--- /dev/null
+*.swp
+*.zip
+packaging/*
--- /dev/null
+"use strict";
+
+let game;
+
+let game_started = false;
+
+let just_started = true;
+
+let level_number = 1;
+
+let map;
+
+let intitle;
+let wonitall;
+
+/* --------- definitions ---------- */
+
+/* state:
+ * STAND: doing some kind of selection, or waiting
+ * MOVE: creature is moving
+ * WIN: level complete
+ */
+let State = { STAND: 0, MOVE: 1, WIN: 2 };
+
+let can_continue = false;
+
+let save_data = 1;
+const SAVE_KEY = "casso.lizardwizard.save"
+
+zb.ready(function() {
+ game = zb.create_game({
+ canvas: 'canvas',
+ canvas_w: 480,
+ canvas_h: 720,
+ draw_scale: 3,
+ tile_size: 20,
+ level_w: 8,
+ level_h: 12,
+ background_color: '#41522E',
+ draw_func: do_draw,
+ update_func: do_update,
+ run_in_background: true,
+ save_key: SAVE_KEY,
+ state: State.STAND,
+ events: {
+ keyup: handle_keyup,
+ mouseup: handle_mouseup,
+ mousedown: handle_mousedown,
+ mousemove: handle_mousemove,
+ gamestart: handle_gamestart,
+ },
+ buttons: [
+ {
+ id: 0,
+ callback: undo,
+ x: 28,
+ y: 0,
+ },
+ {
+ id: 1,
+ callback: reset,
+ x: 44,
+ y: 0,
+ },
+ {
+ id: 2,
+ callback: mute_button,
+ x: 116,
+ y: 0,
+ },
+ {
+ id: 4,
+ callback: colorblind_button,
+ x: 100,
+ y: 0,
+ },
+ ],
+ });
+
+ game.register_images({
+ creatures: 'img/creatures.png',
+ tiles: 'img/tiles.png',
+ selector: 'img/selector.png',
+ markers: 'img/markers.png',
+ shine: 'img/shine.png',
+ sparkle: 'img/sparkle.png',
+ levelnums: 'img/levelnums.png',
+ clicktocontinue: 'img/clicktocontinue.png',
+ buttons: 'img/buttons.png',
+ titlescreen: 'img/titlescreen.png',
+ endscreen: 'img/endscreen.png',
+ leveltext: {
+ 1: 'img/level/1.png',
+ 2: 'img/level/2.png',
+ 4: 'img/level/4.png',
+ 7: 'img/level/7.png',
+ 9: 'img/level/9.png',
+ }
+ });
+
+ game.register_sfx({
+ win: {
+ path: 'sfx/win.wav',
+ volume: 0.95,
+ },
+ hop: {
+ path: 'sfx/win.wav',
+ volume: 0.95,
+ },
+ });
+
+ game.register_music({
+ bgm: {
+ path: 'music/bugjazz',
+ volume: 0.9,
+ },
+ feet: {
+ path: 'sfx/feet.wav',
+ volume: 1.0,
+ },
+ slide: {
+ path: 'sfx/slide.wav',
+ volume: 1.0,
+ },
+ });
+
+ game.resources_ready();
+
+ game.transition.color = game.background_color;
+
+ for (let b of game.buttons) {
+ b.state = 0;
+ }
+});
+
+let ID = {
+ ladybug: 0,
+ frog: 1,
+ spider: 2,
+ snailV: 3,
+ snailH: 4,
+ stagbeetleV: 5,
+ stagbeetleH: 6,
+};
+
+let mapID = {
+ blank: 0,
+ normal: 1,
+ blue: 2,
+ red: 3,
+ access: 4,
+};
+
+let creatureColorID = {
+ red: 0,
+ blue: 1,
+}
+
+let move_speeds = {
+ [ID.ladybug]: 6,
+ [ID.frog]: 3,
+ [ID.spider]: 4,
+ [ID.snailV]: 3,
+ [ID.snailH]: 3,
+ [ID.stagbeetleV]: 5,
+ [ID.stagbeetleH]: 5,
+};
+
+let can_push = {
+ [ID.stagbeetleV]: 1,
+ [ID.stagbeetleH]: 1,
+};
+
+function mute_button() {
+ game.toggle_mute();
+ if (game.muted) {
+ game.buttons[2].id = 3;
+ } else {
+ game.buttons[2].id = 2;
+ }
+}
+
+function colorblind_button() {
+ draw_markers = !draw_markers;
+ if (draw_markers) {
+ game.buttons[3].id = 5;
+ } else {
+ game.buttons[3].id = 4;
+ }
+}
+
+/* ------ timers & static timer values --------- */
+
+let access_flash_timer = 0;
+
+let clicktocontinue_opacity = 0;
+const CTC_FADEIN_SPEED = 0.8;
+
+let shine_progress = 0;
+const SHINE_IN_LENGTH = 0.2;
+const SHINE_OUT_LENGTH = 0.5;
+const SHINE_SPEED = 2.8;
+const MAX_SHINE_OPACITY = 0.4;
+
+const SPARKLE_GAP = 1.8;
+const SPARKLE_FRAME_LENGTH = 100;
+
+/* ------- game global state -------- */
+
+let creatures = [];
+
+let selected_creature = null;
+let moving_creatures = [];
+
+let accessible_tiles = new Set();
+
+let pathfinding = {};
+let path = [];
+
+let selector_info = null;
+
+let draw_markers = false;
+
+let sparkles = [];
+
+/* ------- game behavior functions -------- */
+
+let find_accessible_tiles = {
+ [ID.ladybug]: function(x, y) {
+ return [ [x - 1, y], [x + 1, y], [x, y - 1], [x, y + 1] ];
+ },
+
+ [ID.frog]: function(x, y) {
+ return [ [x + 1, y + 2], [x + 1, y - 2], [x - 1, y + 2], [x - 1, y - 2], [x + 2, y + 1], [x + 2, y - 1], [x - 2, y + 1], [x - 2, y - 1] ];
+ },
+
+ [ID.spider]: function(x, y) {
+ return [ [x + 1, y + 1], [x + 1, y - 1], [x - 1, y + 1], [x - 1, y - 1] ];
+ },
+
+ [ID.snailV]: function(x, y) {
+ return [ [x, y + 1], [x, y - 1] ];
+ },
+
+ [ID.snailH]: function(x, y) {
+ return [ [x + 1, y], [x - 1, y] ];
+ },
+
+ [ID.stagbeetleV]: function(x, y) {
+ return [ [x, y + 1], [x, y - 1] ];
+ },
+
+ [ID.stagbeetleH]: function(x, y) {
+ return [ [x + 1, y], [x - 1, y] ];
+ },
+};
+
+function snail_walk(ctx, x, y, tx, ty, mf, creature) {
+ if (y < ty) { creature.vflip = true }
+ else { creature.vflip = false }
+ if (x < tx) { creature.hflip = true }
+ else { creature.hflip = false }
+
+ if (mf >= 0.25 && mf < 0.75) return 0;
+ return 1;
+}
+
+function beetle_walk(ctx, x, y, tx, ty, mf, creature) {
+ if (y < ty) { creature.vflip = true }
+ else { creature.vflip = false }
+ if (x < tx) { creature.hflip = true }
+ else { creature.hflip = false }
+
+ if (mf < 0.25 || mf >= 0.5 && mf < 0.75) return 0;
+ return 1;
+}
+
+/* These functions take a canvas context, as well as the creature's
+ * x, y, target_x, target_y, and move_fraction as parameters,
+ * and then maybe do something to the drawing canvas before the
+ * creature gets drawn. (rotate, offset, flip, etc), and then
+ * return the frame that the creature should draw. */
+let display_when_in_motion = {
+ [ID.ladybug]: function (ctx, x, y, tx, ty, mf, creature) {
+ if (ty < y) { creature.rotate = 0 }
+ else if (tx > x) { creature.rotate = 90 }
+ else if (ty > y) { creature.rotate = 180 }
+ else if (tx < x) { creature.rotate = 270 }
+
+ if (mf >= 0.25 && mf < 0.75) return 0;
+ return 1;
+ },
+
+ [ID.frog]: function (ctx, x, y, tx, ty, mf, creature) {
+ if (tx > x) { creature.hflip = true }
+ else { creature.hflip = false }
+
+ let y_offset = (4 * Math.pow(mf, 2) - 4 * mf) * 30;
+ ctx.translate(0, y_offset);
+
+ if (mf < 0.8) return 1;
+ return 0;
+ },
+
+ [ID.spider]: function (ctx, x, y, tx, ty, mf, creature) {
+ if (mf < 0.125 || mf >= 0.375 && mf < 0.5 || mf >= 0.875) return 1;
+ return 0;
+ },
+
+ [ID.snailH]: snail_walk,
+
+ [ID.snailV]: snail_walk,
+
+ [ID.stagbeetleH]: beetle_walk,
+
+ [ID.stagbeetleV]: beetle_walk,
+};
+
+function sofc(coords) {
+ return "" + coords[0] + "," + coords[1];
+}
+
+function cofs(string) {
+ return string.split(",").map(a => parseInt(a, 10));
+}
+
+function compute_accessible_tiles_for_creature(creature) {
+ pathfinding = {};
+ accessible_tiles.clear();
+
+ if (creature.type === ID.stagbeetleH) {
+ let look_x = creature.x;
+ let creature_count = 0;
+ for (let look_x = creature.x + 1; ; look_x ++) {
+ if (creatures_at(look_x + creature_count, creature.y).length > 0) creature_count ++;
+ if (creatures_at(look_x + creature_count, creature.y).length > 0) creature_count ++;
+ if (creature_count > 1) break;
+ if (tile_at(look_x + creature_count, creature.y) === 0) break;
+ accessible_tiles.add(sofc([look_x, creature.y]));
+ pathfinding[sofc([look_x, creature.y])] = sofc([look_x - 1, creature.y]);
+ }
+
+ creature_count = 0;
+ for (let look_x = creature.x - 1; ; look_x --) {
+ if (creatures_at(look_x - creature_count, creature.y).length > 0) creature_count ++;
+ if (creatures_at(look_x - creature_count, creature.y).length > 0) creature_count ++;
+ if (creature_count > 1) break;
+ if (tile_at(look_x - creature_count, creature.y) === 0) break;
+ accessible_tiles.add(sofc([look_x, creature.y]));
+ pathfinding[sofc([look_x, creature.y])] = sofc([look_x + 1, creature.y]);
+ }
+ } else if (creature.type === ID.stagbeetleV) {
+ let look_y = creature.y;
+ let creature_count = 0;
+ for (let look_y = creature.y + 1; ; look_y ++) {
+ if (creatures_at(creature.x, look_y + creature_count).length > 0) creature_count ++;
+ if (creatures_at(creature.x, look_y + creature_count).length > 0) creature_count ++;
+ if (creature_count > 1) break;
+ if (tile_at(creature.x, look_y + creature_count) === 0) break;
+ accessible_tiles.add(sofc([creature.x, look_y]));
+ pathfinding[sofc([creature.x, look_y])] = sofc([creature.x, look_y - 1]);
+ }
+
+ creature_count = 0;
+ for (let look_y = creature.y - 1; ; look_y --) {
+ if (creatures_at(creature.x, look_y - creature_count).length > 0) creature_count ++;
+ if (creatures_at(creature.x, look_y - creature_count).length > 0) creature_count ++;
+ if (creature_count > 1) break;
+ if (tile_at(creature.x, look_y - creature_count) === 0) break;
+ accessible_tiles.add(sofc([creature.x, look_y]));
+ pathfinding[sofc([creature.x, look_y])] = sofc([creature.x, look_y + 1]);
+ }
+ } else {
+ accessible_tiles.add(sofc([ creature.x, creature.y ]));
+
+ /* repeatedly call the 'find accessible tiles' function on all the tiles already in the set,
+ * until we don't add any new ones - this is pretty inefficient, but the levels are tiny,
+ * so who cares! */
