Add menuing system with level select and control changing

This commit is contained in:
Logan Hunt 2022-04-12 22:22:33 -06:00
parent cdb258991c
commit 27fa6357a6
7 changed files with 183 additions and 31 deletions

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@ -21,11 +21,24 @@
<script>
const game = {
running: true,
lastTimeStamp: performance.now(),
controls: JSON.parse(
localStorage.getItem("controls") || JSON.stringify({
left: "ArrowLeft",
right: "ArrowRight",
up: "ArrowUp",
down: "ArrowDown",
undo: "z",
reset: "r",
})
),
level: 0,
canvas: {
width: document.getElementById('game-canvas').width,
height: document.getElementById('game-canvas').height,
context: document.getElementById('game-canvas').getContext("2d"),
}
},
};
</script>

2
src/bootstrap.js vendored
View File

@ -34,7 +34,7 @@ game.bootstrap = (() => {
{
src: [
'src/systems/render.js', 'src/systems/grid.js', 'src/systems/physics.js', 'src/systems/keyboardInput.js',
'src/systems/collision.js', 'src/systems/undo.js', 'src/systems/particle.js'
'src/systems/collision.js', 'src/systems/undo.js', 'src/systems/particle.js', 'src/systems/menu.js'
],
id: 'systems' },
{ src: ['src/game.js'], id: 'game' },

View File

@ -1,8 +1,10 @@
let lastTimeStamp;
game.loop = (timeStamp) => {
let elapsedTime = timeStamp - lastTimeStamp;
lastTimeStamp = timeStamp;
if (!game.running) {
return;
}
let elapsedTime = timeStamp - game.lastTimeStamp;
game.lastTimeStamp = timeStamp;
const changedIds = new Set();
game.systemOrder.map((i) => {
@ -20,22 +22,39 @@ game.loop = (timeStamp) => {
requestAnimationFrame(game.loop);
}
game.initialize = () => {
[game.entities, game.config] = game.loadLevel(game.levels[4]);
game.toggleRunning = () => {
game.running = !game.running;
}
// Maintained by gridSystem as a side-effect
game.entitiesGrid = Array(game.config.yDim).fill(null).map(() => Array(game.config.xDim).fill(null).map(() => new Map()));
game.systemOrder = ["gridSystem", "collisionSystem", "physics", "keyboardInput", "undo", "particle", "render"];
game.systems = { };
game.systems.physics = game.system.Physics(),
game.systems.gridSystem = game.system.Grid(game.entitiesGrid);
game.systems.collisionSystem = game.system.Collision(game.entitiesGrid);
game.systems.render = game.system.Render(game.graphics);
game.systems.undo = game.system.Undo(game.entitiesGrid);
game.systems.keyboardInput = game.system.KeyboardInput(game.systems.undo);
game.systems.particle = game.system.Particle(game.canvas.context);
lastTimeStamp = performance.now()
game.startLoop = () => {
game.running = true;
game.lastTimeStamp = performance.now();
requestAnimationFrame(game.loop);
}
game.loadSystems = () => {
game.systemOrder = ["grid", "collision", "physics", "keyboardInput", "undo", "particle", "render"];
game.systems = { };
game.systems.physics = game.system.Physics(),
game.systems.grid = game.system.Grid(game.entitiesGrid);
game.systems.collision = game.system.Collision(game.entitiesGrid);
game.systems.render = game.system.Render(game.graphics);
game.systems.undo = game.system.Undo(game.entitiesGrid);
game.systems.particle = game.system.Particle(game.canvas.context);
game.systems.keyboardInput = game.system.KeyboardInput();
game.systems.menu = game.system.Menu();
}
game.loadLevelIndex = (level) => {
game.level = level;
[game.entities, game.config] = game.loadLevel(game.levels[game.level]);
// Maintained by grid system as a side-effect
game.entitiesGrid = Array(game.config.yDim).fill(null).map(() => Array(game.config.xDim).fill(null).map(() => new Map()));
game.loadSystems();
}
game.initialize = () => {
game.loadLevelIndex(0);
game.startLoop();
}

View File

@ -26,7 +26,9 @@ game.system.Grid = (entitiesGrid) => {
}
}));
changedIds.forEach(id => {
const entity = entities[id];
// TODO: Figure out why we HAVE to use game.entities rather than entities
// Hint: it breaks when changing a level in the menu
const entity = game.entities[id];
const { x, y } = entity.components.gridPosition;
entitiesGrid[y][x].set(entity.id, entity);
});

View File

@ -1,4 +1,4 @@
game.system.KeyboardInput = (undoSystem) => {
game.system.KeyboardInput = () => {
"use strict";
const keys = {};
const keyPress = (event) => {
@ -6,31 +6,41 @@ game.system.KeyboardInput = (undoSystem) => {
keys[event.key] = true;
}
};
const removeKey = (event) => {
delete keys[event.key];
};
const update = (elapsedTime, entities, changedIds) => {
for (let id in entities) {
const entity = entities[id];
if (entity.hasComponent('controllable')) {
const controls = entity.components.controllable.controls;
if (!changedIds.has(entity.id)) {
if (controls.includes('left') && keys['ArrowLeft']) {
if (controls.includes('left') && keys[game.controls.left]) {
entity.addComponent(game.components.Momentum({ dx: -1, dy: 0 }));
} else if (controls.includes('right') && keys['ArrowRight']) {
} else if (controls.includes('right') && keys[game.controls.right]) {
entity.addComponent(game.components.Momentum({ dx: 1, dy: 0 }));
} else if (controls.includes('up') && keys['ArrowUp']) {
} else if (controls.includes('up') && keys[game.controls.up]) {
entity.addComponent(game.components.Momentum({ dx: 0, dy: -1 }));
} else if (controls.includes('down') && keys['ArrowDown']) {
} else if (controls.includes('down') && keys[game.controls.down]) {
entity.addComponent(game.components.Momentum({ dx: 0, dy: 1 }));
}
}
}
}
if (keys['z']) {
undoSystem.undo(entities);
if (keys[game.controls.undo]) {
game.systems.undo.undo(entities);
}
if (keys[game.controls.reset]) {
game.loadLevelIndex(game.level);
}
if (keys["Escape"]) {
game.systems.menu.bringUpMenu();
}
Object.keys(keys).map((key) => delete keys[key]);
return new Set();
};
window.addEventListener("keydown", keyPress);
window.addEventListener("keyup", removeKey);
return { keys, update };
}

107
src/systems/menu.js Normal file
View File

@ -0,0 +1,107 @@
game.system.Menu = () => {
let state;
const menuElement = document.getElementById("menu");
const escapeEventListener = (e) => {
if (e.key == "Escape") {
setState('main');
}
}
const setState = (newState) => {
state = newState;
draw();
}
const bringUpMenu = () => {
game.running = false;
window.addEventListener("keydown", escapeEventListener);
setState("main");
}
const hide = () => {
menuElement.style.display = "none";
game.startLoop();
}
const listenFor = (action, elementId) => {
const element = document.getElementById(elementId);
element.innerHTML = "Listening...";
const handleKey = (event) => {
window.removeEventListener("keydown", handleKey);
if (event.key == "Escape") {
element.innerHTML = menu.controls[action];
return;
}
game.controls[action] = event.key;
localStorage.setItem("controls", JSON.stringify(game.controls));
element.innerHTML = event.key;
}
window.addEventListener("keydown", handleKey);
}
const setLevel = (index) => {
game.loadLevelIndex(index);
hide();
}
const draw = () => {
menuElement.style.display = "block";
menuElement.innerHTML = `<h1><span style='color: blue'>Big Blue</span> Is <span style='color: green'>You</h1>`;
if (state == "main") {
menuElement.innerHTML += `
<div class='menu-button' onclick='game.systems.menu.setState("controls")'>Change Controls</div>
<div class='menu-button' onclick='game.systems.menu.setState("credits")'>Credits</div>
<div class='menu-button' onclick='game.systems.menu.setState("levelSelect")'>Select Level</div>
`;
}
else if (state == "controls") {
menuElement.innerHTML += `
<div>
<p>
Move left: <button id="moveLeft" onfocus='game.systems.menu.listenFor("left", "moveLeft")'>${game.controls.left}</button>
<br>
Move right: <button id="moveRight" onfocus='game.systems.menu.listenFor("right", "moveRight")'>${game.controls.right}</button>
<br>
Move up: <button id="moveUp" onfocus='game.systems.menu.listenFor("up", "moveUp")'>${game.controls.up}</button>
<br>
Move down: <button id="moveDown" onfocus='game.systems.menu.listenFor("down", "moveDown")'>${game.controls.down}</button>
<br>
Undo: <button id="undo" onfocus='game.systems.menu.listenFor("undo", "undo")'>${game.controls.undo}</button>
<br>
Reset: <button id="reset" onfocus='game.systems.menu.listenFor("reset", "reset")'>${game.controls.reset}</button>
</p>
</div>
`
} else if (state == "credits") {
menuElement.innerHTML += `
<div>
<p>
Sprites from Baba Is You, as hosted <a href="https://www.spriters-resource.com/pc_computer/babaisyou/sheet/115231/">here</a>, and a few custom ones.
<br>
Background is from <a href="https://i.pinimg.com/originals/b2/2a/a2/b22aa22b2f3f55b6468361158d52e2e7.gif">PinImg</a>.
<br>
Developed by Logan Hunt, Ethan Payne
</p>
</div>
`
} else if (state == "levelSelect") {
menuElement.innerHTML += `
<div>
<p> Select a level to play: </p>
${
game.levels.map((level, index) => {
return `<div class='menu-button' onclick='game.systems.menu.setLevel(${index});'>${level.levelName}</div>`
}).join("")
}
`;
}
menuElement.innerHTML += "<div class='menu-button' onclick='game.systems.menu.hide()'>Resume Game</div>"
if (state !== "main") {
menuElement.innerHTML += "<div class='menu-button' onclick='game.systems.menu.setState(\"main\")'>Back</div>"
}
}
return { bringUpMenu, setState, listenFor, hide, setLevel, state };
}

View File

@ -46,13 +46,14 @@ body {
.menu {
text-align:center;
max-width: 400px;
left: 50%;
top: 50%;
-webkit-transform: translate(-50%, -50%);
transform: translate(-50%, -50%);
position:absolute;
background-color: rgba(255,255,255,0.75);
background-color: rgba(200,200,255,0.90);
border: 1px solid #fff;
border-radius: 5px;
padding: 12px;
@ -69,4 +70,4 @@ body {
.menu-button:hover {
background-color: #d0d0d0;
}
}