mirror of
https://gitlab.com/lecarore/breakout71.git
synced 2025-04-21 20:46:14 -04:00
Moved more variables to gamestate
This commit is contained in:
parent
4fb4c97734
commit
b6fe46c9bc
5 changed files with 217 additions and 209 deletions
215
src/game.ts
215
src/game.ts
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@ -43,7 +43,7 @@ export function baseCombo() {
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export function resetCombo(x: number | undefined, y: number | undefined) {
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const prev = gameState.combo;
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gameState.combo = baseCombo();
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if (!levelTime) {
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if (!gameState.levelTime) {
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gameState.combo += gameState.perks.hot_start * 15;
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}
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if (prev > gameState.combo && gameState.perks.soft_reset) {
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@ -58,7 +58,7 @@ export function resetCombo(x: number | undefined, y: number | undefined) {
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gameState.flashes.push({
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type: "text",
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text: "-" + lost,
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time: levelTime,
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time: gameState.levelTime,
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color: "red",
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x: x,
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y: y,
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@ -81,7 +81,7 @@ export function decreaseCombo(by: number, x: number, y: number) {
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gameState.flashes.push({
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type: "text",
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text: "-" + lost,
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time: levelTime,
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time: gameState.levelTime,
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color: "red",
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x: x,
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y: y,
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@ -120,12 +120,12 @@ export function pause(playerAskedForPause: boolean) {
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gameState.pauseTimeout = null;
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document.body.className = gameState.running ? " running " : " paused ";
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},
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Math.min(Math.max(0, pauseUsesDuringRun - 5) * 50, 500),
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Math.min(Math.max(0, gameState.pauseUsesDuringRun - 5) * 50, 500),
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);
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if (playerAskedForPause) {
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// Pausing many times in a run will make pause slower
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pauseUsesDuringRun++;
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gameState.pauseUsesDuringRun++;
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}
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if (document.exitPointerLock) {
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@ -188,7 +188,7 @@ export function recomputeTargetBaseSpeed() {
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3,
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gameState.gameZoneWidth / 12 / 10 +
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gameState.currentLevel / 3 +
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levelTime / (30 * 1000) -
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gameState.levelTime / (30 * 1000) -
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gameState.perks.slow_down * 2,
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);
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}
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@ -222,7 +222,7 @@ export function spawnExplosion(
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for (let i = 0; i < count; i++) {
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gameState.flashes.push({
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type: "particle",
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time: levelTime,
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time: gameState.levelTime,
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size,
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x: x + ((Math.random() - 0.5) * gameState.brickWidth) / 2,
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y: y + ((Math.random() - 0.5) * gameState.brickWidth) / 2,
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@ -239,9 +239,10 @@ export function spawnExplosion(
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export function addToScore(coin: Coin) {
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coin.destroyed = true;
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gameState.score += coin.points;
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gameState.lastScoreIncrease = gameState.levelTime;
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addToTotalScore(coin.points);
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if (gameState.score > gameState.highScore && !isCreativeModeRun) {
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if (gameState.score > gameState.highScore && !gameState.isCreativeModeRun) {
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gameState.highScore = gameState.score;
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localStorage.setItem("breakout-3-hs", gameState.score.toString());
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}
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@ -249,7 +250,7 @@ export function addToScore(coin: Coin) {
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gameState.flashes.push({
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type: "particle",
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duration: 100 + Math.random() * 50,
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time: levelTime,
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time: gameState.levelTime,
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size: gameState.coinSize / 2,
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color: coin.color,
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x: coin.previousX,
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@ -264,7 +265,7 @@ export function addToScore(coin: Coin) {
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gameState.lastPlayedCoinGrab = Date.now();
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sounds.coinCatch(coin.x);
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}
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runStatistics.score += coin.points;
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gameState.runStatistics.score += coin.points;
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}
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@ -285,11 +286,11 @@ async function openUpgradesPicker() {
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let timeGain = "",
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catchGain = "",
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missesGain = "";
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if (levelTime < 30 * 1000) {
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if (gameState.levelTime < 30 * 1000) {
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repeats++;
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choices++;
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timeGain = " (+1 upgrade and choice)";
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} else if (levelTime < 60 * 1000) {
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} else if (gameState.levelTime < 60 * 1000) {
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choices++;
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timeGain = " (+1 choice)";
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}
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@ -325,7 +326,7 @@ async function openUpgradesPicker() {
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title: "Pick an upgrade " + (repeats ? "(" + (repeats + 1) + ")" : ""),
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actions,
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text: `<p>
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You caught ${gameState.score - gameState.levelStartScore} coins ${catchGain} out of ${gameState.levelSpawnedCoins} in ${Math.round(levelTime / 1000)} seconds${timeGain}.
