,208], this.floorSprite);
this.statics[14][i] = new Mario.Floor([16*i,224], this.floorSprite);
}
};
Level.prototype.putGoomba = function(x, y) {
this.enemies.push(new Mario.Goomba([16*x, 16*y], this.goombaSprite() ));
};
Level.prototype.putKoopa = function(x, y) {
this.enemies.push(new Mario.Koopa([16*x, 16*y], this.koopaSprite(), false));
};
Level.prototype.putWall = function(x, y, height) {
//y is the bottom of the wall in this case.
for (var i = y-height; i < y; i++) {
this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.wallSprite);
}
};
Level.prototype.putPipe = function(x, y, height) {
for (var i = y - height; i < y; i++) {
if (i === y - height) {
this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.pipeLEndSprite);
this.statics[i][x+1] = new Mario.Floor([16*x+16, 16*i], this.pipeREndSprite);
} else {
this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.pipeLMidSprite);
this.statics[i][x+1] = new Mario.Floor([16*x+16, 16*i], this.pipeRMidSprite);
}
}
};
//sometimes, pipes don't go straight up and down.
Level.prototype.putLeftPipe = function(x,y) {
this.statics[y][x] = new Mario.Floor([16*x, 16*y], this.LPipeSprites[0]);
this.statics[y+1][x] = new Mario.Floor([16*x,16*(y+1)], this.LPipeSprites[1]);
this.statics[y][x+1] = new Mario.Floor([16*(x+1),16*y], this.LPipeSprites[2]);
this.statics[y+1][x+1] = new Mario.Floor([16*(x+1),16*(y+1)], this.LPipeSprites[3]);
this.statics[y][x+2] = new Mario.Floor([16*(x+2),16*y], this.LPipeSprites[4]);
this.statics[y+1][x+2] = new Mario.Floor([16*(x+2),16*(y+1)], this.LPipeSprites[5]);
};
Level.prototype.putCoin = function(x, y) {
this.items.push(new Mario.Coin(
[x*16, y*16],
this.coinSprite()
));
};
Level.prototype.putCloud = function(x, y) {
this.scenery[y][x] = new Mario.Prop([x*16, y*16], this.cloudSprite);
};
Level.prototype.putQBlock = function(x, y, item) {
this.blocks[y][x] = new Mario.Block( {
pos: [x*16, y*16],
item: item,
sprite: this.qblockSprite,
usedSprite: this.ublockSprite
});
};
Level.prototype.putBrick = function(x,y,item) {
this.blocks[y][x] = new Mario.Block({
pos: [x*16, y*16],
item: item,
sprite: this.brickSprite,
bounceSprite: this.brickBounceSprite,
usedSprite: this.ublockSprite,
breakable: !item
});
};
Level.prototype.putBigHill = function(x, y) {
var px = x*16, py = y*16;
this.scenery[y][x] = new Mario.Prop([px, py], this.hillSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.hillSprites[3]);
this.scenery[y-1][x+1] = new Mario.Prop([px+16, py-16], this.hillSprites[0]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.hillSprites[4]);
this.scenery[y-1][x+2] = new Mario.Prop([px+32, py-16], this.hillSprites[3]);
this.scenery[y-2][x+2] = new Mario.Prop([px+32, py-32], this.hillSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.hillSprites[5]);
this.scenery[y-1][x+3] = new Mario.Prop([px+48, py-16], this.hillSprites[2]);
this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.hillSprites[2]);
};
Level.prototype.putBush = function(x, y) {
this.scenery[y][x] = new Mario.Prop([x*16, y*16], this.bushSprite);
};
Level.prototype.putThreeBush = function(x,y) {
px = x*16;
py = y*16;
this.scenery[y][x] = new Mario.Prop([px, py], this.bushSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.bushSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.bushSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.bushSprites[1]);
this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.bushSprites[2]);
};
Level.prototype.putTwoBush = function(x,y) {
px = x*16;
py = y*16;
this.scenery[y][x] = new Mario.Prop([px, py], this.bushSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.bushSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.bushSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.bushSprites[2]);
};
Level.prototype.putSmallHill = function(x, y) {
var px = x*16, py = y*16;
this.scenery[y][x] = new Mario.Prop([px, py], this.hillSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.hillSprites[3]);
this.scenery[y-1][x+1] = new Mario.Prop([px+16, py-16], this.hillSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.hillSprites[2]);
};
Level.prototype.putTwoCloud = function(x,y) {
px = x*16;
py = y*16;
this.scenery[y][x] = new Mario.Prop([px, py], this.cloudSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.cloudSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.cloudSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.cloudSprites[2]);
};
Level.prototype.putThreeCloud = function(x,y) {
px = x*16;
py = y*16;
this.scenery[y][x] = new Mario.Prop([px, py], this.cloudSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.cloudSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.cloudSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.cloudSprites[1]);
this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.cloudSprites[2]);
};
Level.prototype.putRealPipe = function(x, y, length, direction, destination) {
px = x*16;
py = y*16;
this.pipes.push(new Mario.Pipe({
pos: [px, py],
length: length,
direction: direction,
destination: destination
}));
}
Level.prototype.putFlagpole = function(x) {
this.statics[12][x] = new Mario.Floor([16*x, 192], this.wallSprite);
for (i=3; i < 12; i++) {
this.scenery[i][x] = new Mario.Prop([16*x, 16*i], this.flagpoleSprites[1])
}
this.scenery[2][x] = new Mario.Prop([16*x, 32], this.flagpoleSprites[0]);
this.items.push(new Mario.Flag(16*x));
}
})();