+ let last_size;
+ do {
+ last_size = accessible_tiles.size;
+
+ for (let sAlready of accessible_tiles.values()) {
+ /* sorry, this is kind of insane, we convert them to a string so that we can tell if
+ * a coordinate is already in the set... but then we convert the string back into
+ * coordinates in order ot pass them to find_accessible_tiles... spaghetti code */
+ let found = find_accessible_tiles[creature.type](...cofs(sAlready));
+ for (let cFound of found) {
+ /* tile only accessible if no creature already there and if the tile is not 0
+ * (and also out of bounds check) */
+ if (creatures_at(...cFound).length !== 0 && !can_push[creature.type]) continue;
+ if (tile_at(...cFound) === 0) continue;
+ if (cFound[0] < 0 || cFound[0] >= game.level_w || cFound[1] < 0 || cFound[1] >= game.level_h) continue;
+
+ if (!accessible_tiles.has(sofc(cFound))) {
+ /* Mark how we found the path to this tile so that we can follow it later
+ * if we want to! */
+ pathfinding[sofc(cFound)] = sAlready;
+ accessible_tiles.add(sofc(cFound));
+ }
+ }
+ }
+ } while (last_size != accessible_tiles.size);
+
+ accessible_tiles.delete(sofc([ creature.x, creature.y ]));
+ }
+}
+
+function do_single_move(c, tx, ty, first) {
+ if (c === selected_creature) {
+ if (c.type === ID.frog) {
+ game.sfx.hop.play();
+ } else if (first) {
+ if (c.type === ID.snailH || c.type === ID.snailV) {
+ game.music.slide.play();
+ } else {
+ game.music.feet.play();
+ }
+ }
+ }
+
+ c.target_x = path[0][0];
+ c.target_y = path[0][1];
+ c.move_fraction = 0;
+
+ if (c === selected_creature && can_push[c.type]) {
+ /* If there's a creature in the way on the tile we're moving to, then
+ * push it */
+ let creatures = creatures_at(c.target_x, c.target_y);
+ if (creatures.length > 0) {
+ console.log("pushing");
+ creatures[0].target_x = creatures[0].x + c.target_x - c.x;
+ creatures[0].target_y = creatures[0].y + c.target_y - c.y;
+ if (!moving_creatures.includes(creatures[0])) {
+ moving_creatures.push(creatures[0]);
+ }
+ }
+ }
+}
+
+/* ------- generic functions -------- */
+
+function delete_save() {
+ try {
+ game.save('level_num', 1);
+ } catch (e) {
+ console.error("oops, can't save! though that uh... doesn't matter here");
+ }
+}
+
+function save() {
+ try {
+ console.log("Saving");
+ let save_data = level_number;
+ if (game.state === State.WIN) {
+ save_data = level_number + 1;
+ }
+ game.save('level_num', save_data);
+ } catch (e) {
+ console.error("oops, can't save!", e);
+ }
+}
+
+function handle_gamestart(game) {
+ console.log("Game start!");
+
+ intitle = true;
+ wonitall = false;
+
+ let save_data = parseInt(game.load('level_num') || "1");
+ console.log("save data: ", save_data);
+ level_number = save_data;
+ if (level_number > Math.max(...Object.keys(levels).map(a => parseInt(a, 10) || 0))) {
+ level_number = 1;
+ }
+ load_level_data(levels.title);
+}
+
+function creatures_at(x, y) {
+ return creatures.filter(o => o.x === x && o.y === y);
+}
+
+function tile_at(x, y) {
+ let result = map[y * game.level_w + x];
+ if (result > 4) return 0;
+ return result;
+}
+
+function cosmetic_tile_at(x, y) {
+ return map[y * game.level_w + x];
+}
+
+let undo_stack = [];
+
+function create_undo_point() {
+ console.log("cup");
+ undo_stack.push(zb.copy_flat_objlist(creatures));
+}
+
+function undo() {
+ console.log("undo")
+ if (undo_stack.length > 0) {
+ creatures = undo_stack.pop();
+ selected_creature = null;
+ game.state = State.STAND;
+ accessible_tiles.clear();
+ selector_info = null;
+
+ for (let c of creatures) {
+ c.move_fraction = 0;
+ c.target_x = c.x;
+ c.target_y = c.y;
+ }
+ }
+}
+
+function reset() {
+ game.start_transition(zb.transition.FADE, 300, function() {
+ load_level();
+ });
+}
+
+function advance_level() {
+ if (!can_continue) return;
+
+ console.log("W:", Math.max(...Object.keys(levels).map(a => parseInt(a, 10) || 0)));
+
+ if (level_number + 1 > Math.max(...Object.keys(levels).map(a => parseInt(a, 10) || 0))) {
+ win_everything();
+ return;
+ }
+
+ game.long_transition(zb.transition.FADE, 375, function() {
+ level_number ++;
+ load_level();
+ can_continue = false;
+ game.state = State.STAND;
+ });
+}
+
+function skip_to(num) {
+ level_number = num;
+ load_level();
+}
+
+function win_everything() {
+ game.long_transition(zb.transition.FADE, 1000, function() {
+ wonitall = true;
+ load_level_data(levels.end);
+ delete_save();
+ });
+}
+
+function load_level() {
+ load_level_data(levels[level_number]);
+}
+
+function load_level_data(lvl) {
+ map = lvl.map;
+ creatures = zb.copy_flat_objlist(lvl.creatures);
+
+ sparkles = [];
+
+ for (let c of creatures) {
+ if (c.type === ID.snailH || c.type === ID.stagbeetleH || c.type === ID.frog) {
+ if (c.x < game.level_w / 2) {
+ c.hflip = true;
+ }
+ }
+
+ if (c.type === ID.snailV || c.type === ID.stagbeetleV) {
+ if (c.y < game.level_h / 2) {
+ c.vflip = true;
+ }
+ }
+
+ c.move_fraction = 0;
+
+ c.sparkle_timer = Math.random() * SPARKLE_GAP;
+ }
+
+ selected_creature = null;
+ game.state = State.STAND;
+ accessible_tiles.clear();
+ selector_info = null;
+}
+
+function check_victory() {
+ /* Check that every red square has a red creature on it, and every
+ * blue square has a blue creature on it */
+ for (let y = 0; y < game.level_h; y++) {
+ for (let x = 0; x < game.level_w; x++) {
+ if (tile_at(x, y) === mapID.blue) {
+ let creatures = creatures_at(x, y);
+ if (creatures.length === 0 || creatures[0].color === creatureColorID.red) {
+ return false;
+ }
+ }
+
+ if (tile_at(x, y) === mapID.red) {
+ let creatures = creatures_at(x, y);
+ if (creatures.length === 0 || creatures[0].color === creatureColorID.blue) {
+ return false;
+ }
+ }
+ }
+ }
+
+ win();
+}
+
+function win() {
+ console.log("You won!");
+ selector_info = null;
+ selected_creature = null;
+ accessible_tiles.clear();
+ game.state = State.WIN;
+ clicktocontinue_opacity = 0;
+
+ game.sfx.win.play();
+
+ let min_position = game.level_w + game.level_h;
+ for (let y = 0; y < game.level_h; y++) {
+ for (let x = 0; x < game.level_w; x++) {
+ if (tile_at(x, y) !== 0 && x + y < min_position) {
+ min_position = x + y;
+ }
+ }
+ }
+ shine_progress = min_position / (game.level_w + game.level_h);
+
+ save();
+ window.setTimeout(function() {
+ can_continue = true;
+ }, 350);
+}
+
+/* ---------- update functions ------------ */
+
+/* MAIN UPDATE FUNCTION */
+function do_update(delta) {
+ if (game.state === State.STAND) {
+ if (selected_creature) {
+ access_flash_timer += delta;
+ }
+ } else if (game.state === State.MOVE) {
+ for (let c of moving_creatures) {
+ c.move_fraction += move_speeds[selected_creature.type] * delta / 1000;
+ }
+
+ if (selected_creature.move_fraction >= 1) {
+ for (let c of moving_creatures) {
+ c.x = c.target_x;
+ c.y = c.target_y;
+ c.move_fraction = 0;
+ }
+
+ /* if selected creature completes move, continue path */
+ path.shift();
+ if (path.length === 0) {
+ game.music.feet.pause();
+ game.music.slide.pause();
+ game.state = State.STAND;
+ selected_creature = null;
+ moving_creatures = [];
+ check_victory();
+ } else {
+ do_single_move(selected_creature, path[0][0], path[0][1], false);
+ }
+ }
+ } else if (game.state === State.WIN) {
+ if (clicktocontinue_opacity < 1) {
+ clicktocontinue_opacity += CTC_FADEIN_SPEED * delta / 1000;
+ if (clicktocontinue_opacity > 1) {
+ clicktocontinue_opacity = 1;
+ }
+ }
+
+ shine_progress += delta / 1000 / SHINE_SPEED;
+ }
+
+ if (game.state !== State.MOVE) {
+ for (let c of creatures) {
+ if (tile_at(c.x, c.y) === mapID.red && c.color === creatureColorID.red
+ || tile_at(c.x, c.y) === mapID.blue && c.color === creatureColorID.blue) {
+ c.sparkling = true;
+ c.sparkle_timer += delta / 1000;
+ let sparkle_threshold = SPARKLE_GAP * (Math.random() * 0.8 + 0.4);
+ if (game.state === State.WIN) {
+ sparkle_threshold /= 1.8;
+ }
+ if (c.sparkle_timer > sparkle_threshold) {
+ c.sparkle_timer -= sparkle_threshold;
+
+ let angle = Math.random() * 2 * Math.PI;
+ let magnitude = Math.random() * game.tile_size * 0.2 + game.tile_size * 0.3;
+ sparkles.push({
+ x: c.x * game.tile_size + game.tile_size / 2 + Math.cos(angle) * magnitude,
+ y: c.y * game.tile_size + game.tile_size / 2 + Math.sin(angle) * magnitude,
+ timer: 0,
+ frame: 0,
+ });
+ }
+ } else {
+ c.sparkling = false;
+ }
+ }
+ }
+
+ for (let s of sparkles) {
+ s.timer += delta;
+ while (s.timer > SPARKLE_FRAME_LENGTH) {
+ s.timer -= SPARKLE_FRAME_LENGTH;
+ s.frame ++;
+ }
+ if (s.frame > 4) {
+ s.deleteme = true;
+ }
+ }
+ sparkles = sparkles.filter(s => !s.deleteme);
+}
+
+/* ---------- draw functions ----------- */
+
+/* DRAW */
+function do_draw(ctx) {
+ draw_map(ctx);
+
+ draw_creatures(ctx);
+
+ draw_sparkles(ctx);
+
+ if (intitle) {
+ zb.screen_draw(ctx, game.img.titlescreen);
+ } else if (wonitall) {
+ zb.screen_draw(ctx, game.img.endscreen);
+ } else {
