--- /dev/null
+*.swp
+packaging.zip
--- /dev/null
+"use strict";
+
+let game;
+
+let game_started = false;
+
+let level_number = 1;
+let intitle = true;
+let inend = false;
+
+let map;
+
+/* state:
+ * STAND: waiting for input
+ * DRAG: dragging hare path
+ * HOPDIR: thinking about where to hop
+ * HOP: hop animation
+ * WIN: won level
+ */
+let State = { STAND: 0, DRAG: 1, HOPDIR: 2, HOP: 3, WIN: 4 };
+
+let save_data = 1;
+const SAVE_KEY = "casso.haregame.save";
+
+zb.ready(function() {
+ game = zb.create_game({
+ canvas: 'canvas',
+ canvas_w: 648,
+ canvas_h: 720,
+ draw_scale: 3,
+ tile_size: 24,
+ level_w: 9,
+ level_h: 9,
+ background_color: 'black',
+ draw_func: do_draw,
+ update_func: do_update,
+ run_in_background: true,
+ //save_key: SAVE_KEY,
+ state: State.STAND,
+ events: {
+ keydown: handle_keydown,
+ keyup: handle_keyup,
+ mouseup: handle_mouseup,
+ mousedown: handle_mousedown,
+ mousemove: handle_mousemove,
+ mouseleave: handle_mouseleave,
+ gamestart: handle_gamestart,
+ },
+ });
+
+ game.buttons = {
+ undo: {
+ id: 0,
+ state: 0,
+ x: game.screen_w - 40,
+ y: -20,
+ w: 16,
+ h: 16,
+ callback: undo,
+ },
+ reset: {
+ id: 1,
+ state: 0,
+ x: game.screen_w - 20,
+ y: -20,
+ w: 16,
+ h: 16,
+ callback: reset,
+ },
+ };
+
+ game.register_sfx({
+ jump: {
+ path: 'sfx/jump.mp3',
+ volume: 0.4,
+ },
+ push: {
+ path: 'sfx/push.mp3',
+ volume: 0.1,
+ },
+ whew: {
+ path: 'sfx/whew.mp3',
+ volume: 1,
+ },
+ cronch: {
+ path: 'sfx/cronch.mp3',
+ volume: 1,
+ },
+ alert_sound: {
+ path: 'sfx/alert.mp3',
+ volume: 0.8,
+ },
+ youwon: {
+ path: 'sfx/haregameyouwon.mp3',
+ volume: 0.2,
+ },
+ });
+
+ game.register_images({
+ selector: 'img/selector.png',
+ hare_white: 'img/rabbitswhite.png',
+ hare_brown: 'img/rabbitsbrown.png',
+ ground_tile: 'img/ground_tile.png',
+ water_tile: 'img/water_tile.png',
+ snow_tile: 'img/snow_tile.png',
+ patchy_tile: 'img/patchy_tile.png',
+ sign_tile: 'img/sign_tile.png',
+ frontgrass: 'img/frontgrass.png',
+ backgrass: 'img/backgrass.png',
+ welldone: 'img/welldone.png',
+ clicktocontinue: 'img/clicktocontinue.png',
+ title: 'img/title.png',
+ end: 'img/end.png',
+ buttons: 'img/buttons.png',
+ level: {
+ 1: 'img/level/1.png',
+ 2: 'img/level/2.png',
+ 3: 'img/level/3.png',
+ 4: 'img/level/4.png',
+ 5: 'img/level/5.png',
+ 6: 'img/level/6.png',
+ 7: 'img/level/7.png',
+ 8: 'img/level/8.png',
+ 9: 'img/level/9.png',
+ 10: 'img/level/10.png',
+ }
+ });
+
+ game.register_music({
+ song: {
+ path: 'music/haregamesong',
+ volume: 0.2,
+ },
+ nervous: {
+ path: 'sfx/nervous',
+ volume: 0.6,
+ },
+ });
+
+ game.resources_ready();
+});
+
+/* ---- constants ---- */
+
+let TOP_BAR_SIZE = 24; /* height of top bar */
+
+let CURSOR_CHANGE_SPEED = 300;
+let WATER_CHANGE_SPEED = 1000;
+
+let HARE_LAST_HOP_FRAME = 5; /* index of last frame before hop ends */
+let HARE_OFFSET = 3; /* hare vertical offset from tile */
+let HARE_STAND_FRAME_LENGTH = 50; /* frames when standing to anxious state */
+let HARE_QUIVER_FRAME_LENGTH = 100; /* frame length for nervous animation */
+let HARE_SIT_FRAME_LENGTH = 100; /* frames when sitting from anxious state */
+
+let GRASS_OFFSET = 2; /* how much draw grass up from grid ?? */
+
+let Tile = {
+ WATER: 0,
+ GROUND: 1,
+ SNOW: 2,
+ PATCHY: 3,
+ SIGN: 4,
+}
+
+let HareType = {
+ WHITE: 0,
+ BROWN: 1,
+}
+
+let Dir = {
+ DOWN: 0,
+ LEFT: 1,
+ RIGHT: 2,
+ UP: 3,
+}
+
+/* ---- global state vars ---- */
+
+let mouse_x = null, mouse_y = null;
+
+let selector = {
+ x: null,
+ y: null,
+ frame: 0,
+ timer: 0,
+};
+
+let path = [];
+let path_extra = [];
+
+let hares = [];
+let grass = [];
+let backgrass = [];
+
+let hop_target = null;
+let hop_frame_length = 100;
+
+let push_fraction = 0; /* for calculation of how far we've pushed our friend */
+
+let water = {
+ frame: 0,
+ timer: 0,
+}
+
+let win_title_offset;
+let ctc_alpha;
+
+let playing_anxious_sound = false;
+
+/* ---- random convenience funcs ---- */
+
+function delete_save() {
+ try {
+ // delete save
+ } catch (e) {
+ console.error("oops, can't save! though that uh... doesn't matter here");
+ }
+}
+
+function save() {
+ try {
+ // save
+ } catch (e) {
+ console.error("oops, can't save!", e);
+ }
+}
+
+function handle_gamestart(game) {
+ console.log("Game start!");
+
+ game.music.song.play();
+
+ // initialize game
+ load_level_data(levels.title);
+}
+
+let undo_stack = [];
+
+function create_undo_point() {
+ let undo_point = {};
+
+ undo_point.hares = zb.copy_flat_objlist(hares);
+ undo_point.grass = zb.copy_flat_objlist(grass);
+
+ undo_stack.push(undo_point);
+}
+
+function undo() {
+ // perform undo
+ if (undo_stack.length) {
