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95
Readme.md
95
Readme.md
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@ -25,72 +25,61 @@ The app should work offline and perform well even on low-end devices. It's very
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There's also an easy mode for kids (slower ball) and a color-blind mode (no color related game mechanics).
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## Doing
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- publish on Fdroid
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- Delay the sound context stop by a few ms
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## Todo
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## Perk ideas
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- wrap left / right
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- n% of the broken bricks respawn when the ball touches the puck
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- bricks take twice as many hits but drop 50% more coins
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- wind (puck positions adds force to coins and balls)
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- balls repulse coins
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- n% of coins missed respawn at the top
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- lightning : missing triggers and explosive lighting strike around ball path
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- coins repulse coins (could get really laggy)
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- balls repulse coins
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- balls attract coins
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- twice as many coins after a wall bounce, twice as little otherwise ?
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- fusion reactor (gather coins in one spot to triple their value)
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- missing makes you loose all score of level, but otherwise multiplier goes up after each breaking
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- soft reset, cut combo in half instead of zero
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- missile goes when you catch coin
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- missile goes when you break a brick
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- puck bounce +1 combo, hit nothing resets
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- multiple hits on the same brick (show remaining resistance as number)
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- bricks attract ball
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- replay last level (remove score, restores lives if any, and rebuild )
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- accelerometer controls coins and balls
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- bricks attract coins
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- breaking bricks stains neighbours
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- extra kick after bouncing on puck
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- transparent coins
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- coins of different colors repulse
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- bricks follow game of life pattern with one update every second
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- 2x coins when ball goes downward / upward, half that amount otherwise ?
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## Engine ideas
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- 2 x "slower balls" is too slow on the first levels
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- show total score on end screen (score added to total)
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- show stats on end screen compared to other runs
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- handle back bouton in menu
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- more levels : famous simple games, letters, fruits, animals
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- icons for upgrades and level
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- remind users of what they have already picked. Maybe show all upgrades, disabled except the offered ones ?
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## Other ideas
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- perk : wrap left / right
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- perk : n% of the broken bricks respawn when the ball touches the puck
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- perk : bricks take twice as many hits but drop 50% more coins
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- perk : wind (puck positions adds force to coins and balls)
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- perk : balls repulse coins
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- perk : n% of coins missed respawn at the top
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- perk : lightning : missing triggers and explosive lighting strike around ball path
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- perk : coins repulse coins (could get really laggy)
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- perk : balls repulse coins
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- perk : balls attract coins
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- perk : twice as many coins after a wall bounce, twice as little otherwise ?
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- perk : fusion reactor (gather coins in one spot to triple their value)
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- perk : missing makes you loose all score of level, but otherwise multiplier goes up after each breaking
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- Make a small mp4 of game which can be shown on gameover and shared. https://developer.mozilla.org/en-US/docs/Web/API/MediaRecorder
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- perk : soft reset, cut combo in half instead of zero
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- perk : missile goes when you catch coin
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- perk : missile goes when you break a brick
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- when game resumes near bottom, be unvulnerable for .5s ? , once per level
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- accelerometer controls coins and balls
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- Make a small mp4/gif of game which can be shown on gameover and shared. https://developer.mozilla.org/en-US/docs/Web/API/MediaRecorder
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- mouvement relatif du puck
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- balls should collide with each other
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- randomize coins gravity a bit, to make fall more appealing
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- when game resumes near bottom, be unvulnerable for .5s ? , once per level
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- apply global curve / brightness to canvas when things blow, or just always to make neon effect better
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- perk: bricks attract coins
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- perk : puck bounce +1 combo, hit nothing resets
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- manifest for PWA (android and apple)
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- publish on fdroid
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- nerf the hot start a bit
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- brick parts fly around with trailing effect ?
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- trailing white lines behind ball
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- some 3d ish effect ?
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- shrink brick at beaking time ?
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- perk : multiple hits on the same brick (show remaining resistance as number)
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- particle effect around ball when loosing some combo (looks bad)
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- Make bricks shadow the light ? using a "fill path" in screen mode, with a gradient background...would get very laggy, maybe just for the ball
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- lights shadows
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- keyboard support
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- perk : bricks attract ball
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- perk : replay last level (remove score, restores lives if any, and rebuild )
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- perk: breaking bricks stains neighbours
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- perk: extra kick after bouncing on puck
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- perk: transparent coins
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- perk: coins of different colors repulse
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- perk: bricks follow game of life pattern with one opdate every second ?
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- 2x coins when ball goes downward / upward, half that amount otherwise ?
