TNT and change goal calculation

parent 14f598c9
import { canvas, ctx } from './canvas'
import { Level, Rock, Gold, Diamond, Lootbag } from './level'
import { Level, Rock, Gold, Diamond, Lootbag, BarrelPiece } from './level'
import { randomi } from './utils'
const MAP_CLEARANCE_PERCENTAGE = 80
const MAP_CLEARANCE_PERCENTAGE = 90
const REWARD_TABLE = {
rock: 16,
gold: [129, 543, 2399],
diamond: 599,
gold: [229, 843, 1299],
diamond: 1000,
lootbag: [5, 5000]
}
......@@ -32,7 +32,7 @@ export class Game {
this.wait = 0
}
static calculateScore (obj, skipLoot) {
static calculateScore (obj) {
if (obj instanceof Rock) {
return REWARD_TABLE.rock * obj.size
}
......@@ -45,7 +45,9 @@ export class Game {
return REWARD_TABLE.diamond
}
if (skipLoot) return 0
if (obj instanceof BarrelPiece) {
return 1
}
if (obj instanceof Lootbag) {
let ssChance = randomi(0, 3)
......@@ -61,7 +63,10 @@ export class Game {
static calculateLevelScore (level) {
let total = 0
for (let i in level.objects) {
total += Game.calculateScore(level.objects[i], true)
let obj = level.objects[i]
if (obj instanceof Gold) {
total += REWARD_TABLE.gold[obj.size - 1]
}
}
return total
}
......@@ -125,6 +130,7 @@ export class Game {
return
}
this.level.update()
this.player.update(this.level)
}
......
......@@ -35,7 +35,8 @@ function start () {
async function loadAll () {
let images = ['static/hook_open.png', 'static/gold_1.png', 'static/gold_2.png', 'static/gold_3.png',
'static/rock_1.png', 'static/rock_2.png', 'static/rock_3.png', 'static/diamond.png', 'static/loot.png']
'static/rock_1.png', 'static/rock_2.png', 'static/rock_3.png', 'static/diamond.png', 'static/loot.png',
'static/tnt.png', 'static/barrel_piece.png', 'static/explosion.png']
for (let i in images) {
await RES.loadImage(images[i])
}
......
import { ctx } from './canvas'
import { randomi } from './utils'
import { randomi, distanceTo } from './utils'
import RES from './resource'
const offset = 50
const OFFSET = 50
const TNT_START = 5
const DIAMOND_START = 3
// Objects
......@@ -75,7 +77,46 @@ export class Lootbag extends GameObject {
}
get weight () {
return 0.56
return 0.45
}
}
export class BarrelPiece extends GameObject {
constructor (x, y) {
super(x, y, 30, 18, 'static/barrel_piece.png')
}
get weight () {
return 0.05
}
}
export class TNTBarrel extends GameObject {
constructor (x, y) {
super(x, y, 40, 55, 'static/tnt.png')
this.radius = 156
}
get weight () {
return 0.0
}
explode (level) {
for (let i in level.objects) {
let obj = level.objects[i]
if (distanceTo(obj, this) < this.radius) {
if (obj instanceof TNTBarrel && obj !== this && obj.physical) {
obj.explode(level)
continue
}
obj.destroy()
}
}
this.destroy()
level.placeExplosion(this.x, this.y, this.radius)
let b = new BarrelPiece(this.x, this.y)
level.objects.push(b)
return b
}
}
......@@ -85,51 +126,85 @@ export class Level {
constructor (id, objects) {
this.id = id
this.objects = objects || []
this.explosions = []
}
placeExplosion (x, y, r) {
this.explosions.push({ x, y, time: 30, r })
}
draw () {
for (let i in this.objects) {
this.objects[i].draw()
}
let expl = RES.loadImage('static/explosion.png', true)
for (let i in this.explosions) {
let ex = this.explosions[i]
let r = ex.r * 1.5
ctx.drawImage(expl, ctx.oX + ex.x - r / 2, ctx.oY + ex.y - r / 2, r, r)
}
}
update () {
let toKeep = []
for (let i in this.explosions) {
let ex = this.explosions[i]
if (ex.time > 0) {
ex.time--
ex.r -= randomi(-10, 10)
toKeep.push(ex)
continue
}
}
this.explosions = toKeep
}
static create (index, my, width, height) {
let objects = []
let rocks = randomi(4, 12)
let gold = randomi(4, 12)
let diamond = randomi(0, 2)
let diamond = index >= DIAMOND_START ? randomi(0, 2) : 0
let loot = randomi(0, 2)
let tnt = index >= TNT_START ? randomi(0, 4) : 0
// Add rocks
for (let r = 0; r < rocks; r++) {
let x = randomi(offset, width - offset)
let y = randomi(offset + my, height - (offset + my))
let x = randomi(OFFSET, width - OFFSET)
let y = randomi(OFFSET + my, height - (OFFSET + my))
let size = randomi(1, 4)
objects.push(new Rock(x, y, size))
}
// Add gold
for (let r = 0; r < gold; r++) {
let x = randomi(offset, width - offset)
let y = randomi(offset + my, height - (offset + my))
let x = randomi(OFFSET, width - OFFSET)
let y = randomi(OFFSET + my, height - (OFFSET + my))
let size = randomi(1, 4)
objects.push(new Gold(x, y, size))
}
// Add diamonds
for (let r = 0; r < diamond; r++) {
let x = randomi(offset, width - offset)
let y = randomi(offset + my, height - (offset + my))
let x = randomi(OFFSET, width - OFFSET)
let y = randomi(OFFSET + my, height - (OFFSET + my))
objects.push(new Diamond(x, y))
}
// Add loot
for (let r = 0; r < loot; r++) {
let x = randomi(offset, width - offset)
let y = randomi(offset + my, height - (offset + my))
let x = randomi(OFFSET, width - OFFSET)
let y = randomi(OFFSET + my, height - (OFFSET + my))
objects.push(new Lootbag(x, y))
}
// Add TNT
for (let r = 0; r < tnt; r++) {
let x = randomi(OFFSET, width - OFFSET)
let y = randomi(OFFSET + my + 10, height - (OFFSET + my) - 10)
objects.push(new TNTBarrel(x, y))
}
let n = new Level(index, objects)
return n
}
......
......@@ -127,6 +127,13 @@ class Hook extends GameObject {
}
if (firstIntersect) {
if (firstIntersect.explode) {
let obj = firstIntersect.explode(level)
this.obj = obj
this.md = 0
return
}
this.obj = firstIntersect
this.md = 0
return
......
......@@ -19,3 +19,7 @@ export function intersectRect (r1, r2) {
r2.y > r1.h + r1.y ||
r2.h + r2.y < r1.y)
}
export function distanceTo (o1, o2) {
return Math.sqrt(Math.pow(o2.x - o1.x, 2) + Math.pow(o2.y - o1.y, 2))
}
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