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You caught ${gameState.score - gameState.levelStartScore} coins ${catchGain} out of ${gameState.levelSpawnedCoins} in ${Math.round(gameState.levelTime / 1000)} seconds${timeGain}.
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You missed ${gameState.levelMisses} times ${missesGain}.
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${(timeGain && catchGain && missesGain && "Impressive, keep it up !") || ((timeGain || catchGain || missesGain) && "Well done !") || "Try to catch all coins, never miss the bricks or clear the level under 30s to gain additional choices and upgrades."}
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</p>`,
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@ -338,7 +339,7 @@ async function openUpgradesPicker() {
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repeats += 2;
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}
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runStatistics.upgrades_picked++;
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gameState.runStatistics.upgrades_picked++;
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}
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resetCombo(undefined, undefined);
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resetBalls(gameState);
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@ -352,13 +353,13 @@ export function setLevel(l: number) {
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}
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gameState.currentLevel = l;
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levelTime = 0;
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level_skip_last_uses = 0;
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lastTickDown = levelTime;
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gameState.levelTime = 0;
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gameState.autoCleanUses = 0;
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gameState.lastTickDown = gameState.levelTime;
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gameState.levelStartScore = gameState.score;
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gameState.levelSpawnedCoins = 0;
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gameState.levelMisses = 0;
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runStatistics.levelsPlayed++;
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gameState.runStatistics.levelsPlayed++;
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resetCombo(undefined, undefined);
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recomputeTargetBaseSpeed();
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@ -383,7 +384,7 @@ export function currentLevelInfo() {
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}
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export function getPossibleUpgrades(gameState:GameState) {
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export function getPossibleUpgrades(gameState: GameState) {
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return upgrades
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.filter((u) => gameState.totalScoreAtRunStart >= u.threshold)
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.filter((u) => !u?.requires || gameState.perks[u?.requires]);
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@ -413,22 +414,20 @@ export function getUpgraderUnlockPoints() {
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.sort((a, b) => a.threshold - b.threshold);
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}
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let lastOffered = {} as { [k in PerkId]: number };
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export function dontOfferTooSoon(id: PerkId) {
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lastOffered[id] = Math.round(Date.now() / 1000);
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export function dontOfferTooSoon(gameState: GameState, id: PerkId) {
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gameState.lastOffered[id] = Math.round(Date.now() / 1000);
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}
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export function pickRandomUpgrades(count: number) {
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let list = getPossibleUpgrades(gameState)
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.map((u) => ({...u, score: Math.random() + (lastOffered[u.id] || 0)}))
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.map((u) => ({...u, score: Math.random() + (gameState.lastOffered[u.id] || 0)}))
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.sort((a, b) => a.score - b.score)
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.filter((u) => gameState.perks[u.id] < u.max)
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.slice(0, count)
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.sort((a, b) => (a.id > b.id ? 1 : -1));
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list.forEach((u) => {
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dontOfferTooSoon(u.id);
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dontOfferTooSoon(gameState, u.id);
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});
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return list.map((u) => ({
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@ -440,15 +439,6 @@ export function pickRandomUpgrades(count: number) {
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}
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export function restart(params:RunParams) {
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Object.assign(gameState, newGameState(params))
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resetRunStatistics();
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pauseUsesDuringRun = 0;
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pauseRecording();
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setLevel(0);
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}
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export function setMousePos(x: number) {
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gameState.needsRender = true;
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gameState.puckPosition = x;
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@ -460,7 +450,7 @@ export function setMousePos(x: number) {