View File

@@ -0,0 +1,118 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
var Mushroom = Mario.Mushroom = function(pos) {
this.spawning = false;
this.waiting = 0;
Mario.Entity.call(this, {
pos: pos,
sprite: level.superShroomSprite,
hitbox: [0,0,16,16]
});
}
Mario.Util.inherits(Mushroom, Mario.Entity);
Mushroom.prototype.render = function(ctx, vX, vY) {
if (this.spawning > 1) return;
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
Mushroom.prototype.spawn = function() {
if (player.power > 0) {
//replace this with a fire flower
var ff = new Mario.Fireflower(this.pos)
ff.spawn();
return;
}
sounds.itemAppear.play();
this.idx = level.items.length;
level.items.push(this);
this.spawning = 12;
this.targetpos = [];
this.targetpos[0] = this.pos[0];
this.targetpos[1] = this.pos[1] - 16;
}
Mushroom.prototype.update = function(dt) {
if (this.spawning > 1) {
this.spawning -= 1;
if (this.spawning == 1) this.vel[1] = -.5;
return;
}
if (this.spawning) {
if (this.pos[1] <= this.targetpos[1]) {
this.pos[1] = this.targetpos[1];
this.vel[1] = 0;
this.waiting = 5;
this.spawning = 0;
this.vel[0] = 1;
}
} else {
this.acc[1] = 0.2;
}
if (this.waiting) {
this.waiting -= 1;
} else {
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.sprite.update(dt);
}
}
Mushroom.prototype.collideWall = function() {
this.vel[0] = -this.vel[0];
}
Mushroom.prototype.checkCollisions = function() {
if(this.spawning) {
return;
}
var h = this.pos[1] % 16 == 0 ? 1 : 2;
var w = this.pos[0] % 16 == 0 ? 1 : 2;
var baseX = Math.floor(this.pos[0] / 16);
var baseY = Math.floor(this.pos[1] / 16);
if (baseY + h > 15) {
delete level.items[this.idx];
return;
}
for (var i = 0; i < h; i++) {
for (var j = 0; j < w; j++) {
if (level.statics[baseY + i][baseX + j]) {
level.statics[baseY + i][baseX + j].isCollideWith(this);
}
if (level.blocks[baseY + i][baseX + j]) {
level.blocks[baseY + i][baseX + j].isCollideWith(this);
}
}
}
this.isPlayerCollided();
}
//we have access to player everywhere, so let's just do this.
Mushroom.prototype.isPlayerCollided = function() {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
player.powerUp(this.idx);
}
}
}
Mushroom.prototype.bump = function() {
this.vel[1] = -2;
}
})();

