Add menuing system with level select and control changing
This commit is contained in:
parent
cdb258991c
commit
27fa6357a6
15
index.html
15
index.html
@ -21,11 +21,24 @@
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<script>
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<script>
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const game = {
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const game = {
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running: true,
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lastTimeStamp: performance.now(),
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controls: JSON.parse(
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localStorage.getItem("controls") || JSON.stringify({
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left: "ArrowLeft",
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right: "ArrowRight",
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up: "ArrowUp",
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down: "ArrowDown",
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undo: "z",
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reset: "r",
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})
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),
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level: 0,
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canvas: {
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canvas: {
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width: document.getElementById('game-canvas').width,
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width: document.getElementById('game-canvas').width,
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height: document.getElementById('game-canvas').height,
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height: document.getElementById('game-canvas').height,
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context: document.getElementById('game-canvas').getContext("2d"),
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context: document.getElementById('game-canvas').getContext("2d"),
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}
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},
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};
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};
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</script>
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</script>
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2
src/bootstrap.js
vendored
2
src/bootstrap.js
vendored
@ -34,7 +34,7 @@ game.bootstrap = (() => {
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{
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{
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src: [
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src: [
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'src/systems/render.js', 'src/systems/grid.js', 'src/systems/physics.js', 'src/systems/keyboardInput.js',
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'src/systems/render.js', 'src/systems/grid.js', 'src/systems/physics.js', 'src/systems/keyboardInput.js',
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'src/systems/collision.js', 'src/systems/undo.js', 'src/systems/particle.js'
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'src/systems/collision.js', 'src/systems/undo.js', 'src/systems/particle.js', 'src/systems/menu.js'
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],
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],
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id: 'systems' },
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id: 'systems' },
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{ src: ['src/game.js'], id: 'game' },
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{ src: ['src/game.js'], id: 'game' },
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57
src/game.js
57
src/game.js
@ -1,8 +1,10 @@
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let lastTimeStamp;
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game.loop = (timeStamp) => {
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game.loop = (timeStamp) => {
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let elapsedTime = timeStamp - lastTimeStamp;
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if (!game.running) {
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lastTimeStamp = timeStamp;
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return;
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}
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let elapsedTime = timeStamp - game.lastTimeStamp;
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game.lastTimeStamp = timeStamp;
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const changedIds = new Set();
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const changedIds = new Set();
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game.systemOrder.map((i) => {
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game.systemOrder.map((i) => {
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@ -20,22 +22,39 @@ game.loop = (timeStamp) => {
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requestAnimationFrame(game.loop);
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requestAnimationFrame(game.loop);
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}
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}
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game.initialize = () => {
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game.toggleRunning = () => {
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[game.entities, game.config] = game.loadLevel(game.levels[4]);
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game.running = !game.running;
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}
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// Maintained by gridSystem as a side-effect
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game.startLoop = () => {
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game.entitiesGrid = Array(game.config.yDim).fill(null).map(() => Array(game.config.xDim).fill(null).map(() => new Map()));
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game.running = true;
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game.lastTimeStamp = performance.now();
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game.systemOrder = ["gridSystem", "collisionSystem", "physics", "keyboardInput", "undo", "particle", "render"];
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game.systems = { };
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game.systems.physics = game.system.Physics(),
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game.systems.gridSystem = game.system.Grid(game.entitiesGrid);
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game.systems.collisionSystem = game.system.Collision(game.entitiesGrid);
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game.systems.render = game.system.Render(game.graphics);
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game.systems.undo = game.system.Undo(game.entitiesGrid);
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game.systems.keyboardInput = game.system.KeyboardInput(game.systems.undo);
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game.systems.particle = game.system.Particle(game.canvas.context);
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lastTimeStamp = performance.now()
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requestAnimationFrame(game.loop);
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requestAnimationFrame(game.loop);
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}
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}
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game.loadSystems = () => {
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game.systemOrder = ["grid", "collision", "physics", "keyboardInput", "undo", "particle", "render"];
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game.systems = { };
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game.systems.physics = game.system.Physics(),
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game.systems.grid = game.system.Grid(game.entitiesGrid);
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game.systems.collision = game.system.Collision(game.entitiesGrid);
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game.systems.render = game.system.Render(game.graphics);
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game.systems.undo = game.system.Undo(game.entitiesGrid);
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game.systems.particle = game.system.Particle(game.canvas.context);
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game.systems.keyboardInput = game.system.KeyboardInput();
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game.systems.menu = game.system.Menu();
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}
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game.loadLevelIndex = (level) => {
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game.level = level;
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[game.entities, game.config] = game.loadLevel(game.levels[game.level]);
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// Maintained by grid system as a side-effect
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game.entitiesGrid = Array(game.config.yDim).fill(null).map(() => Array(game.config.xDim).fill(null).map(() => new Map()));
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game.loadSystems();