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if (gameState.puckPosition > gameState.offsetXRoundedDown + gameState.gameZoneWidthRoundedUp - gameState.puckWidth / 2) {
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gameState.puckPosition = gameState.offsetXRoundedDown + gameState.gameZoneWidthRoundedUp - gameState.puckWidth / 2;
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}
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if (!gameState.running && !levelTime) {
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if (!gameState.running && !gameState.levelTime) {
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putBallsAtPuck(gameState);
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}
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}
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@ -636,17 +626,17 @@ export function tick() {
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gameState.puckWidth =
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(gameState.gameZoneWidth / 12) * (3 - gameState.perks.smaller_puck + gameState.perks.bigger_puck);
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if (keyboardPuckSpeed) {
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setMousePos(gameState.puckPosition + keyboardPuckSpeed);
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if (gameState.keyboardPuckSpeed) {
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setMousePos(gameState.puckPosition + gameState.keyboardPuckSpeed);
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}
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if (gameState.running) {
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levelTime += currentTick - lastTick;
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runStatistics.runTime += currentTick - lastTick;
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runStatistics.max_combo = Math.max(runStatistics.max_combo, gameState.combo);
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gameState.levelTime += currentTick - gameState.lastTick;
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gameState.runStatistics.runTime += currentTick - gameState.lastTick;
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gameState.runStatistics.max_combo = Math.max(gameState.runStatistics.max_combo, gameState.combo);
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// How many times to compute
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let delta = Math.min(4, (currentTick - lastTick) / (1000 / 60));
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let delta = Math.min(4, (currentTick - gameState.lastTick) / (1000 / 60));
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delta *= gameState.running ? 1 : 0;
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gameState.coins = gameState.coins.filter((coin) => !coin.destroyed);
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@ -654,18 +644,18 @@ export function tick() {
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const remainingBricks = gameState.bricks.filter((b) => b && b !== "black").length;
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if (levelTime > lastTickDown + 1000 && gameState.perks.hot_start) {
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lastTickDown = levelTime;
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if (gameState.levelTime > gameState.lastTickDown + 1000 && gameState.perks.hot_start) {
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gameState.lastTickDown = gameState.levelTime;
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decreaseCombo(gameState.perks.hot_start, gameState.puckPosition, gameState.gameZoneHeight - 2 * gameState.puckHeight);
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}
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if (remainingBricks <= gameState.perks.skip_last && !level_skip_last_uses) {
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if (remainingBricks <= gameState.perks.skip_last && !gameState.autoCleanUses) {
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gameState.bricks.forEach((type, index) => {
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if (type) {
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explodeBrick(index, gameState.balls[0], true);
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}
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});
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level_skip_last_uses++;
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gameState.autoCleanUses++;
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}
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if (!remainingBricks && !gameState.coins.length) {
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if (gameState.currentLevel + 1 < max_levels()) {
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@ -676,7 +666,7 @@ export function tick() {
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"You cleared all levels for this run.",
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);
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}
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} else if (gameState.running || levelTime) {
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} else if (gameState.running || gameState.levelTime) {
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let playedCoinBounce = false;
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const coinRadius = Math.round(gameState.coinSize / 2);
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@ -767,7 +757,7 @@ export function tick() {
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type: "particle",
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duration: 150,
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ethereal: true,
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time: levelTime,
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time: gameState.levelTime,
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size: gameState.coinSize / 2,
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color: rainbowColor(),
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x: gameState.offsetXRoundedDown + Math.random() * gameState.gameZoneWidthRoundedUp,
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@ -800,7 +790,7 @@ export function tick() {
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gameState.running && {
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type: "particle" as const,
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duration: 100 * (Math.random() + 1),