View File

@@ -0,0 +1,45 @@
Enemy:
#collideWith
checks collision. Bounces off of walls and other enemies. Kills marios.
gets killed by block bonk from below
Specific enemy behaviors:
koopas get replaced with shells
shells get kicked if touched from the side, instead of killing
Mario:
#collideWith
gets expelled from walls, bonks blocks, destroys blocks as big Mario
note: collision with blocks is determined by which one is over the center
if you're slightly to the side, you slip past it.
Crazy-ass sprite shifting if you're in star mode!
Item
#collideWith
item pickup logic
Mushroom
#update
movement logic for mushrooms
get impulse from being block bonked
this can be implemented by giving them the appropriate accel
just if they overlap a block from the bottom.
of course, only AFTER they finish sliding out of the block.
Water levels:
make a separate class for water Marios
less gravity
swimming sprite
fireballs are the same
jump works when not on the ground
different enemies
TODO: Make level loader use hashes instead of arrays where possible.
Should be a free performance gain.
Should also make item deletion less weird.
TODO: Make gravity exist higher up instead of having a magic number.
Note from the future: Nope. Different objects have different gravity.

View File

@@ -0,0 +1,160 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
//there are too many possible configurations of pipe to capture in a reasonable
//set of simple variables. Joints, etc. are just too much.
//To that end, the pipe class handles simple pipes, and we'll put together
//anything more complex with individual props. OK? OK.
Pipe = Mario.Pipe = function(options) {
this.pos = options.pos
//NOTE: direction is the direction you move INTO the pipe.
this.direction = options.direction
this.destination = options.destination
this.length = options.length;
if (this.direction === "UP" || this.direction === "DOWN") {
this.hitbox = [0,0, 32, this.length * 16];
this.midsection = level.pipeUpMid;
this.endsection = level.pipeTop;
} else {
this.hitbox = [0,0, 16*this.length, 32];
this.midsection = level.pipeSideMid;
this.endsection = level.pipeLeft;
}
}
Pipe.prototype.checkPipe = function() {
if (this.destination === undefined || !input.isDown(this.direction)) return;
var h = player.power===0 ? 16 : 32;
var x = Math.floor(player.pos[0]);
var y = Math.floor(player.pos[1]);
switch (this.direction) {
case 'RIGHT': if (x === this.pos[0]-16 &&
y >= this.pos[1] &&
y+h <= this.pos[1]+32) {
player.pipe(this.direction, this.destination)
}
break;
case 'LEFT': if (x === this.pos[0]+16*this.length &&
y >= this.pos[1] &&
y+h <= this.pos[1]+32) {
player.pipe(this.direction, this.destination)
}
break;
case 'UP': if (y === this.pos[1] + 16*this.length &&
x >= this.pos[0] &&
x+16 <= this.pos[0]+32) {
player.pipe(this.direction, this.destination)
}
break;
case 'DOWN': if (y+h === this.pos[1] &&
x >= this.pos[0] &&
x+16 <= this.pos[0]+32) {
player.pipe(this.direction, this.destination);
}
break;
}
}
//Note to self: next time, decide on a convention for which thing checks for collisions
//and stick to it. This is a pain.
Pipe.prototype.checkCollisions = function() {
var that = this;
level.enemies.forEach (function(ent) {
that.isCollideWith(ent);
});
level.items.forEach (function(ent) {
that.isCollideWith(ent);
});
fireballs.forEach(function(ent){
that.isCollideWith(ent)
});
if (!player.piping) this.isCollideWith(player);
}
Pipe.prototype.isCollideWith = function (ent) {
//long story short: because we scan every item, and and one 'rubble' item is four things with separate positions
//we'll crash without this line as soon as we destroy a block. OOPS.
if (ent.pos === undefined) return;
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [Math.floor(this.pos[0] + this.hitbox[0]), Math.floor(this.pos[1] + this.hitbox[1])];
var hpos2 = [Math.floor(ent.pos[0] + ent.hitbox[0]), Math.floor(ent.pos[1] + ent.hitbox[1])];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
//if the entity is over the block, it's basically floor
var center = hpos2[0] + ent.hitbox[2] / 2;
if (Math.abs(hpos2[1] + ent.hitbox[3] - hpos1[1]) <= ent.vel[1]) {
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] - ent.hitbox[3] - ent.hitbox[1];
ent.standing = true;
if (ent instanceof Mario.Player) {
ent.jumping = 0;
}
} else if (Math.abs(hpos2[1] - hpos1[1] - this.hitbox[3]) > ent.vel[1] &&
center + 2 >= hpos1[0] && center - 2 <= hpos1[0] + this.hitbox[2]) {
//ent is under the block.
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] + this.hitbox[3];
if (ent instanceof Mario.Player) {
ent.jumping = 0;
}
} else {
//entity is hitting it from the side, we're a wall
ent.collideWall(this);
}
}
}
}
//we COULD try to write some shenanigans so that the check gets put into the
//collision code, but there won't ever be more than a handful of pipes in a level
//so the performance hit of scanning all of them is miniscule.
Pipe.prototype.update = function(dt) {
if (this.destination) this.checkPipe();
}
//http://stackoverflow.com/questions/11227809/why-is-processing-a-sorted-array-faster-than-an-unsorted-array
//I honestly have no idea if javascript does this, but I feel like it makes sense
//stylistically to prefer branching outside of loops when possible as convention
//TODO: edit the spritesheet so UP and LEFT pipes aren't backwards.
Pipe.prototype.render = function(ctx, vX, vY) {
switch (this.direction) {
case "DOWN":
this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY);
for (var i = 1; i < this.length; i++) {
this.midsection.render(ctx, this.pos[0], this.pos[1]+i*16, vX, vY)
}
break;
case "UP":
this.endsection.render(ctx, this.pos[0], this.pos[1]+16*(this.length-1), vX, vY)
for (var i=0; i < this.length - 1; i++) {
this.midsection.render(ctx, this.pos[0], this.pos[1]+i*16, vX, vY)
}
break;
case "RIGHT":
this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY)
for (var i = 1; i < this.length; i++) {
this.midsection.render(ctx, this.pos[0]+16*i, this.pos[1], vX, vY)
}
break;
case "LEFT":
this.endsection.render(ctx, this.pos[0]+16*(this.length-1), this.pos[1], vX, vY)
for (var i = 0; i < this.legth-1; i++) {
this.midsection.render(ctx, this.pos[0], this.pos[1]+i*16, vX, vY)
}
break;
}
}
})();