+ draw_buttons(ctx);
+ }
+
+ if (game.state === State.WIN) {
+ ctx.save();
+ ctx.globalAlpha = clicktocontinue_opacity;
+ zb.screen_draw(ctx, game.img.clicktocontinue);
+ ctx.restore();
+
+ draw_shine(ctx);
+ }
+}
+
+function draw_map(ctx) {
+ if (!intitle && !wonitall) {
+ zb.sprite_draw(ctx, game.img.levelnums, 160, 8, 0, level_number - 1, 0, 4);
+ }
+
+ for (let y = 0; y < game.level_h; y++) {
+ for (let x = 0; x < game.level_w; x++) {
+ zb.sprite_draw(ctx, game.img.tiles, game.tile_size, game.tile_size, cosmetic_tile_at(x, y), (x + y) % 2, x * game.tile_size, y * game.tile_size);
+
+ if (selected_creature && accessible_tiles.has(sofc([x, y]))) {
+ ctx.save();
+ ctx.globalAlpha = Math.sin(access_flash_timer / 1000 * 2 * Math.PI) / 3 + 0.66;
+ zb.sprite_draw(ctx, game.img.tiles, game.tile_size, game.tile_size, mapID.access, (x + y) % 2, x * game.tile_size, y * game.tile_size);
+ ctx.restore();
+ }
+ }
+ }
+
+ if (!intitle && !wonitall) {
+ if (selector_info) {
+ ctx.drawImage(game.img.selector, selector_info.x * game.tile_size - 1, selector_info.y * game.tile_size - 1);
+ }
+
+ if (selected_creature && game.state === State.STAND) {
+ ctx.drawImage(game.img.selector, selected_creature.x * game.tile_size - 1, selected_creature.y * game.tile_size - 1);
+ }
+
+ if (draw_markers) {
+ for (let y = 0; y < game.level_h; y++) {
+ for (let x = 0; x < game.level_w; x++) {
+ if (tile_at(x, y) == 2) {
+ zb.sprite_draw(ctx, game.img.markers, game.tile_size, game.tile_size, 0, 1, x * game.tile_size, y * game.tile_size);
+ } else if (tile_at(x, y) == 3) {
+ zb.sprite_draw(ctx, game.img.markers, game.tile_size, game.tile_size, 0, 0, x * game.tile_size, y * game.tile_size);
+ }
+ }
+ }
+ }
+
+ if (game.img.leveltext.hasOwnProperty(level_number)) {
+ zb.screen_draw(ctx, game.img.leveltext[level_number]);
+ }
+ }
+}
+
+function draw_creatures(ctx) {
+ for (let c of creatures) {
+ draw_creature(ctx, c);
+ }
+
+ for (let c of moving_creatures) {
+ /* Draw moving creatures on top of other ones */
+ draw_creature(ctx, c);
+ }
+}
+
+function draw_sparkles(ctx) {
+ for (let s of sparkles) {
+ zb.sprite_draw(ctx, game.img.sparkle, 7, 7, 0, s.frame, s.x - 3, s.y - 3);
+ }
+}
+
+function draw_creature(ctx, c) {
+ ctx.save();
+
+ let frame = 0;
+ let display_x = c.x * game.tile_size;
+ let display_y = c.y * game.tile_size;
+ if (moving_creatures.includes(c) && game.state === State.MOVE) {
+ display_x = c.x * game.tile_size * (1 - c.move_fraction) + c.target_x * game.tile_size * c.move_fraction;
+ display_y = c.y * game.tile_size * (1 - c.move_fraction) + c.target_y * game.tile_size * c.move_fraction;
+ }
+
+ ctx.translate(display_x, display_y);
+
+ if (!moving_creatures.includes(c) && draw_markers) {
+ zb.sprite_draw(ctx, game.img.markers, game.tile_size, game.tile_size, 1, c.color, 0, 0);
+ }
+
+ if (c.hflip) {
+ ctx.translate(game.tile_size, 0);
+ ctx.scale(-1, 1);
+ }
+
+ if (c.vflip) {
+ ctx.translate(0, game.tile_size);
+ ctx.scale(1, -1);
+ }
+
+ if (c.rotate) {
+ ctx.translate(game.tile_size / 2, game.tile_size / 2);
+ ctx.rotate(c.rotate * Math.PI / 180);
+ ctx.translate(-game.tile_size / 2, -game.tile_size / 2);
+ }
+
+ if (c === selected_creature && game.state === State.MOVE) {
+ frame = display_when_in_motion[c.type](ctx, c.x, c.y, c.target_x, c.target_y, c.move_fraction, c);
+ }
+
+ zb.sprite_draw(ctx, game.img.creatures, game.tile_size + 2, game.tile_size + 2, c.type, frame * 2 + c.color, -1, -1);
+
+ ctx.restore();
+}
+
+function draw_buttons(ctx) {
+ for (let b of game.buttons) {
+ zb.sprite_draw(ctx, game.img.buttons, 16, 16, b.id, b.state, b.x, b.y);
+ }
+}
+
+function draw_shine(ctx) {
+ if (game.state === State.WIN) {
+ for (let y = 0; y < game.level_h; y++) {
+ for (let x = 0; x < game.level_w; x++) {
+ if (tile_at(x, y) == 0) continue;
+
+ ctx.save();
+ ctx.globalCompositeOperation = 'screen';
+ let shine_threshold = (x + y) / (game.level_w + game.level_h);
+ if (shine_progress > shine_threshold) {
+ if (shine_progress - shine_threshold < SHINE_IN_LENGTH) {
+ ctx.globalAlpha = Math.pow((shine_progress - shine_threshold) / SHINE_IN_LENGTH, 2/3) * MAX_SHINE_OPACITY;
+ } else if (shine_progress - shine_threshold - SHINE_IN_LENGTH < SHINE_OUT_LENGTH) {
+ ctx.globalAlpha = Math.pow(1 - (shine_progress - shine_threshold - SHINE_IN_LENGTH) / SHINE_OUT_LENGTH, 2/3) * MAX_SHINE_OPACITY;
+ } else {
+ ctx.restore();
+ continue;
+ }
+
+ ctx.drawImage(game.img.shine, x * game.tile_size, y * game.tile_size);
+ }
+ ctx.restore();
+ }
+ }
+ }
+}
+
+/* ---------- event handlers ------------ */
+
+function handle_mousedown(game, e, x, y) {
+ if (intitle) return;
+ if (wonitall) return;
+
+ for (let b of game.buttons) {
+ b.state = 0;
+ if (0 <= x - b.x && x - b.x < 16 && 0 <= y - b.y && y - b.y < 16) {
+ b.state = 2;
+ }
+ }
+}
+
+function handle_mouseup(game, e, x, y) {
+ if (intitle) {
+ game.long_transition(zb.transition.FADE, 500, function() {
+ intitle = false;
+ if (just_started) game.music.bgm.play();
+ just_started = false;
+ load_level();
+ });
+ return;
+ }
+
+ if (wonitall) {
+ game.long_transition(zb.transition.FADE, 500, function() {
+ intitle = true;
+ wonitall = false;
+ level_number = 1;
+ load_level_data(levels.title);
+ });
+ return;
+ }
+
+ for (let b of game.buttons) {
+ b.state = 0;
+ if (0 <= x - b.x && x - b.x < 16 && 0 <= y - b.y && y - b.y < 16) {
+ b.callback();
+ b.state = 1;
+ }
+ }
+
+ if (game.state === State.WIN) {
+ advance_level();
+ return;
+ }
+
+ if (game.state !== State.STAND) return;
+
+ let tile_x = Math.floor(x / game.tile_size);
+ let tile_y = Math.floor(y / game.tile_size);
+ if (accessible_tiles.has(sofc([tile_x, tile_y]))) {
+ create_undo_point();
+
+ /* move the creach */
+ console.log("Computing creature path");
+ path = [];
+
+ /* pathfinding x, y */
+ let pfx = tile_x;
+ let pfy = tile_y;
+ do {
+ path.unshift([ pfx, pfy ]);
+ [pfx, pfy] = cofs(pathfinding[sofc([pfx, pfy])]);
+ } while (pfx !== selected_creature.x || pfy !== selected_creature.y);
+
+ console.log(path);
+
+ game.state = State.MOVE;
+
+ moving_creatures = [ selected_creature ];
+
+ accessible_tiles.clear();
+ do_single_move(selected_creature, path[0][0], path[0][1], true);
+ } else {
+ if (!selector_info) {
+ accessible_tiles.clear();
+ selected_creature = null;
+ return;
+ }
+
+ let creatures = creatures_at(selector_info.x, selector_info.y);
+
+ if (creatures.length === 0) {
+ accessible_tiles.clear();
+ selected_creature = null;
+ }
+
+ if (creatures[0] === selected_creature) {
+ accessible_tiles.clear();
+ selected_creature = null;
+ return;
+ }
+
+ selected_creature = creatures[0];
+
+ /* Compute creature's possible movements */
+ compute_accessible_tiles_for_creature(selected_creature);
+
+ if (accessible_tiles.size === 0) {
+ selected_creature = null;
+ } else {
+ access_flash_timer = 0;
+ }
+ }
+}
+
+function handle_mousemove(game, e, x, y) {
+ if (intitle) return;
+
+ for (let b of game.buttons) {
+ b.state = 0;
+ if (0 <= x - b.x && x - b.x < 16 && 0 <= y - b.y && y - b.y < 16) {
+ b.state = 1;
+ }
+ }
+
+ if (game.state === State.WIN) return;
+
+ let tile_x = Math.floor(x / game.tile_size);
+ let tile_y = Math.floor(y / game.tile_size);
+
+ selector_info = null;
+
+ let creatures = creatures_at(tile_x, tile_y);
+ if (creatures.length > 0 && !moving_creatures.includes(creatures[0])) {
+ selector_info = {
+ x: tile_x,
+ y: tile_y,
+ }
+ } else if (accessible_tiles.has(sofc([ tile_x, tile_y ]))) {
+ selector_info = {
+ x: tile_x,
+ y: tile_y,
+ }
+ }
+}
+
+let x_pressed = false;
+function handle_keyup(game, e) {
+ if (wonitall) return;
+ if (game.transition.is_transitioning) return;
+
+ // key up
+ switch (e.key) {
+ case 'm':
+ game.toggle_mute();
+ e.preventDefault();
+ break;
+ case 'r':
+ reset();
+ e.preventDefault();
+ break;
+ case 'z':
+ undo();
+ e.preventDefault();
+ break;
+ case 'x':
+ x_pressed = true;
+ break;
+ case 'w':
+ if (x_pressed) {
+ delete_save();
+ e.preventDefault();
+ }
+ break;
+ }
+
+ if (e.keyCode !== 88) {
+ /* non-X key */
+ x_pressed = false;
+ }
+}
--- /dev/null
+<!doctype html>
+<html>
+<head><title>
+ minibeast game
+</title>
+<meta name="viewport" content="initial-scale=1.0, maximum-scale=1.0, width=100%, target-densitydpi=device-dpi, user-scalable=no" />
+<style>* { border: 0; margin: 0; overflow: hidden }</style>
+</head>
+<body style="background: black">
+ <canvas id="canvas" width="480" height="720" style="max-width:100%" tabindex=1> </canvas>
+</body>
+<script src="levels.js"></script>
+<script src="zucchinibread.js"></script>
+<script src="game.js"></script>
+</html>
--- /dev/null
+var levels={