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time: levelTime,
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time: gameState.levelTime,
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size: gameState.coinSize / 2,
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color: "red",
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ethereal: true,
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@ -871,7 +861,7 @@ export function tick() {
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render();
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requestAnimationFrame(tick);
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lastTick = currentTick;
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gameState.lastTick = currentTick;
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}
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export function isTelekinesisActive(ball: Ball) {
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@ -947,7 +937,7 @@ export function ballTick(ball: Ball, delta: number) {
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type: "particle",
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duration: 250,
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ethereal: true,
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time: levelTime,
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time: gameState.levelTime,
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size: gameState.coinSize / 2,
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color,
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x: brickCenterX(index) + (dx * gameState.brickWidth) / 2,
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@ -1011,7 +1001,7 @@ export function ballTick(ball: Ball, delta: number) {
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destroyed: false,
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duration: 150,
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size: gameState.coinSize / 2,
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time: levelTime,
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time: gameState.levelTime,
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x: ball.x,
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y: ball.y,
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vx: Math.random() * gameState.baseSpeed * 3,
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@ -1033,21 +1023,21 @@ export function ballTick(ball: Ball, delta: number) {
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}
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ball.hitItem = [];
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if (!ball.hitSinceBounce) {
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runStatistics.misses++;
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gameState.runStatistics.misses++;
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gameState.levelMisses++;
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resetCombo(ball.x, ball.y);
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gameState.flashes.push({
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type: "text",
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text: "miss",
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duration: 500,
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time: levelTime,
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time: gameState.levelTime,
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size: gameState.puckHeight * 1.5,
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color: "red",
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x: gameState.puckPosition,
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y: gameState.gameZoneHeight - gameState.puckHeight * 2,
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});
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}
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runStatistics.puck_bounces++;
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gameState.runStatistics.puck_bounces++;
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ball.hitSinceBounce = 0;
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ball.sapperUses = 0;
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ball.piercedSinceBounce = 0;
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@ -1061,7 +1051,7 @@ export function ballTick(ball: Ball, delta: number) {
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if (ball.y > gameState.gameZoneHeight + gameState.ballSize / 2 && gameState.running) {
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ball.destroyed = true;
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runStatistics.balls_lost++;
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gameState.runStatistics.balls_lost++;
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if (!gameState.balls.find((b) => !b.destroyed)) {
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gameOver(
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"Game Over",
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@ -1136,7 +1126,7 @@ export function ballTick(ball: Ball, delta: number) {
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gameState.flashes.push({
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type: "particle",
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duration: 100 * ball.sparks,
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time: levelTime,
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time: gameState.levelTime,
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size: gameState.coinSize / 2,
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color: gameState.ballsColor,
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x: ball.x,
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@ -1167,10 +1157,6 @@ const defaultRunStats = () =>
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}) as RunStats;
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export function resetRunStatistics() {
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runStatistics = defaultRunStats();
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}
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export function getTotalScore() {
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try {
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return JSON.parse(localStorage.getItem("breakout_71_total_score") || "0");
