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script.js
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script.js
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// Basic run-down of the game and it's functions
// Screen stuff and canvas initializations
var unit = Math.floor(window.innerHeight / 72) * 8;
document.body.style.setProperty("--unit", unit + "px");
document.body.style.setProperty("--pixel", unit / 16 + "px");
var totalHeight = 79;
var C = document.getElementById("CursorCanvas");
C.width = unit * 16;
C.height = unit * 9;
var cctx = C.getContext('2d');
var E = document.getElementById("EnemyCanvas");
E.width = unit * 16;
E.height = unit * totalHeight;
var ectx = E.getContext('2d');
var A = document.getElementById("AvatarCanvas");
A.width = unit * 16;
A.height = unit * totalHeight;
var actx = A.getContext('2d');
var R = document.getElementById("CrateCanvas");
R.width = unit * 16;
R.height = unit * totalHeight;
var rctx = R.getContext('2d');
var T = document.getElementById("TrackCanvas");
T.width = unit * 16;
T.height = unit * totalHeight;
var tctx = T.getContext('2d');
var I = document.getElementById("ItemCanvas");
I.width = unit * 16;
I.height = unit * totalHeight;
var ictx = I.getContext('2d');
var M = document.getElementById("MapCanvas");
M.width = unit * 16;
M.height = unit * totalHeight;
var mctx = M.getContext('2d');
// Important global variables
var raf;
var paused = true;
var step = 0;
var game_on = false;
var controlsOpen = false; // last-minute add-on
// localStorage save system
var saves = [0, false, 1, "00000"] // [bestStage, torchLit, attempts, collKeys]
if (typeof(Storage) !== "undefined") {
// Web store & updates
var bestStage = localStorage.getItem('bestStage');
console.log("Starting on stage " + (parseInt(bestStage) + 1));
saves[0] = bestStage ? parseInt(bestStage) : 0;
var torchLit = localStorage.getItem('torchLit');
saves[1] = torchLit ? (torchLit == 'true') : false;
var attempts = localStorage.getItem('attempts');
saves[2] = attempts ? parseInt(attempts) : 1;
var collKeys = localStorage.getItem('collKeys');
saves[3] = collKeys ? collKeys : "00000";
localStorage.setItem('bestStage', saves[0]);
localStorage.setItem('torchLit', saves[1]);
localStorage.setItem('attempts', saves[2]);
localStorage.setItem('collKeys', saves[3]);
} else {
alert("Note: The game will not be saved if the browser closes or reloads because this browser does not support local storage. If you would like to save your progress, try Google Chrome.");
}
// Event handlers
document.addEventListener("mousemove", function(event) {
cursor.update([event.pageX - (window.innerWidth / 2 - unit * 8), event.pageY - (window.innerHeight / 2 - unit * 4.5)]);
});
document.addEventListener("click", function(event) {
if (game_on) cursor.click(event);
});
document.addEventListener("contextmenu", function(event) {
cursor.context(event);
});
document.addEventListener("keydown", function(event) {
keyPressed(event.keyCode, 1);
});
document.addEventListener("keyup", function(event) {
keyPressed(event.keyCode, 0);
});
// Event processor!
function keyPressed(code, num) {
if (code > 36 && code < 41) avatar.keys[code - 37] = num;
else if (code === 65) avatar.keys[0] = num;
else if (code === 87) avatar.keys[1] = num;
else if (code === 68) avatar.keys[2] = num;
else if (code === 83) avatar.keys[3] = num;
else if (code === 32 && num) space();
//else if (code === 82 && num) map.startStage(map.bestStage);
}
// Image initializations
var avImg = new Image();
avImg.src = "avatar.png";
var ground = new Image();
ground.src = "ground.png";
var fireImg = new Image();
fireImg.src = "fireball.png";
var terrain = new Image();
terrain.src = "terrain.png";
var curImg = new Image();
curImg.src = "cursor.png";
var crushImg = new Image();
crushImg.src = "crush.png";
var trackImg = new Image();
trackImg.src = "tracks.png";
// An eraser function: essential to all canvas animation!
function clear(context, coor, x = 0, y = 0, crush) {
if (!coor) context.clearRect(0, 0, context.canvas.width, context.canvas.height);
else if (!crush) context.clearRect(unit * coor[0] + x, unit * coor[1] + y, unit, unit);
else context.clearRect(unit * coor[0] + x - unit / 2, unit * coor[1] + y - unit / 2, unit * 2, unit * 2);
}
// A menu object, for simpler navigation functionality
var menu = {
menu: document.getElementById("Menu"),
keys: document.getElementById("Keys"),
pause: document.getElementById("Pause"),
stats: document.getElementById("Stats"),
stage: document.getElementById("Stage"),
resume: document.getElementById("Resume"),
restart: document.getElementById("Restart"),
dialogue: document.getElementById("Dialogue"),
deleteSave: document.getElementById("DeleteSave"),
fullRestart: document.getElementById("FullRestart"),
showingDialogue: false,
text: [
"  In the jungle, things are not always as they seem. Here, there are levers and shifting blocks.<br>  Push a lever, and mysterious things may happen...",
"  You have completed the first stage. Congratulations!<br>  From here on, things will start to be a little more complicated. You might have to push a lever more than once.",
"  A wooden crate!<br>  Crates like this can be pushed around, can ride blocks, and be broken.<br>  Also: you <i>can</i> drop back down...",
"  Congratulations! You've made it this far.<br>  On this stage, things get pretty tricky; don't move too fast, and try to think ahead.",
"  Beware of Fireballs!<br>  These sneaky guys are perfectly predictable, always climbing the ladders, but they'll still catch you off gaurd, so stay alert!",
"  When held down, pressure plates will lower their corresponding spikes.<br><br>  Don't touch those spikes though, they can be lethal...",
"  Nice job getting this far!<br>  Meet the torch. If lit on fire, its corresponding fiery spikes will drop permanently. The only trouble is actually lighting the thing.",
"  This is the final stage!<br>  You will need to focus and think hard to complete this supremely difficult level.<br>  Truly, good luck.",
"  WOW!<br>  I am thoroughly impressed you solved that level.<br>  You've reached the end of the jungle! Thanks for playing."