+ 10: { map: [8,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0,0,6,3,0,0,0,0,6,2,1,8,0,0,0,6,2,1,3,0,0,0,0,2,1,3,8,0,0,0,6,1,3,8,0,0,0,0,2,8,0,0,0,0,0,0,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 6 ,y: 3 ,type: 1 ,color: 1},{x: 4 ,y: 4 ,type: 0 ,color: 0},{x: 3 ,y: 5 ,type: 5 ,color: 0},{x: 5 ,y: 5 ,type: 0 ,color: 1},{x: 2 ,y: 6 ,type: 0 ,color: 0},{x: 4 ,y: 6 ,type: 6 ,color: 1},{x: 3 ,y: 7 ,type: 0 ,color: 1},{x: 1 ,y: 8 ,type: 2 ,color: 0},], },
+ 11: { map: [8,0,0,0,0,0,0,5,0,0,11,11,0,0,0,0,0,0,3,2,0,0,0,0,0,0,5,3,7,0,0,0,0,0,0,1,1,7,0,0,0,0,0,1,1,8,0,0,0,0,9,2,3,7,0,0,0,0,0,1,1,8,0,0,0,0,0,5,1,7,0,0,0,0,0,0,2,8,0,0,0,0,0,0,12,0,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 2 ,y: 2 ,type: 0 ,color: 1},{x: 3 ,y: 2 ,type: 0 ,color: 0},{x: 3 ,y: 3 ,type: 2 ,color: 1},{x: 3 ,y: 6 ,type: 3 ,color: 0},{x: 4 ,y: 6 ,type: 4 ,color: 1},{x: 4 ,y: 9 ,type: 5 ,color: 0},], },
+ 12: { map: [8,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,3,7,0,0,0,0,0,3,1,7,0,0,0,0,0,1,1,7,0,0,0,0,0,1,1,7,7,7,7,0,0,1,1,1,1,1,2,0,0,1,1,1,1,2,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 2 ,y: 3 ,type: 3 ,color: 1},{x: 1 ,y: 4 ,type: 4 ,color: 1},{x: 6 ,y: 7 ,type: 6 ,color: 0},{x: 5 ,y: 8 ,type: 5 ,color: 0},], },
+ 13: { map: [8,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,11,11,0,0,0,0,0,6,1,1,0,0,0,0,0,3,1,2,0,6,7,0,0,2,1,10,9,2,3,0,0,1,8,0,6,1,3,0,0,1,7,6,1,0,1,0,0,3,1,1,1,1,2,0,0,0,0,0,0,12,12,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 1 ,y: 4 ,type: 3 ,color: 1},{x: 3 ,y: 4 ,type: 4 ,color: 0},{x: 1 ,y: 5 ,type: 3 ,color: 0},{x: 5 ,y: 5 ,type: 2 ,color: 0},{x: 6 ,y: 5 ,type: 0 ,color: 1},{x: 6 ,y: 6 ,type: 1 ,color: 1},{x: 1 ,y: 8 ,type: 4 ,color: 1},{x: 6 ,y: 8 ,type: 3 ,color: 0},], },
+ 14: { map: [8,0,0,0,0,0,0,5,0,0,11,11,11,11,0,0,0,0,2,1,1,3,0,0,0,0,0,0,3,0,0,0,0,0,1,3,1,2,0,0,0,0,5,2,1,0,0,0,0,0,0,1,0,2,0,0,0,0,0,1,0,0,0,0,0,0,6,1,7,0,0,0,0,0,2,1,3,3,0,0,0,0,12,12,12,12,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 2 ,y: 2 ,type: 0 ,color: 0},{x: 5 ,y: 2 ,type: 4 ,color: 1},{x: 4 ,y: 3 ,type: 3 ,color: 1},{x: 3 ,y: 4 ,type: 1 ,color: 1},{x: 5 ,y: 4 ,type: 6 ,color: 0},{x: 3 ,y: 5 ,type: 0 ,color: 0},{x: 5 ,y: 6 ,type: 2 ,color: 0},{x: 2 ,y: 9 ,type: 4 ,color: 0},{x: 4 ,y: 9 ,type: 0 ,color: 1},{x: 5 ,y: 9 ,type: 0 ,color: 1},], },
+ 15: { map: [8,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,7,0,0,0,0,3,0,2,2,10,0,0,0,0,1,2,0,0,0,0,9,2,0,1,3,0,0,0,0,5,3,1,8,0,0,0,0,0,5,3,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 2 ,y: 4 ,type: 2 ,color: 1},{x: 4 ,y: 4 ,type: 5 ,color: 0},{x: 5 ,y: 4 ,type: 1 ,color: 0},{x: 4 ,y: 5 ,type: 0 ,color: 0},{x: 2 ,y: 6 ,type: 2 ,color: 0},{x: 5 ,y: 6 ,type: 4 ,color: 1},{x: 3 ,y: 7 ,type: 0 ,color: 1},{x: 4 ,y: 8 ,type: 2 ,color: 1},], },
+ 16: { map: [8,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,0,9,1,0,11,0,0,0,0,6,1,0,3,0,0,0,0,1,8,0,2,0,0,0,6,1,0,0,0,0,0,6,1,10,0,0,0,0,0,1,1,3,0,0,0,0,0,5,3,2,7,0,0,0,0,0,2,12,1,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 6 ,y: 3 ,type: 1 ,color: 1},{x: 6 ,y: 4 ,type: 1 ,color: 0},{x: 3 ,y: 7 ,type: 0 ,color: 1},{x: 2 ,y: 8 ,type: 5 ,color: 1},{x: 3 ,y: 8 ,type: 0 ,color: 0},{x: 2 ,y: 9 ,type: 0 ,color: 0},], },
+ 1: { map: [8,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,11,11,11,11,0,0,0,0,2,1,1,3,0,0,0,0,2,1,1,3,0,0,0,0,12,12,12,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 2 ,y: 5 ,type: 0 ,color: 0},{x: 5 ,y: 5 ,type: 0 ,color: 1},{x: 2 ,y: 6 ,type: 0 ,color: 0},{x: 5 ,y: 6 ,type: 0 ,color: 1},], },
+ 2: { map: [8,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0,0,6,2,0,0,0,0,0,0,2,1,0,0,0,0,0,0,5,1,7,0,0,0,0,0,0,1,1,11,1,7,0,0,0,5,1,1,1,3,0,0,0,0,0,5,3,8,0,0,0,0,0,0,12,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 2 ,y: 3 ,type: 0 ,color: 0},{x: 1 ,y: 4 ,type: 2 ,color: 0},{x: 6 ,y: 7 ,type: 0 ,color: 1},{x: 5 ,y: 8 ,type: 2 ,color: 1},], },
+ 3: { map: [8,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,6,3,0,0,0,0,0,6,1,1,0,0,0,0,6,1,12,3,0,0,0,0,1,0,0,1,0,0,0,0,5,1,11,2,0,0,0,0,0,5,1,1,0,0,0,0,0,0,5,2,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 5 ,y: 3 ,type: 2 ,color: 1},{x: 5 ,y: 5 ,type: 0 ,color: 1},{x: 5 ,y: 7 ,type: 0 ,color: 0},{x: 5 ,y: 9 ,type: 2 ,color: 0},], },
+ 4: { map: [8,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,9,2,1,7,0,0,0,0,0,1,3,2,7,0,0,0,0,5,2,3,1,0,0,0,0,0,5,1,3,10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 2 ,y: 4 ,type: 0 ,color: 0},{x: 3 ,y: 5 ,type: 3 ,color: 1},{x: 4 ,y: 5 ,type: 4 ,color: 0},{x: 3 ,y: 6 ,type: 4 ,color: 0},{x: 4 ,y: 6 ,type: 3 ,color: 1},{x: 5 ,y: 7 ,type: 2 ,color: 1},], },
+ 5: { map: [8,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,7,7,7,0,0,6,2,1,3,1,7,0,0,6,3,2,1,3,7,0,0,5,1,3,2,2,8,0,0,5,1,2,1,3,8,0,0,5,5,5,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 2 ,y: 4 ,type: 4 ,color: 0},{x: 4 ,y: 4 ,type: 3 ,color: 1},{x: 2 ,y: 5 ,type: 3 ,color: 1},{x: 3 ,y: 5 ,type: 4 ,color: 0},{x: 5 ,y: 5 ,type: 4 ,color: 1},{x: 3 ,y: 6 ,type: 3 ,color: 1},{x: 4 ,y: 6 ,type: 4 ,color: 0},{x: 5 ,y: 6 ,type: 3 ,color: 0},{x: 3 ,y: 7 ,type: 4 ,color: 0},{x: 5 ,y: 7 ,type: 3 ,color: 1},], },
+ 6: { map: [8,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,2,10,0,0,0,6,2,1,3,7,0,0,0,1,2,0,1,1,7,0,0,5,3,3,3,2,8,0,0,5,5,1,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 4 ,y: 3 ,type: 2 ,color: 0},{x: 2 ,y: 4 ,type: 4 ,color: 0},{x: 4 ,y: 4 ,type: 2 ,color: 1},{x: 2 ,y: 5 ,type: 0 ,color: 0},{x: 2 ,y: 6 ,type: 3 ,color: 1},{x: 3 ,y: 6 ,type: 0 ,color: 1},{x: 4 ,y: 6 ,type: 3 ,color: 1},{x: 5 ,y: 6 ,type: 4 ,color: 0},], },
+ 7: { map: [8,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,11,0,0,0,0,0,0,0,3,0,0,0,0,0,0,6,1,0,0,0,0,0,0,2,1,0,0,0,0,0,0,1,2,0,0,0,0,0,0,1,1,0,0,0,0,0,0,3,8,0,0,0,0,0,0,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,6,],creatures: [{x: 2 ,y: 3 ,type: 0 ,color: 1},{x: 1 ,y: 5 ,type: 2 ,color: 0},{x: 2 ,y: 6 ,type: 3 ,color: 0},{x: 1 ,y: 8 ,type: 5 ,color: 1},], },
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+ <layer id="1" name="Tile Layer 1" width="8" height="12">
+ <data encoding="csv">
+20,20,20,20,17,17,17,17,
+20,1,1,1,1,1,1,17,
+20,1,1,1,1,1,1,17,
+20,1,1,1,1,1,1,17,
+20,1,1,1,1,1,1,17,
+20,1,1,18,19,1,1,17,
+19,1,1,17,20,1,1,18,
+19,1,1,1,1,1,1,18,
+19,1,1,1,1,1,1,18,
+19,1,1,1,1,1,1,18,
+19,1,1,1,1,1,1,18,
+19,19,19,19,18,18,18,18
+</data>
+ </layer>
+</map>
--- /dev/null
+#!/usr/bin/python3
+
+import ulvl
+import sys
+
+if len(sys.argv) < 2:
+ print("usage:", sys.argv[0], "<infiles>")
+ sys.exit(1)
+
+screenwidth, screenheight = 8, 8
+
+tilemapping = { 16: 5, 17: 6, 18: 7, 19: 8, 20: 9, 21: 10, 22: 11, 23: 12 }
+
+FIRST_CREATURE_INDEX = 2
+LAST_CREATURE_INDEX = 15
+
+print("var levels={")
+for filename in sys.argv[1:]:
+ m = ulvl.TMX.load(filename)
+
+ w = m.meta['width']
+ h = m.meta['height']
+
+ print('\t', filename.replace('.tmx', '').replace('levels/', ''), end=': { ')
+
+ creatures = [ ]
+
+ print('map: [', end='')
+ for y in range(h):
+ for x in range(w):
+ thing = m.layers[0].tiles[y * w + x] - 1
+
+ if thing >= FIRST_CREATURE_INDEX and thing <= LAST_CREATURE_INDEX:
+ if thing % 2: # odd indices = blue on red tile, even = red on blue
+ print("3,", end='')
+ else:
+ print("2,", end='')
+ creatures.append({ 'type': (thing - FIRST_CREATURE_INDEX) // 2, 'color': thing % 2, 'x': x, 'y': y })
+ else:
+ print("" + str(tilemapping.get(thing, thing)) + ",", end='')
+
+ print('],', end='');
+ print('creatures: [', end='')
+
+ for c in creatures:
+ print("{x:", c['x'], ",y:", c['y'], ",type:", c['type'], ",color:", c['color'], end='},')
+
+ print('],', end='')
+
+ print(' },')
+
+print("}")
--- /dev/null
+<?xml version="1.0" encoding="UTF-8"?>
+<map version="1.2" tiledversion="1.3.2" orientation="orthogonal" renderorder="right-down" compressionlevel="-1" width="8" height="12" tilewidth="16" tileheight="16" infinite="0" nextlayerid="2" nextobjectid="1">
+ <tileset firstgid="1" source="tmptile.tsx"/>
+ <layer id="1" name="Tile Layer 1" width="8" height="12">
+ <data encoding="csv">
+20,20,20,20,17,17,17,17,
+20,1,1,1,1,1,1,17,
+20,1,1,1,1,1,1,17,
+20,1,1,1,1,1,1,17,
+20,18,18,18,19,19,19,17,
+20,18,5,4,3,6,19,17,
+19,17,8,11,12,7,20,18,
+19,17,17,17,20,20,20,18,
+19,1,1,1,1,1,1,18,
+19,1,1,1,1,1,1,18,
+19,1,1,1,1,1,1,18,
+19,19,19,19,18,18,18,18
+</data>
+ </layer>
+</map>
--- /dev/null
+<?xml version="1.0" encoding="UTF-8"?>
+<tileset version="1.2" tiledversion="1.3.2" name="tmptile" tilewidth="16" tileheight="16" tilecount="12" columns="12">
+ <image source="tmptile.png" width="192" height="16"/>
+</tileset>
--- /dev/null
+FontStruct Non-Commercial Software End User License Agreement 1.0
+
+This software end user license agreement (hereinafter “Agreement”) is made
+between you or, if you represent a legal entity, that legal entity (hereinafter
+“You”) and “broomweed”, the copyright holder and designer (hereinafter
+“Font Designer”) of the font software named “bugfont” (hereinafter
+“Font Software”).