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@ -1180,7 +1166,7 @@ export function getTotalScore() {
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}
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export function addToTotalScore(points: number) {
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if (isCreativeModeRun) return;
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if (gameState.isCreativeModeRun) return;
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try {
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localStorage.setItem(
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"breakout_71_total_score",
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@ -1207,8 +1193,8 @@ export function gameOver(title: string, intro: string) {
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if (!gameState.running) return;
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pause(true);
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stopRecording();
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addToTotalPlayTime(runStatistics.runTime);
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runStatistics.max_level = gameState.currentLevel + 1;
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addToTotalPlayTime(gameState.runStatistics.runTime);
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gameState.runStatistics.max_level = gameState.currentLevel + 1;
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let animationDelay = -300;
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const getDelay = () => {
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@ -1266,7 +1252,7 @@ export function gameOver(title: string, intro: string) {
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allowClose: true,
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title,
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text: `
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${isCreativeModeRun ? "<p>This test run and its score are not being recorded</p>" : ""}
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${gameState.isCreativeModeRun ? "<p>This test run and its score are not being recorded</p>" : ""}
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<p>${intro}</p>
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${unlocksInfo}
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`,
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@ -1280,7 +1266,7 @@ export function gameOver(title: string, intro: string) {
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textAfterButtons: `<div id="level-recording-container"></div>
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${getHistograms()}
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`,
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}).then(() => restart({levelToAvoid: currentLevelInfo().name}));
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}).then(() => restart({levelToAvoid: currentLevelInfo().name}));
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}
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export function getHistograms() {
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@ -1293,10 +1279,10 @@ export function getHistograms() {
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runsHistory.sort((a, b) => a.score - b.score).reverse();
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runsHistory = runsHistory.slice(0, 100);
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runsHistory.push({...runStatistics, perks: gameState.perks, appVersion});
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runsHistory.push({...gameState.runStatistics, perks: gameState.perks, appVersion});
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// Generate some histogram
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if (!isCreativeModeRun)
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if (!gameState.isCreativeModeRun)
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localStorage.setItem(
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"breakout_71_runs_history",
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JSON.stringify(runsHistory, null, 2),
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@ -1436,7 +1422,7 @@ export function explodeBrick(index: number, ball: Ball, isExplosion: boolean) {
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gameState.flashes.push({
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type: "ball",
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duration: 150,
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time: levelTime,
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time: gameState.levelTime,
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size: gameState.brickWidth * 2,
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color: "white",
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x,
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||||
|
@ -1451,7 +1437,7 @@ export function explodeBrick(index: number, ball: Ball, isExplosion: boolean) {
|
|||
gameState.coinSize,
|
||||
);
|
||||
ball.hitSinceBounce++;
|
||||
runStatistics.bricks_broken++;
|
||||
gameState.runStatistics.bricks_broken++;
|
||||
} else if (color) {
|
||||
// Even if it bounces we don't want to count that as a miss
|
||||
ball.hitSinceBounce++;
|
||||
|
@ -1472,8 +1458,8 @@ export function explodeBrick(index: number, ball: Ball, isExplosion: boolean) {
|
|||
}
|
||||
|
||||
gameState.levelSpawnedCoins += coinsToSpawn;
|
||||
runStatistics.coins_spawned += coinsToSpawn;
|
||||
runStatistics.bricks_broken++;
|
||||
gameState.runStatistics.coins_spawned += coinsToSpawn;
|
||||
gameState.runStatistics.bricks_broken++;
|
||||
const maxCoins = gameState.MAX_COINS * (isSettingOn("basic") ? 0.5 : 1);
|
||||
const spawnableCoins =
|
||||
gameState.coins.length > gameState.MAX_COINS ? 1 : Math.floor(maxCoins - gameState.coins.length) / 3;
|
||||
|
@ -1541,7 +1527,7 @@ export function explodeBrick(index: number, ball: Ball, isExplosion: boolean) {
|
|||
gameState.flashes.push({
|
||||
type: "ball",
|
||||
duration: 40,
|
||||
time: levelTime,
|
||||
time: gameState.levelTime,
|
||||
size: gameState.brickWidth,
|
||||
color: color,
|
||||
x,
|
||||
|
@ -1574,6 +1560,9 @@ export function render() {
|
|||
if (!width || !height) return;
|
||||
|
||||
scoreDisplay.innerText = `L${gameState.currentLevel + 1}/${max_levels()} $${gameState.score}`;
|
||||
Object.assign(scoreDisplay.style, gameState.lastScoreIncrease < gameState.levelTime - 500 ?
