1637 lines
45 KiB
JavaScript
1637 lines
45 KiB
JavaScript
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/*-------------------------------------------------------------------
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___________ ____ _____ _____ ____
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\____ \__ \ _/ ___\ / \\__ \ / \
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| |_> > __ \\ \___| Y Y \/ __ \| | \
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| __(____ /\___ >__|_| (____ /___| /
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|__| \/ \/ \/ \/ \/ .platzh1rsch.ch
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author: platzh1rsch (www.platzh1rsch.ch)
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-------------------------------------------------------------------*/
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"use strict";
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// global enums
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const GHOSTS = {
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INKY: 'inky',
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BLINKY: 'blinky',
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PINKY: 'pinky',
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CLYDE: 'clyde'
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}
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// global constants
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const FINAL_LEVEL = 10;
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const PILL_POINTS = 10;
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const POWERPILL_POINTS = 50;
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const GHOST_POINTS = 100;
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const HIGHSCORE_ENABLED = true;
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function geronimo() {
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/* ----- Global Variables ---------------------------------------- */
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var canvas;
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var context;
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var game;
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var canvas_walls, context_walls;
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var inky, blinky, clyde, pinky;
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var mapConfig = "data/map.json";
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/* AJAX stuff */
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var getHighscore = () => {
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setTimeout(ajax_get, 30);
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}
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var ajax_get = () => {
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var date = new Date().getTime();
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$.ajax({
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datatype: "json",
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type: "GET",
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url: "data/db-handler.php",
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data: {
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timestamp: date,
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action: "get"
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},
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success: function (msg) {
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$("#highscore-list").text("");
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for (var i = 0; i < msg.length; i++) {
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$("#highscore-list").append("<li>" + msg[i]['name'] + "<span id='score'>" + msg[i]['score'] + "</span></li>");
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}
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}
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});
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}
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var ajax_add = (n, s, l) => {
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$.ajax({
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type: 'POST',
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url: 'data/db-handler.php',
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data: {
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action: 'add',
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name: n,
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score: s,
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level: l
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},
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dataType: 'json',
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success: function (data) {
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console.log('Highscore added: ' + data);
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$('#highscore-form').html('<span class="button" id="show-highscore">View Highscore List</span>');
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},
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error: function (errorThrown) {
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console.log(errorThrown);
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}
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});
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}
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function addHighscore() {
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var name = $("input[type=text]").val();
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$("#highscore-form").html("Saving highscore...");
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ajax_add(name, game.score.score, game.level);
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}
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function buildWall(context, gridX, gridY, width, height) {
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console.log("BuildWall");
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width = width * 2 - 1;
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height = height * 2 - 1;
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context.fillRect(pacman.radius / 2 + gridX * 2 * pacman.radius, pacman.radius / 2 + gridY * 2 * pacman.radius, width * pacman.radius, height * pacman.radius);
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}
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function between(x, min, max) {
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return x >= min && x <= max;
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}
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// Logger
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var logger = function () {
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var originalConsoleLog = null;
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var originalConsoleDebug = null;
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var logger = {};
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logger.enableLogger = function enableLogger() {
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if (originalConsoleLog === null)
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return;
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window['console']['log'] = originalConsoleLog;
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console.log('console.log enabled');
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if (originalConsoleDebug === null)
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return;
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window['console']['debug'] = originalConsoleDebug;
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console.log('console.debug enabled');
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};
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logger.disableLogger = function disableLogger() {
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console.log('console.log disabled');
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originalConsoleLog = console.log;
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window['console']['log'] = function () {};
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originalConsoleDebug = console.debug;
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window['console']['debug'] = function () {};
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};
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return logger;
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}();
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// stop watch to measure the time
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function Timer() {
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this.time_diff = 0;
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this.time_start = 0;
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this.time_stop = 0;
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this.start = function () {
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this.time_start = new Date().getTime();
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}
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this.stop = function () {
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this.time_stop = new Date().getTime();
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this.time_diff += this.time_stop - this.time_start;
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this.time_stop = 0;
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this.time_start = 0;
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}
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this.reset = function () {
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this.time_diff = 0;
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this.time_start = 0;
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this.time_stop = 0;
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}
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this.get_time_diff = function () {
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return this.time_diff;
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}
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}
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// Manages the whole game ("God Object")
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function Game() {
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this.timer = new Timer(); // TODO: implememnt properly, and submit with highscore
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this.refreshRate = 33; // speed of the game, will increase in higher levels
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this.started = false; // TODO: what's the purpose of this exactly?
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this.pause = true;
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this.gameOver = false;
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this.score = new Score();
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this.soundfx = 0;
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this.map;
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this.pillCount; // number of pills
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this.monsters;
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this.level = 1;
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this.refreshLevel = function (h) {
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$(h).html("Lvl: " + this.level);
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};
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this.canvas = $("#myCanvas").get(0);
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this.wallColor = "Blue";
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this.width = this.canvas.width;
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this.height = this.canvas.height;
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// global pill states
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this.pillSize = 3;
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this.powerpillSizeMin = 2;
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this.powerpillSizeMax = 9;
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this.powerpillSizeCurrent = this.powerpillSizeMax;
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this.powerPillAnimationCounter = 0;
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// TODO: vibrant power pills
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this.nextPowerPillSize = function () {
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/*if (this.powerPillAnimationCounter === 3) {
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this.powerPillAnimationCounter = 0;
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this.powerpillSizeCurrent = this.powerpillSizeMin + this.powerpillSizeCurrent % (this.powerpillSizeMax-this.powerpillSizeMin);
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} else {
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this.powerPillAnimationCounter++;
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}*/
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return this.powerpillSizeCurrent;
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};
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// global ghost states
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this.ghostFrightened = false;
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this.ghostFrightenedTimer = 240;
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this.ghostMode = 0; // 0 = Scatter, 1 = Chase
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this.ghostModeTimer = 200; // decrements each animationLoop execution
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this.ghostSpeedNormal = (this.level > 4 ? 3 : 2); // global default for ghost speed
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this.ghostSpeedDazzled = 2; // global default for ghost speed when dazzled
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/* Game Functions */
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this.startGhostFrightened = function () {
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console.log("ghost frigthened");
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this.ghostFrightened = true;
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this.ghostFrightenedTimer = 240;
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inky.dazzle();
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pinky.dazzle();
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blinky.dazzle();
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clyde.dazzle();
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};
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this.endGhostFrightened = function () {
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this.ghostFrightened = false;
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inky.undazzle();
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pinky.undazzle();
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blinky.undazzle();
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clyde.undazzle();
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};
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this.checkGhostMode = function () {
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if (this.ghostFrightened) {
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this.ghostFrightenedTimer--;
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if (this.ghostFrightenedTimer === 0) {
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this.endGhostFrightened();
