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game.js
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//load the AMD modules we need
require(['frozen/GameCore', 'frozen/ResourceManager', 'dojo/keys'], function(GameCore, ResourceManager, keys){
var speed = 10;
var render_offset = 0;
var obs_speed = 10;
var left = 0;
var speed_left = 0;
var speed_right = 0;
var speed_up = 0;
var elapsed = 0;
var offset = -1700;
var points = 50;
drop_rate = 1;
climb_power = 100;
tick = 0;
locations = {};
locations["cat"] = {"x":300,"y":50}
locations["coin"] = {"x":Math.floor(Math.random()*1400),"y":Math.floor(Math.random()*800)}
bubbles = [{"x":1400,"y":Math.floor(Math.random()*800)}];
background_objects = [];
function move_background(dir, dist) {
if (dir == 1) {
//
}
else {
dist = 0 - dist;
}
for (var key in background_objects) {
background_objects[key]['x'] -= dist;
}
for (var key in bubbles) {
bubbles[key]['x'] -= dist;
if (bubbles[key]['x'] < -20) {
bubbles[key]['popped'] = 1;
}
if (bubbles[key]['x'] == locations['cat']['x'] + 150) {
if (Math.abs(bubbles[key]['y'] - locations['cat']['y']) < 100) {
bubbles[key]['popped'] = 1;
points += 50;
rm.playSound(pop);
document.getElementById("points").innerHTML=points + " Points";
}
}
}
if (bubbles[bubbles.length-1]["x"] <= 800) {
populate_bubbles();
}
}
function populate_bubbles() {
bubbles[0]["x"]
for (i = 0; i<=50; i++) {
var my_x = bubbles[bubbles.length - 1]["x"] + 80;
if (my_y <=500) {
var my_y = bubbles[bubbles.length - 1]["y"] + Math.floor(Math.random()*80);
}
else {
var my_y = bubbles[bubbles.length - 1]["y"] - Math.floor(Math.random()*80);
}
bubbles[bubbles.length] = {"x":my_x,"y":Math.floor(Math.random()*800),"popped":0};
}
}
//setup a ResourceManager to use in the game
var rm = new ResourceManager();
var backImg = rm.loadImage('images/background.png');
var nyan = rm.loadImage('images/kid.png');
var kid_left = rm.loadImage('images/kid_left.png');
var bubble = rm.loadImage('images/bubble.gif');
var pop = rm.loadSound('pop.wav');
var splash = rm.loadImage('images/splash.png');
//setup a GameCore instance
var game = new GameCore({
canvasId: 'canvas',
resourceManager: rm,
initInput: function(im){ //im = this.inputManager
//tells the input manager to listen for key events
im.addKeyAction(keys.LEFT_ARROW);
im.addKeyAction(keys.RIGHT_ARROW);
im.addKeyAction(keys.UP_ARROW);
im.addKeyAction(keys.DOWN_ARROW);
},
handleInput: function(im){
//just an example showing how to check for presses, could be done more effeciently
//if(im.keyActions[keys.LEFT_ARROW].isPressed()){
//left = 1;
//speed_left = 30;
//}
//if(im.keyActions[keys.RIGHT_ARROW].isPressed()){
//left = 0;
//speed_right = 30;
//}
if(im.keyActions[keys.UP_ARROW].isPressed()){
if (climb_power > 0) {
speed_up = climb_power/3;
}
climb_power -=1;
if (climb_power < 0) {
climb_power = 0;
}
}
if(im.keyActions[keys.DOWN_ARROW].isPressed()){
locations["cat"]["y"] += speed;
if (locations["cat"]["y"] >= 600 && climb_power > 1) {
locations["cat"]["y"] = 600;
}
}
if (speed_left > 0) {
speed_left -= 1;
}
if (speed_right > 0) {
speed_right -= 1;
}
if (speed_up > 0) {
speed_up -= 1;
}
},
update: function(millis){
movement_right = speed_right - speed_left;
locations['cat']['x'] += movement_right/3;
locations['cat']['y'] -= speed_up/3;
if (locations['cat']['y'] < -1) {
locations['cat']['y'] = 0;
}
document.getElementById("coords").innerHTML=locations['cat']['x'] + "," + locations['cat']['y'] + "," + movement_right + "," + climb_power;
document.getElementById("power").innerHTML= climb_power + " Power Remaining";
locations['cat']['y'] += drop_rate;
if (locations['cat']['y'] >= 600) {
locations['cat']['y'] = 600;
}
if (climb_power == 0) {
speed_up -= 1;
}
move_background(1, speed);
if (elapsed > 3000) {
}
if (locations['cat']['y'] < 0) {
offset = -1700 + (0 - locations['cat']['y']);
if (offset >= 0) {
offset = 0;
}
}
else {
render_offset = 0;
}
elapsed = elapsed + millis;
tick += 1;
},
draw: function(context){
context.drawImage(splash, 0, 0);
setTimeout(context.drawImage(backImg, 0, 0, 1400, 2500));
if (left == 0) {
context.drawImage(nyan, locations['cat']['x'], locations['cat']['y'] + render_offset);
}
else {
context.drawImage(kid_left, locations['cat']['x'], locations['cat']['y'] + render_offset);
}
for (var key in bubbles) {
if (bubbles[key]["popped"] == 0) {
context.drawImage(bubble, bubbles[key]['x'], bubbles[key]["y"], 50, 50);
}
}
}
});
//if you want to take a look at the game object in dev tools
console.log(game);
myAudio = new Audio('superhero.mp3');
myAudio.loop = true;
myAudio.play();
//launch the game!
populate_bubbles();
game.run();
});