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}
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game.initialize = () => {
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game.loadLevelIndex(0);
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game.startLoop();
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}
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@ -26,7 +26,9 @@ game.system.Grid = (entitiesGrid) => {
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}
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}
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}));
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}));
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changedIds.forEach(id => {
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changedIds.forEach(id => {
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const entity = entities[id];
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// TODO: Figure out why we HAVE to use game.entities rather than entities
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// Hint: it breaks when changing a level in the menu
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const entity = game.entities[id];
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const { x, y } = entity.components.gridPosition;
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const { x, y } = entity.components.gridPosition;
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entitiesGrid[y][x].set(entity.id, entity);
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entitiesGrid[y][x].set(entity.id, entity);
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});
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});
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@ -1,4 +1,4 @@
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game.system.KeyboardInput = (undoSystem) => {
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game.system.KeyboardInput = () => {
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"use strict";
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"use strict";
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const keys = {};
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const keys = {};
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const keyPress = (event) => {
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const keyPress = (event) => {
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@ -6,31 +6,41 @@ game.system.KeyboardInput = (undoSystem) => {
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keys[event.key] = true;
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keys[event.key] = true;
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}
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}
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};
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};
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const removeKey = (event) => {
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delete keys[event.key];
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};
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const update = (elapsedTime, entities, changedIds) => {
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const update = (elapsedTime, entities, changedIds) => {
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for (let id in entities) {
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for (let id in entities) {
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const entity = entities[id];
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const entity = entities[id];
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if (entity.hasComponent('controllable')) {
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if (entity.hasComponent('controllable')) {
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const controls = entity.components.controllable.controls;
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const controls = entity.components.controllable.controls;
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if (!changedIds.has(entity.id)) {
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if (!changedIds.has(entity.id)) {
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if (controls.includes('left') && keys['ArrowLeft']) {
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if (controls.includes('left') && keys[game.controls.left]) {
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entity.addComponent(game.components.Momentum({ dx: -1, dy: 0 }));
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entity.addComponent(game.components.Momentum({ dx: -1, dy: 0 }));
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} else if (controls.includes('right') && keys['ArrowRight']) {
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} else if (controls.includes('right') && keys[game.controls.right]) {
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entity.addComponent(game.components.Momentum({ dx: 1, dy: 0 }));
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entity.addComponent(game.components.Momentum({ dx: 1, dy: 0 }));
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} else if (controls.includes('up') && keys['ArrowUp']) {
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} else if (controls.includes('up') && keys[game.controls.up]) {
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entity.addComponent(game.components.Momentum({ dx: 0, dy: -1 }));
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entity.addComponent(game.components.Momentum({ dx: 0, dy: -1 }));
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} else if (controls.includes('down') && keys['ArrowDown']) {
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} else if (controls.includes('down') && keys[game.controls.down]) {
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entity.addComponent(game.components.Momentum({ dx: 0, dy: 1 }));
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entity.addComponent(game.components.Momentum({ dx: 0, dy: 1 }));
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}
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}
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}
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}
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}
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}
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}
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}
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if (keys['z']) {
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if (keys[game.controls.undo]) {
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undoSystem.undo(entities);
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game.systems.undo.undo(entities);
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}
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if (keys[game.controls.reset]) {
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game.loadLevelIndex(game.level);
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}
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if (keys["Escape"]) {
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game.systems.menu.bringUpMenu();
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}
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}
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Object.keys(keys).map((key) => delete keys[key]);
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Object.keys(keys).map((key) => delete keys[key]);
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return new Set();
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return new Set();
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};
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};
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window.addEventListener("keydown", keyPress);
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window.addEventListener("keydown", keyPress);
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window.addEventListener("keyup", removeKey);
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return { keys, update };
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return { keys, update };
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}
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}
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107
src/systems/menu.js
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107
src/systems/menu.js
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@ -0,0 +1,107 @@
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game.system.Menu = () => {
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let state;
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const menuElement = document.getElementById("menu");
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const escapeEventListener = (e) => {
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if (e.key == "Escape") {
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setState('main');
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}
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}
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const setState = (newState) => {
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state = newState;
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draw();
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}
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const bringUpMenu = () => {
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game.running = false;