+
+1. BINDING AGREEMENT
+This Agreement is a binding agreement between You and the Font Designer and
+shall set forth the terms and conditions under which You can use the Font
+Software. For the purposes of this Agreement, Font Software shall mean the Font
+Software, and any parts or copies of it.
+
+2. GRANT OF NON-EXCLUSIVE AND LICENCE
+The Font Designer hereby grants You a non-exclusive, non-transferable licence to
+use the Font Software provided that You comply with all terms and conditions of
+this Agreement.
+
+2.1 PERSONAL USE
+You may use the Fonts Software only for Your own Personal Purposes and for Your
+Work. For the purposes of this Agreement, “Personal Purposes” shall mean any
+private use of the Font Software by you. “Work” shall mean any work or
+result created by You or on Your behalf with the Font Software. For the
+avoidance of doubt, the use for Personal Purposes does not allow any use of the
+Font Software and/or any Work for commercial purposes (see Section 2.2) and/or
+as a web-font (see Section 2.6).
+
+2.2 NO COMMERCIAL USE
+Neither the Font Software, nor any of its individual components or any Work, may
+be used by You for any form of profit-making or otherwise commercial projects,
+without express prior written permission from the Font Designer.
+
+2.3 NO SALE OR DISTRIBUTION
+You may not sell, rent, license, sublicense, distribute, redistribute, give-away
+or make available (in any other way) the Font Software alone or as part of any
+collection, product or service to any third party.
+
+2.4 NO MODIFICATION
+You may not modify, adapt, rename, translate, reverse engineer, decompile,
+disassemble, alter, or attempt to discover the source code of the Font Software.
+
+2.5 EMBEDDING
+You may embed the Font Software in documents, applications or devices either as
+a rasterized representation of the Font Software (e.g., a GIF or JPEG) or as a
+subset of the Font Software as long as the document, application or device is
+distributed in a secure format that permits only the viewing and printing but
+not the editing of the text.
+
+2.6 NO USE AS A WEBFONT
+You may not make the Font Software accessible on a web server in order to enable
+a web browser to render the content of Websites using the respective Font
+Software.
+
+2.7 BACKUP
+You may make backup copies of the Font Software for archival purposes only,
+provided that You retain exclusive custody and control over such copies. Any
+backup copy of the Font Software must contain the same copyright, trademark, and
+other proprietary information as the original.
+
+2.8 PRINT SHOPS AND SERVICE BUREAUS
+You may provide a copy of the Font Software used in Your Work to a print shop,
+service bureau, etc. for printing or otherwise outputting Your Work. Afterwards,
+the print shop, service bureau, etc. must destroy and/or delete all copies of
+the Font Software.
+
+3. ATTRIBUTION
+If You make Your Work publicly accessible in any form, You must keep intact all
+copyright notices for the Font Software and display, reasonable to the medium or
+means You are utilizing for Your Work, an attribution notice (hereinafter “The
+Attribution Notice”) comprising of:
+
+the name of the Font Designer or pseudonym, if applicable (“broomweed”);
+the title of the Font Software (“bugfont”); and
+to the extent reasonably practicable, the URI
+(https://fontstruct.com/fontstructions/show/2549558) from where the Font was
+originally downloaded.
+
+The Attribution Notice may be implemented in any reasonable manner. For the
+avoidance of doubt, You may only use the credit required by this Section for the
+purpose of attribution in the manner set out above and, by exercising Your
+rights under this License, You may not implicitly or explicitly assert or imply
+any connection with, sponsorship or endorsement by the Font Designer of You or
+Your Work.
+
+4. YOUR REPRESENTATIONS AND INDEMNIFICATIONS
+You represent, warrant, and covenant that You shall use the Font Software only
+in accordance with the terms of this Agreement and keep the Font Designer fully
+indemnified against all actions, claims, costs, proceedings and damages
+whatsoever incurred by any breach of any of the aforesaid representations,
+warranties of this Agreement.
+
+5. OWNERSHIP AND RIGHTS TO THE FONT SOFTWARE
+The Font Designer reserves all rights not expressly granted to You in this
+Agreement (hereinafter “Reserved Rights”). The Font Software is protected by
+copyright and other intellectual property laws and treaties. You acknowledge
+that the Font Designer shall be the sole owner of the Font Software, of the
+copyright and all Reserved Rights of whatever kind and nature in the Font
+Software.
+
+6. WARRANTY
+The Font Software is made available “as is” WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
+COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT.THE FONT DESIGNER DOES NOT AND
+CANNOT GUARANTEE THE PERFORMANCE OR RESULTS YOU MAY OBTAIN BY USING THE FONT
+SOFTWARE.
+THE FONT DESIGNER SHALL IN NO EVENT BE LIABLE TO YOU FOR ANY CONSEQUENTIAL,
+INCIDENTAL OR SPECIAL DAMAGES, INCLUDING ANY LOST PROFITS OR LOST SAVINGS, OR
+FOR ANY CLAIM BY ANY THIRD PARTY, ARISING OUT OF THE USE OR INABILITY TO USE THE
+FONT SOFTWARE.
+
+7. TERMINATION / CONDITION PRECEDENT
+You may use the Font Software only as set forth in this Agreement. Any use of
+the Font Software that is not expressly allowed in this Agreement will
+automatically terminate Your rights to use the Font Software under this
+Agreement. If Your right to use the Font Software is terminated You shall
+immediately stop using the Font Software, call back or change any Work that is
+used in the public, and delete/destroy any copies of the Font Software. The
+termination of the Agreement shall not affect the right of the Font Designer to
+claim damages or other rights.
+
+8. WAIVER
+A waiver by either Party of any term or condition of this Agreement shall not be
+deemed or construed to be a waiver of such term or condition for the future or
+any subsequent breach thereof. All remedies, rights, undertakings, obligations
+and agreements contained in this Agreement shall be cumulative and none of them
+shall be in limitation of any other remedy, right, undertaking, obligation or
+agreement of either Party.
+
+9. GOVERNING LAW, PLACE OF JURISDICTION
+This Agreement shall be construed and shall take effect in accordance with the
+laws of the Federal Republic of Germany excluding the United Nations Convention
+on Contracts for the International Sales of Goods (CISG). To the extent
+permitted by law, the Courts of Berlin, Germany shall have exclusive
+jurisdiction to resolve any dispute which may arise.
+
+10. ENTIRE AGREEMENT
+This Agreement contains the entire agreement between the Parties. No variation
+of any of the terms or conditions of this Agreement may be made unless such
+variation is agreed in writing and signed by You and the Font Designer.
+
+11. SEVERABILITY
+If any provision of this Agreement is adjudged by a court to be invalid or
+unenforceable, such provision shall in no way affect any other provision of this
+Agreement, the application of such provision in any other circumstance or the
+validity or enforceability of this Agreement. The Parties will negotiate in
+good faith about a provision that will replace the invalid or unenforceable
+provision.
+
+FontStruct Notice: FontStruct no Party to this Agreement
+
+Please note that FontStruct (www.fontstruct.com) is not a party to this
+Agreement between You and the Font Designer.
+
+FontStruct makes no warranty of any kind in connection with the Font Software,
+its use or the results that You may obtain by using the Font Software.
+
+FontStruct shall in no event be liable to You or any third party for any damages
+whatsoever arising out of or relating to this Agreement or the use of the Font
+Software, including but not limited to incidental, special damages, any lost
+profits or lost savings or any claim made by a third party.
+
--- /dev/null
+"use strict";
+
+/* Please forgive my strictly procedural/functional style here.
+ * Thanks for reading though! */
+
+let zb = (function() {
+ /* ---- Util ---- */
+
+ function mod(x, n) {
+ return ((x%n)+n)%n;
+ }
+
+ function copy_list(list) {
+ let newlist = [];
+ for (let x of list) {
+ newlist.push(x);
+ }
+ return newlist;
+ }
+
+ function copy_flat_objlist(list) {
+ let newlist = [];
+ for (let x of list) {
+ newlist.push({ ...x });
+ }
+ return newlist;
+ }
+
+ /* ---- Resource loading / loading screen ---- */
+
+ let _audiocheck = document.createElement('audio');
+
+ let _SFX_ARRAY_SIZE = 10;
+
+ /* Returns a callback that should be called when a resource finishes loading. */
+ function _register_resource(name, game, callback) {
+ game._total_things_to_load ++;
+ console.log("Loading", name + ". Things to load:", game._total_things_to_load);
+ return function() {
+ if (!game.ready_to_go) {
+ game._things_loaded ++;
+ console.log("Loaded", name + ". Things loaded:", game._things_loaded, "/", game._total_things_to_load);
+ _check_if_loaded(game);
+ if (callback) {
+ callback();
+ }
+ }
+ }
+ }
+
+ /* Check if audio failed to load bc file doesn't exist and print error message. */
+ /* TODO add the same thing for an image */
+ function _sound_resource_error(name, game, audio) {
+ return function(e) {
+ if (audio === undefined) {
+ console.error("Error loading resource, skipping:", name);
+ game._things_loaded ++;
+ _check_if_loaded(game);
+ }
+ }
+ }
+
+ /* Check if the game has loaded everything and if so show the 'click to start' image */
+ function _check_if_loaded(game) {
+ if (game.ready_to_go) return;
+
+ if (game._things_loaded >= game._total_things_to_load) {
+ console.log("Ready");
+ game.ready_to_go = true;
+ game._on_ready();
+ }
+ }
+
+ function _register_sfx(sfxdata, game) {
+ for (let key in sfxdata) {
+ let sfx_array = new Array(_SFX_ARRAY_SIZE);
+ for (let i = 0; i < _SFX_ARRAY_SIZE; i++) {
+ sfx_array[i] = new Audio(sfxdata[key].path);
+ sfx_array[i].addEventListener('canplaythrough',
+ _register_resource(sfxdata[key].path + '#' + (i+1), game), false);
+ sfx_array[i].addEventListener('error',
+ _sound_resource_error(sfxdata[key].path + '#' + (i+1), game), false, sfx_array[i]);
+ if (sfxdata[key].hasOwnProperty('volume')) {
+ sfx_array[i].volume = sfxdata[key].volume;
+ }
+ }
+ game.sfx[key] = {
+ _array: sfx_array,
+ _index: 0,
+ play: function() {
+ if (!game.muted) {
+ this._array[this._index].currentTime = 0;
+ this._array[this._index].play();
+ this._index ++;
+ this._index = mod(this._index, _SFX_ARRAY_SIZE);
+ }
+ }
+ }
+ }
+ }
+
+ function _register_music(musicdata, game) {
+ for (let key in musicdata) {
+ let musicpath;
+ if (musicdata[key].path.match(/\.[a-z]{3}$/)) {
+ musicpath = musicdata[key].path;
+ } else if (_audiocheck.canPlayType('audio/mpeg')) {
+ musicpath = musicdata[key].path + '.mp3';
+ } else if (_audiocheck.canPlayType('audio/ogg')) {
+ musicpath = musicdata[key].path + '.ogg';
+ } else {
+ console.log("No supported music type known :(");
+ return;
+ }
+ let music = new Audio(musicpath);
+ if (musicdata[key].hasOwnProperty('volume')) {
+ music.volume = musicdata[key].volume;
+ }
+
+ if (!musicdata[key].hasOwnProperty('loop') || musicdata[key].loop) {
+ /* We loop by default unless 'loop: false' is specified. */
+ music.loop = true;
+ }
+ music.addEventListener('canplaythrough', _register_resource(musicpath, game), false);
+ music.addEventListener('error', _sound_resource_error(musicpath, game, music), false);
+
+ /* Handle music changes when muted, so when we unmute,
+ * the correct music will be playing. */
+ music._og_play = music.play;
+ music.play = function() {
+ if (game.muted) {
+ music.was_playing = true;
+ } else {
+ music._og_play();
+ }
+ }
+
+ music._og_pause = music.pause;
+ music.pause = function() {
+ if (game.muted) {
+ music.was_playing = false;
+ } else {
+ music._og_pause();
+ }
+ }
+
+ game.music[key] = music;
+ }
+ }
+
+ function _register_images(imgdata, game) {
+ function _recursive_load_images(pathmap) {
+ let result = {};
+ for (let key in pathmap) {
+ if (typeof pathmap[key] === 'object') {
+ result[key] = _recursive_load_images(pathmap[key]);
+ } else {
+ result[key] = new Image();
+ result[key].onload = _register_resource(pathmap[key], game);
+ result[key].src = pathmap[key];
+ }
+ }
+ return result;
+ }
+
+ let loaded_imgs = _recursive_load_images(imgdata);
+ for (let k in loaded_imgs) {
+ game.img[k] = loaded_imgs[k];
+ }
+ }
+
+ function create_game(params) {
+ let game_props = {...params};
+
+ game_props.frame_rate = params.frame_rate || 60;
+
+ game_props.canvas_w = params.canvas_w || 640;
+ game_props.canvas_h = params.canvas_h || 480;
+ game_props.draw_scale = params.draw_scale || 4;
+ game_props.top_border = params.top_border || 0;
+ game_props.bottom_border = params.bottom_border || 8;
+ game_props.left_border = params.left_border || 0;
+ game_props.right_border = params.right_border || 0;
+
+ game_props.tile_size = params.tile_size || 16;
+ game_props.level_w = params.level_w || 10;
+ game_props.level_h = params.level_h || 7;
+
+ game_props.screen_w = game_props.canvas_w / game_props.draw_scale;
+ game_props.screen_h = game_props.canvas_h / game_props.draw_scale;
+
+ game_props.background_color = params.background_color || '#000000';
+
+ let canvas = document.getElementById(game_props.canvas);
+
+ let global_ctx = canvas.getContext('2d');
+ global_ctx.imageSmoothingEnabled = false;
+ global_ctx.webkitImageSmoothingEnabled = false;
+ global_ctx.mozImageSmoothingEnabled = false;
+
+ let mask_canvas = document.createElement('canvas');
+ mask_canvas.width = canvas.width;
+ mask_canvas.height = canvas.height;
+ let mask_ctx = mask_canvas.getContext('2d');
+ mask_ctx.imageSmoothingEnabled = false;
+ mask_ctx.webkitImageSmoothingEnabled = false;
+ mask_ctx.mozImageSmoothingEnabled = false;
+
+ let copy_canvas = document.createElement('canvas');
+ copy_canvas.width = canvas.width;
+ copy_canvas.height = canvas.height;
+ let copy_ctx = copy_canvas.getContext('2d');
+ copy_ctx.imageSmoothingEnabled = false;
+ copy_ctx.webkitImageSmoothingEnabled = false;
+ copy_ctx.mozImageSmoothingEnabled = false;
+
+ let draw_canvas = document.createElement('canvas');
+ draw_canvas.width = canvas.width;
+ draw_canvas.height = canvas.height;
+ let draw_ctx = draw_canvas.getContext('2d');
+ draw_ctx.imageSmoothingEnabled = false;
+ draw_ctx.webkitImageSmoothingEnabled = false;
+ draw_ctx.mozImageSmoothingEnabled = false;
+
+ let game = {
+ /* General properties */
+ ...game_props,
+
+ canvas: canvas,
+
+ /* Loading */
+ ready_to_go: false,
+ _total_things_to_load: 1,
+ _things_loaded: 0,
+ resources_ready: function() {
+ this._things_loaded ++;
+ console.log("Finished enumerating resources to load. Things loaded:",
+ this._things_loaded, "/", this._total_things_to_load);
+ _check_if_loaded(this);
+ },
+ _on_ready: function() {
+ this.ready_to_go = true;
+ if (game.img._clicktostart && game.img._clicktostart.complete) {
+ game.ctx.global.save();
+ game.ctx.global.scale(game.draw_scale, game.draw_scale);
+ game.ctx.global.drawImage(game.img._clicktostart, 0, 0);
+ game.ctx.global.restore();
+ }
+ },
+ playing: false,
+ play: function() {
+ this.playing = true;
+ if (this.events.gamestart) {
+ this.events.gamestart(this);
+ }
+ _loop(this);
+ },
+ _norun: false,
+
+ /* Audio */
+ sfx: {},
+ music: {},
+ muted: false,
+ mute: function() {
+ _mute(this);
+ },
+ unmute: function() {
+ _unmute(this);
+ },
+ toggle_mute: function() {
+ if (this.muted) {
+ _unmute(this);
+ } else {
+ _mute(this);
+ }
+ },
+ register_sfx: function(sfxdata) {
+ _register_sfx(sfxdata, this);
+ },
+ register_music: function(musicdata) {
+ _register_music(musicdata, this);
+ },
+
+ /* Drawing */
+ ctx: {
+ global: global_ctx, /* context for the actual real canvas */
+ mask: mask_ctx, /* context for drawing the transition mask, gets scaled up */
+ copy: copy_ctx, /* context for copying the old screen on transition */
+ draw: draw_ctx, /* context for drawing the real level */
+ },
+ img: {},
+ register_images: function(imgdata) {
+ _register_images(imgdata, this);
+ },
+
+ /* Save */
+ save: function(key, data) {
+ _save(game, key, data);
+ },
+ load: function(key) {
+ return _load(game, key);
+ },
+
+ /* Transition system */
+ transition: _transition,
+ start_transition: function(type, length, callback, on_done) {
+ _start_transition(this, type, length, callback, on_done);
+ },
+ long_transition: function(type, length, callback, on_done) {
+ _long_transition(this, type, length, callback, on_done);
+ }
+ };
+
+ window.requestAnimFrame = (function() {
+ return window.requestAnimationFrame ||
+ window.webkitRequestAnimationFrame ||
+ window.mozRequestAnimationFrame ||
+ window.oRequestAnimationFrame ||
+ window.msRequestAnimationFrame ||
+ function(callback, element) {
+ window.setTimeout(callback, 1000/game.frame_rate);
+ };
+ })();
+
+ /* Register event listeners */
+ for (let ev in params.events) {
+ /* Register any other events I guess */
+ canvas['on' + ev] = function(e) {
+ if (game.playing && !game._norun) {
+ params.events[ev](game, e);
+ }
+ }
+ }
+
+ /* Override with special events */
+ canvas.onmousedown = function(e) {
+ if (!game._norun) {
+ _handle_mousedown(game, e);
+ }
+ }
+
+ canvas.onmousemove = function(e) {
+ if (!game._norun) {
+ _handle_mousemove(game, e);
+ }
+ }
+
+ canvas.onmouseup = function(e) {
+ if (!game._norun) {
+ _handle_mouseup(game, e);
+ }
+ }
+
+ canvas.onkeydown = function(e) {
+ if (!game._norun && game.events.keydown) {
+ game.events.keydown(game, e);
+ e.preventDefault();
+ }
+ }
+
+ canvas.onkeyup = function(e) {
+ if (!game._norun && game.events.keyup) {
+ game.events.keyup(game, e);
+ e.preventDefault();
+ }
+ }
+
+ canvas.onblur = function(e) {
+ if (game.playing && !game.run_in_background) {
+ game._norun = true;
+ _stop_music(game);
+ }
+ }
+
+ canvas.onfocus = function(e) {
+ if (game.playing && !game.run_in_background) {
+ game._norun = false;
+ if (!game.muted) {
+ _start_music(game);
+ }
+ _loop(game);
+ }
+ }
+
+ /* Set loading stuff */
+ let loading_img = new Image();
+ loading_img.onload = _register_resource('loading.png', game, function() {
+ if (!game.ready_to_go) {
+ game.ctx.global.save();
+ game.ctx.global.scale(game.draw_scale, game.draw_scale);
+ game.ctx.global.drawImage(loading_img, 0, 0);
+ game.ctx.global.restore();
+ }
+ });
+ loading_img.src = 'loading.png';
+
+ if (!game.run_in_background) {
+ let pause_img = new Image();
+ pause_img.onload = _register_resource('pause.png', game);
+ pause_img.src = 'pause.png';
+ game.img._pause = pause_img;
+ }
+
+ if (game.hasOwnProperty('save_key')) {
+ let saveerror_img = new Image();
+ saveerror_img.onload = _register_resource('saveerror.png', game);
+ saveerror_img.src = 'saveerror.png';
+ game.img._saveerror = saveerror_img;
+ }
+
+ let clicktostart_img = new Image();
+ clicktostart_img.onload = _register_resource('clicktostart.png', game, function() {
+ if (game.ready_to_go) {
+ game.ctx.global.save();
+ game.ctx.global.scale(game.draw_scale, game.draw_scale);
+ game.ctx.global.drawImage(game.img._clicktostart, 0, 0);
+ game.ctx.global.restore();
+ }
+ });
+ clicktostart_img.src = 'clicktostart.png';
+ game.img._clicktostart = clicktostart_img;
+
+ return game;
+ }
+
+ /* ---- Audio ---- */
+
+ function _stop_music(game) {
+ if (game.muted) return;
+
+ for (let m in game.music) {
+ if (!game.music[m].paused) {
+ game.music[m].was_playing = true;
+ game.music[m].pause();
+ } else {
+ game.music[m].was_playing = false;
+ }
+ }
+ }
+
+ function _start_music(game, unmuting) {
+ if (game.muted && !unmuting) return;
+
+ for (let m in game.music) {
+ if (game.music[m].was_playing) {
+ game.music[m].play();
+ }
+ }
+ }
+
+ function _mute(game) {
+ _stop_music(game);
+ game.muted = true;
+ }
+
+ function _unmute(game) {
+ game.muted = false;
+ _start_music(game);
+ }
+
+ /* ---- Game update stuff ---- */
+
+ let _last_frame_time;
+ let _timedelta = 0;
+ function _loop(game, timestamp) {
+ if (timestamp == undefined) {
+ timestamp = 0;
+ _last_frame_time = timestamp;
+ }
+ _timedelta += timestamp - _last_frame_time;
+ _last_frame_time = timestamp;
+
+ while (_timedelta >= 1000 / game.frame_rate) {
+ _update(game, 1000 / game.frame_rate);
+ _timedelta -= 1000 / game.frame_rate;
+ }
+ _draw(game);
+
+ if (!game._norun) {
+ requestAnimFrame(function(timestamp) {
+ _loop(game, timestamp);
+ });
+ }
+ }
+
+ function _update(game, delta) {
+ game.update_func(delta);
+
+ if (game.transition.is_transitioning) {
+ game.transition.timer += delta;
+ if (game.transition.timer > game.transition.end_time) {
+ _finish_transition(game);
+ }
+ }
+ }
+
+ /* ---- Mouse ---- */
+
+ function _handle_mousedown(game, e) {
+ if (!game.playing) return;
+
+ const rect = game.canvas.getBoundingClientRect();
+ let x = Math.round((e.clientX - rect.left) / game.draw_scale) - 1;
+ let y = Math.round((e.clientY - rect.top) / game.draw_scale) - 1;
+ if (e.button === 0 && game.events.mousedown) {
+ game.events.mousedown(game, e, x, y);
+ }
+ }
+
+ function _handle_mouseup(game, e) {
+ if (!game.playing && game.ready_to_go) {
+ /* Click to start */
+ if (game.hasOwnProperty('save_key') && !game._show_save_error) {
+ /* Test if save/load is working */
+ try {
+ console.log("Test saving");
+ localStorage.setItem(game.save_key + ".test", "savetest");
+ let savetest = localStorage.getItem(game.save_key + ".test");
+ if (savetest !== "savetest") {
+ throw new Error("oops");
+ }
+ } catch (e) {
+ /* If error saving, show save error message first */
+ /* We set _show_save_error so that the second time the user clicks,
+ * the game will actually start */
+ console.log("- SAVE FAILED -");
+ game._show_save_error = true;
+ game.ctx.global.save();
+ game.ctx.global.scale(game.draw_scale, game.draw_scale);
+ game.ctx.global.drawImage(game.img._saveerror, 0, 0);
+ game.ctx.global.restore();
+ return;
+ }
+ }
+ game.play();
+ return;
+ }
+
+ const rect = game.canvas.getBoundingClientRect();
+ let x = Math.round((e.clientX - rect.left) / game.draw_scale) - 1;
+ let y = Math.round((e.clientY - rect.top) / game.draw_scale) - 1;
+ if (e.button === 0 && game.events.mouseup) {
+ game.events.mouseup(game, e, x, y);
+ }
+ }
+
+ function _handle_mousemove(game, e) {
+ const rect = game.canvas.getBoundingClientRect();
+ let x = Math.round((e.clientX - rect.left) / game.draw_scale) - 1;
+ let y = Math.round((e.clientY - rect.top) / game.draw_scale) - 1;
+ if (game.events.mousemove) {
+ game.events.mousemove(game, e, x, y);
+ }
+ }
+
+ /* ---- Drawing stuff ---- */
+
+ function _draw(game) {
+ let ctx = game.ctx.draw;
+
+ ctx.save();
+
+ ctx.fillStyle = game.background_color;
+
+ ctx.beginPath();
+ ctx.rect(0, 0, game.screen_w, game.screen_h);
+ ctx.fill();
+
+ game.draw_func(game.ctx.draw);
+
+ if (game.transition.mid_long) {
+ ctx.fillStyle = game.transition.color;
+ ctx.fillRect(-1, -1, game.canvas_w + 5, game.canvas_h + 5);
+ }
+
+ ctx.restore();
+
+ game.ctx.global.fillStyle = 'rgb(0, 0, 0)';
+ game.ctx.global.beginPath();
+ game.ctx.global.rect(0, 0, game.screen_w * game.draw_scale, game.screen_h * game.draw_scale);
+ game.ctx.global.fill();
+
+ game.ctx.global.save();
+
+ game.ctx.global.scale(game.draw_scale, game.draw_scale);
+
+ game.ctx.global.drawImage(ctx.canvas, 0, 0);
+
+ if (game.transition.is_transitioning) {
+ _draw_transition(game);
+ }
+
+ if (game._norun) {
+ game.ctx.global.drawImage(game.img._pause, 0, 0);
+ }
+
+ game.ctx.global.restore();
+ }
+
+ /* Draw a particular section of an image/spritesheet,
+ * without having to do as much math or type the destination size */
+ function sprite_draw(ctx, img, section_w, section_h, section_x, section_y, dest_x, dest_y) {
+ ctx.drawImage(img,
+ section_w * section_x, section_h * section_y, section_w, section_h,
+ dest_x, dest_y, section_w, section_h)
+ }
+
+ /* Draw an image over the whole screen lol */
+ function screen_draw(ctx, img) {
+ ctx.drawImage(img, 0, 0);
+ }
+
+ /* ---- Save ---- */
+
+ function _save(game, key, data) {
+ let save_data;
+
+ if (!game.hasOwnProperty('save_key')) {
+ throw new Error("In order to enable saving/loading, please specify a save_key property when creating the game object");
+ }
+
+ try {
+ save_data = localStorage.getItem(game.save_key) || "{}";
+ } catch (e) {
+ console.error("Saving is disabled; cannot save " + key, e);
+ return;
+ }
+
+ try {
+ save_data = JSON.parse(save_data);
+ } catch (e) {
+ console.error("Cannot parse stored save data (when trying to save " + key + ")", e);
+ return;
+ }
+
+ save_data[key] = JSON.stringify(data);
+
+ try {
+ save_data = JSON.stringify(save_data);
+ } catch (e) {
+ console.error("Failed to stringify save data (while trying to save " + key + ")", e);
+ return;
+ }
+
+ try {
+ localStorage.setItem(game.save_key, save_data);
+ } catch (e) {
+ console.error("Failed to save to localStorage (while saving key " + key + ")", e);
+ return;
+ }
+ }
+
+ function _load(game, key) {
+ let save_data;
+
+ if (!game.hasOwnProperty('save_key')) {
+ throw new Error("In order to enable saving/loading, please specify a save_key property when creating the game object");
+ }
+
+ try {
+ save_data = localStorage.getItem(game.save_key);
+ } catch (e) {
+ console.error("Loading is disabled; cannot load " + key, e);
+ return;
+ }
+
+ try {
+ save_data = JSON.parse(save_data);
+ } catch (e) {
+ console.error("Cannot parse stored save data (when trying to load " + key + ")", e);
+ return;
+ }
+
+ if (!save_data) {
+ return null;
+ }
+
+ return save_data[key];
+ }
+
+ /* ---- Transition stuff ---- */
+
+ let TransitionType = { DOTS: 1, SLIDE_DOWN: 2, SLIDE_UP: 3, FADE: 4, CIRCLE: 5 };
+
+ let _transition = {
+ is_transitioning: false,
+ timer: 0,
+ color: '#000000',
+ w: 20,
+ h: 14,
+ dir_invert_v: false,
+ dir_invert_h: false,
+ invert_shape: true,
+ mid_long: false,
+ done_func: null,
+ type: TransitionType.DOTS,
+ nodraw: false,
+ end_time: 100,
+ }
+
+ function _long_transition(game, type, length, callback) {
+ if (game.transition.is_transitioning) return;
+
+ _draw(game);
+
+ game.transition.invert_shape = false;
+ _internal_start_transition(game, type, length, function() {
+ game.transition.mid_long = true;
+ }, function() {
+ game.transition.invert_shape = true;
+ game.transition.is_transitioning = true;
+ let tdiv = game.transition.dir_invert_v;
+ let tdih = game.transition.dir_invert_h;
+ _internal_start_transition(game, type, length, function() {
+ game.transition.mid_long = false;
+ callback();
+ game.transition.dir_invert_v = tdiv;
+ game.transition.dir_invert_h = tdih;
+ });
+ });
+ }
+
+ function _start_transition(game, type, length, callback, on_done) {
+ if (game.transition.is_transitioning) return;
+ if (!game.transition.nodraw) _draw(game);
+
+ _internal_start_transition(game, type, length, callback, on_done);
+ }
+
+ function _internal_start_transition(game, type, length, callback, on_done) {
+ if (on_done) {
+ game.transition.done_func = on_done;
+ }
+
+ game.transition.type = type;
+ game.transition.end_time = length;
+
+ game.ctx.copy.drawImage(game.ctx.draw.canvas, 0, 0);
+
+ game.transition.dir_invert_v = Math.random() < 0.5;
+ game.transition.dir_invert_h = Math.random() < 0.5;
+
+ callback();
+
+ game.transition.is_transitioning = true;
+ game.transition.timer = 0;
+ }
+
+ function _finish_transition(game) {
+ game.transition.is_transitioning = false;
+ game.transition.timer = 0;
+
+ if (game.transition.done_func) {
+ setTimeout(function() {
+ game.transition.done_func();
+ game.transition.done_func = null;
+ }, 400);
+ }
+ }
+
+ function _draw_transition(game) {
+ game.ctx.global.save();
+
+ if (game.transition.type == TransitionType.DOTS) {
+ game.ctx.mask.clearRect(0, 0, game.screen_w, game.screen_h);
+ _draw_transition_dot_mask(game, game.ctx.mask);
+
+ // Redraw to reduce antialiasing effects
+ for (let i = 0; i < 5; i++) {
+ game.ctx.mask.drawImage(game.ctx.mask.canvas, 0, 0);
+ }
+
+ game.ctx.mask.globalCompositeOperation = 'source-in';
+ game.ctx.mask.drawImage(game.ctx.copy.canvas, 0, 0);
+ game.ctx.mask.globalCompositeOperation = 'source-over';
+
+ game.ctx.global.drawImage(game.ctx.mask.canvas, 0, 0);
+ } else if (game.transition.type == TransitionType.SLIDE_DOWN) {
+ let offset = game.transition.timer / game.transition.end_time * game.screen_h;
+
+ game.ctx.global.drawImage(game.ctx.copy.canvas, 0, -offset);
+ game.ctx.global.drawImage(game.ctx.draw.canvas, 0, game.screen_h - offset);
+ } else if (game.transition.type == TransitionType.SLIDE_UP) {
+ let offset = game.transition.timer / game.transition.end_time * game.screen_h;
+
+ game.ctx.global.drawImage(game.ctx.copy.canvas, 0, offset);
+ game.ctx.global.drawImage(ctx.canvas, 0, - game.screen_h + offset);
+ } else if (game.transition.type == TransitionType.FADE) {
+ let alpha = 0;
+ alpha = 1 - game.transition.timer / game.transition.end_time;
+
+ game.ctx.mask.clearRect(0, 0, game.screen_w, game.screen_h);
+ game.ctx.mask.fillStyle = 'rgba(255,255,255,' + alpha + ')';
+ game.ctx.mask.fillRect(0, 0, game.screen_w, game.screen_h);
+ game.ctx.mask.globalCompositeOperation = 'source-in';
+ game.ctx.mask.drawImage(game.ctx.copy.canvas, 0, 0);
+ game.ctx.mask.globalCompositeOperation = 'source-over';
+
+ game.ctx.global.drawImage(game.ctx.mask.canvas, 0, 0);
+ } else if (game.transition.type == TransitionType.CIRCLE) {
+ game.ctx.mask.clearRect(0, 0, game.screen_w, game.screen_h);
+
+ let frac = game.transition.timer / game.transition.end_time;
+ if (!game.transition.invert_shape) {
+ frac = 1 - frac;
+ }
+ frac = Math.pow(frac, 1.5);
+
+ let cx = character.x + 0.5;
+ let cy = character.y + 0.5;
+ let lh = game.level_h + 1;
+ let distances_to_corners = [
+ Math.sqrt(Math.pow(cx * game.tile_size, 2) + Math.pow(cy * game.tile_size, 2)),
+ Math.sqrt(Math.pow((game.level_w - cx) * game.tile_size, 2) + Math.pow(cy * game.tile_size, 2)),
+ Math.sqrt(Math.pow(cx * game.tile_size, 2) + Math.pow((lh - cy) * game.tile_size, 2)),
+ Math.sqrt(Math.pow((game.level_w - cx) * game.tile_size, 2) + Math.pow((lh - cy) * game.tile_size, 2)),
+ ];
+ let max_radius = Math.max(...distances_to_corners);
+ let radius = frac * max_radius;
+
+ game.ctx.mask.globalCompositeOperation = 'source-over';
+ game.ctx.mask.drawImage(game.ctx.copy.canvas, 0, 0);
+
+ game.ctx.mask.globalCompositeOperation = 'destination-out';
+ game.ctx.mask.fillStyle = 'rgba(255,255,255)';
+ game.ctx.mask.beginPath();
+ if (!game.transition.invert_shape) {
+ game.ctx.mask.rect(-5, -5, game.screen_w + 5, game.screen_h + 5);
+ }
+ game.ctx.mask.arc(character.x * game.tile_size + game.tile_size / 2,
+ character.y * game.tile_size + game.tile_size / 2,
+ radius, 0, 2 * Math.PI,
+ !game.transition.invert_shape);
+ game.ctx.mask.fill();
+
+ game.ctx.mask.globalCompositeOperation = 'source-over';
+
+ game.ctx.global.drawImage(game.ctx.mask.canvas, 0, 0);
+ }
+
+ game.ctx.global.restore();
+ }
+
+ function _draw_transition_dot_mask(game, ctx) {
+ ctx.fillStyle = '#0000ff';
+ let cell_width = game.screen_w / game.transition.w;
+ let cell_height = game.screen_h / game.transition.h;
+ let max_radius = 0.75 * Math.max(cell_width, cell_height);
+
+ let transition_dot_length = game.transition.end_time * 3 / 8;
+
+ for (let x = -1; x < game.transition.w + 1; x++) {
+ for (let y = -1; y < game.transition.h + 1; y++) {
+ let radius;
+
+ let circle_start_time = (x + y) / (game.transition.w + game.transition.h)
+ * (game.transition.end_time - transition_dot_length);
+ if (game.transition.timer - circle_start_time < 0) {
+ if (game.transition.invert_shape) {
+ radius = 0;
+ } else {
+ radius = max_radius;
+ }
+ } else if (game.transition.timer - circle_start_time < transition_dot_length) {
+ if (game.transition.invert_shape) {
+ radius = (game.transition.timer - circle_start_time) / transition_dot_length * max_radius;
+ } else {
+ radius = (1 - (game.transition.timer - circle_start_time) / transition_dot_length) * max_radius;
+ }
+ } else {
+ if (game.transition.invert_shape) {
+ radius = max_radius;
+ } else {
+ radius = 0;
+ }
+ }
+
+ let draw_x = x;
+ let draw_y = y;
+ if (game.transition.dir_invert_v) draw_x = game.transition.w - 1 - x;
+ if (game.transition.dir_invert_h) draw_y = game.transition.h - 1 - y;
+
+ if (radius >= max_radius * 0.8) {
+ if (!game.transition.invert_shape) {
+ ctx.fillRect(draw_x * cell_width, draw_y * cell_width, cell_width + 1, cell_width + 1);
+ }
+ } else if (radius > 0) {
+ ctx.save();
+ ctx.beginPath();
+ if (game.transition.invert_shape) {
+ ctx.rect(draw_x * cell_width, draw_y * cell_width, cell_width + 3, cell_width + 3);
+ }
+ ctx.moveTo(draw_x * cell_width + cell_width / 2, draw_y * cell_width + cell_width / 2);
+ ctx.arc(draw_x * cell_width + cell_width / 2,
+ draw_y * cell_width + cell_width / 2,
+ radius, 0, 2 * Math.PI, game.transition.invert_shape);
+ ctx.clip();
+ ctx.fillRect(draw_x * cell_width, draw_y * cell_width, cell_width, cell_width);
+ ctx.restore();
+ } else {
+ if (game.transition.invert_shape) {
+ ctx.fillRect(draw_x * cell_width, draw_y * cell_width, cell_width + 3, cell_width + 3);
+ }
+ }
+ }
+ }
+ }
+
+ /* ---- former contents of ready.js ---- */
+
+ // Due to Timo Huovinen
+ // https://stackoverflow.com/questions/799981/document-ready-equivalent-without-jquery
+ var ready = (function(){
+
+ var readyList,
+ DOMContentLoaded,
+ class2type = {};
+ class2type["[object Boolean]"] = "boolean";
+ class2type["[object Number]"] = "number";
+ class2type["[object String]"] = "string";
+ class2type["[object Function]"] = "function";
+ class2type["[object Array]"] = "array";
+ class2type["[object Date]"] = "date";
+ class2type["[object RegExp]"] = "regexp";
+ class2type["[object Object]"] = "object";
+
+ var ReadyObj = {
+ // Is the DOM ready to be used? Set to true once it occurs.
+ isReady: false,
+ // A counter to track how many items to wait for before
+ // the ready event fires. See #6781
+ readyWait: 1,
+ // Hold (or release) the ready event
+ holdReady: function( hold ) {
+ if ( hold ) {
+ ReadyObj.readyWait++;
+ } else {
+ ReadyObj.ready( true );
+ }
+ },
+ // Handle when the DOM is ready
+ ready: function( wait ) {
+ // Either a released hold or an DOMready/load event and not yet ready
+ if ( (wait === true && !--ReadyObj.readyWait) || (wait !== true && !ReadyObj.isReady) ) {
+ // Make sure body exists, at least, in case IE gets a little overzealous (ticket #5443).
+ if ( !document.body ) {
+ return setTimeout( ReadyObj.ready, 1 );
+ }
+
+ // Remember that the DOM is ready
+ ReadyObj.isReady = true;
+ // If a normal DOM Ready event fired, decrement, and wait if need be
+ if ( wait !== true && --ReadyObj.readyWait > 0 ) {
+ return;
+ }
+ // If there are functions bound, to execute
+ readyList.resolveWith( document, [ ReadyObj ] );
+
+ // Trigger any bound ready events
+ //if ( ReadyObj.fn.trigger ) {
+ // ReadyObj( document ).trigger( "ready" ).unbind( "ready" );
+ //}
+ }
+ },
+ bindReady: function() {
+ if ( readyList ) {
+ return;
+ }
+ readyList = ReadyObj._Deferred();
+
+ // Catch cases where $(document).ready() is called after the
+ // browser event has already occurred.
+ if ( document.readyState === "complete" ) {
+ // Handle it asynchronously to allow scripts the opportunity to delay ready
+ return setTimeout( ReadyObj.ready, 1 );
+ }
+
+ // Mozilla, Opera and webkit nightlies currently support this event
+ if ( document.addEventListener ) {
+ // Use the handy event callback
+ document.addEventListener( "DOMContentLoaded", DOMContentLoaded, false );
+ // A fallback to window.onload, that will always work
+ window.addEventListener( "load", ReadyObj.ready, false );
+
+ // If IE event model is used
+ } else if ( document.attachEvent ) {
+ // ensure firing before onload,
+ // maybe late but safe also for iframes
+ document.attachEvent( "onreadystatechange", DOMContentLoaded );
+
+ // A fallback to window.onload, that will always work
+ window.attachEvent( "onload", ReadyObj.ready );
+
+ // If IE and not a frame
+ // continually check to see if the document is ready
+ var toplevel = false;
+
+ try {
+ toplevel = window.frameElement == null;
+ } catch(e) {}
+
+ if ( document.documentElement.doScroll && toplevel ) {
+ doScrollCheck();
+ }
+ }
+ },
+ _Deferred: function() {
+ var // callbacks list
+ callbacks = [],
+ // stored [ context , args ]
+ fired,
+ // to avoid firing when already doing so
+ firing,
+ // flag to know if the deferred has been cancelled
+ cancelled,
+ // the deferred itself
+ deferred = {
+
+ // done( f1, f2, ...)
+ done: function() {
+ if ( !cancelled ) {
+ var args = arguments,
+ i,
+ length,
+ elem,
+ type,
+ _fired;
+ if ( fired ) {
+ _fired = fired;
+ fired = 0;
+ }
+ for ( i = 0, length = args.length; i < length; i++ ) {
+ elem = args[ i ];
+ type = ReadyObj.type( elem );
+ if ( type === "array" ) {
+ deferred.done.apply( deferred, elem );
+ } else if ( type === "function" ) {
+ callbacks.push( elem );
+ }
+ }
+ if ( _fired ) {
+ deferred.resolveWith( _fired[ 0 ], _fired[ 1 ] );
+ }
+ }
+ return this;
+ },
+
+ // resolve with given context and args
+ resolveWith: function( context, args ) {
+ if ( !cancelled && !fired && !firing ) {
+ // make sure args are available (#8421)
+ args = args || [];
+ firing = 1;
+ try {
+ while( callbacks[ 0 ] ) {
+ callbacks.shift().apply( context, args );//shifts a callback, and applies it to document
+ }
+ }
+ finally {
+ fired = [ context, args ];
+ firing = 0;
+ }
+ }
+ return this;
+ },
+
+ // resolve with this as context and given arguments
+ resolve: function() {
+ deferred.resolveWith( this, arguments );
+ return this;
+ },
+
+ // Has this deferred been resolved?
+ isResolved: function() {
+ return !!( firing || fired );
+ },
+
+ // Cancel
+ cancel: function() {
+ cancelled = 1;
+ callbacks = [];
+ return this;
+ }
+ };
+
+ return deferred;
+ },
+ type: function( obj ) {
+ return obj == null ?
+ String( obj ) :
+ class2type[ Object.prototype.toString.call(obj) ] || "object";
+ }
+ }
+ // The DOM ready check for Internet Explorer
+ function doScrollCheck() {
+ if ( ReadyObj.isReady ) {
+ return;
+ }
+
+ try {
+ // If IE is used, use the trick by Diego Perini
+ // http://javascript.nwbox.com/IEContentLoaded/
+ document.documentElement.doScroll("left");
+ } catch(e) {
+ setTimeout( doScrollCheck, 1 );
+ return;
+ }
+
+ // and execute any waiting functions
+ ReadyObj.ready();
+ }
+ // Cleanup functions for the document ready method
+ if ( document.addEventListener ) {
+ DOMContentLoaded = function() {
+ document.removeEventListener( "DOMContentLoaded", DOMContentLoaded, false );
+ ReadyObj.ready();
+ };
+
+ } else if ( document.attachEvent ) {
+ DOMContentLoaded = function() {
+ // Make sure body exists, at least, in case IE gets a little overzealous (ticket #5443).
+ if ( document.readyState === "complete" ) {
+ document.detachEvent( "onreadystatechange", DOMContentLoaded );
+ ReadyObj.ready();
+ }
+ };
+ }
+ function ready( fn ) {
+ // Attach the listeners
+ ReadyObj.bindReady();
+
+ var type = ReadyObj.type( fn );
+
+ // Add the callback
+ readyList.done( fn );//readyList is result of _Deferred()
+ }
+ return ready;
+ })();
+
+ return {
+ create_game: create_game,
+ ready: ready,
+ mod: mod,
+ copy_list: copy_list,
+ copy_flat_objlist: copy_flat_objlist,
+ sprite_draw: sprite_draw,
+ screen_draw: screen_draw,
+ transition: TransitionType,
+ }
+})();