+ let state = undo_stack.pop();
+
+ hares = state.hares;
+ grass = state.grass;
+ backgrass = [];
+ for (let g of state.grass) {
+ backgrass.push({
+ is_backgrass: true,
+ x: g.x,
+ y: g.y,
+ eaten: g.eaten,
+ });
+ }
+
+ game.state = State.STAND;
+ path = [];
+ path_extra = [];
+ update_selector(mouse_x, mouse_y);
+ }
+}
+
+function reset() {
+ game.start_transition(zb.transition.FADE, 500, function() {
+ load_level();
+ game.state = State.STAND;
+ });
+}
+
+function advance_level() {
+ if (level_number === 10) {
+ win_everything();
+ } else {
+ game.long_transition(zb.transition.FADE, 350, function() {
+ undo_stack = [];
+ level_number ++;
+ load_level();
+ game.state = State.STAND;
+ });
+ }
+}
+
+function win_everything() {
+ game.long_transition(zb.transition.FADE, 1000, function() {
+ inend = true;
+ load_level_data(levels.end);
+ });
+}
+
+function load_level() {
+ if (level_number > Object.keys(levels).length) {
+ win_everything();
+ } else {
+ console.log(levels);
+ console.log(level_number);
+ console.log(levels[level_number]);
+ load_level_data(levels[level_number]);
+ }
+}
+
+function load_level_data(lvl) {
+ game.state = State.STAND;
+
+ map = lvl.map;
+ console.log("map:", map);
+
+ path = [];
+ path_extra = [];
+
+ hares = [];
+ for (let h of lvl.hares) {
+ create_hare(h.x, h.y, h.color === 'brown' ? HareType.BROWN : HareType.WHITE);
+ }
+
+ grass = [];
+ backgrass = [];
+ for (let g of lvl.grass) {
+ create_grass(g.x, g.y);
+ }
+}
+
+function create_hare(x, y, type) {
+ hares.push({
+ is_hare: true,
+ x: x,
+ y: y,
+ type: type,
+ dir: Dir.DOWN,
+ frame: 0,
+ timer: 0,
+ });
+}
+
+function create_grass(x, y) {
+ grass.push({
+ is_grass: true,
+ x: x,
+ y: y,
+ eaten: false,
+ });
+
+ backgrass.push({
+ is_backgrass: true,
+ x: x,
+ y: y,
+ eaten: false,
+ });
+}
+
+function hare_matches_tile(hare, tile) {
+ return tile === Tile.PATCHY
+ || hare_strictly_matches_tile(hare, tile);
+}
+
+function hare_strictly_matches_tile(hare, tile) {
+ return hare.type === HareType.BROWN && tile === Tile.GROUND
+ || hare.type === HareType.WHITE && tile === Tile.SNOW;
+}
+
+/* ---- buttons ---- */
+
+
+/* ---- thing finding funcs ---- */
+
+function tile_at(x, y) {
+ if (x < 0 || x >= game.level_w || y < 0 || y >= game.level_h) {
+ return Tile.WATER;
+ }
+ return map[y * game.level_w + x];
+}
+
+function hare_at(x, y) {
+ let list = hares.filter(h => h.x === x && h.y === y);
+ if (list.length) {
+ return list[0];
+ } else {
+ return null;
+ }
+}
+
+function grass_at(x, y) {
+ let frontlist = grass.filter(g => g.x === x && g.y === y);
+ let backlist = backgrass.filter(g => g.x === x && g.y === y);
+ if (frontlist.length && backlist.length) {
+ return { front: frontlist[0], back: backlist[0] };
+ } else {
+ return null;
+ }
+}
+
+function can_push_to(x, y) {
+ return tile_at(x, y) !== Tile.WATER;
+}
+
+/* ---- update ---- */
+
+/* MAIN UPDATE FUNCTION */
+function do_update(delta) {
+ selector.timer += delta;
+ while (selector.timer > CURSOR_CHANGE_SPEED) {
+ selector.timer -= CURSOR_CHANGE_SPEED;
+ selector.frame ++;
+ selector.frame = zb.mod(selector.frame, 2);
+ }
+
+ water.timer += delta;
+ while (water.timer > WATER_CHANGE_SPEED) {
+ water.timer -= WATER_CHANGE_SPEED;
+ water.frame ++;
+ water.frame = zb.mod(water.frame, 2);
+ }
+
+ update_hare_anxiety(delta);
+
+ update_hare_movement(delta);
+
+ if (game.state === State.WIN) {
+ if (win_title_offset > 1) {
+ win_title_offset /= 1.08;
+ ctc_alpha = 0;
+ } else {
+ win_title_offset = 0;
+ if (ctc_alpha < 1) {
+ ctc_alpha += delta / 500;
+ } else {
+ ctc_alpha = 1;
+ }
+ }
+ }
+}
+
+function update_hare_movement(delta) {
+ if (game.state === State.HOPDIR) {
+ push_fraction = 0;
+ for (let h of hares) {
+ if (h.being_pushed) {
+ h.x = h.target_x;
+ h.y = h.target_y;
+ delete h.target_x;
+ delete h.target_y;
+ }
+ h.being_pushed = false;
+ }
+
+ if (path.length > 0) {
+ let next = path.shift();
+ let dx, dy;
+ if (next.x === hop_target.x - 1) {
+ hop_target.dir = Dir.LEFT;
+ dx = -1; dy = 0;
+ } else if (next.x === hop_target.x + 1) {
+ hop_target.dir = Dir.RIGHT;
+ dx = 1; dy = 0;
+ } else if (next.y === hop_target.y - 1) {
+ hop_target.dir = Dir.UP;
+ dx = 0; dy = -1;
+ } else {
+ hop_target.dir = Dir.DOWN;
+ dx = 0; dy = 1;
+ }
+ game.state = State.HOP;
+ game.sfx.jump.play();
+ hop_target.frame = 1;
+ hop_target.timer = 0;
+ hop_target.target_x = next.x;
+ hop_target.target_y = next.y;
+ let h = hare_at(next.x, next.y);
+ if (h) {
+ if (can_push_to(h.x + dx, h.y + dy)) {
+ h.target_x = h.x + dx;
+ h.target_y = h.y + dy;
+ h.being_pushed = true;
+ game.sfx.push.play();
+ } else {
+ cancel_move();
+ }
+ }
+ } else {
