added fire and a stub for level 5

This commit is contained in:
Nathan DECHER
2020-03-26 19:26:47 +01:00
parent f050baafbc
commit 02e72795cc
7 changed files with 88 additions and 9 deletions
+22 -5
View File
@@ -3,14 +3,16 @@ const ProgressBar=require('progress');
const assetSpecs=[
{ name: 'fruit', filename: 'apple32.png', type: 'image' },
{ name: 'wall', filename: 'wall32.png', type: 'image' },
{ name: 'hole', filename: 'hole-ts.png', type: 'image' },
{ name: 'hole', filename: 'hole-ts.png', type: 'image' },
{ name: 'fire', filename: 'fire-anim.png', type: 'image' },
{ name: 'snake', filename: 'snake.json', type: 'json' },
{ name: 'levelList', filename: 'levelList.json', type: 'json' },
{ name: 'config', filename: 'config.json', type: 'json' }
];
const tasks=[
{ from: 'hole', type: 'tileset', tiles: ['base', 'ul', 'dr', 'dl', 'ur', 'l', 'r', 'd', 'u'], steps: 9 }
{ from: 'hole', type: 'tileset', tiles: ['base', 'ul', 'dr', 'dl', 'ur', 'l', 'r', 'd', 'u'], steps: 3 },
{ from: 'fire', type: 'animation', steps: 6 }
];
const cvs=document.createElement('canvas');
@@ -32,7 +34,7 @@ bar.addReadyListener(() => {
});
//XXX purposefully slow down asset loading
const sleep=(ms=1000) => new Promise(ok => setTimeout(ok, ms*Math.random()));
const sleep=(ms=500) => new Promise(ok => setTimeout(ok, ms*Math.random()));
const loadAsset=async (asset) => {
const response=await fetch('assets/'+asset.filename);
@@ -75,8 +77,23 @@ let readyListeners=[];
for(let tId in task.tiles) {
const tName=task.tiles[tId];
asset[tName]=await createImageBitmap(source, 0, source.width*tId, source.width, source.width);
await sleep(100);
bar.update();
if(tId%(task.tiles.length/task.steps)==0) {
await sleep(100);
bar.update();
}
}
break;
}
case 'animation': {
let anim=assets[task.from]=[];
let frameCount=source.height/source.width;
for(let i=0; i<frameCount; i++) {
anim[i]=await createImageBitmap(source, 0, source.width*i, source.width, source.width);
if(i%(frameCount/task.steps)==0) {
await sleep(100);
bar.update();
}
}
break;
}
+11 -2
View File
@@ -1,4 +1,4 @@
const [EMPTY, FOOD, WALL, HOLE, HOLE_S, SNAKE]=Array(6).keys();
const [EMPTY, FOOD, WALL, FIRE, HOLE, HOLE_S, SNAKE]=Array(7).keys();
class SnekGame {
constructor(settings, canvas, rules) {
@@ -19,6 +19,7 @@ class SnekGame {
case 'f': return FOOD;
case 'w': return WALL;
case 'o': return HOLE;
case 'i': return FIRE;
}
})();
}
@@ -53,6 +54,9 @@ class SnekGame {
// add the holes
if(settings.holes) settings.holes.forEach(([x, y]) => this.world[x][y]=HOLE);
// add the fires
if(settings.fires) settings.fires.forEach(([x, y]) => this.world[x][y]=FIRE);
// add the food
settings.food.forEach(([x, y]) => this.world[x][y]=FOOD);
this.fruits=[...settings.food];
@@ -122,7 +126,7 @@ class SnekGame {
// draw our walls
const wall=assets.get('wall');
const hole=assets.get('hole');
const fire=assets.get('fire');
const putTile=(x, y, tile) => this.ctx.drawImage(
tile,
offsetX+cellSize*x,
@@ -149,6 +153,10 @@ class SnekGame {
putTile(x, y, wall);
break;
case FIRE:
putTile(x, y, fire[Math.floor(Date.now()/1000*60)%60]);
break;
case HOLE:
case HOLE_S: {
putTile(x, y, hole.base);
@@ -253,6 +261,7 @@ class SnekGame {
switch(this.world[head[0]][head[1]]) {
// you hit, you die
case WALL:
case FIRE:
case SNAKE:
case HOLE_S:
return this.die();