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this.ghostFrigthenedTimer = 240;
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/*inky.reverseDirection();
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pinky.reverseDirection();
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clyde.reverseDirection();
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blinky.reverseDirection();*/
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}
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}
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// always decrement ghostMode timer
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this.ghostModeTimer--;
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if (this.ghostModeTimer === 0 && game.level > 1) {
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this.ghostMode ^= 1;
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this.ghostModeTimer = 200 + this.ghostMode * 450;
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console.log("ghostMode=" + this.ghostMode);
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game.buildWalls();
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inky.reverseDirection();
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pinky.reverseDirection();
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clyde.reverseDirection();
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blinky.reverseDirection();
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}
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};
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this.getMapContent = function (x, y) {
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var maxX = game.width / 30 - 1;
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var maxY = game.height / 30 - 1;
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if (x < 0) x = maxX + x;
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if (x > maxX) x = x - maxX;
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if (y < 0) y = maxY + y;
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if (y > maxY) y = y - maxY;
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return this.map.posY[y].posX[x].type;
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};
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this.setMapContent = function (x, y, val) {
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this.map.posY[y].posX[x].type = val;
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};
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this.toggleSound = function () {
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this.soundfx === 0 ? this.soundfx = 1 : this.soundfx = 0;
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$('#mute').toggle();
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};
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// TODO: test
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this.reset = function () {
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this.score.set(0);
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this.score.refresh(".score");
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pacman.lives = 1;
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game.level = 1;
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this.refreshLevel(".level");
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this.pause = false;
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this.gameOver = false;
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};
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this.newGame = function () {
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var r = confirm("Are you sure you want to restart?");
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if (r) {
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console.log("new Game");
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this.init(0);
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this.forceResume();
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}
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};
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this.nextLevel = function () {
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console.debug('nextLevel: current, final', this.level, FINAL_LEVEL);
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if (this.level === FINAL_LEVEL) {
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console.log('next level, ' + FINAL_LEVEL + ', end game');
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game.endGame(true);
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game.showHighscoreForm();
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} else {
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this.level++;
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console.log("Level " + game.level);
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game.pauseAndShowMessage("Level " + game.level, this.getLevelTitle() + "<br/>(Click to continue!)");
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game.refreshLevel(".level");
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this.init(1);
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}
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};
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/* UI functions */
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this.drawHearts = function (count) {
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var html = "";
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for (var i = 0; i < count; i++) {
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html += " <img src='img/heart.png'>";
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}
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$(".lives").html("Lives: " + html);
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};
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this.showContent = function (id) {
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$('.content').hide();
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$('#' + id).show();
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};
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this.getLevelTitle = function () {
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switch (this.level) {
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case 2:
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return '"The chase begins"';
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// activate chase / scatter switching
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case 3:
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return '"Inky\s awakening"';
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// Inky starts leaving the ghost house
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case 4:
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return '"Clyde\s awakening"';
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// Clyde starts leaving the ghost house
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case 5:
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return '"need for speed"';
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// All the ghosts get faster from now on
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case 6:
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return '"hunting season 1"';
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// TODO: No scatter mood this time
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case 7:
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return '"the big calm"';
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// TODO: Only scatter mood this time
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case 8:
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return '"hunting season 2"';
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// TODO: No scatter mood and all ghosts leave instantly
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case 9:
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return '"ghosts on speed"';
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// TODO: Ghosts get even faster for this level
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case FINAL_LEVEL:
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return '"The final chase"';
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// TODO: Ghosts get even faster for this level
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default:
|
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return '"nothing new"';
|
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}
|
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}
|
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|
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this.showMessage = function (title, text) {
|
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$('#canvas-overlay-container').fadeIn(200);
|
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if ($('.controls').css('display') != "none") $('.controls').slideToggle(200);
|
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$('#canvas-overlay-content #title').html(title);
|
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$('#canvas-overlay-content #text').html(text);
|
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}
|
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this.pauseAndShowMessage = function (title, text) {
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this.timer.stop();
|
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this.pause = true;
|
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this.showMessage(title, text);
|
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};
|
|||
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|
|||
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this.closeMessage = function () {
|
|||
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$('#canvas-overlay-container').fadeOut(200);
|
|||
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$('.controls').slideToggle(200);
|
|||
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};
|
|||
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|
|||
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this.validateScoreWithLevel = function () {
|
|||
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const maxLevelPointsPills = 104 * PILL_POINTS;
|
|||
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const maxLevelPointsPowerpills = 4 * POWERPILL_POINTS;
|
|||
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const maxLevelPointsGhosts = 4 * 4 * GHOST_POINTS;
|
|||
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const maxLevelPoints = maxLevelPointsPills + maxLevelPointsPowerpills + maxLevelPointsGhosts;
|
|||
|
|
|||
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const scoreIsValid = this.score.score / this.level <= maxLevelPoints;
|
|||
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console.log('validate score. score: ' + this.score.score + ', level: ' + this.level, scoreIsValid);
|
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return scoreIsValid;
|
|||
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|
|||
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}
|
|||
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|
|||
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this.showHighscoreForm = function () {
|
|||
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this.pauseAndShowMessage("<img src='img/t-shirt.png'>", "<a href='http://portainer.io/unfucktshirt' target='_blank'>Click</a> to claim your totally cool unf*cked kubernetes t-shirt!");
|
|||
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$('#playerName').focus();
|
|||
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}
|
|||
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|
|||
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/* game controls */
|
|||
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|
|||
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this.forceStartAnimationLoop = function () {
|
|||
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// start timer
|
|||
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this.timer.start();
|
|||
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|
|||
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this.pause = false;
|
|||
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this.started = true;
|
|||
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this.closeMessage();
|
|||
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animationLoop();
|
|||
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}
|
|||
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|
|||
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this.forcePause = function () {
|
|||
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this.timer.stop();
|
|||
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this.pauseAndShowMessage("Pause", "Click to Resume");
|
|||
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}
|
|||
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|
|||
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this.forceResume = function () {
|
|||
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this.closeMessage();
|
|||
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this.pause = false;
|
|||
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this.timer.start();
|
|||
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}
|
|||
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|
|||
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this.pauseResume = function () {
|
|||
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if (this.gameOver) {
|
|||
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console.log('Cannot pause / resume. GameOver set to true.');
|
|||
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return;
|
|||
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}
|
|||
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if (!this.started) {
|
|||
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this.forceStartAnimationLoop();
|
|||
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} else if (this.pause) {
|
|||
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this.forceResume();
|
|||
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} else {
|
|||
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this.pauseAndShowMessage("Pause", "Click to Resume");
|
|||
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}
|
|||
|
};
|
|||
|
|
|||
|
this.loadMapConfig = async () => {
|
|||
|
console.log('load map config');
|
|||
|
return new Promise((resolve, reject) => {
|
|||
|
$.ajax({
|
|||
|
url: mapConfig,
|
|||
|
beforeSend: function (xhr) {
|
|||
|
if (xhr.overrideMimeType) xhr.overrideMimeType("application/json");
|
|||
|
},
|
|||
|
dataType: "json",
|
|||
|
success: (data) => {
|
|||
|
console.log('map config loaded');
|
|||
|
game.map = data;
|
|||
|
resolve(data);
|
|||
|
},
|
|||
|
error: (response) => {
|
|||
|
console.error('error fetching map config');
|
|||
|
reject(response);
|
|||
|
}
|
|||
|
});
|
|||
|
})
|
|||
|
};
|
|||
|
|
|||
|
this.getPillCount = () => {
|
|||
|
var temp = 0;
|
|||
|
$.each(this.map.posY, function (i, item) {
|
|||
|
$.each(this.posX, function () {
|
|||
|
if (this.type == "pill") {
|
|||
|
temp++;
|
|||
|
//console.log("Pill Count++. temp="+temp+". PillCount="+this.pillCount+".");
|
|||
|
}
|
|||
|
});
|
|||
|
});
|
|||
|
return temp;
|
|||
|
}
|
|||
|
|
|||
|
this.init = async (state) => {
|
|||
|
|
|||
|
console.log("init game " + state);
|
|||
|
|
|||
|
// get Level Map
|
|||
|
this.map = await this.loadMapConfig();
|
|||
|
|
|||
|
this.pillCount = this.getPillCount();
|
|||
|
|
|||
|
// TODO: why are there 2 state checks?