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- engine: Offline mode web for iphone
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- engine: webgl rendering (not with sdf though, that's super slow)
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- Offline mode web for iphone
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- webgl rendering
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## Level ides
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- famous games
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- letters
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- fruits
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- animals
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## Credits
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@ -11,8 +11,8 @@ android {
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applicationId = "me.lecaro.breakout"
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minSdk = 21
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targetSdk = 34
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versionCode = 28998184
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versionName = "28998184"
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versionCode = 28999417
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versionName = "28999417"
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testInstrumentationRunner = "androidx.test.runner.AndroidJUnitRunner"
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vectorDrawables {
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useSupportLibrary = true
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@ -9,8 +9,18 @@ const puckHeight = ballSize;
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if (allLevels.find(l => l.focus)) {
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allLevels = allLevels.filter(l => l.focus)
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}
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// Used to render perk icons
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const perkIconsLevels = {}
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allLevels = allLevels.filter(l => {
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if (l.name.startsWith('perk:')) {
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perkIconsLevels[l.name.split(':')[1]] = l
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return false
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}
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return true
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})
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allLevels.forEach((l, li) => {
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l.threshold = li < 8 ? 0 : Math.round(Math.pow(10, 1 + (li + l.size) / 30) * (li)) * 10
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l.threshold = li < 8 ? 0 : Math.round(Math.min(Math.pow(10, 1 + (li + l.size) / 30)* 10, 10000) * (li))
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l.sortKey = (Math.random()+3)/3.5 * l.bricks.filter(i=>i).length
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})
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let runLevels = []
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@ -145,7 +155,8 @@ const fitSize = () => {
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window.addEventListener("resize", fitSize);
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function recomputeTargetBaseSpeed() {
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baseSpeed = gameZoneWidth / 12 / 10 + currentLevel / 3 + levelTime / (30 * 1000) - perks.slow_down * 2;
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// We never want the ball to completely stop, it will move at least 3px per frame
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baseSpeed = Math.max(3,gameZoneWidth / 12 / 10 + currentLevel / 3 + levelTime / (30 * 1000) - perks.slow_down * 2);
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}
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@ -172,21 +183,23 @@ function getRowColIndex(row, col) {
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function spawnExplosion(count, x, y, color, duration = 150, size = coinSize) {
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if (!!isSettingOn("basic")) return;
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for (let i = 0; i < count; i++) {
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flashes.push({
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type: "particle",
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duration,
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time: levelTime,
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size,
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color,
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x: x + ((Math.random() - 0.5) * brickWidth) / 2,
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y: y + ((Math.random() - 0.5) * brickWidth) / 2,
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vx: (Math.random() - 0.5) * 30,
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vy: (Math.random() - 0.5) * 30,
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color,
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duration:150
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});
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}
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}
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let score = 0;
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let scoreStory = [];
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@ -280,44 +293,53 @@ let levelSpawnedCoins = 0;
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function getLevelStats() {
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const catchRate = (score - levelStartScore) / (levelSpawnedCoins || 1);
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let stats = `
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you caught ${score - levelStartScore} coins out of ${levelSpawnedCoins} in ${Math.round(levelTime / 1000)} seconds.
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`;
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stats += levelMisses ? `You missed ${levelMisses} times. ` : "";
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let text = [stats];
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let repeats = 1;
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let choices = 3;
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let timeGain = '', catchGain = '', missesGain = ''
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if (levelTime < 30 * 1000) {
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repeats++;
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choices++;
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text.push("speed bonus: +1 upgrade and choice");
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timeGain = " (+1 upgrade)"
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} else if (levelTime < 60 * 1000) {
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choices++;
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text.push("speed bonus: +1 choice");
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timeGain = " (+1 choice)"
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}
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if (catchRate === 1) {
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repeats++;
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choices++;
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text.push("coins bonus: +1 upgrade and choice");
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catchGain = " (+1 upgrade)"
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} else if (catchRate > 0.9) {
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choices++;
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text.push("coins bonus: +1 choice.");
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catchGain = " (+1 choice)"
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}
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if (levelMisses === 0) {
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repeats++;
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choices++;
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text.push("accuracy bonus: +1 upgrade and choice");
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missesGain = " (+1 upgrade)"
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} else if (levelMisses <= 3) {
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choices++;
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text.push("accuracy bonus:+1 choice");
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missesGain = " (+1 choice)"
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}
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let stats = `
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You caught ${score - levelStartScore} coins ${catchGain} out of ${levelSpawnedCoins} in ${Math.round(levelTime / 1000)} seconds${timeGain}.
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You missed ${levelMisses} times ${missesGain}.
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`;
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let text = [stats];
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return {
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stats, text: text.map(t => '<p>' + t + '</p>').join('\n'), repeats, choices,
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};
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}
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function pickedUpgradesHTMl() {
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return upgrades.filter(u => perks[u.id]).map(u => u.icon).join(' ')
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}
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async function openUpgradesPicker() {
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let {text, repeats, choices} = getLevelStats();
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scoreStory.push(`Finished level ${currentLevel + 1} (${currentLevelInfo().name}): ${text}`,);
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while (repeats--) {
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const actions = pickRandomUpgrades(choices);
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if (!actions.length) break
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let textAfterButtons;
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if (actions.length < choices) {
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textAfterButtons = `<p>You are running out of upgrades, more will be unlocked when you catch lots of coins.</p>`
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}
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let textAfterButtons=`<p>Upgrades picked so far : </p><p>${pickedUpgradesHTMl()}</p>`;
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const cb = await asyncAlert({
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title: "Pick an upgrade " + (repeats ? "(" + (repeats + 1) + ")" : ""), actions, text, allowClose: false,
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textAfterButtons
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@ -391,11 +411,6 @@ function reset_perks() {
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const giftable = getPossibleUpgrades().filter(u => u.giftable)
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const randomGift = isSettingOn('easy') ? 'slow_down' : giftable[Math.floor(Math.random() * giftable.length)].id;
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perks[randomGift] = 1;
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// TODO
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// perks.puck_repulse_ball=3
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// perks.ball_repulse_ball=3
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// perks.ball_attract_ball=3
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// perks.multiball=3
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return randomGift
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}
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@ -405,7 +420,7 @@ const upgrades = [
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"threshold": 0,
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"id": "extra_life",
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"name": "+1 life",
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"max": 3,
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"max": 7,
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"help": "Survive dropping the ball once."