View File

@@ -0,0 +1,446 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
var Player = Mario.Player = function(pos) {
//I know, I know, there are a lot of variables tracking Mario's state.
//Maybe these can be consolidated some way? We'll see once they're all in.
this.power = 0;
this.coins = 0;
this.powering = [];
this.bounce = false;
this.jumping = 0;
this.canJump = true;
this.invincibility = 0;
this.crouching = false;
this.fireballs = 0;
this.runheld = false;
this.noInput = false;
this.targetPos = [];
Mario.Entity.call(this, {
pos: pos,
sprite: new Mario.Sprite('sprites/player.png', [80,32],[16,16],0),
hitbox: [0,0,16,16]
});
};
Mario.Util.inherits(Player, Mario.Entity);
Player.prototype.run = function() {
this.maxSpeed = 2.5;
if (this.power == 2 && !this.runheld) {
this.shoot();
}
this.runheld = true;
}
Player.prototype.shoot = function() {
if (this.fireballs >= 2) return; //Projectile limit!
this.fireballs += 1;
var fb = new Mario.Fireball([this.pos[0]+8,this.pos[1]]); //I hate you, Javascript.
fb.spawn(this.left);
this.shooting = 2;
}
Player.prototype.noRun = function() {
this.maxSpeed = 1.5;
this.moveAcc = 0.07;
this.runheld = false;
}
Player.prototype.moveRight = function() {
//we're on the ground
if (this.vel[1] === 0 && this.standing) {
if (this.crouching) {
this.noWalk();
return;
}
this.acc[0] = this.moveAcc;
this.left = false;
} else {
this.acc[0] = this.moveAcc;
}
};
Player.prototype.moveLeft = function() {
if (this.vel[1] === 0 && this.standing) {
if (this.crouching) {
this.noWalk();
return;
}
this.acc[0] = -this.moveAcc;
this.left = true;
} else {
this.acc[0] = -this.moveAcc;
}
};
Player.prototype.noWalk = function() {
this.maxSpeed = 0;
if (this.vel[0] === 0) return;
if (Math.abs(this.vel[0]) <= 0.1) {
this.vel[0] = 0;
this.acc[0] = 0;
}
};
Player.prototype.crouch = function() {
if (this.power === 0) {
this.crouching = false;
return;
}
if (this.standing) this.crouching = true;
}
Player.prototype.noCrouch = function() {
this.crouching = false;
}
Player.prototype.jump = function() {
if (this.vel[1] > 0) {
return;
}
if (this.jumping) {
this.jumping -= 1;
} else if (this.standing && this.canJump) {
this.jumping = 20;
this.canJump = false;
this.standing = false;
this.vel[1] = -6;
if (this.power === 0) {
sounds.smallJump.currentTime = 0;
sounds.smallJump.play();
} else {
sounds.bigJump.currentTime = 0;
sounds.bigJump.play();
}
}
};
Player.prototype.noJump = function() {
this.canJump = true;
if (this.jumping) {
if (this.jumping <= 16) {
this.vel[1] = 0;
this.jumping = 0;
} else this.jumping -= 1;
}
};
Player.prototype.setAnimation = function() {
if (this.dying) return;
if (this.starTime) {
var index;
if (this.starTime > 60)
index = Math.floor(this.starTime / 2) % 3;
else index = Math.floor(this.starTime / 8) % 3;
this.sprite.pos[1] = level.invincibility[index];
if (this.power == 0) {
this.sprite.pos[1] += 32;
}
this.starTime -= 1;
if (this.starTime == 0) {
switch(this.power) {
case 0: this.sprite.pos[1] = 32; break;
case 1: this.sprite.pos[1] = 0; break;
case 2: this.sprite.pos[1] = 96; break;
}
}
}
//okay cool, now set the sprite
if (this.crouching) {
this.sprite.pos[0] = 176;
this.sprite.speed = 0;
return;
}
if (this.jumping) {