],
display: function (display) {
var m = this;
if (display) { // open menu
paused = true;
m.pause.style.display = "none";
m.keys.style.display = "none";
m.stage.style.display = "none";
m.menu.style.animation = "dropin 0.8s normal";
m.menu.style.display = "block";
m.menu.style.marginTop = "0";
m.menu.style.opacity = "1";
} else { // resume game
paused = false;
m.pause.style.display = "block";
m.keys.style.display = "block";
m.stage.style.display = "block";
m.menu.style.animation = "dropin 0.8s reverse";
m.menu.style.marginTop = "calc(var(--unit) * -1)";
m.menu.style.opacity = "0";
setTimeout(() => {
if (paused === false) m.menu.style.display = "none";
else m.display(true);
}, 800);
}
},
showD: function (index, close) {
var m = this;
if (close) {
paused = false;
m.pause.style.display = "block";
m.keys.style.display = "block";
m.stage.style.display = "block";
m.showingDialogue = false;
m.dialogue.style.animation = "dropin 0.8s reverse";
m.dialogue.style.marginTop = "calc(var(--unit) * -1)";
m.dialogue.style.opacity = "0";
setTimeout(() => {m.dialogue.style.display = "none";}, 800);
} else {
paused = true;
m.pause.style.display = "none";
m.keys.style.display = "none";
m.stage.style.display = "none";
m.showingDialogue = true;
m.dialogue.style.animation = "dropin 0.8s normal";
m.dialogue.style.display = "block";
m.dialogue.style.marginTop = "0";
m.dialogue.style.opacity = "1";
m.dialogue.innerHTML = m.text[index];
}
}
}
// Right-click on anything for info displayed by this object
var info = {
displayed: false,
co: [0, 0],
dom: document.getElementById("Info"),
display: function (title, text) {
this.co = cursor.coor.map(n => n);
var mock = this.co.map(n => n); // used for edge of screen issues
if (mock[0] < 1) mock[0] = 1;
else if (mock[0] > 13) mock[0] = 14;
if (mock[1] < 2) mock[1] += 2.5;
this.displayed = true;
this.dom.innerHTML = "<p>" + title + "</p><br><p>" + text + "</p>";
this.dom.style.top = "calc(var(--unit) * -4.5 + 50% + var(--unit) * " + (mock[1] - 1.5) + ")";
this.dom.style.left = "calc(var(--unit) * -8 + 50% + var(--unit) * " + (mock[0] - 1) + ")";
this.dom.style.display = "block";
},
hide: function () {
this.displayed = false;
this.dom.style.display = "none";
}
}
// The format of this function is odd because it was originally designed
// for the grapple-hook design
function space() {
if (info.displayed) info.hide();
if (menu.showingDialogue) menu.showD(0, true);
if (avatar.moving || map.moving) return;
switch (map.data[avatar.coor[1]][avatar.coor[0]]) {
case 4:
case 5:
case 6:
case 7: // the switches
avatar.act(avatar.coor, 1);
break;
}
}
function deleteSave() {
if (typeof(Storage) !== undefined) {
localStorage.setItem('bestStage', 0);
localStorage.setItem('torchLit', false);
localStorage.setItem('attempts', 1);
localStorage.setItem('collKeys', "00000");
}
document.getElementById("LastSaved").innerHTML = "Last saved at Stage 1";
}
// Designed for the earlier cursor-controlled system;
// later used for the right-click info menus
var cursor = {
coor: [0, 0],
type: -1, // 0-black 1-green 2-square
update: function (coor) {
if (info.displayed) {
if (info.co[0] !== this.coor[0] || info.co[1] !== this.coor[1]) info.hide();
}
if (coor) this.coor = coor.map(n => Math.floor(n / unit));
},
click: function (e) {
if (info.displayed) info.hide();
if (menu.showingDialogue && !menu.dialogue.contains(e.target)) {
menu.showD(0, true);
}
if (menu.showingDialogue) return;
if (menu.pause.contains(e.target)) menu.display(true);
else if (!menu.menu.contains(e.target) && !controlsOpen) menu.display(false);
else if (menu.resume.contains(e.target)) menu.display(false);
else if (menu.restart.contains(e.target)) {
if (map.startStage(map.bestStage)) menu.display(false);
} else if (menu.fullRestart.contains(e.target)) {
if (confirm("Are you sure you want to restart Pixel Explorer from Stage 1?")) {
deleteSave();
window.location.reload(false);
}
} else if (menu.deleteSave.contains(e.target)) {
deleteSave();
menu.display(false);
}
},
context: function (e) {
if (e.preventDefault !== undefined) e.preventDefault();
if (e.stopPropagation !== undefined) e.stopPropagation();
if (!info.displayed) {
switch (map.data[this.coor[1] + map.top][this.coor[0]]) {
case 0: // Track end
if (map.get(0, [this.coor[0], this.coor[1] + map.top])) {
info.display("Track", "Indicates where shifting blocks will go.");
}
break;
case 1: // Track start
if (map.get(1, [this.coor[0], this.coor[1] + map.top])) {
info.display("Shifting Block", "Moves when corresponding lever is pushed.");
}
break;
case 3: // ladder
info.display("Ladder", "Can be climbed.");
break;
case 4: // switch 1
case 5: // switch 2
case 6: // switch 3
case 7: // switch 4
info.display("Switch", "Can rearange corresponding blocks on the map.");
break;
case 8: // crate
info.display("Crate", "Can be pushed, ride on moving blocks, and be broken.");
break;
case 9: // key
info.display("Key", "Collect as a bonus challenge.");