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},
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{
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@ -422,7 +437,7 @@ const upgrades = [
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"id": "base_combo",
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"giftable": true,
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"name": "+3 base combo",
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"max": 3,
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"max": 7,
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"help": "Your combo starts 3 points higher."
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},
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{
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@ -440,14 +455,14 @@ const upgrades = [
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"help": "Catches more coins."
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},
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{
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"threshold": 50,
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"threshold": 0,
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"id": "viscosity",
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"name": "Slower coins fall",
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"max": 3,
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"help": "Coins quickly decelerate."
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},
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{
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"threshold": 100,
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"threshold": 0,
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"id": "sides_are_lava",
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"giftable": true,
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"name": "Shoot straight",
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@ -455,15 +470,7 @@ const upgrades = [
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"help": "Avoid the sides for more coins."
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},
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{
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"threshold": 200,
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"id": "telekinesis",
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"giftable": true,
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"name": "Puck controls ball",
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"max": 2,
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"help": "Control the ball's trajectory."
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},
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{
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"threshold": 400,
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"threshold": 0,
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"id": "top_is_lava",
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"giftable": true,
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"name": "Sky is the limit",
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@ -471,53 +478,61 @@ const upgrades = [
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"help": "Avoid the top for more coins."
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},
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{
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"threshold": 800,
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"id": "coin_magnet",
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"name": "Puck attracts coins",
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"max": 3,
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"help": "Coins falling are drawn toward the puck."
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},
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{
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"threshold": 1600,
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"threshold": 0,
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"id": "skip_last",
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"name": "Last brick breaks",
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"max": 3,
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"max": 7,
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"help": "The last brick will self-destruct."
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},
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{
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"threshold": 3200,
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"threshold": 500,
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"id": "telekinesis",
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"giftable": true,
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"name": "Puck controls ball",
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"max": 2,
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"help": "Control the ball's trajectory."
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},
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{
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"threshold": 1000,
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"id": "coin_magnet",
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"name": "Puck attracts coins",
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"max": 3,
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"help": "Coins are drawn toward the puck."
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},
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{
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"threshold": 1500,
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"id": "multiball",
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"giftable": true,
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"name": "+1 ball",
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"max": 3,
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"help": "Start each level with one more balls."
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"help": "Start with one more balls."
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},
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{
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"threshold": 5600,
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"threshold": 2000,
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"id": "smaller_puck",
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"name": "Smaller puck",
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"max": 2,
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"help": "Gives you more control."
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},
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{
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"threshold": 7000,
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"threshold": 3000,
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"id": "pierce",
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"giftable": true,
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"name": "Ball pierces bricks",
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"max": 3,
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"help": "Go through 3 blocks before bouncing."
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"help": "Destroy 3 blocks before bouncing."
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},
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{
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"threshold": 12000,
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"threshold": 4000,
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"id": "picky_eater",
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"giftable": true,
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"name": "Single color streak",
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"color_blind_exclude": true,
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"max": 1,
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"help": "Hit groups of bricks of the same color."
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"help": "Break bricks color by color."
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},
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{
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"threshold": 16000,
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"threshold": 5000,
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"id": "metamorphosis",
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"name": "Coins stain bricks",
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"color_blind_exclude": true,
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@ -525,60 +540,60 @@ const upgrades = [
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"help": "Coins color the bricks they touch."
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},
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{
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"threshold": 22000,
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"threshold": 6000,
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"id": "catch_all_coins",
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"giftable": true,
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"name": "Compound interest",
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"max": 3,
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"help": "Catch all coins with your puck for even more coins."
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"help": "Avoid missing coins with your puck."
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},
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{
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"threshold": 26000,
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"threshold": 7000,
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"id": "hot_start",
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"giftable": true,
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"name": "Hot start",
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"max": 3,
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"help": "Clear the level quickly for more coins."
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"help": "Clear the level quickly."
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},
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{
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"threshold": 33000,
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"threshold": 9000,
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"id": "sapper",
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"giftable": true,
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"name": "Bricks become bombs",
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"max": 1,
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"help": "Broken blocks are replaced by bombs."
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"help": "Broken blocks become bombs."
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},
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{
|
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"threshold": 42000,
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"threshold": 11000,
|
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"id": "bigger_explosions",
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"name": "Bigger explosions",
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"max": 1,
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"help": "All bombs have larger area of effect."
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"help": "Larger bomb area of effect."
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},
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{
|
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"threshold": 54000,
|
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"threshold": 13000,
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"id": "extra_levels",
|
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"name": "+1 level",
|
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"max": 3,
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"help": "Play one more level before game over."