this.sprite.pos[0] = 160;
this.sprite.speed = 0;
} else if (this.standing) {
if (Math.abs(this.vel[0]) > 0) {
if (this.vel[0] * this.acc[0] >= 0) {
this.sprite.pos[0] = 96;
this.sprite.frames = [0,1,2];
if (this.vel[0] < 0.2) {
this.sprite.speed = 5;
} else {
this.sprite.speed = Math.abs(this.vel[0]) * 8;
}
} else if ((this.vel[0] > 0 && this.left) || (this.vel[0] < 0 && !this.left)){
this.sprite.pos[0] = 144;
this.sprite.speed = 0;
}
} else {
this.sprite.pos[0] = 80;
this.sprite.speed = 0;
}
if (this.shooting) {
this.sprite.pos[0] += 160;
this.shooting -= 1;
}
}
if (this.flagging) {
this.sprite.pos[0] = 192;
this.sprite.frames = [0,1];
this.sprite.speed = 10;
if (this.vel[1] === 0) this.sprite.frames = [0];
}
//which way are we facing?
if (this.left) {
this.sprite.img = 'sprites/playerl.png';
} else {
this.sprite.img = 'sprites/player.png';
}
};
Player.prototype.update = function(dt, vX) {
if (this.powering.length !== 0) {
var next = this.powering.shift();
if (next == 5) return;
this.sprite.pos = this.powerSprites[next];
this.sprite.size = this.powerSizes[next];
this.pos[1] += this.shift[next];
if (this.powering.length === 0) {
delete level.items[this.touchedItem];
}
return;
}
if (this.invincibility) {
this.invincibility -= Math.round(dt * 60);
}
if (this.waiting) {
this.waiting -= dt;
if (this.waiting <= 0) {
this.waiting = 0;
} else return;
}
if (this.bounce) {
this.bounce = false;
this.standing = false;
this.vel[1] = -3;
}
if (this.pos[0] <= vX) {
this.pos[0] = vX;
this.vel[0] = Math.max(this.vel[0], 0);
}
if (Math.abs(this.vel[0]) > this.maxSpeed) {
this.vel[0] -= 0.05 * this.vel[0] / Math.abs(this.vel[0]);
this.acc[0] = 0;
}
if (this.dying){
if (this.pos[1] < this.targetPos[1]) {
this.vel[1] = 1;
}
this.dying -= 1 * dt;
if (this.dying <= 0) {
player = new Mario.Player(level.playerPos);
level.loader.call();
input.reset();
}
}
else {
this.acc[1] = 0.25
if (this.pos[1] > 240) {
this.die();
}
}
if (this.piping) {
this.acc = [0,0];
var pos = [Math.round(this.pos[0]), Math.round(this.pos[1])]
if (pos[0] === this.targetPos[0] && pos[1] === this.targetPos[1]) {
this.piping = false;
this.pipeLoc.call();
}
}
if (this.flagging) {
this.acc = [0,0];
}
if (this.exiting) {
this.left = false;
this.flagging = false;
this.vel[0] = 1.5;
if (this.pos[0] >= this.targetPos[0]) {
this.sprite.size = [0,0];
this.vel = [0,0];
window.setTimeout(function() {
player.sprite.size = player.power===0 ? [16,16] : [16,32];
player.exiting = false;
player.noInput = false;
level.loader();
if (player.power !== 0) player.pos[1] -= 16;
music.overworld.currentTime = 0;
}, 5000);
}
}
//approximate acceleration
this.vel[0] += this.acc[0];
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.setAnimation();
this.sprite.update(dt);
};
Player.prototype.checkCollisions = function() {
if (this.piping || this.dying) return;
//x-axis first!
var h = this.power > 0 ? 2 : 1;
var w = 1;
if (this.pos[1] % 16 !== 0) {
h += 1;
}
if (this.pos[0] % 16 !== 0) {
w += 1;
}
var baseX = Math.floor(this.pos[0] / 16);
var baseY = Math.floor(this.pos[1] / 16);
for (var i = 0; i < h; i++) {
if (baseY + i < 0 || baseY + i >= 15) continue;
for (var j = 0; j < w; j++) {
if (baseY < 0) { i++;}
if (level.statics[baseY + i][baseX + j]) {
level.statics[baseY + i][baseX + j].isCollideWith(this);
}
if (level.blocks[baseY + i][baseX + j]) {
level.blocks[baseY + i][baseX + j].isCollideWith(this);
}
}
}
};
Player.prototype.powerUp = function(idx) {
sounds.powerup.play();
this.powering = [0,5,2,5,1,5,2,5,1,5,2,5,3,5,1,5,2,5,3,5,1,5,4];
this.touchedItem = idx;
if (this.power === 0) {
this.sprite.pos[0] = 80;
var newy = this.sprite.pos[1] - 32;
this.powerSprites = [[80, newy+32], [80, newy+32], [320, newy], [80, newy], [128, newy]];
this.powerSizes = [[16,16],[16,16],[16,32],[16,32],[16,32]];
this.shift = [0,16,-16,0,-16];
this.power = 1;
this.hitbox = [0,0,16,32];
} else if (this.power == 1) {
var curx = this.sprite.pos[0];
this.powerSprites = [[curx, 96], [curx, level.invincibility[0]],
[curx, level.invincibility[1]], [curx, level.invincibility[2]],
[curx, 96]];
this.powerSizes[[16,32],[16,32],[16,32],[16,32],[16,32]];
this.shift = [0,0,0,0,0];
this.power = 2;
} else {
this.powering = [];
delete level.items[idx];
//no animation, but we play the sound and you get 5000 points.
}
};
Player.prototype.damage = function() {
if (this.power === 0) { //if you're already small, you dead!
this.die();
} else { //otherwise, you get turned into small mario
sounds.pipe.play();
this.powering = [0,5,1,5,2,5,1,5,2,5,1,5,2,5,1,5,2,5,1,5,2,5,3];
this.shift = [0,16,-16,16];
this.sprite.pos = [160, 0];
this.powerSprites = [[160,0], [240, 32], [240, 0], [160, 32]];
this.powerSizes = [[16, 32], [16,16], [16,32], [16,16]];
this.invincibility = 120;
this.power = 0;
this.hitbox = [0,0,16,16];
}
};
Player.prototype.die = function () {
//TODO: rewrite the way sounds work to emulate the channels of an NES.
music.overworld.pause();
music.underground.pause();
music.overworld.currentTime = 0;
music.death.play();
this.noWalk();
this.noRun();
this.noJump();
this.acc[0] = 0;
this.sprite.pos = [176, 32];
this.sprite.speed = 0;
this.power = 0;
this.waiting = 0.5;
this.dying = 2;
if (this.pos[1] < 240) { //falling into a pit doesn't do the animation.
this.targetPos = [this.pos[0], this.pos[1]-128];
this.vel = [0,-5];
} else {
this.vel = [0,0];
this.targetPos = [this.pos[0], this.pos[1] - 16];
}
};
Player.prototype.star = function(idx) {
delete level.items[idx];
this.starTime = 660;
}
Player.prototype.pipe = function(direction, destination) {
sounds.pipe.play();
this.piping = true;
this.pipeLoc = destination;
switch(direction) {
case "LEFT":
this.vel = [-1,0];
this.targetPos = [Math.round(this.pos[0]-16), Math.round(this.pos[1])]
break;
case "RIGHT":
this.vel = [1,0];
this.targetPos = [Math.round(this.pos[0]+16), Math.round(this.pos[1])]
break;
case "DOWN":
this.vel = [0,1];
this.targetPos = [Math.round(this.pos[0]), Math.round(this.pos[1]+this.hitbox[3])]
break;
case "UP":
this.vel = [0,-1];
this.targetPos = [Math.round(this.pos[0]), Math.round(this.pos[1]-this.hitbox[3])]
break;
}
}
Player.prototype.flag = function() {
this.noInput = true;
this.flagging = true;
this.vel = [0, 2];
this.acc = [0, 0];
}
Player.prototype.exit = function() {
this.pos[0] += 16;
this.targetPos[0] = level.exit * 16;
this.left = true;
this.setAnimation();
this.waiting = 1;
this.exiting = true;
}
})();

View File

@@ -0,0 +1,15 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
//props do even less than entities, so they don't need to inherit really
var Prop = Mario.Prop = function(pos, sprite) {
this.pos = pos;
this.sprite = sprite;
}
//but we will be using the same Render, more or less.
Prop.prototype.render = function(ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
})();

View File

@@ -0,0 +1,62 @@
//simple resource loader
(function() {
var resourceCache = {};
var loading = [];
var readyCallbacks = [];
// Load an image url or an array of image urls
function load(urlOrArr) {
if(urlOrArr instanceof Array) {
urlOrArr.forEach(function(url) {
_load(url);
});
}
else {
_load(urlOrArr);
}
}
function _load(url) {
if(resourceCache[url]) {
return resourceCache[url];
}
else {
var img = new Image();
img.onload = function() {
resourceCache[url] = img;
if(isReady()) {
readyCallbacks.forEach(function(func) { func(); });
}
};
resourceCache[url] = false;
img.src = url;
}
}
function get(url) {
return resourceCache[url];
}
function isReady() {
var ready = true;
for(var k in resourceCache) {
if(resourceCache.hasOwnProperty(k) &&
!resourceCache[k]) {
ready = false;
}
}
return ready;
}
function onReady(func) {
readyCallbacks.push(func);
}
window.resources = {
load: load,
get: get,
onReady: onReady,
isReady: isReady
};
})();

View File

@@ -0,0 +1,55 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
//TODO: make each rubble an entity, use that render and write in Entity.update
var Rubble = Mario.Rubble = function() {
this.sprites = [];
this.poss = [];
this.vels = [];
}
Rubble.prototype.spawn = function(pos) {
this.idx = level.items.length;
level.items.push(this);
this.sprites[0] = level.rubbleSprite();
this.sprites[1] = level.rubbleSprite();
this.sprites[2] = level.rubbleSprite();
this.sprites[3] = level.rubbleSprite();
this.poss[0] = pos;
this.poss[1] = [ pos[0] + 8, pos[1] ];
this.poss[2] = [ pos[0], pos[1] + 8 ];
this.poss[3] = [ pos[0] + 8, pos[1] + 8 ];
this.vels[0] = [-1.25, -5];
this.vels[1] = [1.25, -5];
this.vels[2] = [-1.25, -3];
this.vels[3] = [1.25, -3];
}
Rubble.prototype.update = function(dt) {
for(var i = 0; i < 4; i++) {
if (this.sprites[i]===undefined) continue;
this.vels[i][1] += .3;
this.poss[i][0] += this.vels[i][0];
this.poss[i][1] += this.vels[i][1];
this.sprites[i].update(dt);
if (this.poss[i][1] > 256) {
delete this.sprites[i];
}
}
if (this.sprites.every(function (el) {return !el})) {
delete level.items[this.idx];
}
}
//You might argue that things that can't collide are more like scenery
//but these move and need to be deleted, and i'd rather deal with the 1d array.
Rubble.prototype.checkCollisions = function() {;}
Rubble.prototype.render = function() {
for(var i = 0; i < 4; i++) {
if (this.sprites[i] === undefined) continue;
this.sprites[i].render(ctx, this.poss[i][0], this.poss[i][1], vX, vY);
}
}
})();

View File

@@ -0,0 +1,47 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
var Sprite = Mario.Sprite = function(img, pos, size, speed, frames, once) {
this.pos = pos;
this.size = size;
this.speed = speed;
this._index = 0;
this.img = img;
this.once = once;
this.frames = frames;
}
Sprite.prototype.update = function(dt, gameTime) {
if (gameTime && gameTime == this.lastUpdated) return;
this._index += this.speed*dt;
if (gameTime) this.lastUpdated = gameTime;
}
Sprite.prototype.setFrame = function(frame) {
this._index = frame;
}
Sprite.prototype.render = function(ctx, posx, posy, vX, vY) {
var frame;
if (this.speed > 0) {
var max = this.frames.length;
var idx = Math.floor(this._index);
frame = this.frames[idx % max];
if (this.once && idx >= max) {
this.done = true;
return;
}
} else {
frame = 0;
}
var x = this.pos[0];
var y = this.pos[1];
x += frame*this.size[0];
ctx.drawImage(resources.get(this.img), x + (1/3),y + (1/3), this.size[0] - (2/3), this.size[1] - (2/3), Math.round(posx - vX), Math.round(posy - vY), this.size[0],this.size[1]);
}
})();

View File

@@ -0,0 +1,116 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
var Star = Mario.Star = function(pos) {
this.spawning = false;
this.waiting = 0;
Mario.Entity.call(this, {
pos: pos,
sprite: level.starSprite,
hitbox: [0,0,16,16]
});
}
Mario.Util.inherits(Star, Mario.Entity);
Star.prototype.render = function(ctx, vX, vY) {
if (this.spawning > 1) return;
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
Star.prototype.spawn = function() {
this.idx = level.items.length;
level.items.push(this);
this.spawning = 12;
this.targetpos = [];
this.targetpos[0] = this.pos[0];
this.targetpos[1] = this.pos[1] - 16;
}
Star.prototype.update = function(dt) {
if (this.spawning > 1) {
this.spawning -= 1;
if (this.spawning == 1) this.vel[1] = -.5;
return;
}
if (this.spawning) {
if (this.pos[1] <= this.targetpos[1]) {
this.pos[1] = this.targetpos[1];
this.vel[1] = 0;
this.waiting = 5;
this.spawning = 0;
this.vel[0] = 1;
}
} else {
this.acc[1] = 0.2;
}
if (this.standing) {
this.standing = false;
this.vel[1] = -3;
}
if (this.waiting) {
this.waiting -= 1;
} else {
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.sprite.update(dt);
}
}
Star.prototype.collideWall = function() {
this.vel[0] = -this.vel[0];
}
Star.prototype.checkCollisions = function() {
if(this.spawning) {
return;
}
var h = this.pos[1] % 16 == 0 ? 1 : 2;
var w = this.pos[0] % 16 == 0 ? 1 : 2;
var baseX = Math.floor(this.pos[0] / 16);
var baseY = Math.floor(this.pos[1] / 16);
if (baseY + h > 15) {
delete level.items[this.idx];
return;
}
for (var i = 0; i < h; i++) {
for (var j = 0; j < w; j++) {
if (level.statics[baseY + i][baseX + j]) {
level.statics[baseY + i][baseX + j].isCollideWith(this);
}
if (level.blocks[baseY + i][baseX + j]) {
level.blocks[baseY + i][baseX + j].isCollideWith(this);
}
}
}
this.isPlayerCollided();
}
//we have access to player everywhere, so let's just do this.
Star.prototype.isPlayerCollided = function() {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
player.star(this.idx);
}
}
}
Star.prototype.bump = function() {
this.vel[1] = -2;
}
})();

View File

@@ -0,0 +1,14 @@
(function() {
if (typeof Mario === 'undefined') {
window.Mario = {};
}
var Util = Mario.Util = {};
Util.inherits = function(subclass, superclass) {
function Surrogate() {};
Surrogate.prototype = superclass.prototype;
subclass.prototype = new Surrogate();
}
})()