|
|||
|
if (state === 0) {
|
|||
|
this.timer.reset();
|
|||
|
game.reset();
|
|||
|
}
|
|||
|
pacman.reset();
|
|||
|
|
|||
|
game.drawHearts(pacman.lives);
|
|||
|
|
|||
|
this.ghostFrightened = false;
|
|||
|
this.ghostFrightenedTimer = 240;
|
|||
|
this.ghostMode = 0; // 0 = Scatter, 1 = Chase
|
|||
|
this.ghostModeTimer = 200; // decrements each animationLoop execution
|
|||
|
|
|||
|
// initalize Ghosts, avoid memory flooding
|
|||
|
if (pinky === null || pinky === undefined) {
|
|||
|
pinky = new Ghost(GHOSTS.PINKY, 7, 5, 'img/pinky.svg', 2, 2);
|
|||
|
inky = new Ghost(GHOSTS.INKY, 8, 5, 'img/inky.svg', 13, 11);
|
|||
|
blinky = new Ghost(GHOSTS.BLINKY, 9, 5, 'img/blinky.svg', 13, 0);
|
|||
|
clyde = new Ghost(GHOSTS.CLYDE, 10, 5, 'img/clyde.svg', 2, 11);
|
|||
|
} else {
|
|||
|
pinky.reset();
|
|||
|
inky.reset();
|
|||
|
blinky.reset();
|
|||
|
clyde.reset();
|
|||
|
}
|
|||
|
blinky.start(); // blinky is the first to leave ghostHouse
|
|||
|
inky.start();
|
|||
|
pinky.start();
|
|||
|
clyde.start();
|
|||
|
};
|
|||
|
|
|||
|
this.checkForLevelUp = function () {
|
|||
|
if ((this.pillCount === 0) && game.started) {
|
|||
|
this.nextLevel();
|
|||
|
}
|
|||
|
};
|
|||
|
|
|||
|
this.endGame = function (allLevelsCompleted = false) {
|
|||
|
console.log('Game Over by ' + (allLevelsCompleted ? 'WIN' : 'LOSS'));
|
|||
|
this.pause = true;
|
|||
|
this.gameOver = true;
|
|||
|
}
|
|||
|
|
|||
|
this.toPixelPos = function (gridPos) {
|
|||
|
return gridPos * 30;
|
|||
|
};
|
|||
|
|
|||
|
this.toGridPos = function (pixelPos) {
|
|||
|
return ((pixelPos % 30) / 30);
|
|||
|
};
|
|||
|
|
|||
|
/* ------------ Start Pre-Build Walls ------------ */
|
|||
|
this.buildWalls = function () {
|
|||
|
if (this.ghostMode === 0) game.wallColor = "Blue";
|
|||
|
else game.wallColor = "Red";
|
|||
|
canvas_walls = document.createElement('canvas');
|
|||
|
canvas_walls.width = game.canvas.width;
|
|||
|
canvas_walls.height = game.canvas.height;
|
|||
|
context_walls = canvas_walls.getContext("2d");
|
|||
|
|
|||
|
context_walls.fillStyle = game.wallColor;
|
|||
|
context_walls.strokeStyle = game.wallColor;
|
|||
|
|
|||
|
//horizontal outer
|
|||
|
buildWall(context_walls, 0, 0, 18, 1);
|
|||
|
buildWall(context_walls, 0, 12, 18, 1);
|
|||
|
|
|||
|
// vertical outer
|
|||
|
buildWall(context_walls, 0, 0, 1, 6);
|
|||
|
buildWall(context_walls, 0, 7, 1, 6);
|
|||
|
buildWall(context_walls, 17, 0, 1, 6);
|
|||
|
buildWall(context_walls, 17, 7, 1, 6);
|
|||
|
|
|||
|
// ghost base
|
|||
|
buildWall(context_walls, 7, 4, 1, 1);
|
|||
|
buildWall(context_walls, 6, 5, 1, 2);
|
|||
|
buildWall(context_walls, 10, 4, 1, 1);
|
|||
|
buildWall(context_walls, 11, 5, 1, 2);
|
|||
|
buildWall(context_walls, 6, 6, 6, 1);
|
|||
|
|
|||
|
// ghost base door
|
|||
|
context_walls.fillRect(8 * 2 * pacman.radius, pacman.radius / 2 + 4 * 2 * pacman.radius + 5, 4 * pacman.radius, 1);
|
|||
|
|
|||
|
// single blocks
|
|||
|
buildWall(context_walls, 4, 0, 1, 2);
|
|||
|
buildWall(context_walls, 13, 0, 1, 2);
|
|||
|
|
|||
|
buildWall(context_walls, 2, 2, 1, 2);
|
|||
|
buildWall(context_walls, 6, 2, 2, 1);
|
|||
|
buildWall(context_walls, 15, 2, 1, 2);
|
|||
|
buildWall(context_walls, 10, 2, 2, 1);
|
|||
|
|
|||
|
buildWall(context_walls, 2, 3, 2, 1);
|
|||
|
buildWall(context_walls, 14, 3, 2, 1);
|
|||
|
buildWall(context_walls, 5, 3, 1, 1);
|
|||
|
buildWall(context_walls, 12, 3, 1, 1);
|
|||
|
buildWall(context_walls, 3, 3, 1, 3);
|
|||
|
buildWall(context_walls, 14, 3, 1, 3);
|
|||
|
|
|||
|
buildWall(context_walls, 3, 4, 1, 1);
|
|||
|
buildWall(context_walls, 14, 4, 1, 1);
|
|||
|
|
|||
|
buildWall(context_walls, 0, 5, 2, 1);
|
|||
|
buildWall(context_walls, 3, 5, 2, 1);
|
|||
|
buildWall(context_walls, 16, 5, 2, 1);
|
|||
|
buildWall(context_walls, 13, 5, 2, 1);
|
|||
|
|
|||
|
buildWall(context_walls, 0, 7, 2, 2);
|
|||
|
buildWall(context_walls, 16, 7, 2, 2);
|
|||
|
buildWall(context_walls, 3, 7, 2, 2);
|
|||
|
buildWall(context_walls, 13, 7, 2, 2);
|
|||
|
|
|||
|
buildWall(context_walls, 4, 8, 2, 2);
|
|||
|
buildWall(context_walls, 12, 8, 2, 2);
|
|||
|
buildWall(context_walls, 5, 8, 3, 1);
|
|||
|
buildWall(context_walls, 10, 8, 3, 1);
|
|||
|
|
|||
|
buildWall(context_walls, 2, 10, 1, 1);
|
|||
|
buildWall(context_walls, 15, 10, 1, 1);
|
|||
|
buildWall(context_walls, 7, 10, 4, 1);
|
|||
|
buildWall(context_walls, 4, 11, 2, 2);
|
|||
|
buildWall(context_walls, 12, 11, 2, 2);
|
|||
|
/* ------------ End Pre-Build Walls ------------ */
|
|||
|
};
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
game = new Game();
|
|||
|
|
|||
|
|
|||
|
|
|||
|
function Score() {
|
|||
|
this.score = 0;
|
|||
|
this.set = function (i) {
|
|||
|
this.score = i;
|
|||
|
};
|
|||
|
this.add = function (i) {
|
|||
|
this.score += i;
|
|||
|
};
|
|||
|
this.refresh = function (h) {
|
|||
|
$(h).html("Score: " + this.score);
|
|||
|
};
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
// used to play sounds during the game
|
|||
|
var Sound = {};
|
|||
|
Sound.play = function (sound) {
|
|||
|
if (game.soundfx == 1) {
|
|||
|
var audio = document.getElementById(sound);
|
|||
|
(audio !== null) ? audio.play(): console.log(sound + " not found");
|
|||
|
}
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
// Direction object in Constructor notation
|
|||
|
function Direction(name, angle1, angle2, dirX, dirY) {
|
|||
|
this.name = name;
|
|||
|
this.angle1 = angle1;
|
|||
|
this.angle2 = angle2;
|
|||
|
this.dirX = dirX;
|
|||
|
this.dirY = dirY;
|
|||
|
this.equals = function (dir) {
|
|||
|
return JSON.stringify(this) == JSON.stringify(dir);
|
|||
|
};
|
|||
|
}
|
|||
|
|
|||
|
// Direction Objects
|
|||
|
var up = new Direction("up", 1.75, 1.25, 0, -1); // UP
|
|||
|
var left = new Direction("left", 1.25, 0.75, -1, 0); // LEFT
|
|||
|
var down = new Direction("down", 0.75, 0.25, 0, 1); // DOWN