|
||||
{color: 'gold', fontWeight: 'bold', opacity: 1} : {opacity: 0.5})
|
||||
|
||||
// Clear
|
||||
if (!isSettingOn("basic") && !level.color && level.svg) {
|
||||
// Without this the light trails everything
|
||||
|
@ -1601,7 +1590,7 @@ export function render() {
|
|||
ctx.globalAlpha = 1;
|
||||
gameState.flashes.forEach((flash) => {
|
||||
const {x, y, time, color, size, type, duration} = flash;
|
||||
const elapsed = levelTime - time;
|
||||
const elapsed = gameState.levelTime - time;
|
||||
ctx.globalAlpha = Math.min(1, 2 - (elapsed / duration) * 2);
|
||||
if (type === "ball") {
|
||||
drawFuzzyBall(ctx, color, size, x, y);
|
||||
|
@ -1649,7 +1638,7 @@ export function render() {
|
|||
|
||||
gameState.flashes.forEach((flash) => {
|
||||
const {x, y, time, color, size, type, duration} = flash;
|
||||
const elapsed = levelTime - time;
|
||||
const elapsed = gameState.levelTime - time;
|
||||
ctx.globalAlpha = Math.min(1, 2 - (elapsed / duration) * 2);
|
||||
if (type === "particle") {
|
||||
drawBall(ctx, color, size, x, y);
|
||||
|
@ -1702,12 +1691,12 @@ export function render() {
|
|||
|
||||
ctx.globalCompositeOperation = "screen";
|
||||
gameState.flashes = gameState.flashes.filter(
|
||||
(f) => levelTime - f.time < f.duration && !f.destroyed,
|
||||
(f) => gameState.levelTime - f.time < f.duration && !f.destroyed,
|
||||
);
|
||||
|
||||
gameState.flashes.forEach((flash) => {
|
||||
const {x, y, time, color, size, type, duration} = flash;
|
||||
const elapsed = levelTime - time;
|
||||
const elapsed = gameState.levelTime - time;
|
||||
ctx.globalAlpha = Math.max(0, Math.min(1, 2 - (elapsed / duration) * 2));
|
||||
if (type === "text") {
|
||||
ctx.globalCompositeOperation = "source-over";
|
||||
|
@ -2203,9 +2192,6 @@ export function drawText(
|
|||
);
|
||||
}
|
||||
|
||||
let levelTime = 0;
|
||||
// Limits skip last to one use per level
|
||||
let level_skip_last_uses = 0;
|
||||
|
||||
window.addEventListener("visibilitychange", () => {
|
||||
if (document.hidden) {
|
||||
|
@ -2372,7 +2358,7 @@ async function openScorePanel() {
|
|||
const cb = await asyncAlert({
|
||||
title: ` ${gameState.score} points at level ${gameState.currentLevel + 1} / ${max_levels()}`,
|
||||
text: `
|
||||
${isCreativeModeRun ? "<p>This is a test run, score is not recorded permanently</p>" : ""}
|
||||
${gameState.isCreativeModeRun ? "<p>This is a test run, score is not recorded permanently</p>" : ""}
|
||||
<p>Upgrades picked so far : </p>
|
||||
<p>${pickedUpgradesHTMl()}</p>
|
||||
`,
|
||||
|
@ -2388,7 +2374,7 @@ async function openScorePanel() {
|
|||
text: "Restart",
|
||||
help: "Start a brand new run.",
|
||||
value: () => {
|
||||
restart({levelToAvoid: currentLevelInfo().name})
|
||||
restart({levelToAvoid: currentLevelInfo().name})
|
||||
},
|
||||
},
|
||||
],
|
||||
|
@ -2493,7 +2479,7 @@ async function openSettingsPanel() {
|
|||
}))
|
||||
) {
|
||||
if (choice === "start") {
|
||||
restart({perks:creativeModePerks});
|