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window.addEventListener("keydown", escapeEventListener);
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setState("main");
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}
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const hide = () => {
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menuElement.style.display = "none";
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game.startLoop();
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}
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const listenFor = (action, elementId) => {
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const element = document.getElementById(elementId);
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element.innerHTML = "Listening...";
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const handleKey = (event) => {
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window.removeEventListener("keydown", handleKey);
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if (event.key == "Escape") {
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element.innerHTML = menu.controls[action];
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return;
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}
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game.controls[action] = event.key;
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localStorage.setItem("controls", JSON.stringify(game.controls));
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element.innerHTML = event.key;
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}
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window.addEventListener("keydown", handleKey);
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}
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const setLevel = (index) => {
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game.loadLevelIndex(index);
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hide();
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}
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const draw = () => {
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menuElement.style.display = "block";
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menuElement.innerHTML = `<h1><span style='color: blue'>Big Blue</span> Is <span style='color: green'>You</h1>`;
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if (state == "main") {
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menuElement.innerHTML += `
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<div class='menu-button' onclick='game.systems.menu.setState("controls")'>Change Controls</div>
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<div class='menu-button' onclick='game.systems.menu.setState("credits")'>Credits</div>
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<div class='menu-button' onclick='game.systems.menu.setState("levelSelect")'>Select Level</div>
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`;
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}
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else if (state == "controls") {
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menuElement.innerHTML += `
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<div>
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<p>
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Move left: <button id="moveLeft" onfocus='game.systems.menu.listenFor("left", "moveLeft")'>${game.controls.left}</button>
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<br>
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Move right: <button id="moveRight" onfocus='game.systems.menu.listenFor("right", "moveRight")'>${game.controls.right}</button>
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<br>
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Move up: <button id="moveUp" onfocus='game.systems.menu.listenFor("up", "moveUp")'>${game.controls.up}</button>
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<br>
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Move down: <button id="moveDown" onfocus='game.systems.menu.listenFor("down", "moveDown")'>${game.controls.down}</button>
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<br>
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Undo: <button id="undo" onfocus='game.systems.menu.listenFor("undo", "undo")'>${game.controls.undo}</button>
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<br>
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Reset: <button id="reset" onfocus='game.systems.menu.listenFor("reset", "reset")'>${game.controls.reset}</button>
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</p>
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</div>
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`
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} else if (state == "credits") {
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menuElement.innerHTML += `
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<div>
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<p>
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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.
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<br>
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Background is from <a href="https://i.pinimg.com/originals/b2/2a/a2/b22aa22b2f3f55b6468361158d52e2e7.gif">PinImg</a>.
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<br>
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Developed by Logan Hunt, Ethan Payne
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</p>
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</div>
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`
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} else if (state == "levelSelect") {
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menuElement.innerHTML += `
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<div>
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<p> Select a level to play: </p>
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${
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game.levels.map((level, index) => {
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return `<div class='menu-button' onclick='game.systems.menu.setLevel(${index});'>${level.levelName}</div>`
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}).join("")
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}
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`;
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}
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menuElement.innerHTML += "<div class='menu-button' onclick='game.systems.menu.hide()'>Resume Game</div>"
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if (state !== "main") {
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menuElement.innerHTML += "<div class='menu-button' onclick='game.systems.menu.setState(\"main\")'>Back</div>"
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}
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}
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return { bringUpMenu, setState, listenFor, hide, setLevel, state };
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}
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@ -46,13 +46,14 @@ body {
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.menu {
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.menu {
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text-align:center;
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text-align:center;
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max-width: 400px;
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left: 50%;
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left: 50%;
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top: 50%;
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top: 50%;
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-webkit-transform: translate(-50%, -50%);
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-webkit-transform: translate(-50%, -50%);
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transform: translate(-50%, -50%);
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transform: translate(-50%, -50%);
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position:absolute;
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position:absolute;
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background-color: rgba(255,255,255,0.75);
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background-color: rgba(200,200,255,0.90);
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border: 1px solid #fff;
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border: 1px solid #fff;
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border-radius: 5px;
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border-radius: 5px;
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padding: 12px;
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padding: 12px;
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@ -69,4 +70,4 @@ body {
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.menu-button:hover {
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.menu-button:hover {
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background-color: #d0d0d0;
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background-color: #d0d0d0;
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}
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}
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Reference in New Issue
Block a user