break;
case 11: // pressure plate
info.display("Pressure Plate", "When pressed, hides corresponding spikes.");
break;
case 12: // spike
info.display("Spikes", "Lethal when touched.");
break;
}
} else {
if (info.co[0] === this.coor[0] && info.co[1] === this.coor[1]) info.hide();
}
}
}
// Character with actions and animations
var avatar = {
coor: [0, 0],
ox: 0,
oy: 0,
vy: 0,
action: 0, // 0-stopped 1-left 2-up 3-right 4-down 5-fall 6-pull 7-unlock 8-collect 9-die
dir: 0, // 0-right 1-left
moving: false,
keys: [0, 0, 0, 0], // left up right down
keyCount: 0,
inventDOM: document.getElementById("Keys"),
spawned: true,
img: avImg,
act: function (coor, value) {
if (!this.spawned) return;
if (value === 1) { // to pull the switch
this.move(6);
return;
}
if (this.moving || map.moving > 0) return;
if (!(this.keys[0] || this.keys[1] || this.keys[2] || this.keys[3])) return;
if (this.keys[1] && !this.keys[3] && this.coor[1] > 0) { // up
var u = map.data[this.coor[1] - 1][this.coor[0]];
if (map.data[this.coor[1]][this.coor[0]] === 3 && ((u === 3 || u !== 1) && u !== 8)) {
this.move(2);
return;
}
} else if (this.keys[3] && !this.keys[1]) { // down
if (map.data[this.coor[1] + 1][this.coor[0]] === 3) {
this.move(4);
return;
}
}
if (this.keys[2] && !this.keys[0] && this.coor[0] < 15) { // right
var dr = map.data[this.coor[1] + 1][this.coor[0] + 1];
var r = map.data[this.coor[1]][this.coor[0] + 1];
if (r !== 1) {
if (!(dr === 1 || dr === 3 || dr === 8)) {
for (i = 2; i < 5; i++) {
if (map.data[this.coor[1] + i][this.coor[0] + 1] === 1 || map.data[this.coor[1] + i][this.coor[0] + 1] === 3 || map.data[this.coor[1] + i][this.coor[0] + 1] === 8) {
this.move(3, false);
return;
}
}
} else this.move(3, r === 8);
return;
}
} else if (this.keys[0] && !this.keys[2] && this.coor[0] > 0) { // left
var dl = map.data[this.coor[1] + 1][this.coor[0] - 1];
var l = map.data[this.coor[1]][this.coor[0] - 1];
if (l !== 1) {
if (!(dl === 1 || dl === 3 || dl === 8)) {
for (i = 2; i < 5; i++) {
if (map.data[this.coor[1] + i][this.coor[0] - 1] === 1 || map.data[this.coor[1] + i][this.coor[0] - 1] === 3 || map.data[this.coor[1] + i][this.coor[0] - 1] === 8) {
this.move(1, false);
return;
}
}
} else this.move(1, l === 8);
return;
}
}
},
// The below function is more complicated then you would think it needs to be
// because it takes care of both the physics and the various animation
move: function (action, pushing, canPush) {
if (!this.spawned) return;
this.moving = true;
this.action = action;
switch (action) {
case 1: // left
this.ox -= unit / 20;
this.dir = 1;
if (this.ox <= -unit) {
if (!pushing) {this.end(0, -1); return;}
else { // end pushing
if (canPush) this.end(0, -1);
else this.end(0, 0);
return;
}
}
if (!pushing) this.draw([Math.floor(this.ox / unit * -2) % 2 * 144 + 288, 144]);
else { // push the crate
if (canPush === undefined) {
var crate = map.get(8, [this.coor[0] - 1, this.coor[1]]);
canPush = crate.try(0, 0);
}
this.draw([Math.floor(this.ox / unit * -2) % 2 * 144 + 288, 720], !canPush);
}
break;
case 2: // climb up
this.oy -= unit / 30;
this.dir = 0;
if (this.oy <= -unit) {this.end(1, -1); return;}
if (!pushing) this.draw([Math.floor(this.oy / unit * -2) % 2 * 144, 288]);
break;
case 3: // right
this.ox += unit / 20;
this.dir = 0;
if (this.ox >= unit) {
if (!pushing) {this.end(0, 1); return;}
else { // end pushing
if (canPush) this.end(0, 1);
else this.end(0, 0);
return;
}
}
if (!pushing) this.draw([Math.floor(this.ox / unit * 2) % 2 * 144, 144]);
else { // push the crate
if (canPush === undefined) {
var crate = map.get(8, [this.coor[0] + 1, this.coor[1]]);
if (crate !== undefined) canPush = crate.try(2, 0);
}
this.draw([Math.floor(this.ox / unit * 2) % 2 * 144, 720], !canPush);
}
break;
case 4: // climb down
this.oy += unit / 30;
this.dir = 0;
if (this.oy >= unit) {this.end(1, 1); return;}
this.draw([Math.floor(this.oy / unit * 2) % 2 * 144, 288]);
break;
case 5: // falling
if (this.vy < unit / 8) this.vy += unit / 56;
this.oy += this.vy;
var b = map.data[this.coor[1] + Math.floor(this.oy / unit) + 1][this.coor[0]];
if (b === 1 || b === 3 || b === 8) {this.end(1, Math.floor(this.oy / unit)); return;}
if (map.data[this.coor[1] + Math.floor(this.oy / unit)][this.coor[0]] === 9) this.getKey();
this.draw([this.dir * 288, 432]);
break;
case 6: // pull
this.vy++;
var sw = map.data[this.coor[1]][this.coor[0]];
if (this.vy === 1) this.draw([map.switches[sw - 4] * 288, 576]);
else if (this.vy === 18) {
this.draw([map.switches[sw - 4] * 288 + 144, 576]);
map.update(this.coor, sw, false, true);
} else if (this.vy === 32) {this.end(0, 0); return;}
break;
case 7: // unlock
this.vy++;
if (this.vy === 1) this.draw([288, 576]);
else if (this.vy === 18) {
this.draw([432, 576]);
var ch = map.get(10, this.coor);
ch.locked = false;
ch.draw();
this.keyCount--;
// REMEMBER!!: below line needs work; currently all keys would disappear.