+ cancel_move();
+ }
+ } else if (game.state === State.HOP) {
+ hop_target.timer += delta;
+ while (hop_target.timer > hop_frame_length) {
+ hop_target.timer -= hop_frame_length;
+ hop_target.frame ++;
+ push_fraction = (hop_target.frame - hop_target.timer / hop_frame_length) / (HARE_LAST_HOP_FRAME + 1);
+ if (hop_target.frame > HARE_LAST_HOP_FRAME) {
+ game.state = State.HOPDIR;
+ hop_target.frame = 1;
+ hop_target.timer = 0;
+ hop_target.x = hop_target.target_x;
+ hop_target.y = hop_target.target_y;
+ if (!hare_matches_tile(hop_target, tile_at(hop_target.x, hop_target.y))) {
+ hop_target.anxiety = true;
+ path = [];
+ path_extra = [];
+ } else {
+ /* Eat any grass on the tile */
+ eat_grass(hop_target.x, hop_target.y);
+ }
+ break;
+ }
+ }
+ }
+}
+
+function eat_grass(x, y) {
+ let g = grass_at(x, y);
+ if (g) {
+ if (!g.front.eaten) {
+ game.sfx.cronch.play();
+ }
+ g.front.eaten = true;
+ g.back.eaten = true;
+ }
+ check_victory();
+}
+
+function cancel_move() {
+ selector.x = null;
+ selector.y = null;
+ path = [];
+ path_extra = [];
+ update_selector(mouse_x, mouse_y);
+ game.state = State.STAND;
+ hop_target.frame = 0;
+ hop_target.timer = 0;
+}
+
+function update_hare_anxiety(delta) {
+ /* Hare Anxiety */
+ let any_anxiety = false;
+ for (let h of hares) {
+ if (hare_matches_tile(h, tile_at(h.x, h.y))) {
+ h.anxiety = false;
+ } else {
+ h.anxiety = true;
+ any_anxiety = true;
+ }
+
+ if (h.anxiety && h.frame < 7) {
+ h.frame = 7;
+ game.sfx.alert_sound.play();
+ } else if (h.anxiety && h.frame < 10) {
+ h.timer += delta;
+ while (h.timer > HARE_STAND_FRAME_LENGTH && h.frame < 10) {
+ h.timer -= HARE_STAND_FRAME_LENGTH
+ h.frame ++;
+ }
+ if (h.frame === 10) {
+ h.timer = 0;
+ }
+ } else if (h.anxiety) {
+ /* alternate between frames 10 and 11 */
+ h.timer += delta;
+ while (h.timer > HARE_QUIVER_FRAME_LENGTH) {
+ h.timer -= HARE_QUIVER_FRAME_LENGTH;
+ if (h.frame === 10) {
+ h.frame = 11;
+ } else {
+ h.frame = 10;
+ }
+ }
+ } else if (!h.anxiety && h.frame === 10 || h.frame === 11) {
+ h.frame = 12;
+ h.timer = 0;
+ game.sfx.whew.play();
+ } else if (!h.anxiety && h.frame > 7) {
+ h.timer += delta;
+ while (h.timer > HARE_SIT_FRAME_LENGTH) {
+ h.timer -= HARE_SIT_FRAME_LENGTH
+ h.frame ++;
+ if (h.frame > 14) {
+ h.frame = 0;
+ h.timer = 0;
+ eat_grass(h.x, h.y);
+ }
+ }
+ }
+ }
+
+ if (any_anxiety && !playing_anxious_sound) {
+ game.music.nervous.play();
+ playing_anxious_sound = true;
+ } else if (!any_anxiety && playing_anxious_sound) {
+ game.music.nervous.pause();
+ playing_anxious_sound = false;
+ }
+}
+
+function check_victory() {
+ for (let g of grass) {
+ if (!g.eaten) {
+ return false;
+ }
+ }
+
+ for (let h of hares) {
+ if (!hare_strictly_matches_tile(h, tile_at(h.x, h.y))) {
+ return false;
+ }
+ }
+
+ win();
+}
+
+function win() {
+ for (let h of hares) {
+ h.frame = 0;
+ }
+
+ console.log("You won!");
+ win_title_offset = game.screen_h;
+ game.sfx.youwon.play();
+ game.state = State.WIN;
+}
+
+/* ---- draw ---- */
+
+/* DRAW */
+function do_draw(ctx) {
+ ctx.save();
+ ctx.translate(0, TOP_BAR_SIZE);
+
+ draw_map(ctx);
+
+ draw_objects(ctx);
+
+ draw_selector(ctx);
+
+ draw_ui(ctx);
+
+ ctx.restore();
+}
+
+function rpgmaker_tile_format_thing(x, y, tile_type) {
+ let u = tile_at(x, y - 1);
+ let d = tile_at(x, y + 1);
+ let l = tile_at(x - 1, y);
+ let r = tile_at(x + 1, y);
+ let ul = tile_at(x - 1, y - 1);
+ let ur = tile_at(x + 1, y - 1);
+ let dl = tile_at(x - 1, y + 1);
+ let dr = tile_at(x + 1, y + 1);
+ let ulx, uly, urx, ury, dlx, dly, drx, dry;
+
+ /* Draw top left */
+ if (u === tile_type) {
+ if (l === tile_type) {
+ if (ul === tile_type) {
+ /* Open water */
+ ulx = 2; uly = 4;
+ } else {
+ /* Upper left corner */
+ ulx = 2; uly = 0;
+ }
+ } else {
+ /* Left border */
+ ulx = 0; uly = 4;
+ }
+ } else {
+ if (l === tile_type) {
+ /* Top border */
+ ulx = 2; uly = 2;
+ } else {
+ /* Very corner */
+ ulx = 0; uly = 2;
+ }
+ }
+
+ /* Draw top right */
+ if (u === tile_type) {
+ if (r === tile_type) {
+ if (ur === tile_type) {
+ /* Open water */
+ urx = 1; ury = 4;
+ } else {
+ /* Upper right corner */
+ urx = 3; ury = 0;
+ }
+ } else {
+ /* Right border */
+ urx = 3; ury = 4;
+ }
+ } else {
+ if (r === tile_type) {
+ /* Top border */
+ urx = 1; ury = 2;
+ } else {
+ /* Very corner */
+ urx = 3; ury = 2;
+ }
+ }
+
+ /* Draw bottom left */
+ if (d === tile_type) {
+ if (l === tile_type) {
+ if (dl === tile_type) {
+ /* Open water */
+ dlx = 2; dly = 3;
+ } else {
+ /* Bottom left corner */
+ dlx = 2; dly = 1;
+ }
+ } else {
+ /* Left border */
+ dlx = 0; dly = 3;
+ }
+ } else {
+ if (l === tile_type) {
+ /* Bottom border */
