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/**
* Draw functions
*/
function draw() {
ctx.fillStyle = "#4444ff"
ctx.fillRect(0, 0, width, height)
currLevel.items.forEach(item => {
item.draw()
})
drawExit(currLevel.exit)
drawPlane()
ctx.fillStyle = "#222"
ctx.font = "20px Courier"
ctx.fillText(`Level ${currLevelIndex} (${collected}/${currLevel.coinsNeeded}) - ${currLevel.title} - Time ${Math.round(t / fps / 60)}:${Math.round(t / fps) % 60}`, 20, 20)
if(gameIsOver){
ctx.font = "20px Courier"
ctx.fillStyle = "black"
ctx.fillText("Game Over!", 200, 200);
}
}
function drawPlane() {
ctx.fillStyle = "#fff"
ctx.strokeStyle = "#111"
ctx.lineWidth = 3
ctx.beginPath();
if (plane.dir < 0) {
ctx.moveTo(plane.x + plane.width, plane.y);
ctx.lineTo(plane.x, plane.y);
ctx.lineTo(plane.x + plane.width + 4, plane.y + plane.height);
ctx.lineTo(plane.x + plane.width, plane.y);
} else {
ctx.moveTo(plane.x, plane.y);
ctx.lineTo(plane.x + plane.width, plane.y);
ctx.lineTo(plane.x + 4, plane.y + plane.height);
ctx.lineTo(plane.x, plane.y);
}
ctx.stroke();
ctx.fill();
}
function drawVent() {
ctx.fillStyle = "#ccc"
ctx.fillRect(this.x, this.y, this.width, 10)
// every 1/3 seconds spawn new air vents
// (since this is purely cosmetic, updates to it are in here)
if ((this.state == -1 || this.state == switchState) && t % Math.floor(fps / 3) == 0) {
for (var j = 0; j <= this.width; j += 20) {
this.wind.push({
x: this.x + j,
y: this.y - 10,
height: Math.floor(Math.random() * 15) + 4
})
}
}
// Move up each wind a bit randomly
this.wind.forEach(w => {
w.y -= Math.random() * 4 + 2
})
// Remove all wind higher than certain height
this.wind = this.wind.filter(w => {
return this.y - w.y < this.height
}, this)
// Finally draw each wind
ctx.fillStyle = "white"
this.wind.forEach(w => {
ctx.fillRect(w.x, w.y, 1, w.height)
})
}
function drawDrip(){
ctx.fillStyle = "#00F"
if (t % this.frequency == 0) {
this.drips.push({
x: this.x,
y: this.y,
radius: 8
})
}
this.drips.forEach(drip => {
drip.y += 3
})
// Remove all wind higher than certain height
this.drips = this.drips.filter(drip => {
return drip.y < height
})
// Finally draw each wind
this.drips.forEach(drip => {
ctx.beginPath()
ctx.arc(drip.x, drip.y, drip.radius, 0, Math.PI * 2)
ctx.fill()
})
}
function drawBlock() {
ctx.fillStyle = "#0d0"
ctx.fillRect(this.x, this.y, this.width, this.height)
}
function drawRamp() {
ctx.fillStyle = "#0d0"
var delta = this.width * this.slope
ctx.beginPath()
ctx.moveTo(this.x, this.y)
// Note we subtract beause y=0 is top
ctx.lineTo(this.x + this.width, this.y - delta)
ctx.lineTo(this.x + this.width, this.y + this.height - delta)
ctx.lineTo(this.x, this.y + this.height)
ctx.lineTo(this.x, this.y)
ctx.stroke()
ctx.fill()
}
function drawCoin() {
if (!this.collected) {
ctx.fillStyle = "yellow"
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2)
ctx.fill()
}
}
function drawExit(exit) {
if(collected >= currLevel.coinsNeeded){
ctx.fillStyle = "green"
} else {
ctx.fillStyle = "red"
}
ctx.beginPath()
ctx.arc(exit.x, exit.y, 20, 0, Math.PI * 2)
ctx.fill()
}
function drawSwitch() {
ctx.fillStyle = "black"
ctx.fillRect(this.x, this.y, this.width, this.height)
}
function drawSwitchRect() {
if (switchState == this.state) {
ctx.fillStyle = "blue"
ctx.fillRect(this.x, this.y, this.width, this.height)
} else {
ctx.stokeStyle = "blue"
ctx.setLineDash([5, 5]);
ctx.beginPath()
ctx.moveTo(this.x, this.y)
ctx.lineTo(this.x + this.width, this.y)
ctx.lineTo(this.x + this.width, this.y + this.height)
ctx.lineTo(this.x, this.y + this.height)
ctx.lineTo(this.x, this.y)
ctx.stroke()
ctx.setLineDash([]);
}
}
function drawText(){
ctx.fillStyle = this.style
ctx.font = this.font
ctx.fillText(this.text, this.x, this.y)
}
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