// I forgot. It's ok. I didn't implement this idea.
this.inventDOM.innerHTML = '<img src="key.png" style="margin-top: calc(var(--pixel) * -1); width: calc(var(--pixel) * 10); height: calc(var(--pixel) * 10);">x ' + this.keyCount;
} else if (this.vy === 32) {this.end(0, 0); return;}
break;
case 8: // collect
this.vy++;
if (this.vy === 1) this.draw([0, 576]);
else if (this.vy === 14) {
this.draw([144, 576]);
var ch = map.get(10, this.coor);
this.collect(ch.inside);
ch.inside = 0;
ch.draw();
} else if (this.vy === 32) {this.end(0, 0); return;}
break;
case 9: // die
this.vy++;
if (this.vy === 1) this.draw([288 * this.dir, 864]);
else if (this.vy === 18) {
this.draw([288 * this.dir + 144, 864]);
} else if (this.vy === 40) {this.reset(map.resets[map.bestStage][1]); return;}
}
window.requestAnimationFrame(() => {avatar.move(action, pushing, canPush);});
},
end: function (co, dir) { // end an animation
this.coor[co] += dir;
this.action = 0;
this.ox = 0;
this.oy = 0;
this.vy = 0;
this.moving = false;
this.step(Math.floor((step % 4) / 2));
if (map.data[this.coor[1]][this.coor[0]] === 12) {
map.startStage(map.bestStage);
return;
}
if (map.data[this.coor[1] + 1][this.coor[0]] !== 1 && map.data[this.coor[1] + 1][this.coor[0]] !== 3 && map.data[this.coor[1] + 1][this.coor[0]] !== 8) this.move(5);
if (map.data[this.coor[1]][this.coor[0]] === 9) this.getKey();
if (co) map.newHeight(this.coor[1], dir);
map.completeStage(this.coor);
},
step: function (s) { // s = step % 2
if (this.moving || !this.spawned) return;
if (map.data[this.coor[1]][this.coor[0]] === 3 && map.data[this.coor[1] + 1][this.coor[0]] === 3) { // on ladder
this.draw([s * 144 + 288, 288]);
} else { // on ground
this.draw([s * 144 + this.dir * 288, 0]);
}
},
draw: function (a, centered) {
if (!a) var a = [0, 0];
clear(actx);
if (!centered) actx.drawImage(avImg, a[0], a[1], 144, 144, this.coor[0] * unit + this.ox, this.coor[1] * unit + this.oy, unit, unit);
else actx.drawImage(avImg, a[0], a[1], 144, 144, this.coor[0] * unit, this.coor[1] * unit, unit, unit);
},
getKey: function () {
var key = map.get(9, [this.coor[0], this.coor[1] + Math.floor(this.oy / unit)]);
if (!key) return;
if (this.collect(9)) key.end();
},
collect: function (item) {
if (!item) return false;
switch (item) {
case 9: // key
this.keyCount++;
this.inventDOM.innerHTML = '<img src="key.png" style="margin-top: calc(var(--pixel) * -1); width: calc(var(--pixel) * 10); height: calc(var(--pixel) * 10);">x ' + this.keyCount;
break;
}
return true;
},
reset: function (coor) {
// do death animation
var av = this;
av.spawned = false;
av.coor = coor.map(x => x);
av.dir = 0;
av.end(1, 0);
setTimeout(() => {av.spawned = true; av.draw();}, 300);
}
}
// This was a very large part of the project (~60 hours), and
// every part of it was thought through very intentionally
var map = {
top: 68,
data: [ // a live world map --- apart from avatar.