|
|||
|
var right = new Direction("right", 0.25, 1.75, 1, 0); // RIGHT
|
|||
|
/*var directions = [{},{},{},{}];
|
|||
|
directions[0] = up;
|
|||
|
directions[1] = down;
|
|||
|
directions[2] = right;
|
|||
|
directions[3] = left;*/
|
|||
|
|
|||
|
|
|||
|
// DirectionWatcher
|
|||
|
function directionWatcher() {
|
|||
|
this.dir = null;
|
|||
|
this.set = function (dir) {
|
|||
|
this.dir = dir;
|
|||
|
};
|
|||
|
this.get = function () {
|
|||
|
return this.dir;
|
|||
|
};
|
|||
|
}
|
|||
|
|
|||
|
//var directionWatcher = new directionWatcher();
|
|||
|
|
|||
|
// Ghost object in Constructor notation
|
|||
|
function Ghost(name, gridPosX, gridPosY, image, gridBaseX, gridBaseY) {
|
|||
|
this.name = name;
|
|||
|
this.posX = gridPosX * 30;
|
|||
|
this.posY = gridPosY * 30;
|
|||
|
this.startPosX = gridPosX * 30;
|
|||
|
this.startPosY = gridPosY * 30;
|
|||
|
this.gridBaseX = gridBaseX;
|
|||
|
this.gridBaseY = gridBaseY;
|
|||
|
this.speed = game.ghostSpeedNormal;
|
|||
|
this.images = JSON.parse(
|
|||
|
'{"normal" : {' +
|
|||
|
`"${GHOSTS.INKY}" : "0",` +
|
|||
|
`"${GHOSTS.PINKY}" : "1",` +
|
|||
|
`"${GHOSTS.BLINKY}" : "2",` +
|
|||
|
`"${GHOSTS.CLYDE}" : "3"` +
|
|||
|
'},' +
|
|||
|
'"frightened1" : {' +
|
|||
|
'"left" : "", "up": "", "right" : "", "down": ""},' +
|
|||
|
'"frightened2" : {' +
|
|||
|
'"left" : "", "up": "", "right" : "", "down": ""},' +
|
|||
|
'"dead" : {' +
|
|||
|
'"left" : "", "up": "", "right" : "", "down": ""}}'
|
|||
|
);
|
|||
|
this.image = new Image();
|
|||
|
this.image.src = image;
|
|||
|
this.ghostHouse = true;
|
|||
|
this.dazzled = false;
|
|||
|
this.dead = false;
|
|||
|
this.dazzle = function () {
|
|||
|
this.changeSpeed(game.ghostSpeedDazzled);
|
|||
|
// ensure ghost doesnt leave grid
|
|||
|
if (this.posX > 0) this.posX = this.posX - this.posX % this.speed;
|
|||
|
if (this.posY > 0) this.posY = this.posY - this.posY % this.speed;
|
|||
|
this.dazzled = true;
|
|||
|
}
|
|||
|
this.undazzle = function () {
|
|||
|
// only change speed if ghost is not "dead"
|
|||
|
if (!this.dead) this.changeSpeed(game.ghostSpeedNormal);
|
|||
|
// ensure ghost doesnt leave grid
|
|||
|
if (this.posX > 0) this.posX = this.posX - this.posX % this.speed;
|
|||
|
if (this.posY > 0) this.posY = this.posY - this.posY % this.speed;
|
|||
|
this.dazzled = false;
|
|||
|
}
|
|||
|
this.dazzleImg = new Image();
|
|||
|
this.dazzleImg.src = 'img/dazzled.svg';
|
|||
|
this.dazzleImg2 = new Image();
|
|||
|
this.dazzleImg2.src = 'img/dazzled2.svg';
|
|||
|
this.deadImg = new Image();
|
|||
|
this.deadImg.src = 'img/dead.svg';
|
|||
|
this.direction = right;
|
|||
|
this.radius = pacman.radius;
|
|||
|
this.draw = function (context) {
|
|||
|
if (this.dead) {
|
|||
|
context.drawImage(this.deadImg, this.posX, this.posY, 2 * this.radius, 2 * this.radius);
|
|||
|
} else if (this.dazzled) {
|
|||
|
if (pacman.beastModeTimer < 50 && pacman.beastModeTimer % 8 > 1) {
|
|||
|
context.drawImage(this.dazzleImg2, this.posX, this.posY, 2 * this.radius, 2 * this.radius);
|
|||
|
} else {
|
|||
|
context.drawImage(this.dazzleImg, this.posX, this.posY, 2 * this.radius, 2 * this.radius);
|
|||
|
}
|
|||
|
} else context.drawImage(this.image, this.posX, this.posY, 2 * this.radius, 2 * this.radius);
|
|||
|
}
|
|||
|
this.getCenterX = function () {
|
|||
|
return this.posX + this.radius;
|
|||
|
}
|
|||
|
this.getCenterY = function () {
|
|||
|
return this.posY + this.radius;
|
|||
|
}
|
|||
|
|
|||
|
this.reset = function () {
|
|||
|
this.dead = false;
|
|||
|
this.posX = this.startPosX;
|
|||
|
this.posY = this.startPosY;
|
|||
|
this.ghostHouse = true;
|
|||
|
this.undazzle();
|
|||
|
}
|
|||
|
|
|||
|
this.die = function () {
|
|||
|
if (!this.dead) {
|
|||
|
game.score.add(GHOST_POINTS);
|
|||
|
//this.reset();
|
|||
|
this.dead = true;
|
|||
|
this.changeSpeed(game.ghostSpeedNormal);
|
|||
|
}
|
|||
|
}
|
|||
|
this.changeSpeed = function (s) {
|
|||
|
// adjust gridPosition to new speed
|
|||
|
this.posX = Math.round(this.posX / s) * s;
|
|||
|
this.posY = Math.round(this.posY / s) * s;
|
|||
|
this.speed = s;
|
|||
|
}
|
|||
|
|
|||
|
this.move = function () {
|
|||
|
|
|||
|
this.checkDirectionChange();
|
|||
|
this.checkCollision();
|
|||
|
|
|||
|
// leave Ghost House
|
|||
|
if (this.ghostHouse == true) {
|
|||
|
|
|||
|
// Clyde does not start chasing before 2/3 of all pills are eaten and if level is < 4
|
|||
|
if (this.name == GHOSTS.CLYDE) {
|
|||
|
if ((game.level < 4) || ((game.pillCount > 104 / 3))) this.stop = true;
|
|||
|
else this.stop = false;
|
|||
|
}
|
|||
|
// Inky starts after 30 pills and only from the third level on
|
|||
|
if (this.name == GHOSTS.INKY) {
|
|||
|
if ((game.level < 3) || ((game.pillCount > 104 - 30))) this.stop = true;
|
|||
|
else this.stop = false;
|
|||
|
}
|
|||
|
|
|||
|
if ((this.getGridPosY() == 5) && this.inGrid()) {
|
|||
|
if ((this.getGridPosX() == 7)) this.setDirection(right);
|
|||
|
if ((this.getGridPosX() == 8) || this.getGridPosX() == 9) this.setDirection(up);
|
|||
|
if ((this.getGridPosX() == 10)) this.setDirection(left);
|
|||
|
}
|
|||
|
if ((this.getGridPosY() == 4) && ((this.getGridPosX() == 8) || (this.getGridPosX() == 9)) && this.inGrid()) {
|
|||
|
console.log("ghosthouse -> false");
|
|||
|
this.ghostHouse = false;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (!this.stop) {
|
|||
|
// Move
|
|||
|
this.posX += this.speed * this.dirX;
|
|||
|
this.posY += this.speed * this.dirY;
|
|||
|
|
|||
|
// Check if out of canvas
|
|||
|
if (this.posX >= game.width - this.radius) this.posX = this.speed - this.radius;
|
|||
|
if (this.posX <= 0 - this.radius) this.posX = game.width - this.speed - this.radius;
|
|||
|
if (this.posY >= game.height - this.radius) this.posY = this.speed - this.radius;
|
|||
|