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"help": "Play one more level before winning."
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},
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||||
{
|
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"threshold": 65000,
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"threshold": 15000,
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"id": "pierce_color",
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"name": "Color pierce",
|
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"color_blind_exclude": true,
|
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"max": 1,
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"help": "Colored ball pierces bricks of the same color."
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"help": "Ball breaks same color bricks."
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},
|
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{
|
||||
"threshold": 760000,
|
||||
"threshold": 18000,
|
||||
"id": "soft_reset",
|
||||
"name": "Soft reset",
|
||||
"max": 2,
|
||||
"help": "Only loose half your combo when it resets."
|
||||
"help": "Combo grows slower but resets less"
|
||||
},
|
||||
{
|
||||
"threshold": 87000,
|
||||
"threshold": 21000,
|
||||
"id": "ball_repulse_ball",
|
||||
"name": "Balls repulse balls",
|
||||
requires: 'multiball',
|
||||
|
@ -586,7 +601,7 @@ const upgrades = [
|
|||
"help": "Only has an effect with 2+ balls."
|
||||
},
|
||||
{
|
||||
"threshold": 98000,
|
||||
"threshold": 25000,
|
||||
"id": "ball_attract_ball",
|
||||
requires: 'multiball',
|
||||
"name": "Balls attract balls",
|
||||
|
@ -594,16 +609,17 @@ const upgrades = [
|
|||
"help": "Only has an effect with 2+ balls."
|
||||
},
|
||||
{
|
||||
"threshold": 120000,
|
||||
"threshold": 30000,
|
||||
"id": "puck_repulse_ball",
|
||||
"name": "Puck repulse balls",
|
||||
"max": 3,
|
||||
"help": "Prevents the puck from touching the balls."
|
||||
"help": "Prevents the puck from touching the balls.",
|
||||
},
|
||||
]
|
||||
|
||||
|
||||
let totalScoreAtRunStart= getTotalScore()
|
||||
let totalScoreAtRunStart = getTotalScore()
|
||||
|
||||
function getPossibleUpgrades() {
|
||||
return upgrades
|
||||
.filter(u => !(isSettingOn('color_blind') && u.color_blind_exclude))
|
||||
|
@ -613,13 +629,14 @@ function getPossibleUpgrades() {
|
|||
|
||||
|
||||
function shuffleLevels(nameToAvoid = null) {
|
||||
|
||||
runLevels = allLevels
|
||||
.filter(l => nextRunOverrides.level ? l.name === nextRunOverrides.level : true)
|
||||
.filter((l, li) => totalScoreAtRunStart >= l.threshold)
|
||||
.filter(l => l.name !== nameToAvoid || allLevels.length === 1)
|
||||
.sort(() => Math.random() - 0.5)
|
||||
.slice(0, 7 + 3)
|
||||
.sort((a, b) => a.bricks.filter(i => i).length - b.bricks.filter(i => i).length);
|
||||
.sort((a, b) => a.sortKey - b.sortKey);
|
||||
|
||||
nextRunOverrides.level = null
|
||||
}
|
||||
|
@ -633,8 +650,7 @@ function getUpgraderUnlockPoints() {
|
|||
if (u.threshold) {
|
||||
list.push({
|
||||
threshold: u.threshold,
|
||||
title: u.name + ' (Perk)',
|
||||
help: u.help,
|
||||
title: u.name + ' (Perk)'
|
||||
})
|
||||
}
|
||||
})
|
||||
|
@ -660,24 +676,26 @@ function pickRandomUpgrades(count) {
|
|||
.filter(u => perks[u.id] < u.max)
|
||||
.slice(0, count)
|
||||
.sort((a, b) => a.id > b.id ? 1 : -1)
|
||||
.map(u => {
|
||||
incrementRunStatistics('offered_upgrade.' + u.id, 1)
|
||||
return {
|
||||
key: u.id, text: u.name, value: () => {
|
||||
perks[u.id]++;
|
||||
incrementRunStatistics('picked_upgrade.' + u.id, 1)
|
||||
scoreStory.push("Picked upgrade : " + u.name);
|
||||
}, help: u.help, max: u.max,
|
||||
checked: perks[u.id],
|
||||
}
|
||||
})
|
||||
|
||||
|
||||
list.forEach(u => {
|
||||
lastOffered[u.key] = Math.round(Date.now() / 1000)
|
||||
incrementRunStatistics('offered_upgrade.' + u.id, 1)
|
||||
lastOffered[u.id] = Math.round(Date.now() / 1000)
|
||||
})
|
||||
|
||||
return list;
|
||||
return list.map(u => ({
|
||||
text: u.name + (perks[u.id]?' lvl '+(perks[u.id]+1):''),