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 3, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 3, 1, 1, 1, 3, 1, 0, 1, 0, 0, 0, 1, 1, 3, 0],
[0, 3, 0, 0, 0, 3, 4, 0, 0, 0, 0, 0, 0, 0, 3, 0],
[0, 1, 0, 0, 0, 3, 1, 0, 0, 0, 0, 0, 0, 0, 1, 3],
[0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 5, 3],
[1, 1, 0, 0, 0, 1, 3, 0, 0, 1, 0, 0, 0, 1, 1, 3],
[0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3],
[0, 0, 0, 0, 1, 1, 3, 1, 0, 0, 0, 1, 3, 1, 0, 3],
[0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 3],
[0, 1, 0, 0, 3, 1, 0, 0, 3, 1, 1, 3, 1, 1, 3, 1],
[0, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 3, 0, 0, 3, 0],
[0, 3, 0, 1, 1, 0, 3, 0, 1, 0, 3, 1, 1, 0, 3, 0],
[0, 3, 4, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 3, 0],
[0, 1, 3, 1, 1, 0, 0, 0, 3, 0, 1, 0, 3, 0, 1, 1],
[0, 0, 3, 0, 0, 5, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0],
[0, 1, 1, 1, 1, 1, 3, 0, 1, 1, 0, 0, 1, 0, 3, 0],
[0, 0, 0, 0, 0, 0, 3, 6, 0, 0, 0, 0, 0, 0, 3, 0],
[3, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 1, 0, 0, 1, 3],
[3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3],
[3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 1, 0, 0, 3],
[3, 6, 0, 0, 1, 1, 0, 0, 3, 0, 3, 0, 0, 0, 7, 3],
[3, 1, 0, 0, 0, 0, 3, 1, 1, 0, 1, 0, 0, 0, 1, 1],
[3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[1, 1, 3, 1, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 1, 3],
[0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3],
[0, 0, 1, 0, 0, 3, 0, 3, 1, 0, 0, 1, 0, 0, 3, 1],
[0, 0, 0, 0, 0, 3, 0, 3, 0, 0, 0, 0, 0, 0, 3, 0],
[3, 1, 0, 1, 1, 1, 0, 3, 0, 0, 1, 0, 0, 0, 3, 0],
[3, 0, 0, 0, 0, 0, 0, 3, 5, 0, 0, 0, 0, 0, 3, 0],
[3, 0, 1, 1, 3, 1, 0, 3, 1, 0, 0, 0, 1, 3, 1, 0],
[3, 0, 0, 0, 3, 0, 0, 3, 0, 0, 0, 0, 0, 3, 7, 0],
[1, 3, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1, 3],
[0, 3, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3],
[3, 1, 1, 0, 1, 1, 0, 0, 0, 3, 1, 0, 0, 0, 0, 3],
[3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 3, 1, 0, 3],
[3, 4, 0, 0, 0, 0, 1, 1, 1, 3, 0, 0, 3, 0, 0, 3],
[1, 3, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 1, 0, 0, 3],
[0, 3, 0, 3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 1],
[0, 3, 1, 1, 0, 0, 0, 0, 0, 1, 3, 1, 0, 0, 0, 0],
[0, 3, 0, 0, 0, 3, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0],
[0, 3, 0, 0, 0, 3, 0, 0, 0, 0, 3, 0, 0, 7, 0, 0],
[3, 1, 0, 1, 1, 3, 0, 1, 1, 0, 1, 0, 1, 1, 3, 0],
[3, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0],
[3, 0, 0, 0, 0, 1, 3, 0, 0, 0, 0, 1, 1, 1, 3, 0],
[3, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 3, 0],
[1, 1, 0, 0, 0, 3, 1, 1, 1, 3, 0, 0, 0, 0, 1, 3],
[0, 0, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 0, 0, 3],
[0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 0, 3, 1, 1, 1, 1],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0],
[3, 1, 0, 0, 0, 0, 0, 3, 1, 0, 0, 1, 0, 0, 1, 3],
[3, 0, 0, 6, 0, 0, 0, 3, 0, 0, 0, 5, 0, 0, 0, 3],
[3, 0, 1, 1, 1, 0, 0, 1, 3, 0, 1, 1, 0, 0, 3, 1],
[3, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 3, 0],
[1, 1, 0, 3, 1, 0, 1, 1, 1, 0, 0, 3, 1, 0, 1, 0],
[0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0],
[0, 0, 0, 1, 1, 1, 1, 3, 0, 0, 1, 1, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0],
[3, 1, 1, 0, 0, 3, 1, 1, 0, 0, 0, 0, 0, 0, 1, 3],
[3, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 4, 0, 0, 0, 3],
[3, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 3],
[3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3],
[1, 1, 1, 3, 0, 0, 1, 3, 1, 1, 0, 1, 3, 1, 1, 1],
[0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 0, 3, 0, 0, 0],
[0, 0, 0, 3, 0, 2, 0, 3, 0, 0, 0, 0, 3, 0, 0, 0],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
],
tracks: [ // 0-left 1-up 2-right 3-down
[new Track([4, 74], [1, 1, 0, 1, 1, 1], [3, 72]), new Track([13, 70], [0, 1, 1, 3], [12, 67]), new Track([3, 45], [3, 2, 0, 1, 3, 1], [2, 48]), new Track([2, 53], [1, 2], [2, 51]), new Track([9, 53], [1, 1, 2, 2, 3, 1], [11, 53]), new Track([6, 41], [3, 2], [6, 43]), new Track([4, 37], [1, 2], [4, 35]), new Track([12, 39], [3, 1, 0, 1, 3, 1], [11, 41]), new Track([13, 35], [3, 2], [13, 37]), new Track([2, 21], [3, 2], [2, 23]), new Track([5, 23], [1, 1, 2, 1, 1, 1], [6, 21]), new Track([9, 26], [1, 1], [9, 25]), new Track([6, 25], [3, 1, 2, 1], [7, 26]), new Track([11, 15], [0, 1, 1, 2], [10, 13])],
[new Track([2, 65], [3, 1, 2, 3, 1, 1], [5, 65]), new Track([9, 61], [3, 4], [9, 65]), new Track([12, 61], [3, 2], [12, 63]), new Track([6, 59], [3, 2], [6, 61]), new Track([5, 42], [0, 2, 3, 1], [3, 43]), new Track([1, 37], [1, 1, 2, 2, 3, 1], [3, 37]), new Track([8, 43], [3, 1, 2, 3, 1, 1], [11, 43]), new Track([11, 39], [1, 1, 2, 1, 1, 1], [12, 37]), new Track([9, 35], [1, 2], [9, 33]), new Track([0, 21], [3, 2], [0, 23]), new Track([3, 22], [1, 1], [3, 21]), new Track([7, 23], [3, 2], [7, 25]), new Track([14, 19], [3, 1], [14, 20]), new Track([13, 25], [1, 1, 0, 2, 3, 1], [11, 25]), new Track([11, 27], [3, 1, 2, 2, 1, 1], [13, 27]), new Track([2, 15], [3, 1, 0, 2, 1, 1], [0, 15]), new Track([3, 15], [3, 2], [3, 17]), new Track([9, 15], [3, 1, 2, 2], [11, 16])],
[new Track([2, 61], [2, 3, 3, 2], [5, 63]), new Track([13, 65], [1, 2], [13, 63]), new Track([4, 57], [0, 2], [2, 57]), new Track([2, 31], [2, 2], [4, 31]), new Track([5, 29], [3, 1, 2, 1, 3, 2], [6, 32]), new Track([7, 32], [1, 2, 2, 1, 1, 1], [8, 29]), new Track([11, 33], [1, 1, 2, 2, 3, 1], [13, 33]), new Track([0, 18], [2, 2, 1, 1], [2, 17]), new Track([8, 19], [1, 1, 0, 1, 1, 1], [7, 17]), new Track([10, 17], [3, 1, 0, 1, 3, 1], [9, 19]), new Track([9, 13], [3, 1, 0, 2, 1, 1], [7, 13]), new Track([13, 15], [3, 1, 0, 1, 3, 1], [12, 17]), new Track([0, 20], [2, 3, 1, 1], [3, 19])],
[new Track([13, 61], [1, 1, 0, 3, 3, 1], [10, 61]), new Track([7, 59], [1, 1, 2, 3, 3, 1], [10, 59]), new Track([10, 55], [0, 3], [7, 55]), new Track([14, 50], [3, 1, 2, 1, 3, 2], [15, 53]), new Track([5, 49], [2, 2, 3, 2], [7, 51]), new Track([11, 48], [3, 1, 2, 1, 3, 1], [12, 50]), new Track([1, 41], [1, 1, 2, 1, 1, 1], [2, 39]), new Track([9, 39], [3, 4], [9, 43]), new Track([8, 35], [3, 1, 2, 2, 1, 1], [10, 35]), new Track([2, 43], [1, 1, 0, 1], [1, 42]), new Track([4, 17], [1, 2], [4, 15]), new Track([8, 17], [1, 2, 0, 1], [7, 15]), new Track([11, 13], [3, 1, 2, 1, 3, 1], [12, 15])]
],
switches: [0, 0, 0, 0],
crates: [new Crate([12, 54], 0), new Crate([1, 47], 4), new Crate([1, 28], 0), new Crate([10, 32], 3), new Crate([4, 24], 0), new Crate([13, 16], 0), new Crate([12, 12], 0)],
keys: [new Key([6, 72]), new Key([3, 55]), new Key([4, 48]), new Key([6, 36]), new Key([10, 16])],
plates: [new Plate([1, 38], [[12, 30]]), new Plate([12, 34], [[9, 28]]), new Plate([1, 20], [[4, 12], [6, 12]]), new Plate([13, 12], [[2, 20]])],
enemies: [new Fireball([8, 36]), new Fireball([12, 42]), new Fireball([1, 26])],
torches: [new Torch([13, 26], [[5, 20], [13, 18]])],
moving: 0,
movingSI: 0, // Switch index; which is moving
stages: [68, 60, 52, 44, 36, 28, 20, 12, 4],
resets: [ // [[switches, 1, 2, 3], [avCoor]]
[[0, 0, 0, 0], [5, 76]],
[[1, 0, 0, 0], [7, 66]],
[[1, 0, 0, 0], [11, 58]],
[[1, 0, 1, 1], [1, 49]],
[[1, 0, 1, 0], [15, 42]],
[[0, 1, 1, 1], [2, 34]],
[[0, 1, 1, 1], [6, 26]],
[[1, 1, 1, 1], [6, 18]],
[[0, 0, 0, 0], [3, 10]]
],
currentHeight: 0,
bestStage: 0,
respawnRate: 10000, // milliseconds
draw: function () { // Draws the entire map, including all the accessories like shifting blocks, torches, and fireballs
document.body.style.setProperty("--top", this.top);
for (var y = 0; y < this.data.length; y++) {
for (var x = 0; x < this.data[y].length; x++) {
this.update([x, y], this.data[y][x]);
}
}
for (var n = 0; n < this.tracks.length; n++) {
for (var b = 0; b < this.tracks[n].length; b++) {
this.tracks[n][b].draw(true);
this.tracks[n][b].drawTracks(n);
}
}
for (var i = 0; i < this.crates.length; i++) {
this.crates[i].draw();
this.data[this.crates[i].coor[1]][this.crates[i].coor[0]] = 8;
}
for (var i = 0; i < this.keys.length; i++) {
if (saves[3][i] === "0") this.data[this.keys[i].coor[1]][this.keys[i].coor[0]] = 9;
else this.keys[i].end();
}
for (var i = 0; i < this.plates.length; i++) {
this.data[this.plates[i].coor[1]][this.plates[i].coor[0]] = 11;
for (var n = 0; n < this.plates[i].spikes.length; n++) {
this.data[this.plates[i].spikes[n][1]][this.plates[i].spikes[n][0]] = 12;
}
this.plates[i].draw();
}
for (var i = 0; i < this.enemies.length; i++) {
this.enemies[i].draw();
}
for (var i = 0; i < this.torches.length; i++) {
this.torches[i].draw();
}
this.moving = 0;
},
get: function (type, coor, sw) { // a logical function for retrieving the objects present at certain coordinates
var toReturn = false;
switch (type) {
case 0: // track end/start point
case 1: // shifting block current location
if (sw === undefined) {
this.tracks.forEach((r) => {
r.forEach((t) => {
if ((t.start[0] === coor[0] && t.start[1] === coor[1]) || (t.final[0] === coor[0] && t.final[1] === coor[1])) toReturn = t;
});
});
} else {
this.tracks[sw].forEach((t) => {
if ((t.start[0] === coor[0] && t.start[1] === coor[1]) || (t.final[0] === coor[0] && t.final[1] === coor[1])) toReturn = t;
});
}
break;
case 8: // crate
this.crates.forEach((c) => {
if (c.coor[0] === coor[0] && c.coor[1] === coor[1]) toReturn = c;
});
break;
case 9: // key
this.keys.forEach((k) => {
if (k.coor[0] === coor[0] && k.coor[1] === coor[1]) toReturn = k;
});
break;
case 11: // pressure plate
this.plates.forEach((p) => {
if (p.coor[0] === coor[0] && p.coor[1] === coor[1]) toReturn = p;
});
break;
}
return toReturn;
},
update: function ([x, y], value, a, switching) { // draw any part of the map that changes onto the screen (oh no there's a lot)
if (value !== -1) this.data[y][x] = value;
if (!a) var a = [3000, 3000, 304, 304, 0, 0, 1, 1, terrain];
clear(mctx, [x, y]);
switch (value) {
case 1: // ground
a = [0, 0, 304, 304, 0, 0, 1, 1, ground];
var s = [this.data[y][x - 1], this.data[y][x + 1]];
if (s[0] !== 1 && s[0] !== 3 && s[1] !== 1 && s[1] !== 3) a[0] = 912;
else if ((s[0] === 1 || s[0] === 3) && (s[1] === 1 || s[1] === 3)) a[0] = 304;
else if (s[0] === 1 || s[0] === 3) a[0] = 608;
break;
case 2: // avatar
avatar.coor = [x, y];
avatar.draw();
this.data[y][x] = 0;
break;
case 3: // ladder
if (this.data[y][x - 1] === 1 || this.data[y][x + 1] === 1) {
a = [304, 304, 304, 304, 0, 0, 1, 1, ground];
if (this.data[y - 1][x] === 3) a[1] += 304;
if (this.data[y][x - 1] !== 1) a[0] = 0;
else if (this.data[y][x + 1] !== 1) a[0] = 608;
} else a = [304, 304, 304, 304, 0, 0, 1, 1, terrain];
break;
case 4: // switch 1
case 5: // switch 2
case 6: // switch 3
case 7: // switch 4
if (switching) this.switch(value - 4, this.switches[value - 4] * -1 + 1);
else this.switch(value - 4, this.switches[value - 4]);
a = [152 * (this.switches[value - 4]), 608 + 152 * (value - 4), 152, 152, 0, unit / 2, 2, 2, terrain];
break;
}
mctx.drawImage(a[8], a[0], a[1], a[2], a[3], x * unit + a[4], y * unit + a[5], unit / a[6], unit / a[7]);
},
newHeight: function (y, dir) { // complete a stage
if (dir === -1) { // av moved up
if (this.stages[this.currentHeight] > y) this.currentHeight++;
} else if (this.currentHeight > 0) { // av moved down
if (this.stages[this.currentHeight - 1] < y + 1) this.currentHeight--;
}
this.top = this.stages[this.currentHeight];
document.body.style.setProperty("--top", this.top);
},
switch: function (i, v) { // pull a lever
if (this.switches[i] === v) return;
this.switches[i] = v;
this.movingSI = i;
for (x = 0; x < 16; x++) {
for (y = 0; y < this.data.length; y++) {
if (map.data[y][x] === i + 4) {
map.update([x, y], i + 4, false, false);
}
}
}
for (b = 0; b < this.tracks[i].length; b++) {
this.tracks[i][b].move(v, true);
this.moving++;
}
},
step: function (s) { // for animating items
for (i = 0; i < this.keys.length; i++) {
this.keys[i].step(s);
}
for (i = 0; i < this.torches.length; i++) {
this.torches[i].draw();
}
for (var i = 0; i < this.crates.length; i++) {
this.crates[i].draw(500);
}
},
completeStage: function (coor) { // for all instances of restarting :)
for (i = this.bestStage; i < this.resets.length; i++) {
if (coor[0] === this.resets[i][1][0] && coor[1] === this.resets[i][1][1]) {
if (i !== this.bestStage) menu.showD(i, false);
this.bestStage = i;
saves[0] = i;
if (localStorage.getItem('bestStage')) localStorage.setItem('bestStage', saves[0]);
console.log("Current stage is " + (saves[0] + 1));
document.getElementById("LastSaved").innerHTML = "Last saved at Stage " + (saves[0] + 1);
menu.stage.innerHTML = "Stage " + (this.bestStage + 1);
menu.restart.innerHTML = "Restart Stage " + (this.bestStage + 1);
}
}
},
startStage: function (stage, dead = true) {
if (this.moving) return false;
if (dead) {
avatar.move(9);
saves[2]++;
menu.stats.innerHTML = "Attempts: " + saves[2];
if (localStorage.getItem('attempts')) localStorage.setItem('attempts', saves[2]);
} else {
avatar.reset(map.resets[map.bestStage][1]);
}
this.crates.forEach((c) => {
if (c.spawned) c.move(1, 1, true, true, true);
else c.end(0, 0, true, true, true);
});
this.enemies.forEach((e) => {
e.reset();
});
for (i = 0; i < 4; i++) {
if (this.resets[stage][0][i] !== this.switches[i]) {
this.switch(i, this.resets[stage][0][i]);
}
}
this.currentHeight = stage;
this.top = this.stages[this.bestStage];
document.body.style.setProperty("--top", this.top);
return true;
}
}
// One of my favourite enemies to program: I love the movement system
function Fireball(coor) {
this.start = coor;
this.coor = coor.map(x => x);
this.jumped = false; // so he won't jump more than once: LOL
this.offset = [0, 0];
this.jInfo = [unit / 12, 0, 0, true]; // [vy, tempDir, xToMove, first]
this.dir = 0; // 0-right 1-left
this.action = 0; // 0-stopped 1-left 2-up 3-right 4-down 5-jumping away
this.offLadder = 0; // -1-up 1-down
this.moving = false;
this.draw = function () {
ectx.drawImage(fireImg, (step % 4) * 304, this.dir * 304, 304, 304, this.coor[0] * unit + this.offset[0], this.coor[1] * unit + this.offset[1], unit, unit);
};
this.try = function (repeat) {
// COMPLICATED STUFF TO CONTROL THE ENEMIE'S INTELLIGENT MOVIE
var f = this;
if (map.moving && !f.jumped && f.action % 2) {
var on = map.get(1, [f.coor[0], f.coor[1] + 1], map.movingSI);
var over = map.get(1, [f.coor[0] + 1 - 2 * f.jInfo[1], f.coor[1] + 1], map.movingSI);
if (over && f.jInfo[1] === f.dir) {
f.jInfo[1] = f.dir;
f.dir = f.dir * -1 + 1;
}
if (on || over) f.move(5);
else {
f.move(0);
f.jumped = true;
}
f.jInfo[3] = false;
return;
} else if (map.moving) {f.move(0); return;
} else if (f.moving) {f.move(f.action); return;}
var above = map.data[f.coor[1] - 1][f.coor[0]];
var below = map.data[f.coor[1] + 1][f.coor[0]];
var curr = map.data[f.coor[1]][f.coor[0]];
var side = map.data[f.coor[1]][f.coor[0] + 1 - 2 * f.dir];
var down = map.data[f.coor[1] + 1][f.coor[0] + 1 - 2 * f.dir];
if ((above === 3 || (curr === 3 && above !== 8 && above !== 12 && above !== 1)) && f.offLadder !== 1) { // gonna climb up
f.move(2);
} else if (below === 3 && f.offLadder !== -1) { // gonna climb down
f.move(4);
} else { // not gonna climb
if (side === 1 || side === 8 || side === 12 || (down !== 1 && down !== 3 && down !== 8)) { // changing direction
f.dir = f.dir * -1 + 1;
f.jInfo[1] = f.dir;
var behind = map.data[f.coor[1] + 1][f.coor[0] + 1 - 2 * f.dir];
side = map.data[f.coor[1]][f.coor[0] + 1 - 2 * f.dir];
if (side === 1 || side === 8 || side === 12 || (behind !== 1 && behind !== 3 && behind !== 8)) {
f.dir = f.dir * -1 + 1;
f.jInfo[1] = f.dir;
f.offLadder = 0;
if (!repeat) this.try(true);
} else {
f.move(3 - 2 * f.dir);
}
} else {
f.move(3 - 2 * f.dir);
}
}
};
this.move = function (action) {
if (paused) return;
this.moving = true;
this.action = action;
clear(ectx, this.coor, ...this.offset);
switch (action) {
case 0: // resting
this.moving = false;
break;
case 1: // left
this.offset[0] -= unit / 40;
if (this.offset[0] <= -unit) {
this.end(0, -1);
}
break;
case 2: // up
this.offset[1] -= unit / 40;
if (this.offset[1] <= -unit) {
this.end(1, -1);
}
break;
case 3: // right
this.offset[0] += unit / 40;
if (this.offset[0] >= unit) {
this.end(0, 1);
}
break;
case 4: // down
this.offset[1] += unit / 40;
if (this.offset[1] >= unit) {
this.end(1, 1);
}
break;
case 5: // jump away (in dir)
if (this.jInfo[3]) {
if (this.jInfo[1] !== this.dir) this.jInfo[2] = this.offset[0] / -26;
else if (this.dir === 1) this.jInfo[2] = (this.offset[0] * -1 - unit) / 26;
else this.jInfo[2] = (this.offset[0] * -1 + unit) / 26;
}
this.offset[1] -= this.jInfo[0];
this.offset[0] += this.jInfo[2];
this.jInfo[0] -= unit / 158;
if (this.jInfo[0] <= unit / -12) {
if (this.jInfo[1] !== this.dir) this.end(0, 0);
else this.end(0, 1 - this.dir * 2);
this.jumped = true;
}
break;
}
if (Math.abs(avatar.coor[0] + avatar.ox / unit - this.coor[0] - this.offset[0] / unit) < 0.4 && Math.abs(avatar.coor[1] + avatar.oy / unit - this.coor[1] - this.offset[1] / unit - 0.2) < 0.5) {
map.startStage(map.bestStage);
}
this.draw();
};
this.end = function (axis, dir) {
var f = this;
f.coor[axis] += dir;
if (axis) f.offLadder = dir;
else f.offLadder = 0;
f.jInfo[0] = unit / 12;
f.offset = [0, 0];
f.action = 0;
f.moving = false;
f.jumped = false;
f.jInfo[2] = 0;
f.jInfo[3] = true;
map.torches.forEach((t) => {
if (t.coor[0] === f.coor[0] && t.coor[1] === f.coor[1]) t.light();
});
};
this.reset = function () {
clear(ectx, this.coor, ...this.offset);
this.dir = 0;
this.end(0, 0);
this.coor = this.start.map(x => x);
}
}
// Pressure plate to control spikes
function Plate(coor, spikes) {
this.down = 0; // counts up to 10 to be down... for smooth animation
this.spikes = spikes;
this.coor = coor;
this.draw = function (halfway) {
if (halfway) {
clear(ictx, this.coor);
ictx.drawImage(terrain, 608, 456, 304, 152, this.coor[0] * unit, this.coor[1] * unit + unit / 2, unit, unit / 2);
this.spikes.forEach((c) => {