if (this.posY <= 0 - this.radius) this.posY = game.height - this.speed - this.radius;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
this.checkCollision = function () {
|
|||
|
|
|||
|
/* Check Back to Home */
|
|||
|
if (this.dead && (this.getGridPosX() == this.startPosX / 30) && (this.getGridPosY() == this.startPosY / 30)) this.reset();
|
|||
|
else {
|
|||
|
|
|||
|
/* Check Ghost / Pacman Collision */
|
|||
|
if ((between(pacman.getCenterX(), this.getCenterX() - 10, this.getCenterX() + 10)) &&
|
|||
|
(between(pacman.getCenterY(), this.getCenterY() - 10, this.getCenterY() + 10))) {
|
|||
|
if ((!this.dazzled) && (!this.dead)) {
|
|||
|
pacman.die();
|
|||
|
} else {
|
|||
|
this.die();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/* Pathfinding */
|
|||
|
this.getNextDirection = function () {
|
|||
|
// get next field
|
|||
|
var pX = this.getGridPosX();
|
|||
|
var pY = this.getGridPosY();
|
|||
|
game.getMapContent(pX, pY);
|
|||
|
var u, d, r, l; // option up, down, right, left
|
|||
|
|
|||
|
// get target
|
|||
|
if (this.dead) { // go Home
|
|||
|
var tX = this.startPosX / 30;
|
|||
|
var tY = this.startPosY / 30;
|
|||
|
} else if (game.ghostMode == 0) { // Scatter Mode
|
|||
|
var tX = this.gridBaseX;
|
|||
|
var tY = this.gridBaseY;
|
|||
|
} else if (game.ghostMode == 1) { // Chase Mode
|
|||
|
|
|||
|
switch (this.name) {
|
|||
|
|
|||
|
// target: 4 ahead and 4 left of pacman
|
|||
|
case GHOSTS.PINKY:
|
|||
|
var pdir = pacman.direction;
|
|||
|
var pdirX = pdir.dirX == 0 ? -pdir.dirY : pdir.dirX;
|
|||
|
var pdirY = pdir.dirY == 0 ? -pdir.dirX : pdir.dirY;
|
|||
|
|
|||
|
var tX = (pacman.getGridPosX() + pdirX * 4) % (game.width / pacman.radius + 1);
|
|||
|
var tY = (pacman.getGridPosY() + pdirY * 4) % (game.height / pacman.radius + 1);
|
|||
|
break;
|
|||
|
|
|||
|
// target: pacman
|
|||
|
case GHOSTS.BLINKY:
|
|||
|
var tX = pacman.getGridPosX();
|
|||
|
var tY = pacman.getGridPosY();
|
|||
|
break;
|
|||
|
|
|||
|
// target:
|
|||
|
case GHOSTS.INKY:
|
|||
|
var tX = pacman.getGridPosX() + 2 * pacman.direction.dirX;
|
|||
|
var tY = pacman.getGridPosY() + 2 * pacman.direction.dirY;
|
|||
|
var vX = tX - blinky.getGridPosX();
|
|||
|
var vY = tY - blinky.getGridPosY();
|
|||
|
tX = Math.abs(blinky.getGridPosX() + vX * 2);
|
|||
|
tY = Math.abs(blinky.getGridPosY() + vY * 2);
|
|||
|
break;
|
|||
|
|
|||
|
// target: pacman, until pacman is closer than 5 grid fields, then back to scatter
|
|||
|
case GHOSTS.CLYDE:
|
|||
|
var tX = pacman.getGridPosX();
|
|||
|
var tY = pacman.getGridPosY();
|
|||
|
var dist = Math.sqrt(Math.pow((pX - tX), 2) + Math.pow((pY - tY), 2));
|
|||
|
|
|||
|
if (dist < 5) {
|
|||
|
tX = this.gridBaseX;
|
|||
|
tY = this.gridBaseY;
|
|||
|
}
|
|||
|
break;
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
var oppDir = this.getOppositeDirection(); // ghosts are not allowed to change direction 180<38>
|
|||
|
|
|||
|
var dirs = [{}, {}, {}, {}];
|
|||
|
dirs[0].field = game.getMapContent(pX, pY - 1);
|
|||
|
dirs[0].dir = up;
|
|||
|
dirs[0].distance = Math.sqrt(Math.pow((pX - tX), 2) + Math.pow((pY - 1 - tY), 2));
|
|||
|
|
|||
|
dirs[1].field = game.getMapContent(pX, pY + 1);
|
|||
|
dirs[1].dir = down;
|
|||
|
dirs[1].distance = Math.sqrt(Math.pow((pX - tX), 2) + Math.pow((pY + 1 - tY), 2));
|
|||
|
|
|||
|
dirs[2].field = game.getMapContent(pX + 1, pY);
|
|||
|
dirs[2].dir = right;
|
|||
|
dirs[2].distance = Math.sqrt(Math.pow((pX + 1 - tX), 2) + Math.pow((pY - tY), 2));
|
|||
|
|
|||
|
dirs[3].field = game.getMapContent(pX - 1, pY);
|
|||
|
dirs[3].dir = left;
|
|||
|
dirs[3].distance = Math.sqrt(Math.pow((pX - 1 - tX), 2) + Math.pow((pY - tY), 2));
|
|||
|
|
|||
|
// Sort possible directions by distance
|
|||
|
function compare(a, b) {
|
|||
|
if (a.distance < b.distance)
|
|||
|
return -1;
|
|||
|
if (a.distance > b.distance)
|
|||
|
return 1;
|
|||
|
return 0;
|
|||
|
}
|
|||
|
var dirs2 = dirs.sort(compare);
|
|||
|
|
|||
|
var r = this.dir;
|
|||
|
var j;
|
|||
|
|
|||
|
if (this.dead) {
|
|||
|
for (var i = dirs2.length - 1; i >= 0; i--) {
|
|||
|
if ((dirs2[i].field != "wall") && !(dirs2[i].dir.equals(this.getOppositeDirection()))) {
|
|||
|
r = dirs2[i].dir;
|
|||
|
}
|
|||
|
}
|
|||
|
} else {
|
|||
|
for (var i = dirs2.length - 1; i >= 0; i--) {
|
|||
|
if ((dirs2[i].field != "wall") && (dirs2[i].field != "door") && !(dirs2[i].dir.equals(this.getOppositeDirection()))) {
|
|||
|
r = dirs2[i].dir;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
this.directionWatcher.set(r);
|
|||
|
return r;
|
|||
|
}
|
|||
|
this.setRandomDirection = function () {
|
|||
|
var dir = Math.floor((Math.random() * 10) + 1) % 5;
|
|||
|
|
|||
|
switch (dir) {
|
|||
|
case 1:
|
|||
|
if (this.getOppositeDirection().equals(up)) this.setDirection(down);
|
|||
|
else this.setDirection(up);
|
|||
|
break;
|
|||
|
case 2:
|
|||
|
if (this.getOppositeDirection().equals(down)) this.setDirection(up);
|
|||
|
else this.setDirection(down);
|
|||
|
break;
|
|||
|
case 3:
|
|||
|
if (this.getOppositeDirection().equals(right)) this.setDirection(left);
|
|||
|
else this.setDirection(right);
|
|||
|
break;
|
|||
|
case 4:
|
|||
|
if (this.getOppositeDirection().equals(left)) this.setDirection(right);
|
|||
|
else this.setDirection(left);
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
this.reverseDirection = function () {
|
|||
|
console.log("reverseDirection: " + this.direction.name + " to " + this.getOppositeDirection().name);
|
|||
|
this.directionWatcher.set(this.getOppositeDirection());
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
Ghost.prototype = new Figure();
|
|||
|
|
|||
|
// Super Class for Pacman & Ghosts
|
|||
|
function Figure() {
|
|||
|
this.posX;
|
|||
|
this.posY;
|
|||
|
this.speed;
|
|||
|
this.dirX = right.dirX;
|
|||
|
this.dirY = right.dirY;
|
|||
|
this.direction;
|
|||
|
this.stop = true;
|
|||
|
this.directionWatcher = new directionWatcher();
|
|||
|
this.getNextDirection = function () {
|
|||
|
console.log("Figure getNextDirection");
|
|||
|
};
|
|||
|
this.checkDirectionChange = function () {
|
|||
|
if (this.inGrid() && (this.directionWatcher.get() == null)) this.getNextDirection();
|
|||
|
if ((this.directionWatcher.get() != null) && this.inGrid()) {
|
|||
|
//console.log("changeDirection to "+this.directionWatcher.get().name);
|
|||
|
this.setDirection(this.directionWatcher.get());
|
|||
|
this.directionWatcher.set(null);
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
this.inGrid = function () {
|
|||
|
if ((this.posX % (2 * this.radius) === 0) && (this.posY % (2 * this.radius) === 0)) return true;
|
|||
|
return false;
|
|||
|
}
|
|||
|
this.getOppositeDirection = function () {
|
|||
|
if (this.direction.equals(up)) return down;
|
|||
|
else if (this.direction.equals(down)) return up;
|
|||
|
else if (this.direction.equals(right)) return left;
|
|||
|
else if (this.direction.equals(left)) return right;
|
|||
|
}
|
|||
|
this.move = function () {
|
|||
|
|
|||
|
if (!this.stop) {
|
|||
|
this.posX += this.speed * this.dirX;
|
|||
|
this.posY += this.speed * this.dirY;
|
|||
|
|
|||
|
// Check if out of canvas
|
|||
|
if (this.posX >= game.width - this.radius) this.posX = this.speed - this.radius;
|
|||
|
if (this.posX <= 0 - this.radius) this.posX = game.width - this.speed - this.radius;
|
|||
|
if (this.posY >= game.height - this.radius) this.posY = this.speed - this.radius;
|
|||
|
if (this.posY <= 0 - this.radius) this.posY = game.height - this.speed - this.radius;
|
|||
|
}
|
|||
|
}
|
|||
|
this.stop = function () {
|
|||
|
this.stop = true;
|
|||
|
}
|
|||
|
this.start = function () {
|
|||
|
this.stop = false;
|
|||
|
}
|
|||
|
|
|||
|
this.getGridPosX = function () {
|
|||
|
return (this.posX - (this.posX % 30)) / 30;
|
|||
|
}
|
|||
|
this.getGridPosY = function () {
|
|||
|
return (this.posY - (this.posY % 30)) / 30;
|
|||
|
}
|
|||
|
this.setDirection = function (dir) {
|
|||
|
this.dirX = dir.dirX;
|
|||
|
this.dirY = dir.dirY;
|
|||
|
this.angle1 = dir.angle1;
|
|||
|
this.angle2 = dir.angle2;
|
|||
|
this.direction = dir;
|
|||
|
}
|
|||
|
this.setPosition = function (x, y) {
|
|||
|
this.posX = x;
|
|||
|
this.posY = y;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
function pacman() {
|
|||
|
this.radius = 15;
|
|||
|
this.posX = 0;
|
|||
|
this.posY = 6 * 2 * this.radius;
|
|||
|
this.speed = 5;
|
|||
|
this.angle1 = 0.25;
|
|||
|
this.angle2 = 1.75;
|
|||
|
this.mouth = 1; /* Switches between 1 and -1, depending on mouth closing / opening */
|
|||
|
this.dirX = right.dirX;
|
|||
|
this.dirY = right.dirY;
|
|||
|
this.lives = 1;
|
|||
|
this.stuckX = 0;
|
|||
|
this.stuckY = 0;
|
|||
|
this.frozen = false; // used to play die Animation
|
|||
|
this.freeze = function () {
|
|||
|
this.frozen = true;
|
|||
|
}
|
|||
|
this.unfreeze = function () {
|
|||
|
this.frozen = false;
|
|||
|
}
|
|||
|
this.getCenterX = function () {
|
|||
|
return this.posX + this.radius;
|
|||
|
}
|
|||
|
this.getCenterY = function () {
|
|||
|
return this.posY + this.radius;
|
|||
|
}
|
|||
|
this.directionWatcher = new directionWatcher();
|
|||
|
|
|||
|
this.direction = right;
|
|||
|
|
|||
|
this.beastMode = false;
|
|||
|
this.beastModeTimer = 0;
|
|||
|
|
|||
|
this.checkCollisions = function () {
|
|||
|
|
|||
|
if ((this.stuckX == 0) && (this.stuckY == 0) && this.frozen == false) {
|
|||
|
|
|||
|
// Get the Grid Position of Pac
|
|||
|
var gridX = this.getGridPosX();
|
|||
|
var gridY = this.getGridPosY();
|
|||
|
var gridAheadX = gridX;
|
|||
|
var gridAheadY = gridY;
|
|||
|
|
|||
|
var field = game.getMapContent(gridX, gridY);
|
|||
|
|
|||
|
// get the field 1 ahead to check wall collisions
|
|||
|
if ((this.dirX == 1) && (gridAheadX < 17)) gridAheadX += 1;
|
|||
|
if ((this.dirY == 1) && (gridAheadY < 12)) gridAheadY += 1;
|
|||
|
var fieldAhead = game.getMapContent(gridAheadX, gridAheadY);
|
|||
|
|
|||
|
|
|||
|
/* Check Pill Collision */
|
|||
|
if ((field === "pill") || (field === "powerpill")) {
|
|||
|
//console.log("Pill found at ("+gridX+"/"+gridY+"). Pacman at ("+this.posX+"/"+this.posY+")");
|
|||
|
if (
|
|||
|
((this.dirX == 1) && (between(this.posX, game.toPixelPos(gridX) + this.radius - 5, game.toPixelPos(gridX + 1)))) ||
|
|||
|
((this.dirX == -1) && (between(this.posX, game.toPixelPos(gridX), game.toPixelPos(gridX) + 5))) ||
|
|||
|
((this.dirY == 1) && (between(this.posY, game.toPixelPos(gridY) + this.radius - 5, game.toPixelPos(gridY + 1)))) ||
|
|||
|
((this.dirY == -1) && (between(this.posY, game.toPixelPos(gridY), game.toPixelPos(gridY) + 5))) ||
|
|||
|
(fieldAhead === "wall")
|
|||
|
) {
|
|||
|
var s;
|
|||
|
if (field === "powerpill") {
|
|||
|
Sound.play("powerpill");
|
|||
|
s = POWERPILL_POINTS;
|
|||
|
this.enableBeastMode();
|
|||
|
game.startGhostFrightened();
|
|||
|
} else {
|
|||
|
Sound.play("waka");
|
|||
|
s = PILL_POINTS;
|
|||
|
game.pillCount--;
|
|||
|
}
|
|||
|
game.map.posY[gridY].posX[gridX].type = "null";
|
|||
|
game.score.add(s);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/* Check Wall Collision */
|
|||
|
if ((fieldAhead === "wall") || (fieldAhead === "door")) {
|
|||
|
this.stuckX = this.dirX;
|
|||
|
this.stuckY = this.dirY;
|
|||
|
pacman.stop();
|
|||
|
// get out of the wall
|
|||
|
if ((this.stuckX == 1) && ((this.posX % 2 * this.radius) != 0)) this.posX -= 5;
|
|||
|
if ((this.stuckY == 1) && ((this.posY % 2 * this.radius) != 0)) this.posY -= 5;
|
|||
|
if (this.stuckX == -1) this.posX += 5;
|
|||
|
if (this.stuckY == -1) this.posY += 5;
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
this.checkDirectionChange = function () {
|
|||
|
if (this.directionWatcher.get() != null) {
|
|||
|
console.groupCollapsed('checkDirectionChange');
|
|||
|
//console.log("next Direction: "+directionWatcher.get().name);