||||
restart({perks: creativeModePerks});
|
||||
|
||||
break;
|
||||
} else if (choice) {
|
||||
|
@ -2633,7 +2619,7 @@ export function distanceBetween(
|
|||
}
|
||||
|
||||
export function rainbowColor(): colorString {
|
||||
return `hsl(${(Math.round(levelTime / 4) * 2) % 360},100%,70%)`;
|
||||
return `hsl(${(Math.round(gameState.levelTime / 4) * 2) % 360},100%,70%)`;
|
||||
}
|
||||
|
||||
export function repulse(a: Ball, b: BallLike, power: number, impactsBToo: boolean) {
|
||||
|
@ -2646,7 +2632,7 @@ export function repulse(a: Ball, b: BallLike, power: number, impactsBToo: boolea
|
|||
const dy = (a.y - b.y) / distance;
|
||||
const fact =
|
||||
(((-power * (max - distance)) / (max * 1.2) / 3) *
|
||||
Math.min(500, levelTime)) /
|
||||
Math.min(500, gameState.levelTime)) /
|
||||
500;
|
||||
if (
|
||||
impactsBToo &&
|
||||
|
@ -2664,7 +2650,7 @@ export function repulse(a: Ball, b: BallLike, power: number, impactsBToo: boolea
|
|||
gameState.flashes.push({
|
||||
type: "particle",
|
||||
duration: 100,
|
||||
time: levelTime,
|
||||
time: gameState.levelTime,
|
||||
size: gameState.coinSize / 2,
|
||||
color: rainbowColor(),
|
||||
ethereal: true,
|
||||
|
@ -2681,7 +2667,7 @@ export function repulse(a: Ball, b: BallLike, power: number, impactsBToo: boolea
|
|||
gameState.flashes.push({
|
||||
type: "particle",
|
||||
duration: 100,
|
||||
time: levelTime,
|
||||
time: gameState.levelTime,
|
||||
size: gameState.coinSize / 2,
|
||||
color: rainbowColor(),
|
||||
ethereal: true,
|
||||
|
@ -2703,7 +2689,7 @@ export function attract(a: Ball, b: Ball, power: number) {
|
|||
const dy = (a.y - b.y) / distance;
|
||||
|
||||
const fact =
|
||||
(((power * (distance - min)) / min) * Math.min(500, levelTime)) / 500;
|
||||
(((power * (distance - min)) / min) * Math.min(500, gameState.levelTime)) / 500;
|
||||
b.vx += dx * fact;
|
||||
b.vy += dy * fact;
|
||||
a.vx -= dx * fact;
|
||||
|
@ -2714,7 +2700,7 @@ export function attract(a: Ball, b: Ball, power: number) {
|
|||
gameState.flashes.push({
|
||||
type: "particle",
|
||||
duration: 100,
|
||||
time: levelTime,
|
||||
time: gameState.levelTime,
|
||||
size: gameState.coinSize / 2,
|
||||
color: rainbowColor(),
|
||||
ethereal: true,
|
||||
|
@ -2726,7 +2712,7 @@ export function attract(a: Ball, b: Ball, power: number) {
|
|||
gameState.flashes.push({
|
||||
type: "particle",
|
||||
duration: 100,
|
||||
time: levelTime,
|
||||
time: gameState.levelTime,
|
||||
size: gameState.coinSize / 2,
|
||||
color: rainbowColor(),
|
||||
ethereal: true,
|
||||
|
@ -2933,7 +2919,7 @@ const pressed: { [k: string]: number } = {
|
|||
|
||||
export function setKeyPressed(key: string, on: 0 | 1) {
|
||||
pressed[key] = on;
|
||||
keyboardPuckSpeed =
|
||||
gameState.keyboardPuckSpeed =
|
||||
((pressed.ArrowRight - pressed.ArrowLeft) *
|
||||
(1 + pressed.Shift * 2) *
|
||||
gameState.gameZoneWidth) /
|
||||
|
@ -2987,15 +2973,8 @@ document.addEventListener("keyup", (e) => {
|
|||
});
|
||||
|
||||
|
||||
let isCreativeModeRun = false;
|
||||
let pauseUsesDuringRun = 0;
|
||||
let keyboardPuckSpeed = 0;
|
||||
let lastTick = performance.now();
|
||||
let lastTickDown = 0;
|
||||
let runStatistics = defaultRunStats();
|
||||
|
||||
function newGameState(params:RunParams): GameState {
|
||||
const totalScoreAtRunStart=getTotalScore()
|
||||
function newGameState(params: RunParams): GameState {
|
||||
const totalScoreAtRunStart = getTotalScore()
|
||||
const firstLevel = params?.level ? allLevels.filter((l) => l.name === params?.level) : [];
|
||||
|
||||
const restInRandomOrder = allLevels
|
||||
|
@ -3008,14 +2987,12 @@ function newGameState(params:RunParams): GameState {
|
|||
restInRandomOrder.slice(0, 7 + 3).sort((a, b) => a.sortKey - b.sortKey),
|
||||
);
|
||||
|
||||
const perks={...makeEmptyPerksMap(),...(params?.perks || {})}
|
||||
isCreativeModeRun =sumOfKeys(perks)> 1
|
||||
const perks = {...makeEmptyPerksMap(), ...(params?.perks || {})}
|
||||
|
||||
|
||||
const gameState:GameState = {
|
||||
const gameState: GameState = {
|
||||
runLevels,
|
||||
currentLevel: 0,
|
||||
perks ,
|
||||
perks,
|
||||
puckWidth: 200,
|
||||
baseSpeed: 12,
|
||||
combo: 1,
|
||||
|
@ -3033,6 +3010,7 @@ function newGameState(params:RunParams): GameState {
|
|||
brickWidth: 0,
|
||||
needsRender: true,
|
||||
score: 0,
|
||||
lastScoreIncrease: -1000,
|
||||
lastExplosion: -1000,
|
||||
highScore: parseFloat(localStorage.getItem("breakout-3-hs") || "0"),
|
||||
balls: [],
|
||||
|
@ -3050,26 +3028,43 @@ function newGameState(params:RunParams): GameState {
|
|||
ballSize: 20,
|
||||
coinSize: 14,
|
||||
puckHeight: 20,
|
||||
totalScoreAtRunStart
|
||||
totalScoreAtRunStart,
|
||||
isCreativeModeRun: sumOfKeys(perks) > 1,
|
||||
pauseUsesDuringRun: 0,
|
||||
keyboardPuckSpeed: 0,
|
||||
lastTick: performance.now(),
|
||||
lastTickDown: 0,
|
||||
runStatistics: defaultRunStats(),
|
||||
lastOffered: {},
|
||||
levelTime: 0,
|
||||
autoCleanUses: 0,
|
||||
}
|
||||
resetBalls(gameState);
|
||||
|
||||
if(!sumOfKeys(gameState.perks)){
|
||||
if (!sumOfKeys(gameState.perks)) {
|
||||
const giftable = getPossibleUpgrades(gameState).filter((u) => u.giftable);
|
||||
const randomGift = (isSettingOn("easy") && "slow_down") ||
|
||||
giftable[Math.floor(Math.random() * giftable.length)].id;
|
||||
perks[randomGift] = 1;
|
||||
dontOfferTooSoon(randomGift);
|
||||
dontOfferTooSoon(gameState, randomGift);
|
||||
}
|
||||
for (let perk of upgrades) {
|
||||
if (gameState.perks[perk.id]) {
|
||||
dontOfferTooSoon(gameState, perk.id)
|
||||
}
|
||||
}
|
||||
|
||||
return gameState
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
export const gameState = newGameState({})
|
||||
|
||||
export function restart(params: RunParams) {
|
||||
Object.assign(gameState, newGameState(params))
|
||||
pauseRecording();
|
||||
setLevel(0);
|
||||
}
|
||||
|
||||
restart({});
|
||||
fitSize();
|
||||
tick();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue