Team:Aalto-Helsinki/flappycoli.js

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// Initialize Phaser var game = new Phaser.Game(400, 490, Phaser.AUTO, 'game_div');

// Our 'score' global variable var score = 0; var tailLength=1; var tailNodes=130; var tailNodes2=70; var nodes = Array(); var nodes2 = Array(); var music;

// Define all the states game.state.add('load', load_state); game.state.add('menu', menu_state); game.state.add('play', play_state);

// Start with the 'load' state game.state.start('load');

var load_state = {

       preload: function() { 
       //this.game.stage.backgroundColor = '#71c5cf';
       game.load.image("background", "assets/background.png");
       // Load the bird sprite
       this.game.load.image('coli', 'assets/coli.png');
       this.game.load.image('pipe', 'assets/pipe.png');
       this.game.load.image('logopipe', 'assets/logopipe.png');
       for (i=0; i<tailNodes; i++) {
                           nodes[i]={
                            x:0,
                            y:0
                       };
                       };
       for (i=0; i<tailNodes2; i++) {
                           nodes2[i]={
                            x:0,
                            y:0
                       };
                       };
   },
   create: function() {
       // When all assets are loaded, go to the 'menu' state
       this.game.state.start('menu');
   }

};

var menu_state = {

   create: function() {
       // Call the 'start' function when pressing the spacebar
       background = game.add.tileSprite(0, 0, 400, 490, "background");    
       var space_key = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
       space_key.onDown.add(this.start, this);
       if(this.game.input.pointer1.isDown){
           this.start();
       }
       // Defining variables
       var style = { font: "30px Arial", fill: "#ffffff" };
       var x = game.world.width/2, y = game.world.height/2;
       // Adding a text centered on the screen
       var text = this.game.add.text(x, y-50, "Press space to start", style);
       text.anchor.setTo(0.5, 0.5); 
       // If the user already played
       if (localStorage.getItem("highscore") > 0) {
           // Display its score
           if(score > 0){
               var score_label = this.game.add.text(x, y+50, "score: " + score, style);
           } else {
               var score_label = this.game.add.text(x, y+50, "", style);
           }
           var high_score_label = this.game.add.text(x, y+50, "high score: " + localStorage.getItem("highscore"), style);
           score_label.anchor.setTo(0.5, 2);
           high_score_label.anchor.setTo(0.5, 0.5);  
       }
   },
   // Start the actual game
   start: function() {
       this.game.state.start('play');
   }

};

var play_state = {

   // No more 'preload' function, since it is already done in the 'load' state
   create: function() { 
       background = game.add.tileSprite(0, 0, 400, 490, "background");    
       var space_key = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
       space_key.onDown.add(this.jump, this); 
       if(this.game.input.pointer1.isDown){
           this.jump();
       }
       this.pipes = game.add.group();
       this.pipes.createMultiple(1, 'logopipe');
       this.pipes.createMultiple(4, 'pipe');
       this.pipes.createMultiple(2, 'logopipe');
       this.pipes.createMultiple(4, 'pipe');
       this.pipes.createMultiple(1, 'logopipe');
       this.pipes.createMultiple(8, 'pipe');
       this.timer = this.game.time.events.loop(1500, this.add_row_of_pipes, this);           
       this.bird = this.game.add.sprite(100, 245, 'coli');
       this.bird.body.gravity.y = 1150; 
       this.bird.anchor.setTo(-0.2, 0.5);
       // No 'this.score', but just 'score'
       score = 0;
       var style = { font: "30px Arial", fill: "#ffffff" };
       this.label_score = this.game.add.text(20, 20, "0", style);
       this.label_high_score_title = this.game.add.text(300, 20, "HI:", style);   
       this.label_high_score = this.game.add.text(350, 20, localStorage.getItem("highscore"), style);
       canvas = game.add.graphics(0,0);
   },
   update: function() {
       canvas.clear();
       canvas.lineStyle(2,0xffffff,1);
       var headX=this.bird.x+15;
       var headY=this.bird.y+7;
       var headX2=this.bird.x+15;
       var headY2=this.bird.y+15;
       nodes[0]={
           x:headX,
           y:headY
       };
       nodes2[0]={
           x:headX2,
           y:headY2
       };
       var nodeAngle = 0;
       canvas.moveTo(headX,headY);
       for(i=1;i<tailNodes-(Math.max(1,(100-score*4)));i++){
           nodeAngle = Math.atan2(nodes[i].y-nodes[i-1].y,nodes[i].x-nodes[i-1].x);
           nodes[i]={
               x: nodes[i-1].x-0.4+tailLength*Math.cos(nodeAngle),
               y: nodes[i-1].y+tailLength*Math.sin(nodeAngle) 
           }
           canvas.lineTo(nodes[i].x,nodes[i].y);
       }
       if(score > 5){
           canvas.moveTo(headX2,headY2);
           for(i=1;i<tailNodes2-(Math.max(1,(70-score*2)));i++){
               nodeAngle = Math.atan2(nodes2[i].y-nodes2[i-1].y,nodes2[i].x-nodes2[i-1].x);
               nodes2[i]={
                   x: nodes2[i-1].x-0.6+tailLength*Math.cos(nodeAngle),
                   y: nodes2[i-1].y+tailLength*Math.sin(nodeAngle) 
               }
               canvas.lineTo(nodes2[i].x,nodes2[i].y);
           }
       }
       if (this.bird.inWorld == false){
           this.check_highscore();
           this.restart_game(); 
       }
       if (this.bird.angle < 20)
           this.bird.angle += 1;
       this.game.physics.overlap(this.bird, this.pipes, this.hit_pipe, null, this);      
   },
   jump: function() {
       if (this.bird.alive == false)
           return; 
       this.bird.body.velocity.y = -350;
       this.game.add.tween(this.bird).to({angle: -20}, 100).start();
   },
   hit_pipe: function() {
       if (this.bird.alive == false)
           return;
       this.bird.alive = false;
       this.game.time.events.remove(this.timer);
       this.check_highscore();
       this.pipes.forEachAlive(function(p){
           p.body.velocity.x = 0;
       }, this);
   },
   check_highscore: function(){
       if (score > localStorage.getItem("highscore")){
           localStorage.setItem("highscore", score);
           this.label_high_score.content = localStorage.getItem("highscore");  
       }
   },
   restart_game: function() {
       this.game.time.events.remove(this.timer);
       // This time we go back to the 'menu' state
       this.game.state.start('menu');
   },
   add_one_pipe: function(x, y) {
       var pipe = this.pipes.getFirstDead();
       pipe.reset(x, y);
       pipe.body.velocity.x = -200; 
       pipe.outOfBoundsKill = true;
   },
   add_row_of_pipes: function() {
       var hole = Math.floor(Math.random()*5)+1;
       for (var i = 0; i < 8; i++)
           if (i != hole && i != hole +1) {
               this.add_one_pipe(400, i*60+10);
       }
       // No 'this.score', but just 'score'
       score += 1; 
       this.label_score.content = score;  
   }

};