+ dlx = 2; dly = 5;
+ } else {
+ /* Very corner */
+ dlx = 0; dly = 5;
+ }
+ }
+
+ /* Draw bottom right */
+ if (d === tile_type) {
+ if (r === tile_type) {
+ if (dr === tile_type) {
+ /* Open water */
+ drx = 1; dry = 3;
+ } else {
+ /* Bottom right corner */
+ drx = 3; dry = 1;
+ }
+ } else {
+ /* Right border */
+ drx = 3; dry = 3;
+ }
+ } else {
+ if (r === tile_type) {
+ /* Bottom border */
+ drx = 1; dry = 5;
+ } else {
+ /* Very corner */
+ drx = 3; dry = 5;
+ }
+ }
+
+ return { ulx: ulx, uly: uly, urx: urx, ury: ury, dlx: dlx, dly: dly, drx: drx, dry: dry };
+}
+
+function draw_map(ctx) {
+ for (let y = 0; y < game.level_h; y++) {
+ for (let x = 0; x < game.level_w; x++) {
+ if ((x + y) % 2 == 1) {
+ ctx.fillStyle = 'cornflowerblue';
+ ctx.fillRect(x * game.tile_size, y * game.tile_size, game.tile_size, game.tile_size);
+ }
+ }
+ }
+
+ let ts = game.tile_size;
+ for (let y = 0; y < game.level_h; y++) {
+ for (let x = 0; x < game.level_w; x++) {
+ if (tile_at(x, y) === Tile.GROUND) {
+ zb.sprite_draw(ctx, game.img.ground_tile, ts, ts, 0, (x + y) % 2, x * ts, y * ts);
+ } else if (tile_at(x, y) === Tile.WATER) {
+ let { ulx, uly, urx, ury, dlx, dly, drx, dry } = rpgmaker_tile_format_thing(x, y, Tile.WATER);
+ /* Correct for frames with water animation. I really need to put tile/sprite animations
+ * into the actual engine, this stuff always turns into spaghetti code */
+ uly += 6 * water.frame;
+ ury += 6 * water.frame;
+ dly += 6 * water.frame;
+ dry += 6 * water.frame;
+ zb.sprite_draw(ctx, game.img.water_tile, ts / 2, ts / 2, ulx, uly, x * ts, y * ts);
+ zb.sprite_draw(ctx, game.img.water_tile, ts / 2, ts / 2, urx, ury, x * ts + ts / 2, y * ts);
+ zb.sprite_draw(ctx, game.img.water_tile, ts / 2, ts / 2, dlx, dly, x * ts, y * ts + ts / 2);
+ zb.sprite_draw(ctx, game.img.water_tile, ts / 2, ts / 2, drx, dry, x * ts + ts / 2, y * ts + ts / 2);
+ } else if (tile_at(x, y) === Tile.SNOW) {
+ let { ulx, uly, urx, ury, dlx, dly, drx, dry } = rpgmaker_tile_format_thing(x, y, Tile.SNOW);
+ zb.sprite_draw(ctx, game.img.snow_tile, ts / 2, ts / 2, ulx, uly, x * ts, y * ts);
+ zb.sprite_draw(ctx, game.img.snow_tile, ts / 2, ts / 2, urx, ury, x * ts + ts / 2, y * ts);
+ zb.sprite_draw(ctx, game.img.snow_tile, ts / 2, ts / 2, dlx, dly, x * ts, y * ts + ts / 2);
+ zb.sprite_draw(ctx, game.img.snow_tile, ts / 2, ts / 2, drx, dry, x * ts + ts / 2, y * ts + ts / 2);
+ } else if (tile_at(x, y) === Tile.PATCHY) {
+ let { ulx, uly, urx, ury, dlx, dly, drx, dry } = rpgmaker_tile_format_thing(x, y, Tile.PATCHY);
+ zb.sprite_draw(ctx, game.img.patchy_tile, ts / 2, ts / 2, ulx, uly, x * ts, y * ts);
+ zb.sprite_draw(ctx, game.img.patchy_tile, ts / 2, ts / 2, urx, ury, x * ts + ts / 2, y * ts);
+ zb.sprite_draw(ctx, game.img.patchy_tile, ts / 2, ts / 2, dlx, dly, x * ts, y * ts + ts / 2);
+ zb.sprite_draw(ctx, game.img.patchy_tile, ts / 2, ts / 2, drx, dry, x * ts + ts / 2, y * ts + ts / 2);
+ } else if (tile_at(x, y) === Tile.SIGN) {
+ let { ulx, uly, urx, ury, dlx, dly, drx, dry } = rpgmaker_tile_format_thing(x, y, Tile.SIGN);
+ zb.sprite_draw(ctx, game.img.sign_tile, ts / 2, ts / 2, ulx, uly, x * ts, y * ts);
+ zb.sprite_draw(ctx, game.img.sign_tile, ts / 2, ts / 2, urx, ury, x * ts + ts / 2, y * ts);
+ zb.sprite_draw(ctx, game.img.sign_tile, ts / 2, ts / 2, dlx, dly, x * ts, y * ts + ts / 2);
+ zb.sprite_draw(ctx, game.img.sign_tile, ts / 2, ts / 2, drx, dry, x * ts + ts / 2, y * ts + ts / 2);
+ }
+ }
+ }
+
+ if (game.img.level[level_number] && !intitle && !inend) {
+ ctx.save();
+ ctx.translate(0, -TOP_BAR_SIZE);
+ zb.screen_draw(ctx, game.img.level[level_number]);
+ ctx.restore();
+ }
+}
+
+function draw_objects(ctx) {
+ /* dumb way to do this */
+ let objs = [ ...backgrass, ...hares, ...grass ];
+ objs.sort((a, b) => {
+ let ay = a.y;
+ if (a.target_y && a.target_y > a.y) {
+ ay = a.target_y;
+ }
+ let by = b.y;
+ if (b.target_y && b.target_y > b.y) {
+ by = b.target_y;
+ }
+ return ay - by;
+ });
+
+ for (let o of objs) {
+ if (o.is_hare) {
+ draw_hare(ctx, o);
+ } else if (o.is_backgrass) {
+ draw_backgrass(ctx, o);
+ } else if (o.is_grass) {
+ draw_grass(ctx, o);
+ }
+ }
+}
+
+function draw_hare(ctx, h) {
+ let img;
+ if (h.type === HareType.WHITE) {
+ img = game.img.hare_white;
+ } else if (h.type === HareType.BROWN) {
+ img = game.img.hare_brown;
+ }
+
+ let ts = game.tile_size;
+ let draw_x = h.x * ts - ts;
+ let draw_y = h.y * ts - ts - HARE_OFFSET;
+ if (h.being_pushed) {
+ let pf = push_fraction;
+ /* Slide them along in accordance with push_fraction if they're being pushed */
+ draw_x = (h.x * (1 - pf) + h.target_x * pf) * ts - ts;
