1 | /* -*- coding: utf-8 -*- |
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2 | * |
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3 | * Copyright (C) 2010 by Atzm WATANABE <atzm@atzm.org> |
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4 | * |
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5 | * This program is free software; you can redistribute it and/or modify it |
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6 | * under the terms of the GNU General Public License (version 2) as |
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7 | * published by the Free Software Foundation. It is distributed in the |
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8 | * hope that it will be useful, but WITHOUT ANY WARRANTY; without even the |
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9 | * implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR |
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10 | * PURPOSE. See the GNU General Public License for more details. |
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11 | * |
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12 | * $Id$ |
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13 | * |
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14 | */ |
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15 | |
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16 | System = { |
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17 | "screen": { |
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18 | "canvas": null, |
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19 | "ctx": null, |
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20 | "width": 0, |
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21 | "height": 0 |
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22 | }, |
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23 | "message": null, |
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24 | "enemies": new Array(), |
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25 | "players": new Array(), |
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26 | "backgroundObject": new Array(), |
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27 | "deathPieces": new Array(), |
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28 | "mainIntervalId": 0 |
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29 | }; |
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30 | |
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31 | |
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32 | /* |
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33 | * Tiun Tiun Utilities |
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34 | */ |
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35 | var DeathPiece = function(sizes, colors, x, y, dir, speed) { |
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36 | var that = new LinerBullet(sizes[0], colors[0], null, x, y, dir, speed); |
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37 | |
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38 | var sizeIdx = -1; |
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39 | var colorIdx = -1; |
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40 | |
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41 | that.getSize = function() { |
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42 | if (++sizeIdx >= sizes.length) |
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43 | sizeIdx = 0; |
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44 | return sizes[sizeIdx]; |
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45 | }; |
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46 | |
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47 | that.getColor = function() { |
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48 | if (++colorIdx >= colors.length) |
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49 | colorIdx = 0; |
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50 | return colors[colorIdx]; |
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51 | }; |
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52 | |
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53 | return that; |
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54 | }; |
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55 | |
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56 | function addDeathPieces(x, y, sizes, colors, speed, way) { |
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57 | if (way % 2) |
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58 | way++; |
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59 | |
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60 | var pieces = new Array(); |
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61 | var angle = 0; |
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62 | var delta = 2 / way; |
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63 | |
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64 | for(var i = 0; i < way; i++) { |
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65 | pieces.push(new DeathPiece(sizes, colors, x, y, angle * Math.PI, speed)); |
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66 | angle += delta; |
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67 | } |
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68 | |
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69 | System.deathPieces.push(pieces); |
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70 | } |
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71 | |
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72 | function updateDeathPieces(ctx, width, height) { |
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73 | var newObjs = new Array(); |
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74 | |
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75 | for (var i = 0; i < System.deathPieces.length; i++) { |
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76 | var pieces = System.deathPieces[i]; |
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77 | var newPieces = new Array(); |
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78 | |
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79 | for (var k = 0; k < pieces.length; k++) { |
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80 | pieces[k].next(); |
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81 | pieces[k].draw(ctx); |
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82 | if (!pieces[k].vanished(width, height)) |
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83 | newPieces.push(pieces[k]); |
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84 | } |
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85 | |
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86 | if (newPieces.length) |
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87 | newObjs.push(newPieces); |
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88 | } |
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89 | |
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90 | System.deathPieces = newObjs; |
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91 | } |
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92 | |
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93 | |
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94 | /* |
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95 | * Utility Functions |
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96 | */ |
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97 | function setMessage(elem, msg) { |
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98 | if (elem) |
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99 | elem.innerHTML = msg; |
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100 | } |
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101 | |
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102 | function addMessage(elem, msg) { |
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103 | if (elem) |
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104 | elem.innerHTML += msg; |
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105 | } |
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106 | |
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107 | function updateBackground(ctx, width, height, size, color, max) { |
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108 | if (System.backgroundObject.length < max) { |
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109 | var x = Math.ceil(Math.random() * width); |
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110 | var s = Math.ceil(Math.random() * 5); |
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111 | System.backgroundObject.push( |
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112 | new LinerBullet(size, color, null, x, 0, 0.5 * Math.PI, s)); |
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113 | } |
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114 | |
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115 | var newObjs = new Array(); |
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116 | |
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117 | for (var i = 0; i < System.backgroundObject.length; i++) { |
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118 | System.backgroundObject[i].next(); |
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119 | System.backgroundObject[i].draw(ctx); |
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120 | if (!System.backgroundObject[i].vanished(width, height)) |
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121 | newObjs.push(System.backgroundObject[i]); |
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122 | } |
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123 | |
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124 | System.backgroundObject = newObjs; |
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125 | } |
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126 | |
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127 | function drawScreen(ctx, op, style, width, height) { |
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128 | var c = ctx.globalCompositeOperation; |
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129 | ctx.globalCompositeOperation = op; |
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130 | ctx.beginPath(); |
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131 | ctx.fillStyle = style; |
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132 | ctx.fillRect(0, 0, width, height); |
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133 | ctx.fill(); |
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134 | ctx.closePath(); |
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135 | ctx.globalCompositeOperation = c; |
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136 | } |
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137 | |
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138 | function drawLifeGauge(ctx, op, trooper, x, y, width) { |
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139 | var length = trooper.life; |
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140 | |
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141 | if (length > width - 20) |
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142 | length = width - 20; |
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143 | |
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144 | var c = ctx.globalCompositeOperation; |
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145 | ctx.globalCompositeOperation = op; |
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146 | ctx.beginPath(); |
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147 | ctx.fillStyle = trooper.color; |
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148 | ctx.fillRect(x, y, length, 10); |
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149 | ctx.fill(); |
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150 | ctx.closePath(); |
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151 | ctx.globalCompositeOperation = c; |
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152 | |
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153 | drawString(ctx, op, trooper.life, x + 2, y + 8, trooper.color, |
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154 | "6pt monospace", "left"); |
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155 | } |
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156 | |
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157 | function drawString(ctx, op, string, x, y, color, font, align) { |
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158 | var a = ctx.textAlign; |
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159 | var f = ctx.font; |
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160 | var c = ctx.globalCompositeOperation; |
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161 | ctx.globalCompositeOperation = op; |
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162 | ctx.beginPath(); |
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163 | ctx.textAlign = align; |
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164 | ctx.fillStyle = color; |
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165 | ctx.font = font; |
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166 | ctx.fillText(string, x, y); |
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167 | ctx.fill(); |
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168 | ctx.textAlign = a; |
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169 | ctx.font = f; |
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170 | ctx.closePath(); |
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171 | ctx.globalCompositeOperation = c; |
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172 | } |
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173 | |
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174 | function updateTrooper(trooper, enemyKey) { |
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175 | trooper.update(System[enemyKey]); |
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176 | |
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177 | var aliveEnemies = new Array(); |
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178 | for (var i = 0; i < System[enemyKey].length; i++) { |
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179 | var enemy = System[enemyKey][i]; |
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180 | |
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181 | if (enemy.isDead()) { |
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182 | addDeathPieces( |
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183 | enemy.x, enemy.y, |
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184 | [6, 8, 10], ["#55F", "#AAF"], 3, 8 |
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185 | ); |
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186 | } |
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187 | else { |
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188 | aliveEnemies.push(enemy); |
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189 | } |
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190 | } |
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191 | System[enemyKey] = aliveEnemies; |
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192 | |
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193 | trooper.draw(System.screen.ctx); |
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194 | } |
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195 | |
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196 | function addEnemy(enemyData) { |
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197 | var actList = EnemyActionLists[enemyData.mtime % EnemyActionLists.length]; |
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198 | var shot = EnemyShots[enemyData.hitpoint % EnemyShots.length]; |
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199 | var numAct = enemyData.agility % (EnemyActions.length - 1) + 1; |
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200 | var numBlt = enemyData.skills.length % (EnemyBullets.length - 1) + 1; |
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201 | var numBrrg = enemyData.skills.length % (EnemyBarrages.length - 1) + 1; |
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202 | var acts = new Array(); |
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203 | var brrgs = new Array(); |
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204 | |
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205 | var bulletWay = Math.ceil(enemyData.concentration / 10); |
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206 | var bulletInterval = Math.round(50 * 1 / Math.log(enemyData.skillpoint + 0.1)); |
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207 | var bulletSize = Math.round(Math.log(enemyData.luck + 1)); |
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208 | var bulletFrameWidth = (bulletSize + 5) * 2; |
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209 | var bulletFrameHeight = (bulletSize + 5) * 4; |
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210 | var bulletSpeed = enemyData.strength / 15; |
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211 | |
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212 | bulletSpeed = Math.log(bulletSpeed < 1.5 ? 1.5 : bulletSpeed); |
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213 | |
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214 | for (var i = 0; i < numAct; i++) { |
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215 | var idx = (enemyData.agility + i) % EnemyActions.length; |
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216 | acts.push(new EnemyActions[idx](new shot())); |
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217 | } |
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218 | |
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219 | for (var i = 0; i < numBrrg; i++) { |
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220 | var idx = (enemyData.skillpoint + i * (enemyData.skills.length + 1)) % EnemyBarrages.length; |
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221 | var brrgCls = EnemyBarrages[idx]; |
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222 | |
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223 | for (var k = 0; k < numBlt; k++) { |
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224 | var iidx = (enemyData.skills.length + i + k) % EnemyBullets.length; |
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225 | brrgs.push( |
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226 | new brrgCls( |
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227 | EnemyBullets[iidx], |
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228 | bulletSize, |
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229 | "#FF3", |
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230 | {"style": "rect", "color": "rgba(128,32,32,0.5)", |
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231 | "width": bulletFrameWidth, "height": bulletFrameHeight}, |
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232 | bulletInterval, |
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233 | bulletSpeed, |
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234 | bulletWay |
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235 | ) |
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236 | ); |
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237 | } |
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238 | } |
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239 | |
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240 | var size = Math.ceil((System.screen.width / 2) * (1 / enemyData.defense)); |
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241 | var enemy = new Trooper( |
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242 | enemyData.name, |
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243 | new actList(acts), |
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244 | size, |
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245 | size, |
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246 | "#F33", |
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247 | "#F33", |
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248 | System.screen.width / 2, |
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249 | System.screen.height / 7, |
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250 | System.screen.width, |
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251 | System.screen.height, |
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252 | enemyData.hitpoint, |
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253 | Math.log(enemyData.agility + 0.1) * 3, |
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254 | 0, |
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255 | ["rgba(255,0,0,0.3)", "rgba(0,0,255,0.3)"], |
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256 | brrgs |
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257 | ); |
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258 | |
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259 | System.enemies.push(enemy); |
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260 | } |
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261 | |
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262 | |
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263 | /* |
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264 | * Main loop |
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265 | */ |
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266 | function mainLoop() { |
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267 | // clear screen |
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268 | drawScreen( |
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269 | System.screen.ctx, |
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270 | "source-over", |
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271 | "rgba(8,8,8,0.8)", |
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272 | System.screen.width, |
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273 | System.screen.height |
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274 | ); |
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275 | |
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276 | // update background objects |
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277 | updateBackground( |
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278 | System.screen.ctx, |
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279 | System.screen.width, |
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280 | System.screen.height, |
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281 | 1, "#CAF", 10 |
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282 | ); |
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283 | |
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284 | // update/draw troopers |
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285 | for (var i = 0; i < System.players.length; i++) { |
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286 | var player = System.players[i]; |
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287 | |
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288 | updateTrooper(player, "enemies"); |
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289 | |
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290 | drawLifeGauge( |
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291 | System.screen.ctx, |
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292 | "lighter", |
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293 | player, |
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294 | 10, |
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295 | (System.screen.height - 20) - (i * 33), |
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296 | System.screen.width |
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297 | ); |
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298 | |
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299 | drawString( |
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300 | System.screen.ctx, |
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301 | "source-over", |
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302 | player.name, |
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303 | 10, |
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304 | (System.screen.height - 23) - (i * 33), |
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305 | "#ACF", "9pt monospace", "left" |
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306 | ); |
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307 | } |
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308 | |
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309 | // update/draw enemies |
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310 | for (var i = 0; i < System.enemies.length; i++) { |
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311 | var enemy = System.enemies[i]; |
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312 | |
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313 | updateTrooper(enemy, "players"); |
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314 | |
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315 | drawLifeGauge( |
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316 | System.screen.ctx, |
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317 | "lighter", |
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318 | enemy, 10, i * 33 + 10, |
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319 | System.screen.width |
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320 | ); |
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321 | |
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322 | drawString( |
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323 | System.screen.ctx, |
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324 | "source-over", |
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325 | enemy.name, 10, i * 33 + 33, |
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326 | "#FCA", "9pt monospace", "left" |
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327 | ); |
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328 | } |
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329 | |
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330 | updateDeathPieces(System.screen.ctx, |
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331 | System.screen.width, |
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332 | System.screen.height); |
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333 | |
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334 | if (!System.players.length) { |
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335 | drawString( |
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336 | System.screen.ctx, "source-over", |
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337 | "GAME OVER", |
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338 | System.screen.width / 2, |
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339 | System.screen.height / 2, |
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340 | "#ACF", "24pt monospace", "center" |
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341 | ); |
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342 | } |
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343 | } |
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344 | |
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345 | |
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346 | /* |
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347 | * Initializer |
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348 | */ |
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349 | function initGame(canvas, msg, playerData) { |
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350 | System.screen.canvas = canvas; |
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351 | System.message = msg; |
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352 | System.screen.ctx = System.screen.canvas.getContext("2d"); |
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353 | System.screen.width = System.screen.canvas.width; |
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354 | System.screen.height = System.screen.canvas.height; |
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355 | System.gameOver = false; |
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356 | |
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357 | System.screen.ctx.globalCompositeOperation = "lighter"; |
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358 | |
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359 | if (System.mainIntervalId) { |
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360 | clearInterval(System.mainIntervalId); |
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361 | System.mainIntervalId = 0; |
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362 | } |
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363 | |
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364 | drawScreen( |
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365 | System.screen.ctx, |
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366 | "source-over", |
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367 | "rgba(0,0,0,1)", |
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368 | System.screen.width, |
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369 | System.screen.height |
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370 | ); |
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371 | |
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372 | System.players.push(new Trooper( |
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373 | playerData.name, |
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374 | new ActionList([new ManualAction(new ManualShot())]), |
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375 | playerData.size, |
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376 | playerData.hitsize, |
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377 | "#33F", |
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378 | "#F33", |
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379 | System.screen.width / 2, |
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380 | System.screen.height - System.screen.height / 7, |
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381 | System.screen.width, |
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382 | System.screen.height, |
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383 | playerData.hitpoint, |
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384 | playerData.speed, |
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385 | playerData.numbombs, |
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386 | ["rgba(255,0,0,0.3)", "rgba(0,0,255,0.3)"], |
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387 | [new LinerBarrage(YExtendBullet, |
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388 | playerData.shotsize, |
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389 | "rgba(64,64,128,0.7)", |
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390 | null, |
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391 | playerData.shotinterval, |
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392 | playerData.shotspeed, |
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393 | playerData.shotlevel, |
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394 | -0.5), |
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395 | new LinerBarrage(YExtendBullet, |
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396 | playerData.shotsize, |
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397 | "rgba(64,64,128,0.7)", |
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398 | null, |
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399 | playerData.shotinterval, |
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400 | playerData.shotspeed, |
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401 | playerData.shotlevel, |
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402 | 0.5), |
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403 | new CircularBarrage(LinerBullet, |
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404 | playerData.shotsize, |
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405 | "rgba(64,64,128,0.7)", |
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406 | null, |
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407 | playerData.shotinterval, |
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408 | playerData.shotspeed, |
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409 | playerData.shotlevel + 2, |
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410 | -0.5)] |
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411 | )); |
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412 | |
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413 | System.backgroundObject = new Array(); |
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414 | System.mainIntervalId = setInterval(mainLoop, 20); |
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415 | } |
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