|
||||
icon: u.icon,
|
||||
value: () => {
|
||||
perks[u.id]++;
|
||||
incrementRunStatistics('picked_upgrade.' + u.id, 1)
|
||||
scoreStory.push("Picked upgrade : " + u.name);
|
||||
},
|
||||
help: u.help,
|
||||
// max: u.max,
|
||||
// checked: perks[u.id]
|
||||
}))
|
||||
|
||||
|
||||
}
|
||||
|
||||
let nextRunOverrides = {level: null, perks: null}
|
||||
|
@ -688,7 +706,7 @@ function restart() {
|
|||
hadOverrides = !!(nextRunOverrides.level || nextRunOverrides.perks)
|
||||
// When restarting, we want to avoid restarting with the same level we're on, so we exclude from the next
|
||||
// run's level list
|
||||
totalScoreAtRunStart= getTotalScore()
|
||||
totalScoreAtRunStart = getTotalScore()
|
||||
shuffleLevels(levelTime || score ? currentLevelInfo().name : null);
|
||||
resetRunStatistics()
|
||||
score = 0;
|
||||
|
@ -1022,7 +1040,7 @@ function ballTick(ball, delta) {
|
|||
for (b2 of balls) {
|
||||
// avoid computing this twice, and repulsing itself
|
||||
if (b2.x >= ball.x) continue
|
||||
attract(ball, b2, 2 * perks.ball_attract_ball)
|
||||
attract(ball, b2, perks.ball_attract_ball)
|
||||
}
|
||||
}
|
||||
if (perks.puck_repulse_ball) {
|
||||
|
@ -1236,7 +1254,7 @@ function gameOver(title, intro) {
|
|||
const list = getUpgraderUnlockPoints()
|
||||
list.filter(u => u.threshold > startTs && u.threshold < endTs).forEach(u => {
|
||||
unlocksInfo += `
|
||||
<p class="progress" title=${JSON.stringify(u.help || '')}>
|
||||
<p class="progress" >
|
||||
<span>${u.title}</span>
|
||||
<span class="progress_bar_part" style="${getDelay()}"></span>
|
||||
</p>
|
||||
|
@ -1253,7 +1271,7 @@ function gameOver(title, intro) {
|
|||
|
||||
const scaleX = (done / total).toFixed(2)
|
||||
unlocksInfo += `
|
||||
<p class="progress" title=${JSON.stringify(unlocksInfo.help)}>
|
||||
<p class="progress" >
|
||||
<span>${nextUnlock.title}</span>
|
||||
<span style="transform: scale(${scaleX},1);${getDelay()}" class="progress_bar_part"></span>
|
||||
</p>
|
||||
|
@ -1261,7 +1279,7 @@ function gameOver(title, intro) {
|
|||
`
|
||||
list.slice(list.indexOf(nextUnlock) + 1).slice(0, 3).forEach(u => {
|
||||
unlocksInfo += `
|
||||
<p class="progress" title=${JSON.stringify(u.help)}>
|
||||
<p class="progress" >
|
||||
<span>${u.title}</span>
|
||||
</p>
|
||||
`
|
||||
|
@ -1313,7 +1331,7 @@ function explodeBrick(index, ball, isExplosion) {
|
|||
flashes.push({
|
||||
type: "ball", duration: 150, time: levelTime, size: brickWidth * 2, color: "white", x, y,
|
||||
});
|
||||
spawnExplosion(7 * (1 + perks.bigger_explosions), x, y, "white", 150, coinSize,);
|
||||
spawnExplosion(7 * (1 + perks.bigger_explosions), x, y, 'white', 150, coinSize,);
|
||||
ball.hitSinceBounce++;
|
||||
} else if (color) {
|
||||
// Flashing is take care of by the tick loop
|
||||
|
@ -1354,7 +1372,9 @@ function explodeBrick(index, ball, isExplosion) {
|
|||
});
|
||||
}
|
||||
|
||||
combo += perks.streak_shots + perks.catch_all_coins + perks.sides_are_lava + perks.top_is_lava + perks.picky_eater;
|
||||
|
||||
combo += Math.max(0,perks.streak_shots + perks.catch_all_coins + perks.sides_are_lava + perks.top_is_lava + perks.picky_eater
|
||||
- Math.round(Math.random()*perks.soft_reset));
|
||||
|
||||
if (!isExplosion) {
|
||||
// color change
|
||||
|
@ -1371,7 +1391,7 @@ function explodeBrick(index, ball, isExplosion) {
|
|||
flashes.push({
|
||||
type: "ball", duration: 40, time: levelTime, size: brickWidth, color: color, x, y,
|
||||
});
|
||||
spawnExplosion(5 + combo, x, y, color, 100, coinSize / 2);
|
||||
spawnExplosion(5 + combo, x, y,color, 100, coinSize / 2);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1485,60 +1505,60 @@ function render() {
|
|||
// The red should still be visible on a white bg
|
||||
ctx.globalCompositeOperation = !level.color && level.svg ? "screen" : 'source-over';
|
||||
ctx.globalAlpha = (2 + combo - baseCombo()) / 50;
|
||||
const baseParticle= !isSettingOn('basic') && ( combo - baseCombo() )*Math.random() >5&& running &&{
|
||||
type: "particle",
|
||||
duration: 100*(Math.random()+1),
|
||||