+ draw_y = (h.y * (1 - pf) + h.target_y * pf) * ts - ts - HARE_OFFSET;
+ }
+
+ zb.sprite_draw(ctx, img, 72, 72, h.dir, h.frame, draw_x, draw_y);
+}
+
+function draw_backgrass(ctx, g) {
+ let ts = game.tile_size;
+ zb.sprite_draw(ctx, game.img.backgrass, 72, 72, 0, g.eaten ? 1 : 0, g.x * ts - ts, g.y * ts - ts - GRASS_OFFSET);
+}
+
+function draw_grass(ctx, g) {
+ let ts = game.tile_size;
+ zb.sprite_draw(ctx, game.img.frontgrass, 72, 72, 0, g.eaten ? 1 : 0, g.x * ts - ts, g.y * ts - ts - GRASS_OFFSET);
+}
+
+function draw_selector(ctx) {
+ let ts = game.tile_size;
+
+ if (game.state === State.STAND || game.state === State.DRAG) {
+ if (selector.x !== null && selector.y !== null) {
+ zb.sprite_draw(ctx, game.img.selector, 72, 72, 0, selector.frame, selector.x * ts - ts, selector.y * ts - ts);
+ }
+ }
+
+ if (game.state === State.DRAG) {
+ for (let component of path) {
+ zb.sprite_draw(ctx, game.img.selector, 72, 72, 0, 2, component.x * ts - ts, component.y * ts - ts);
+ }
+
+ for (let component of path_extra) {
+ zb.sprite_draw(ctx, game.img.selector, 72, 72, 0, 3 + component.dir, component.x * ts - ts, component.y * ts - ts);
+ }
+ }
+}
+
+function draw_ui(ctx) {
+ if (game.state === State.WIN) {
+ ctx.save();
+ ctx.translate(0, Math.round(-win_title_offset));
+ zb.screen_draw(ctx, game.img.welldone);
+ if (win_title_offset === 0) {
+ ctx.save();
+ ctx.globalAlpha = ctc_alpha;
+ zb.screen_draw(ctx, game.img.clicktocontinue);
+ ctx.restore();
+ }
+ ctx.restore();
+ }
+
+ if (intitle) {
+ ctx.save();
+ ctx.translate(0, -TOP_BAR_SIZE);
+ zb.screen_draw(ctx, game.img.title);
+ ctx.restore();
+ } else if (inend) {
+ ctx.save();
+ ctx.translate(0, -TOP_BAR_SIZE);
+ zb.screen_draw(ctx, game.img.end);
+ ctx.restore();
+ } else {
+ /* Reset button */
+ zb.sprite_draw(ctx, game.img.buttons, 16, 16, 1, game.buttons.reset.state, game.screen_w - 20, -20);
+ /* Undo button */
+ zb.sprite_draw(ctx, game.img.buttons, 16, 16, 0, game.buttons.undo.state, game.screen_w - 40, -20);
+ }
+}
+
+
+/* ---- event handlers ---- */
+
+function handle_keydown(game, e) {
+ // key down
+}
+
+let x_pressed = false;
+function handle_keyup(game, e) {
+ // 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;
+ }
+}
+
+function handle_mousedown(game) {
+ if (intitle) {
+ game.long_transition(zb.transition.FADE, 1000, function() {
+ intitle = false;
+ load_level();
+ });
+ }
+
+ if (inend) {
+ game.long_transition(zb.transition.FADE, 1000, function() {
+ inend = false;
+ intitle = true;
+ level_number = 1;
+ load_level_data(levels.title);
+ });
+ }
+
+ for (let b of Object.values(game.buttons)) {
+ if (b.state === 1) {
+ b.state = 2;
+ return;
+ }
+ }
+
+ if (game.state === State.STAND) {
+ if (selector.x !== null && selector.y !== null) {
+ let hare = hare_at(selector.x, selector.y);
+ if (hare && hare_matches_tile(hare, tile_at(hare.x, hare.y))) {
+ game.state = State.DRAG;
+ hop_target = hare;
+ }
+ }
+ }
+
+ if (game.state === State.WIN && win_title_offset === 0) {
+ advance_level();
+ }
+}
+
+function handle_mouseup(game) {
+ for (let b of Object.values(game.buttons)) {
+ if (b.state === 2) {
+ b.callback();
+ b.state = 1;
+ return;
+ }
+ }
+
+ if (game.state === State.DRAG) {
+ if (path.length > 0) {
+ create_undo_point();
+ game.state = State.HOPDIR;
+ hop_frame_length = Math.max(5, 100 - Math.log(path.length) / Math.log(1.3) * 7);
+ } else {
+ game.state = State.STAND;
+ }
+ }
+}
+
+function update_selector(x, y) {
+ let tile_x = Math.floor(x / game.tile_size);
+ let tile_y = Math.floor(y / game.tile_size);
+
+ selector.x = null;
+ selector.y = null;
+
+ if (intitle || inend) return;
+
+ if (0 <= tile_x && tile_x < game.level_w && 0 <= tile_y && tile_y < game.level_h) {
+ selector.x = tile_x;
+ selector.y = tile_y;
+ }
+}
+
+function handle_mousemove(game, e, x, canvy) {
+ let y = canvy - TOP_BAR_SIZE;
+
+ mouse_x = x;
+ mouse_y = y;
+
+ for (let b of Object.values(game.buttons)) {
+ if (mouse_x >= b.x && mouse_x < b.x + b.w && mouse_y >= b.y && mouse_y < b.y + b.h) {
+ b.state = 1;
+ } else {
+ b.state = 0;
+ }
+ }
+
+ if (game.state === State.STAND) {
+ update_selector(x, y);
+ } else if (game.state === State.DRAG) {
+ let tile_x = Math.floor(x / game.tile_size);
+ let tile_y = Math.floor(y / game.tile_size);
+
+ let tile_list = [ selector, ...path ];
+ let last = tile_list[tile_list.length - 1];
+
+ let revert = { x: null, y: null };
+ if (tile_list.length > 1) {
+ revert = tile_list[tile_list.length - 2];
+ }
+
+ if (tile_x === revert.x && tile_y === revert.y) {
+ path.pop();
+ path_extra.pop();
+ } else if (tile_x !== last.x || tile_y !== last.y) {
+ if (tile_x === last.x - 1 && tile_y === last.y
+ || tile_x === last.x + 1 && tile_y === last.y
+ || tile_x === last.x && tile_y === last.y + 1
+ || tile_x === last.x && tile_y === last.y - 1) {
+ if (0 <= tile_x && tile_x < game.level_w && 0 <= tile_y && tile_y < game.level_h) {
+ if (tile_at(tile_x, tile_y) !== Tile.WATER) {
+ if (hare_matches_tile(hop_target, tile_at(last.x, last.y))) {
+ path.push({ x: tile_x, y: tile_y });
+ if (last.x - 1 === tile_x) {
+ path_extra.push({ x: last.x, y: last.y, dir: Dir.LEFT });
+ } else if (last.x + 1 === tile_x) {
+ path_extra.push({ x: last.x, y: last.y, dir: Dir.RIGHT });
+ } else if (last.y - 1 === tile_y) {
+ path_extra.push({ x: last.x, y: last.y, dir: Dir.UP });
+ } else if (last.y + 1 === tile_y) {
+ path_extra.push({ x: last.x, y: last.y, dir: Dir.DOWN });
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+function handle_mouseleave(game, e) {
+ if (game.state === State.STAND) {
+ selector.x = null;
+ selector.y = null;
+ }
+
+ for (let b of Object.values(game.buttons)) {
+ b.state = 0;
+ }
+}
--- /dev/null
+<!doctype html>
+<html>
+<head><title>
+ ld54
+</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;
+}
+</style>
+</head>
+<body style="background: black">
+ <canvas id="canvas" width="648" 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: [0,0,0,0,0,0,0,0,0,0,0,0,0,1,3,2,0,0,0,0,2,2,0,1,0,0,0,0,0,0,3,0,1,0,0,0,0,0,2,1,3,2,2,0,0,0,0,0,3,2,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,],hares: [{ x:4, y:1, color: "brown" }, { x:6, y:1, color: "white" }, ],grass: [{ x:2, y:2 }, { x:6, y:4 }, { x:2, y:7 }, ], },
+ 1: { map: [0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,0,0,4,4,4,4,4,4,4,0,0,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,0,1,0,0,2,2,0,0,0,1,1,0,0,2,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,],hares: [{ x:2, y:5, color: "white" }, { x:6, y:7, color: "brown" }, ],grass: [{ x:5, y:5 }, { x:7, y:5 }, { x:1, y:7 }, { x:3, y:7 }, ], },
+ 2: { map: [0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,0,0,4,4,4,4,4,4,4,0,0,4,4,4,4,4,4,4,0,0,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,1,1,0,2,2,0,0,0,0,1,1,1,1,1,2,2,0,0,0,0,0,0,0,0,0,0,],hares: [{ x:4, y:6, color: "white" }, { x:1, y:7, color: "brown" }, ],grass: [{ x:1, y:6 }, { x:7, y:7 }, ], },
+ 3: { map: [0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,1,2,2,2,1,0,0,0,0,1,2,2,2,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,],hares: [{ x:2, y:2, color: "brown" }, { x:3, y:3, color: "white" }, ],grass: [{ x:4, y:5 }, ], },
+ 4: { map: [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,1,1,1,0,0,0,0,2,2,2,2,1,0,0,0,0,1,2,2,2,2,0,0,0,0,2,1,1,1,2,0,0,0,0,2,1,1,1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,],hares: [{ x:3, y:3, color: "white" }, { x:6, y:3, color: "brown" }, ],grass: [{ x:2, y:6 }, { x:3, y:6 }, { x:4, y:6 }, { x:5, y:6 }, { x:6, y:6 }, ], },
+ 5: { map: [0,0,0,0,0,0,0,0,0,0,0,2,2,0,1,1,0,0,0,0,2,3,1,2,2,0,0,0,0,1,1,1,2,2,0,0,0,0,1,1,0,2,2,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,0,0,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,],hares: [{ x:2, y:1, color: "white" }, { x:4, y:3, color: "brown" }, ],grass: [{ x:6, y:1 }, { x:2, y:2 }, { x:2, y:3 }, { x:6, y:3 }, { x:2, y:4 }, { x:3, y:4 }, { x:5, y:4 }, { x:6, y:4 }, ], },
+ 6: { map: [0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,0,0,0,0,0,2,2,2,3,3,0,0,0,0,2,1,0,1,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,2,1,0,0,0,1,1,2,2,3,1,1,0,0,0,0,2,2,0,2,0,0,0,0,0,0,0,0,0,0,0,],hares: [{ x:2, y:3, color: "white" }, { x:3, y:3, color: "brown" }, ],grass: [{ x:3, y:1 }, { x:1, y:6 }, { x:3, y:7 }, ], },
+ 7: { map: [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,0,0,0,0,0,2,2,1,1,0,0,0,0,0,0,2,1,0,0,0,0,0,0,0,2,2,1,1,0,0,0,0,1,1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,],hares: [{ x:4, y:2, color: "white" }, { x:5, y:2, color: "brown" }, ],grass: [{ x:2, y:3 }, { x:6, y:5 }, { x:2, y:6 }, ], },
+ 8: { map: [0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,3,0,0,0,0,0,2,2,2,3,0,0,0,0,0,1,2,0,1,0,0,0,2,3,1,3,0,1,0,0,0,0,0,2,0,0,1,0,0,0,0,0,1,2,1,3,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,],hares: [{ x:3, y:3, color: "brown" }, { x:3, y:5, color: "white" }, ],grass: [{ x:1, y:4 }, { x:4, y:6 }, { x:5, y:7 }, ], },
+ 9: { map: [0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,1,0,0,0,0,0,2,2,3,1,1,0,0,0,2,1,1,0,1,1,0,0,0,2,1,2,0,1,0,0,0,0,0,1,0,0,1,2,0,0,1,1,2,3,1,1,2,0,0,0,0,0,0,2,2,2,0,0,0,0,0,0,0,0,0,0,],hares: [{ x:4, y:3, color: "brown" }, { x:4, y:4, color: "white" }, ],grass: [{ x:1, y:6 }, { x:5, y:6 }, { x:7, y:7 }, ], },
+ end: { map: [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,],hares: [],grass: [], },
+ title: { map: [0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,0,0,4,4,4,4,4,4,4,0,0,4,4,4,4,4,4,4,0,0,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,],hares: [],grass: [], },
+}
--- /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="9" height="9" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
+ <tileset firstgid="1" name="tmptile" tilewidth="24" tileheight="24" tilecount="12" columns="12">
+ <image source="tmptile.png" width="288" height="24"/>
+ </tileset>
+ <tileset firstgid="13" name="tmptile" tilewidth="24" tileheight="24" tilecount="12" columns="12">
+ <image source="tmptile.png" width="288" height="24"/>
+ </tileset>
+ <layer id="1" name="Tile Layer 1" width="9" height="9">
+ <data encoding="csv">
+1,1,1,1,1,1,1,1,1,
+1,12,12,12,12,12,12,12,1,
+1,12,12,12,12,12,12,12,1,
+1,12,12,12,12,12,12,12,1,
+1,1,1,1,1,1,1,1,1,
+1,3,5,3,3,10,1,9,1,
+1,3,3,1,1,1,2,2,1,
+1,10,1,9,2,2,4,2,1,
+1,1,1,1,1,1,1,1,1
+</data>
+ </layer>
+</map>
--- /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="9" height="9" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
+ <tileset firstgid="1" name="tmptile" tilewidth="24" tileheight="24" tilecount="11" columns="11">
+ <image source="tmptile.png" width="264" height="24"/>
+ </tileset>
+ <tileset firstgid="12" name="tmptile" tilewidth="24" tileheight="24" tilecount="11" columns="11">
+ <image source="tmptile.png" width="264" height="24"/>
+ </tileset>
+ <layer id="1" name="Tile Layer 1" width="9" height="9">
+ <data encoding="csv">
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,4,6,5,1,1,
+1,1,10,3,1,2,1,1,1,
+1,1,1,6,1,2,1,1,1,
+1,1,3,2,6,3,10,1,1,
+1,1,1,6,3,1,1,1,1,
+1,1,1,3,1,1,1,1,1,
+1,1,9,2,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1
+</data>
+ </layer>
+</map>
--- /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="9" height="9" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
+ <tileset firstgid="1" name="tmptile" tilewidth="24" tileheight="24" tilecount="12" columns="12">
+ <image source="tmptile.png" width="288" height="24"/>
+ </tileset>
+ <layer id="1" name="Tile Layer 1" width="9" height="9">
+ <data encoding="csv">
+1,1,1,1,1,1,1,1,1,
+1,12,12,12,12,12,12,12,1,
+1,12,12,12,12,12,12,12,1,
+1,12,12,12,12,12,12,12,1,
+1,12,12,12,12,12,12,12,1,
+1,1,1,1,1,1,1,1,1,
+1,9,2,1,5,3,1,1,1,
+1,4,2,2,2,2,3,10,1,
+1,1,1,1,1,1,1,1,1
+</data>
+ </layer>
+</map>
--- /dev/null
+<?xml version="1.0" encoding="UTF-8"?>
+<map version="1.2" tiledversion="1.3.2" orientation="orthogonal" renderorder="right-down" compressionlevel="0" width="9" height="9" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
+ <tileset firstgid="1" name="tmptile" tilewidth="24" tileheight="24" tilecount="12" columns="12">
+ <image source="tmptile.png" width="288" height="24"/>
+ </tileset>
+ <layer id="1" name="Tile Layer 1" width="9" height="9">
+ <data encoding="csv">
+1,1,1,1,1,1,1,1,1,
+1,1,1,2,2,2,1,1,1,
+1,1,4,3,3,3,2,1,1,
+1,1,2,5,3,3,2,1,1,
+1,1,1,1,2,2,1,1,1,
+1,1,1,1,9,1,1,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,2,1,1,1,1,
+1,1,1,1,1,1,1,1,1
+</data>
+ </layer>
+</map>
--- /dev/null
+<?xml version="1.0" encoding="UTF-8"?>
+<map version="1.2" tiledversion="1.3.2" orientation="orthogonal" renderorder="right-down" compressionlevel="0" width="9" height="9" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
+ <tileset firstgid="1" name="tmptile" tilewidth="24" tileheight="24" tilecount="12" columns="12">
+ <image source="tmptile.png" width="288" height="24"/>
+ </tileset>
+ <layer id="1" name="Tile Layer 1" width="9" height="9">
+ <data encoding="csv">
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,3,3,2,2,2,1,1,
+1,1,3,5,3,3,4,1,1,
+1,1,2,3,3,3,3,1,1,
+1,1,3,2,2,2,3,1,1,
+1,1,10,9,9,9,10,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1
+</data>
+ </layer>
+</map>
--- /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="9" height="9" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
+ <tileset firstgid="1" name="tmptile" tilewidth="24" tileheight="24" tilecount="12" columns="12">
+ <image source="tmptile.png" width="288" height="24"/>
+ </tileset>
+ <layer id="1" name="Tile Layer 1" width="9" height="9">
+ <data encoding="csv">
+1,1,1,1,1,1,1,1,1,
+1,1,5,3,1,2,9,1,1,
+1,1,10,6,2,3,3,1,1,
+1,1,9,2,4,3,10,1,1,
+1,1,9,9,1,10,10,1,1,
+1,1,1,1,1,1,1,1,1,
+1,12,12,12,12,12,12,12,1,
+1,12,12,12,12,12,12,12,1,
+1,1,1,1,1,1,1,1,1
+</data>
+ </layer>
+</map>
--- /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="9" height="9" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
+ <tileset firstgid="1" name="tmptile" tilewidth="24" tileheight="24" tilecount="11" columns="11">
+ <image source="tmptile.png" width="264" height="24"/>
+ </tileset>
+ <layer id="1" name="Tile Layer 1" width="9" height="9">
+ <data encoding="csv">
+1,1,1,1,1,1,1,1,1,
+1,1,1,10,3,3,1,1,1,
+1,1,3,3,3,6,6,1,1,
+1,1,5,4,1,2,2,1,1,
+1,1,1,1,1,1,2,1,1,
+1,1,1,1,1,3,2,1,1,
+1,9,2,3,3,6,2,2,1,
+1,1,1,10,3,1,3,1,1,
+1,1,1,1,1,1,1,1,1
+</data>
+ </layer>
+</map>
--- /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="9" height="9" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
+ <tileset firstgid="1" name="tmptile" tilewidth="24" tileheight="24" tilecount="11" columns="11">
+ <image source="tmptile.png" width="264" height="24"/>
+ </tileset>
+ <layer id="1" name="Tile Layer 1" width="9" height="9">
+ <data encoding="csv">
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,5,4,1,1,1,
+1,1,10,3,2,2,1,1,1,
+1,1,1,3,2,1,1,1,1,
+1,1,1,3,3,2,9,1,1,
+1,1,9,2,3,1,1,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1
+</data>
+ </layer>
+</map>
--- /dev/null
+<?xml version="1.0" encoding="UTF-8"?>
+<map version="1.2" tiledversion="1.3.2" orientation="orthogonal" renderorder="right-down" compressionlevel="0" width="9" height="9" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
+ <tileset firstgid="1" name="tmptile" tilewidth="24" tileheight="24" tilecount="12" columns="12">
+ <image source="tmptile.png" width="288" height="24"/>
+ </tileset>
+ <layer id="1" name="Tile Layer 1" width="9" height="9">
+ <data encoding="csv">
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,6,1,6,1,1,
+1,1,1,3,3,3,6,1,1,
+1,1,1,4,3,1,2,1,1,
+1,10,6,2,6,1,2,1,1,
+1,1,1,5,1,1,2,1,1,
+1,1,1,2,10,2,6,1,1,
+1,1,1,1,1,9,1,1,1,
+1,1,1,1,1,1,1,1,1
+</data>
+ </layer>
+</map>
--- /dev/null
+<?xml version="1.0" encoding="UTF-8"?>
+<map version="1.2" tiledversion="1.3.2" orientation="orthogonal" renderorder="right-down" compressionlevel="0" width="9" height="9" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
+ <tileset firstgid="1" name="tmptile" tilewidth="24" tileheight="24" tilecount="12" columns="12">
+ <image source="tmptile.png" width="288" height="24"/>
+ </tileset>
+ <layer id="1" name="Tile Layer 1" width="9" height="9">
+ <data encoding="csv">
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,6,1,2,1,1,
+1,1,1,3,3,6,2,2,1,
+1,1,3,2,4,1,2,2,1,
+1,1,3,2,5,1,2,1,1,
+1,1,2,2,1,1,2,3,1,
+1,2,3,6,1,9,2,3,1,
+1,9,1,1,1,3,3,10,1,
+1,1,1,1,1,1,1,1,1
+</data>
+ </layer>
+</map>
--- /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="9" height="9" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
+ <tileset firstgid="1" name="tmptile" tilewidth="24" tileheight="24" tilecount="12" columns="12">
+ <image source="tmptile.png" width="288" height="24"/>
+ </tileset>
+ <layer id="1" name="Tile Layer 1" width="9" height="9">
+ <data encoding="csv">
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1
+</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 = 9, 9
+
+tilemapping = { 3: 1, 4: 2, 5: 3, 6: 3, 7: 3, 8: 1, 9: 2, 10: 3, 11: 4 }
+
+objmapping = { }
+
+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=': { ')
+
+ hares = [ ]
+ grass = [ ]
+
+ print('map: [', end='')
+ for y in range(h):
+ for x in range(w):
+ thing = m.layers[0].tiles[y * w + x] - 1
+ if thing == 3 or thing == 6:
+ hares.append({ 'x': x, 'y': y, 'color': 'brown' })
+ elif thing == 4 or thing == 7:
+ hares.append({ 'x': x, 'y': y, 'color': 'white' })
+ elif thing == 8 or thing == 9 or thing == 10:
+ grass.append({ 'x': x, 'y': y })
+
+ print("" + str(tilemapping.get(thing, thing)) + ",", end='')
+ print('],', end='');
+
+ print('hares: [', end='')
+ for h in hares:
+ print('{ x:' + str(h['x']) + ', y:' + str(h['y']) + ', color: "' + h['color'] + '" }, ', end='')
+ print('],', end='')
+
+ print('grass: [', end='')
+ for g in grass:
+ print('{ x:' + str(g['x']) + ', y:' + str(g['y']) + ' }, ', 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="0" width="9" height="9" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
+ <tileset firstgid="1" name="tmptile" tilewidth="24" tileheight="24" tilecount="12" columns="12">
+ <image source="tmptile.png" width="288" height="24"/>
+ </tileset>
+ <layer id="1" name="Tile Layer 1" width="9" height="9">
+ <data encoding="csv">
+1,1,1,1,1,1,1,1,1,
+1,12,12,12,12,12,12,12,1,
+1,12,12,12,12,12,12,12,1,
+1,12,12,12,12,12,12,12,1,
+1,12,12,12,12,12,12,12,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1,
+1,1,1,1,1,1,1,1,1
+</data>
+ </layer>
+</map>
--- /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(ctx.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,
+ }
+})();