|
|||
|
|
|||
|
if ((this.stuckX == 1) && this.directionWatcher.get() == right) this.directionWatcher.set(null);
|
|||
|
else {
|
|||
|
// reset stuck events
|
|||
|
this.stuckX = 0;
|
|||
|
this.stuckY = 0;
|
|||
|
|
|||
|
|
|||
|
// only allow direction changes inside the grid
|
|||
|
if ((this.inGrid())) {
|
|||
|
//console.log("changeDirection to "+directionWatcher.get().name);
|
|||
|
|
|||
|
// check if possible to change direction without getting stuck
|
|||
|
console.debug("x: " + this.getGridPosX() + " + " + this.directionWatcher.get().dirX);
|
|||
|
console.debug("y: " + this.getGridPosY() + " + " + this.directionWatcher.get().dirY);
|
|||
|
var x = this.getGridPosX() + this.directionWatcher.get().dirX;
|
|||
|
var y = this.getGridPosY() + this.directionWatcher.get().dirY;
|
|||
|
if (x <= -1) x = game.width / (this.radius * 2) - 1;
|
|||
|
if (x >= game.width / (this.radius * 2)) x = 0;
|
|||
|
if (y <= -1) x = game.height / (this.radius * 2) - 1;
|
|||
|
if (y >= game.heigth / (this.radius * 2)) y = 0;
|
|||
|
|
|||
|
console.debug("x: " + x);
|
|||
|
console.debug("y: " + y);
|
|||
|
var nextTile = game.map.posY[y].posX[x].type;
|
|||
|
console.debug("checkNextTile: " + nextTile);
|
|||
|
|
|||
|
if (nextTile != "wall") {
|
|||
|
this.setDirection(this.directionWatcher.get());
|
|||
|
this.directionWatcher.set(null);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
console.groupEnd();
|
|||
|
}
|
|||
|
}
|
|||
|
this.setDirection = function (dir) {
|
|||
|
if (!this.frozen) {
|
|||
|
this.dirX = dir.dirX;
|
|||
|
this.dirY = dir.dirY;
|
|||
|
this.angle1 = dir.angle1;
|
|||
|
this.angle2 = dir.angle2;
|
|||
|
this.direction = dir;
|
|||
|
}
|
|||
|
}
|
|||
|
this.enableBeastMode = function () {
|
|||
|
this.beastMode = true;
|
|||
|
this.beastModeTimer = 240;
|
|||
|
console.debug("Beast Mode activated!");
|
|||
|
inky.dazzle();
|
|||
|
pinky.dazzle();
|
|||
|
blinky.dazzle();
|
|||
|
clyde.dazzle();
|
|||
|
};
|
|||
|
this.disableBeastMode = function () {
|
|||
|
this.beastMode = false;
|
|||
|
console.debug("Beast Mode is over!");
|
|||
|
inky.undazzle();
|
|||
|
pinky.undazzle();
|
|||
|
blinky.undazzle();
|
|||
|
clyde.undazzle();
|
|||
|
};
|
|||
|
this.move = function () {
|
|||
|
|
|||
|
if (!this.frozen) {
|
|||
|
if (this.beastModeTimer > 0) {
|
|||
|
this.beastModeTimer--;
|
|||
|
//console.log("Beast Mode: "+this.beastModeTimer);
|
|||
|
}
|
|||
|
if ((this.beastModeTimer == 0) && (this.beastMode == true)) this.disableBeastMode();
|
|||
|
|
|||
|
this.posX += this.speed * this.dirX;
|
|||
|
this.posY += this.speed * this.dirY;
|
|||
|
|
|||
|
// Check if out of canvas
|
|||
|
if (this.posX >= game.width - this.radius) this.posX = 5 - this.radius;
|
|||
|
if (this.posX <= 0 - this.radius) this.posX = game.width - 5 - this.radius;
|
|||
|
if (this.posY >= game.height - this.radius) this.posY = 5 - this.radius;
|
|||
|
if (this.posY <= 0 - this.radius) this.posY = game.height - 5 - this.radius;
|
|||
|
} else this.dieAnimation();
|
|||
|
}
|
|||
|
|
|||
|
this.eat = function () {
|
|||
|
|
|||
|
if (!this.frozen) {
|
|||
|
if (this.dirX == this.dirY == 0) {
|
|||
|
|
|||
|
this.angle1 -= this.mouth * 0.07;
|
|||
|
this.angle2 += this.mouth * 0.07;
|
|||
|
|
|||
|
var limitMax1 = this.direction.angle1;
|
|||
|
var limitMax2 = this.direction.angle2;
|
|||
|
var limitMin1 = this.direction.angle1 - 0.21;
|
|||
|
var limitMin2 = this.direction.angle2 + 0.21;
|
|||
|
|
|||
|
if (this.angle1 < limitMin1 || this.angle2 > limitMin2) {
|
|||
|
this.mouth = -1;
|
|||
|
}
|
|||
|
if (this.angle1 >= limitMax1 || this.angle2 <= limitMax2) {
|
|||
|
this.mouth = 1;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
this.stop = function () {
|
|||
|
this.dirX = 0;
|
|||
|
this.dirY = 0;
|
|||
|
}
|
|||
|
this.reset = function () {
|
|||
|
this.unfreeze();
|
|||
|
this.posX = 0;
|
|||
|
this.posY = 6 * 2 * this.radius;
|
|||
|
this.setDirection(right);
|
|||
|
this.stop();
|
|||
|
this.stuckX = 0;
|
|||
|
this.stuckY = 0;
|
|||
|
//console.log("reset pacman");
|
|||
|
}
|
|||
|
this.dieAnimation = function () {
|
|||
|
this.angle1 += 0.05;
|
|||
|
this.angle2 -= 0.05;
|
|||
|
if (this.angle1 >= this.direction.angle1 + 0.7 || this.angle2 <= this.direction.angle2 - 0.7) {
|
|||
|
this.dieFinal();
|
|||
|
}
|
|||
|
}
|
|||
|
this.die = function () {
|
|||
|
Sound.play("die");
|
|||
|
this.freeze();
|
|||
|
this.dieAnimation();
|
|||
|
}
|
|||
|
this.dieFinal = function () {
|
|||
|
this.reset();
|
|||
|
pinky.reset();
|
|||
|
inky.reset();
|
|||
|
blinky.reset();
|
|||
|
clyde.reset();
|
|||
|
this.lives--;
|
|||
|
console.log("pacman died, " + this.lives + " lives left");
|
|||
|
if (this.lives <= 0) {
|
|||
|
game.endGame();
|
|||
|
game.showHighscoreForm();
|
|||
|
}
|
|||
|
game.drawHearts(this.lives);
|
|||
|
}
|
|||
|
this.getGridPosX = function () {
|
|||
|
return (this.posX - (this.posX % 30)) / 30;
|
|||
|
}
|
|||
|
this.getGridPosY = function () {
|
|||
|
return (this.posY - (this.posY % 30)) / 30;
|
|||
|
}
|
|||
|
}
|
|||
|
pacman.prototype = new Figure();
|
|||
|
var pacman = new pacman();
|
|||
|
game.buildWalls();
|
|||
|
|
|||
|
|
|||
|
// Check if a new cache is available on page load.
|
|||
|
function checkAppCache() {
|
|||
|
console.log('check AppCache');
|
|||
|
window.applicationCache.addEventListener('updateready', function (e) {
|
|||
|
console.log("AppCache: updateready");
|
|||
|
if (window.applicationCache.status == window.applicationCache.UPDATEREADY) {
|
|||
|
|
|||
|
// Browser downloaded a new app cache.
|
|||
|
// Swap it in and reload the page to get the new hotness.
|
|||
|
window.applicationCache.swapCache();
|
|||
|
if (confirm('A new version of this site is available. Load it?')) {
|
|||
|
window.location.reload();
|
|||
|
}
|
|||
|
|
|||
|
} else {
|
|||
|
// Manifest didn't change. Nothing new to server.