time: levelTime,
|
||||
size: coinSize / 2,
|
||||
color: 'red',
|
||||
ethereal: true,
|
||||
const baseParticle = !isSettingOn('basic') && (combo - baseCombo()) * Math.random() > 5 && running && {
|
||||
type: "particle",
|
||||
duration: 100 * (Math.random() + 1),
|
||||
time: levelTime,
|
||||
size: coinSize / 2,
|
||||
color: 'red',
|
||||
ethereal: true,
|
||||
}
|
||||
|
||||
if (perks.top_is_lava) {
|
||||
drawRedGradientSquare( ctx, offsetXRoundedDown, 0, gameZoneWidthRoundedUp, ballSize, 0, 0, 0, ballSize);
|
||||
drawRedGradientSquare(ctx, offsetXRoundedDown, 0, gameZoneWidthRoundedUp, ballSize, 0, 0, 0, ballSize);
|
||||
baseParticle && flashes.push({
|
||||
...baseParticle,
|
||||
x: offsetXRoundedDown+Math.random()*gameZoneWidthRoundedUp,
|
||||
...baseParticle,
|
||||
x: offsetXRoundedDown + Math.random() * gameZoneWidthRoundedUp,
|
||||
y: 0,
|
||||
vx: (Math.random() - 0.5) * 10,
|
||||
vy: 5,
|
||||
})
|
||||
}
|
||||
if (perks.sides_are_lava) {
|
||||
drawRedGradientSquare( ctx, offsetXRoundedDown, 0, ballSize, gameZoneHeight, 0, 0, ballSize, 0,);
|
||||
drawRedGradientSquare( ctx, offsetXRoundedDown + gameZoneWidthRoundedUp - ballSize, 0, ballSize, gameZoneHeight, ballSize, 0, 0, 0,);
|
||||
const fromLeft =Math.random()>0.5
|
||||
drawRedGradientSquare(ctx, offsetXRoundedDown, 0, ballSize, gameZoneHeight, 0, 0, ballSize, 0,);
|
||||
drawRedGradientSquare(ctx, offsetXRoundedDown + gameZoneWidthRoundedUp - ballSize, 0, ballSize, gameZoneHeight, ballSize, 0, 0, 0,);
|
||||
const fromLeft = Math.random() > 0.5
|
||||
baseParticle && flashes.push({
|
||||
...baseParticle,
|
||||
x: offsetXRoundedDown+(fromLeft?0:gameZoneWidthRoundedUp),
|
||||
y: Math.random()*gameZoneHeight,
|
||||
vx: fromLeft?5:-5,
|
||||
vy: (Math.random() - 0.5) * 10,
|
||||
...baseParticle,
|
||||
x: offsetXRoundedDown + (fromLeft ? 0 : gameZoneWidthRoundedUp),
|
||||
y: Math.random() * gameZoneHeight,
|
||||
vx: fromLeft ? 5 : -5,
|
||||
vy: (Math.random() - 0.5) * 10,
|
||||
})
|
||||
}
|
||||
if (perks.catch_all_coins) {
|
||||
drawRedGradientSquare( ctx, offsetXRoundedDown, gameZoneHeight - ballSize, gameZoneWidthRoundedUp, ballSize, 0, ballSize, 0, 0,);
|
||||
drawRedGradientSquare(ctx, offsetXRoundedDown, gameZoneHeight - ballSize, gameZoneWidthRoundedUp, ballSize, 0, ballSize, 0, 0,);
|
||||
let x = puck
|
||||
do{
|
||||
x= offsetXRoundedDown + gameZoneWidthRoundedUp*Math.random()
|
||||
}while(Math.abs(x-puck)<puckWidth/2)
|
||||
do {
|
||||
x = offsetXRoundedDown + gameZoneWidthRoundedUp * Math.random()
|
||||
} while (Math.abs(x - puck) < puckWidth / 2)
|
||||
baseParticle && flashes.push({
|
||||
...baseParticle,
|
||||
x ,
|
||||
y:gameZoneHeight,
|
||||
vx: (Math.random() - 0.5) * 10,
|
||||
...baseParticle,
|
||||
x,
|
||||
y: gameZoneHeight,
|
||||
vx: (Math.random() - 0.5) * 10,
|
||||
vy: -5,
|
||||
})
|
||||
}
|
||||
if (perks.streak_shots) {
|
||||
drawRedGradientSquare( ctx, puck - puckWidth / 2, gameZoneHeight - puckHeight - ballSize, puckWidth, ballSize, 0, ballSize, 0, 0,);
|
||||
const pos=(0.5 -Math.random())
|
||||
drawRedGradientSquare(ctx, puck - puckWidth / 2, gameZoneHeight - puckHeight - ballSize, puckWidth, ballSize, 0, ballSize, 0, 0,);
|
||||
const pos = (0.5 - Math.random())
|
||||
baseParticle && flashes.push({
|
||||
...baseParticle,
|
||||
duration : 100,
|
||||
x : puck + puckWidth*pos,
|
||||
y:gameZoneHeight-puckHeight,
|
||||
vx: (pos) * 10,
|
||||
...baseParticle,
|
||||
duration: 100,
|
||||
x: puck + puckWidth * pos,
|
||||
y: gameZoneHeight - puckHeight,
|
||||
vx: (pos) * 10,
|
||||
vy: -5,
|
||||
})
|
||||
}
|
||||
|
@ -1549,15 +1569,15 @@ function render() {
|
|||
if (!type || type === "black" || okColors.has(type)) return;
|
||||
const x = brickCenterX(index), y = brickCenterY(index);
|
||||
drawFuzzyBall(ctx, "red", brickWidth, x, y);
|
||||
|
||||
baseParticle && flashes.push({
|
||||
...baseParticle,
|
||||
duration : 100,
|
||||
x,
|
||||
y,
|
||||
vx: (0.5 -Math.random())*10,
|
||||
vy: (0.5 -Math.random())*10,
|
||||
})
|
||||
//
|
||||
// baseParticle && flashes.push({
|
||||
// ...baseParticle,
|
||||
// duration: 100,
|
||||
// x,
|
||||
// y,
|
||||
// vx: (0.5 - Math.random()) * 10,
|
||||
// vy: (0.5 - Math.random()) * 10,
|
||||
// })
|
||||
});
|
||||
}
|
||||
ctx.globalAlpha = 1;
|
||||
|
@ -1822,7 +1842,7 @@ function drawBrick(ctx, color, x, y, squared) {
|
|||
// It's not easy to have a 1px gap between bricks without antialiasing
|
||||
}
|
||||
|
||||
function drawRedGradientSquare( ctx, x, y, width, height, redX, redY, blackX, blackY) {
|
||||
function drawRedGradientSquare(ctx, x, y, width, height, redX, redY, blackX, blackY) {
|
||||
const key = "gradient" + width + "_" + height + "_" + redX + "_" + redY + "_" + blackX + "_" + blackY;
|
||||
|
||||
if (!cachedGraphics[key]) {
|
||||
|
@ -2133,7 +2153,7 @@ function asyncAlert({
|
|||
popup.appendChild(p);
|
||||
}
|
||||
|
||||
actions.filter(i => i).forEach(({text, value, help, checked = 0, max = 0, disabled}) => {
|
||||
actions.filter(i => i).forEach(({text, value, help, checked = 0, max = 0, disabled, icon = ''}) => {
|
||||
const button = document.createElement("button");
|
||||
let checkMark = ''
|
||||
if (max) {
|
||||
|
@ -2143,7 +2163,9 @@ function asyncAlert({
|
|||
}
|
||||
checkMark += '</span>'
|
||||
}
|
||||
button.innerHTML = `${checkMark}
|
||||
button.innerHTML = `
|
||||
${icon}
|
||||
${checkMark}
|
||||
<div>
|
||||
<strong>${text}</strong>
|
||||
<em>${help || ''}</em>
|
||||
|
@ -2202,9 +2224,11 @@ scoreDisplay.addEventListener("click", async (e) => {
|
|||
e.preventDefault();
|
||||
running = false
|
||||
const cb = await asyncAlert({
|
||||
title: `You scored ${score} points so far`, text: `
|
||||
<p>You are playing level ${currentLevel + 1} out of ${max_levels()}. </p>
|
||||
${scoreStory.map((t) => "<p>" + t + "</p>").join("")}
|
||||
title: ` ${score} points at level ${currentLevel + 1} / ${max_levels()}`,
|
||||
text: `
|
||||
<p>${pickedUpgradesHTMl()}</p>
|
||||
${scoreStory.map((t) => "<p>" + t + "</p>").join("")}
|
||||
|
||||
`, allowClose: true, actions: [{
|
||||
text: "New run", help: "Start a brand new run.", value: () => {
|
||||
restart();
|
||||
|
@ -2268,23 +2292,19 @@ async function openSettingsPanel() {
|
|||
help: "See and try what you've unlocked",
|
||||
async value() {
|
||||
const ts = getTotalScore()
|
||||
const tryOn = await asyncAlert({
|
||||
title: 'Your unlocks',
|
||||
text: `
|
||||
<p>Your high score is ${highScore}. In total, you've cought ${ts} coins. Click an upgrade below to start a test run with it (stops after 1 level).</p>
|
||||
`,
|
||||
actions: [...upgrades
|
||||
const actions=[...upgrades
|
||||
.sort((a, b) => a.threshold - b.threshold)
|
||||
.map(({
|
||||
name,
|
||||
max,
|
||||
help, id,
|
||||
threshold
|
||||
threshold, icon
|
||||
}) => ({
|
||||
text: name,
|
||||
help: help + (ts >= threshold ? '' : `(${threshold} coins)`),
|
||||
help: ts >= threshold ? help :`Unlocks at total score ${threshold}.`,
|
||||
disabled: ts < threshold,
|
||||
value: {perks: {[id]: 1}}
|
||||
value: {perks: {[id]: 1}},
|
||||
icon
|
||||
})
|
||||
)
|
||||
|
||||
|
@ -2295,14 +2315,26 @@ async function openSettingsPanel() {
|
|||
const avaliable = ts >= l.threshold
|
||||
return ({
|
||||
text: l.name,
|
||||
help: `A ${l.size}x${l.size} level with ${l.bricks.filter(i => i).length} bricks` + (avaliable ? '' : `(${l.threshold} coins)`),
|
||||
help: avaliable ? `A ${l.size}x${l.size} level with ${l.bricks.filter(i => i).length} bricks` : `Unlocks at total score ${l.threshold}.`,
|
||||
disabled: !avaliable,
|
||||
value: {level: l.name}
|
||||
|
||||
value: {level: l.name},
|
||||
icon: levelIconHTML(l)
|
||||
})
|
||||
})
|
||||
]
|
||||
|
||||
const tryOn = await asyncAlert({
|
||||
title: `You unlocked ${Math.round(actions.filter(a=>!a.disabled).length / actions.length * 100)}% of the game.`,
|
||||
text: `
|
||||
<p> Your total score is ${ts}. Below are all the upgrades and levels the games has to offer. They greyed out ones can be unlocked by increasing your total score. </p>
|
||||
`,
|
||||
textAfterButtons:`<p>
|
||||
The total score increases every time you score in game.
|
||||
Your high score is ${highScore}.
|
||||
Click an item above to start a test run with it.
|
||||
</p>`,
|
||||
actions
|
||||
|
||||
|
||||
,
|
||||
allowClose: true,
|
||||
|
@ -2476,9 +2508,39 @@ function attract(a, b, power) {
|
|||
vy: -dy * speed + b.vy + (Math.random() - 0.5) * rand,
|
||||
})
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
let levelIconHTMLCanvas = document.createElement('canvas')
|
||||
const levelIconHTMLCanvasCtx = levelIconHTMLCanvas.getContext("2d", {antialias: false, alpha: true})
|
||||
|
||||
function levelIconHTML(level, title) {
|
||||
const size=40
|
||||
const c = levelIconHTMLCanvas
|
||||
const ctx = levelIconHTMLCanvasCtx
|
||||
c.width = size
|
||||
c.height = size
|
||||
if (level.color) {
|
||||
ctx.fillStyle = level.color
|
||||
ctx.fillRect(0, 0, size, size)
|
||||
} else {
|
||||
ctx.clearRect(0, 0, size, size)
|
||||
}
|
||||
const pxSize = size / level.size
|
||||
for (let x = 0; x < level.size; x++) {
|
||||
for (let y = 0; y < level.size; y++) {
|
||||
const c = level.bricks[y * level.size + x]
|
||||
if (c) {
|
||||
ctx.fillStyle = c
|
||||
ctx.fillRect(Math.floor(pxSize * x), Math.floor(pxSize * y), Math.ceil(pxSize), Math.ceil(pxSize))
|
||||
}
|
||||
}
|
||||
}
|
||||
// I don't think many blind people will benefit for this but it's nice to have something to put in "alt"
|
||||
return `<img title="${title || level.name}" alt="Icon for ${level.name}" width="${size}" height="${size}" src="${c.toDataURL()}"/>`
|
||||
}
|
||||
|
||||
upgrades.forEach(u => u.icon = levelIconHTML(perkIconsLevels[u.id], u.name))
|
||||
|
||||
fitSize()
|
||||
restart()
|
||||
tick();
|
|
@ -8,14 +8,14 @@
|
|||
/>
|
||||
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
|
||||
<title>Breakout 71</title>
|
||||
<link rel="stylesheet" href="style.css?v=28998184" />
|
||||
<link rel="stylesheet" href="style.css?v=28999417" />
|
||||
<link rel="icon" href="./icon.svg" />
|
||||
</head>
|
||||
<body>
|
||||
<button id="menu">☰<span> menu</span></button>
|
||||
<button id="score"></button>
|
||||
<canvas id="game"></canvas>
|
||||
<script src="levels.js?v=28998184"></script>
|
||||
<script src="game.js?v=28998184"></script>
|
||||
<script src="levels.js?v=28999417"></script>
|
||||
<script src="game.js?v=28999417"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -145,6 +145,8 @@ body.black_puck #menu {
|
|||
.popup > div > button[disabled] {
|
||||
/*border: 1px solid #666;*/
|
||||
opacity: 0.5;
|
||||
filter: saturate(0);
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.popup > div > button > div {
|
||||
|
|
|
@ -24,6 +24,26 @@ body {
|
|||
#levels {
|
||||
display: flex;
|
||||
gap: 40px;
|
||||
align-items: flex-start;
|
||||
flex-wrap: wrap;
|
||||
margin-right: 80px;
|
||||
}
|
||||
|
||||
|
||||
#levels>div {
|
||||
display: grid;
|
||||
grid-template-columns: auto auto;
|
||||
grid-template-areas: ". name" "buttons bricks";
|
||||
}
|
||||
#levels>div>*:nth-child(1) {
|
||||
grid-area: name;
|
||||
}
|
||||
#levels>div>div:nth-child(2) {
|
||||
grid-area: buttons;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: flex-end;
|
||||
}
|
||||
#levels>div>div:nth-child(3) {
|
||||
grid-area: bricks;
|
||||
}
|
||||
|
|
|
@ -61,8 +61,8 @@ function addLevelEditorToList(level, levelIndex) {
|
|||
|
||||
|
||||
div.innerHTML = `
|
||||
<div>
|
||||
<button data-level="${levelIndex}" data-rename="yep">${name}</button>
|
||||
<div>
|
||||
<button data-level="${levelIndex}" data-delete="yep">Delete</button>
|
||||
<button data-offset-level-size="-1" data-level="${levelIndex}">-</button>
|
||||
<button data-offset-level-size="1" data-level="${levelIndex}">+</button>
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue