/* -*- coding: utf-8 -*- * * Copyright (C) 2010 by Atzm WATANABE * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License (version 2) as * published by the Free Software Foundation. It is distributed in the * hope that it will be useful, but WITHOUT ANY WARRANTY; without even the * implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * $Id$ * */ System = { "screen": { "canvas": null, "ctx": null, "width": 0, "height": 0 }, "message": null, "boss": null, "player": null, "backgroundObject": new Array(), "deathPieces": new Array(), "gameOver": false, "mainIntervalId": 0 }; /* * Tiun Tiun */ var DeathPiece = function(sizes, colors, x, y, dir, speed) { var that = new LinerBullet(sizes[0], colors[0], null, x, y, dir, speed); var sizeIdx = -1; var colorIdx = -1; that.getSize = function() { if (++sizeIdx >= sizes.length) sizeIdx = 0; return sizes[sizeIdx]; }; that.getColor = function() { if (++colorIdx >= colors.length) colorIdx = 0; return colors[colorIdx]; }; return that; }; /* * Utility Functions */ function updateBackground(ctx, width, height, size, color, max) { if (System.backgroundObject.length < max) { var x = Math.ceil(Math.random() * width); var s = Math.ceil(Math.random() * 5); System.backgroundObject.push( new LinerBullet(size, color, null, x, 0, 0.5 * Math.PI, s)); } var newObjs = new Array(); for (var i = 0; i < System.backgroundObject.length; i++) { System.backgroundObject[i].next(); System.backgroundObject[i].draw(ctx); if (!System.backgroundObject[i].vanished(width, height)) newObjs.push(System.backgroundObject[i]); } System.backgroundObject = newObjs; } function updateDeathPieces(ctx, width, height, x, y, sizes, colors, speed, way) { if (System.deathPieces.length <= 0) { if (way % 2) way++; var angle = 0; var delta = 2 / way; for(i = 0; i < way; i++) { System.deathPieces.push( new DeathPiece(sizes, colors, x, y, angle * Math.PI, speed)); angle += delta; } } var newObjs = new Array(); for (var i = 0; i < System.deathPieces.length; i++) { System.deathPieces[i].next(); System.deathPieces[i].draw(ctx); if (!System.deathPieces[i].vanished(width, height)) newObjs.push(System.deathPieces[i]); } System.deathPieces = newObjs; return !System.deathPieces.length; } function drawScreen(ctx, op, style, width, height) { var c = ctx.globalCompositeOperation; ctx.globalCompositeOperation = op; ctx.beginPath(); ctx.fillStyle = style; ctx.fillRect(0, 0, width, height); ctx.fill(); ctx.closePath(); ctx.globalCompositeOperation = c; } function drawLifeGauge(ctx, op, trooper, x, y, width) { var length = trooper.life; if (length > width - 20) length = width - 20; var c = ctx.globalCompositeOperation; ctx.globalCompositeOperation = op; ctx.beginPath(); ctx.fillStyle = trooper.color; ctx.fillRect(x, y, length, 10); ctx.fill(); ctx.closePath(); ctx.globalCompositeOperation = c; drawString(ctx, op, trooper.life, x + 2, y + 8, trooper.color, "6pt monospace", "left"); } function drawString(ctx, op, string, x, y, color, font, align) { var a = ctx.textAlign; var f = ctx.font; var c = ctx.globalCompositeOperation; ctx.globalCompositeOperation = op; ctx.beginPath(); ctx.textAlign = align; ctx.fillStyle = color; ctx.font = font; ctx.fillText(string, x, y); ctx.fill(); ctx.textAlign = a; ctx.font = f; ctx.closePath(); ctx.globalCompositeOperation = c; } function updateTrooper(trooper, enemy) { if (System.gameOver) { trooper.clearBullet(); enemy.clearBullet(); drawString( System.screen.ctx, "source-over", "GAME OVER", System.screen.width / 2, System.screen.height / 2, "#ACF", "24pt monospace", "center" ); } else if (trooper.isDead()) { trooper.clearBullet(); enemy.clearBullet(); System.gameOver = updateDeathPieces( System.screen.ctx, System.screen.width, System.screen.height, trooper.x, trooper.y, [6, 8, 10], ["#55F", "#AAF"], 3, 8 ); } else if (enemy.isDead()) { trooper.draw(System.screen.ctx); } else { trooper.update(enemy); trooper.draw(System.screen.ctx); } } function setMessage(elem, msg) { if (elem) elem.innerHTML = msg; } function addMessage(elem, msg) { if (elem) elem.innerHTML += msg; } /* * Main loop */ function mainLoop() { // clear screen drawScreen( System.screen.ctx, "source-over", "rgba(8,8,8,0.8)", System.screen.width, System.screen.height ); // update background objects updateBackground( System.screen.ctx, System.screen.width, System.screen.height, 1, "#CAF", 10 ); // update/draw troopers updateTrooper(System.player, System.boss); updateTrooper(System.boss, System.player); // draw player name/life drawString( System.screen.ctx, "source-over", System.player.name, 10, System.screen.height - 25, "#ACF", "9pt monospace", "left" ); drawLifeGauge( System.screen.ctx, "lighter", System.player, 10, System.screen.height - 20, System.screen.width ); // draw boss name/life drawString( System.screen.ctx, "source-over", System.boss.name, 10, 35, "#FCA", "9pt monospace", "left" ); drawLifeGauge( System.screen.ctx, "lighter", System.boss, 10, 10, System.screen.width ); } /* * Initializer */ function initGame(canvas, msg, bossId, bossData, playerData) { System.screen.canvas = canvas; System.message = msg; System.screen.ctx = System.screen.canvas.getContext("2d"); System.screen.width = System.screen.canvas.width; System.screen.height = System.screen.canvas.height; System.gameOver = false; System.screen.ctx.globalCompositeOperation = "lighter"; if (System.mainIntervalId) { clearInterval(System.mainIntervalId); System.mainIntervalId = 0; } drawScreen( System.screen.ctx, "source-over", "rgba(0,0,0,1)", System.screen.width, System.screen.height ); System.player = new Trooper( playerData.name, new ActionList([new ManualAction(new ManualShot())]), playerData.size, playerData.hitsize, "#33F", "#F33", System.screen.width / 2, System.screen.height - System.screen.height / 7, System.screen.width, System.screen.height, playerData.hitpoint, playerData.speed, playerData.numbombs, ["rgba(255,0,0,0.3)", "rgba(0,0,255,0.3)"], [new LinerBarrage(YExtendBullet, playerData.shotsize, "rgba(64,64,128,0.7)", null, playerData.shotinterval, playerData.shotspeed, playerData.shotlevel, -0.5), new LinerBarrage(YExtendBullet, playerData.shotsize, "rgba(64,64,128,0.7)", null, playerData.shotinterval, playerData.shotspeed, playerData.shotlevel, 0.5), new CircularBarrage(LinerBullet, playerData.shotsize, "rgba(64,64,128,0.7)", null, playerData.shotinterval, playerData.shotspeed, playerData.shotlevel + 2, -0.5)] ); var actList = EnemyActionLists[bossData.mtime % EnemyActionLists.length]; var shot = EnemyShots[bossData.hitpoint % EnemyShots.length]; var numAct = bossData.agility % (EnemyActions.length - 1) + 1; var numBlt = bossData.skills.length % (EnemyBullets.length - 1) + 1; var numBrrg = bossData.skills.length % (EnemyBarrages.length - 1) + 1; var acts = new Array(); var brrgs = new Array(); var bulletWay = Math.ceil(bossData.concentration / 10); var bulletInterval = Math.round(50 * 1 / Math.log(bossData.skillpoint + 0.1)); var bulletSize = Math.round(Math.log(bossData.luck + 1)); var bulletFrameWidth = (bulletSize + 5) * 2; var bulletFrameHeight = (bulletSize + 5) * 4; var bulletSpeed = bossData.strength / 15; bulletSpeed = Math.log(bulletSpeed < 1.5 ? 1.5 : bulletSpeed); setMessage(System.message, ""); addMessage(System.message, " bulletWay:" + String(bulletWay) + "
"); addMessage(System.message, " bulletInterval:" + String(bulletInterval) + "
"); addMessage(System.message, " bulletSize:" + String(bulletSize) + "
"); addMessage(System.message, " bulletSpeed:" + String(bulletSpeed) + "
"); addMessage(System.message, "ActionsIdx:"); for (var i = 0; i < numAct; i++) { var idx = (bossData.agility + i) % EnemyActions.length; acts.push(new EnemyActions[idx](new shot())); addMessage(System.message, String(idx) + "(" + String(bossData.hitpoint % EnemyShots.length) + "),"); } addMessage(System.message, "
"); for (var i = 0; i < numBrrg; i++) { var idx = (bossData.skillpoint + i * (bossData.skills.length + 1)) % EnemyBarrages.length; var brrgCls = EnemyBarrages[idx]; addMessage(System.message, "BarragesIdx:" + String(idx) + " / BulletsIdx:"); for (var k = 0; k < numBlt; k++) { var iidx = (bossData.skills.length + i + k) % EnemyBullets.length; brrgs.push( new brrgCls( EnemyBullets[iidx], bulletSize, "#FF3", {"style": "rect", "color": "rgba(128,32,32,0.5)", "width": bulletFrameWidth, "height": bulletFrameHeight}, bulletInterval, bulletSpeed, bulletWay ) ); addMessage(System.message, String(iidx) + ","); } addMessage(System.message, "
"); } var size = Math.ceil((System.screen.width / 2) * (1 / bossData.defense)); size = size < playerData.size ? playerData.size : size; System.boss = new Trooper( bossData.name, new actList(acts), size, size, "#F33", "#F33", System.screen.width / 2, System.screen.height / 7, System.screen.width, System.screen.height, bossData.hitpoint, Math.log(bossData.agility + 0.1) * 3, 0, ["rgba(255,0,0,0.3)", "rgba(0,0,255,0.3)"], brrgs ); System.backgroundObject = new Array(); System.mainIntervalId = setInterval(mainLoop, 20); }