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script.js
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script.js
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import { Player } from './source/classes/Characters.js'
import { GameState } from './source/classes/GameState.js'
import { Level } from './source/classes/Level.js'
import { InputHandler } from './source/classes/InputHandler.js'
import { MiniMap } from './source/classes/MiniMap.js'
import { Viewport } from './source/classes/ViewPort.js'
import { AudioPlayer } from './source/classes/AudioPlayer.js'
import { importImage } from './source/helpers/importImage.js'
import { getMonsters } from './source/helpers/getMonsters.js'
import { showVariables } from './source/helpers/showVariables.js'
import { resetLevel } from './source/helpers/resetLevel.js'
/*
╭━━━━╮╱╱╱╱╱╭╮╭━╮╱╱╱╱╱╱╱╱╱╱╭━━━╮
┃╭╮╭╮┃╱╱╱╱╱┃┃┃╭╯╱╱╱╱╱╱╱╱╱╱╰╮╭╮┃
╰╯┃┃┣┻━┳━━╮┃╰╯╋╮╭╮╭┳━━┳━╮╱╱┃┃┃┣┳━╮╭━━╮
╱╱┃┃┃╭╮┃┃━┫┃╭╮┃╰╯╰╯┃╭╮┃╭╮╮╱┃┃┃┣┫╭╮┫╭╮┃
╱╱┃┃┃╭╮┃┃━┫┃┃┃╰╮╭╮╭┫╰╯┃┃┃┃╭╯╰╯┃┃┃┃┃╰╯┃
╱╱╰╯╰╯╰┻━━╯╰╯╰━┻╯╰╯╰━━┻╯╰╯╰━━━┻┻╯╰┻━━╯*/
async function fetchJson(url) {
const response = await fetch(url);
const result = JSON.parse(await response.text());
return result;
}
async function unpackToArray(arrPack) {
const unpaArra = [];
for (let i = 0; i < arrPack.length; i++) {
unpaArra.push(await fetchJson(arrPack[i]));
}
return unpaArra;
}
async function unpackToDict(arrPack) {
const unpaDict = {};
for (let i = 0; i < arrPack.length; i++) {
const dictItem = await fetchJson(arrPack[i]);
const dicKey = dictItem.metadata.name;
unpaDict[dicKey] = dictItem;
}
return unpaDict;
}
(async () => {
const gameInfo = await fetchJson("./info/gameInfo.json"); // <<<====== Config file
const levelsInfo = await unpackToArray(gameInfo.levelsInfo);
const playerInfo = await fetchJson(gameInfo.playerInfo);
const monstersInfo = await unpackToDict(gameInfo.monstersInfo);
const startingStates = await fetchJson(gameInfo.startingStates);
// startingStates go with levelsInfo items
for (let i = 0; i < levelsInfo.length; i++) {
levelsInfo[i].startingState = startingStates[i];
}
runGame(levelsInfo, playerInfo, monstersInfo);
})()
function runGame(levelsInfo, spriteInfo, monstersInfo) {
// Some variables that I still don't know where to put
const CANVAS_WIDTH = 640;
const CANVAS_HEIGHT = 480;
const miniMapScale = 0.25;
/*
█▀▀ ▄▀█ █▀▄▀█ █▀▀ █▀█ █▄▄ ░░█ █▀▀ █▀▀ ▀█▀ █▀
█▄█ █▀█ █░▀░█ ██▄ █▄█ █▄█ █▄█ ██▄ █▄▄ ░█░ ▄█ */
// Game Objects
const gameState = new GameState("Tae Kwon Dino");
const levels = [];
levelsInfo.forEach(levelInfo => {
const newLevel = new Level(levelInfo);
newLevel.monsters = getMonsters(newLevel.startingState, monstersInfo);
levels.push(newLevel);
})
const currentPlayer = new Player({x: 40, y: 100}, spriteInfo); // TODO rename spriteInfo
// TODO Fix bug: monsters not loading on other levels, just repeating monsters from first level
const currentMonsters = levels[gameState.currentLevel].monsters;
const input = new InputHandler();
const currentMiniMap = new MiniMap(levels[gameState.currentLevel], currentPlayer, miniMapScale);
const currentViewPort = new Viewport(levels[gameState.currentLevel], currentPlayer);
const audioPlayer = new AudioPlayer();
/*
█▀▀ ▄▀█ █▄░█ █░█ ▄▀█ █▀
█▄▄ █▀█ █░▀█ ▀▄▀ █▀█ ▄█ */
// Main Canvas (game screen)
const canvas = document.querySelector("#canvas1")
const context = canvas.getContext("2d");
canvas.width = CANVAS_WIDTH;
canvas.height = CANVAS_HEIGHT;
// Secondary canvas for minimap
const canvas2 = document.querySelector("#canvas2")
const miniContext = canvas2.getContext("2d");
canvas2.width = levels[gameState.currentLevel].length * miniMapScale;
canvas2.height = CANVAS_HEIGHT * miniMapScale;
/*
█▀▀ ▄▀█ █▀▄▀█ █▀▀ █░░ █▀█ █▀█ █▀█
█▄█ █▀█ █░▀░█ ██▄ █▄▄ █▄█ █▄█ █▀▀ */
function animate() {
context.clearRect(0,0,CANVAS_WIDTH,CANVAS_HEIGHT);
if (gameState.isActive) {
// Player: updates state, position, movement
currentPlayer.update(input, levels[gameState.currentLevel], currentMonsters);
// Monsters behaviours
currentMonsters.forEach(currentMonster => {
currentMonster.update(currentMonster.generateInput(levels[gameState.currentLevel], currentPlayer), levels[gameState.currentLevel]);
});
// TODO Refactor trackCollisions to a class that takes care of tracking all collisions
// The class should call each object's own methods for testing / tracking collisions
// Using Player's own method for now...
currentPlayer.trackCollisions(currentMonsters);
// Viewport: renders tiles, player and background drawings
currentViewPort.update(levels[gameState.currentLevel], currentPlayer, currentMonsters, gameState, context);
// Minimap
currentMiniMap.update(levels[gameState.currentLevel], currentPlayer, currentMonsters, miniContext);
// currentPlayer.state.isTakingDamage = false;
// Trigger game over screen
if (currentPlayer.state.currentHealth <= 0) {
gameState.setState.onGameOver();
}
// Go to next level
if (currentPlayer.state.x >= levels[gameState.currentLevel].length - currentPlayer.metadata.spriteWidth - 16) { // TODO hardcoded
gameState.increaseLevel();
resetLevel(levels[gameState.currentLevel], currentPlayer)
}
}
// Start Screen
if (gameState.onTitle) {
context.drawImage(
importImage("./assets/other/start_game.png"),
0, 0, CANVAS_WIDTH, CANVAS_HEIGHT
);
if (input.keysDict.KeyQty > 0) {
gameState.setState.isActive();
}
}
// Game Over Screen
if (gameState.onGameOver) {
context.drawImage(
importImage("./assets/other/game_over.png"),
0, 0, CANVAS_WIDTH, CANVAS_HEIGHT
);
}
// Game Ending Screen
if (gameState.onGameEnding) {
context.drawImage(
importImage("./assets/other/game_ending.png"),
0, 0, CANVAS_WIDTH, CANVAS_HEIGHT
);
}
// Audio Player
audioPlayer.update(currentPlayer, gameState);
// Debugger
showVariables("playerState", gameState, currentPlayer.state);
showVariables("monster01", gameState, currentMonsters[0].state);
showVariables("gameState", gameState, gameState);
gameState.updateFrames();
requestAnimationFrame(animate);
}
animate();
console.log("currentLevel", levels[gameState.currentLevel]);
console.log("currentPlayer", currentPlayer);
}