|
|||
|
}
|
|||
|
}, false);
|
|||
|
|
|||
|
window.applicationCache.addEventListener('cached', function (e) {
|
|||
|
console.log("AppCache: cached");
|
|||
|
}, false);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Action starts here:
|
|||
|
|
|||
|
function hideAdressbar() {
|
|||
|
console.log("hide adressbar");
|
|||
|
$("html").scrollTop(1);
|
|||
|
$("body").scrollTop(1);
|
|||
|
}
|
|||
|
|
|||
|
$(document).ready(function () {
|
|||
|
|
|||
|
if (!['localhost', '127.0.0.1'].includes(window.location.hostname)) {
|
|||
|
logger.disableLogger();
|
|||
|
}
|
|||
|
|
|||
|
$.ajaxSetup({
|
|||
|
mimeType: "application/json"
|
|||
|
});
|
|||
|
|
|||
|
$.ajaxSetup({
|
|||
|
beforeSend: function (xhr) {
|
|||
|
if (xhr.overrideMimeType) {
|
|||
|
xhr.overrideMimeType("application/json");
|
|||
|
}
|
|||
|
}
|
|||
|
});
|
|||
|
|
|||
|
// Hide address bar
|
|||
|
hideAdressbar();
|
|||
|
|
|||
|
if (window.applicationCache != null) checkAppCache();
|
|||
|
|
|||
|
/* -------------------- EVENT LISTENERS -------------------------- */
|
|||
|
|
|||
|
// Listen for resize changes
|
|||
|
/*window.addEventListener("resize", function() {
|
|||
|
// Get screen size (inner/outerWidth, inner/outerHeight)
|
|||
|
// deactivated because of problems
|
|||
|
if ((window.outerHeight < window.outerWidth) && (window.outerHeight < 720)) {
|
|||
|
game.pauseAndShowMessage("Rotate Device","Your screen is too small to play in landscape view.");
|
|||
|
console.log("rotate your device to portrait!");
|
|||
|
}
|
|||
|
}, false);*/
|
|||
|
|
|||
|
|
|||
|
// --------------- Controls
|
|||
|
|
|||
|
|
|||
|
// Keyboard
|
|||
|
window.addEventListener('keydown', doKeyDown, true);
|
|||
|
|
|||
|
// pause / resume game on canvas click
|
|||
|
$('#canvas-container').click(function () {
|
|||
|
if (!(game.gameOver === true)) game.pauseResume();
|
|||
|
});
|
|||
|
|
|||
|
// highscore form submit event listener
|
|||
|
$('body').on('click', '#score-submit', function () {
|
|||
|
console.log("submit highscore pressed");
|
|||
|
if ($('#playerName').val() === "" || $('#playerName').val() === undefined) {
|
|||
|
$('#form-validator').html("Please enter a name<br/>");
|
|||
|
} else {
|
|||
|
$('#form-validator').html("");
|
|||
|
addHighscore();
|
|||
|
}
|
|||
|
});
|
|||
|
|
|||
|
$('body').on('click', '#show-highscore', function () {
|
|||
|
game.showContent('highscore-content');
|
|||
|
getHighscore();
|
|||
|
});
|
|||
|
|
|||
|
// Hammerjs Touch Events
|
|||
|
Hammer('.container').on("swiperight", function (event) {
|
|||
|
if ($('#game-content').is(":visible")) {
|
|||
|
event.gesture.preventDefault();
|
|||
|
pacman.directionWatcher.set(right);
|
|||
|
}
|
|||
|
});
|
|||
|
Hammer('.container').on("swipeleft", function (event) {
|
|||
|
if ($('#game-content').is(":visible")) {
|
|||
|
event.gesture.preventDefault();
|
|||
|
pacman.directionWatcher.set(left);
|
|||
|
}
|
|||
|
});
|
|||
|
Hammer('.container').on("swipeup", function (event) {
|
|||
|
if ($('#game-content').is(":visible")) {
|
|||
|
event.gesture.preventDefault();
|
|||
|
pacman.directionWatcher.set(up);
|
|||
|
}
|
|||
|
});
|
|||
|
Hammer('.container').on("swipedown", function (event) {
|
|||
|
if ($('#game-content').is(":visible")) {
|
|||
|
event.gesture.preventDefault();
|
|||
|
pacman.directionWatcher.set(down);
|
|||
|
}
|
|||
|
});
|
|||
|
|
|||
|
// Mobile Control Buttons
|
|||
|
$(document).on('touchend mousedown', '#up', function (event) {
|
|||
|
event.preventDefault();
|
|||
|
pacman.directionWatcher.set(up);
|
|||
|
});
|
|||
|
$(document).on('touchend mousedown', '#down', function (event) {
|
|||
|
event.preventDefault();
|
|||
|
pacman.directionWatcher.set(down);
|
|||
|
});
|
|||
|
$(document).on('touchend mousedown', '#left', function (event) {
|
|||
|
event.preventDefault();
|
|||
|
pacman.directionWatcher.set(left);
|
|||
|
});
|
|||
|
$(document).on('touchend mousedown', '#right', function (event) {
|
|||
|
event.preventDefault();
|
|||
|
pacman.directionWatcher.set(right);
|
|||
|
});
|
|||
|
|
|||
|
// Menu
|
|||
|
$(document).on('click', '.button#newGame', function (event) {
|
|||
|
game.newGame();
|
|||
|
});
|
|||
|
$(document).on('click', '.button#highscore', function (event) {
|
|||
|
game.showContent('highscore-content');
|
|||
|
getHighscore();
|
|||
|
});
|
|||
|
$(document).on('click', '.button#instructions', function (event) {
|
|||
|
game.showContent('instructions-content');
|
|||
|
});
|
|||
|
// back button
|
|||
|
$(document).on('click', '.button#back', function (event) {
|
|||
|
game.showContent('game-content');
|
|||
|
});
|
|||
|
// toggleSound
|
|||
|
$(document).on('click', '.controlSound', function (event) {
|
|||
|
game.toggleSound();
|
|||
|
});
|
|||
|
// get latest
|
|||
|
$(document).on('click', '#updateCode', function (event) {
|
|||
|
console.log('check for new version');
|
|||
|
event.preventDefault();
|
|||
|
window.applicationCache.update();
|
|||
|
});
|
|||
|
|
|||
|
// checkAppCache();
|
|||
|
|
|||
|
canvas = $("#myCanvas").get(0);
|
|||
|
context = canvas.getContext("2d");
|
|||
|
|
|||
|
/* --------------- GAME INITIALISATION ------------------------------------
|
|||
|
|
|||
|
TODO: put this into Game object and change code to accept different setups / levels
|
|||
|
|
|||
|
-------------------------------------------------------------------------- */
|
|||
|
|
|||
|
game.init(0);
|
|||
|
|
|||
|
renderContent();
|
|||
|
});
|
|||
|
|
|||
|
function renderContent() {
|
|||
|
// Refresh Score
|
|||
|
game.score.refresh(".score");
|
|||
|
|
|||
|
// Pills
|
|||
|
context.beginPath();
|
|||
|
context.fillStyle = "White";
|
|||
|
context.strokeStyle = "White";
|
|||
|
|
|||
|
var dotPosY;
|
|||
|
if (game.map && game.map.posY && game.map.posY.length > 0) {
|
|||
|
$.each(game.map.posY, (i, row) => {
|
|||
|
dotPosY = row.row;
|
|||
|
$.each(row.posX, (j, column) => {
|
|||
|
if (column.type == "pill") {
|
|||
|
context.arc(game.toPixelPos(column.col - 1) + pacman.radius, game.toPixelPos(dotPosY - 1) + pacman.radius, game.pillSize, 0 * Math.PI, 2 * Math.PI);
|
|||
|
context.moveTo(game.toPixelPos(column.col - 1), game.toPixelPos(dotPosY - 1));
|
|||
|
} else if (column.type == "powerpill") {
|
|||
|
context.arc(game.toPixelPos(column.col - 1) + pacman.radius, game.toPixelPos(dotPosY - 1) + pacman.radius, game.powerpillSizeCurrent, 0 * Math.PI, 2 * Math.PI);
|
|||
|
context.moveTo(game.toPixelPos(column.col - 1), game.toPixelPos(dotPosY - 1));
|
|||
|
}
|
|||
|
});
|
|||
|
});
|
|||
|
} else {
|
|||
|
console.warn('Map not loaded (yet).')
|
|||
|
}
|
|||
|
|
|||
|
context.fill();
|
|||
|
|
|||
|
// Walls
|
|||
|
context.drawImage(canvas_walls, 0, 0);
|
|||
|
|
|||
|
|
|||
|
if (game.started) {
|
|||
|
// Ghosts
|
|||
|
pinky.draw(context);
|
|||
|
blinky.draw(context);
|
|||
|
inky.draw(context);
|
|||
|
clyde.draw(context);
|
|||
|
|
|||
|
|
|||
|
// Pac Man
|
|||
|
context.beginPath();
|
|||
|
context.fillStyle = "Yellow";
|
|||
|
context.strokeStyle = "Yellow";
|
|||
|
context.arc(pacman.posX + pacman.radius, pacman.posY + pacman.radius, pacman.radius, pacman.angle1 * Math.PI, pacman.angle2 * Math.PI);
|
|||
|
context.lineTo(pacman.posX + pacman.radius, pacman.posY + pacman.radius);
|
|||
|
context.stroke();
|
|||
|
context.fill();
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
// TODO: only for debugging
|
|||
|
function renderGrid(gridPixelSize, color) {
|
|||
|
context.save();
|
|||
|
context.lineWidth = 0.5;
|
|||
|
context.strokeStyle = color;
|
|||
|
|
|||
|
// horizontal grid lines
|
|||
|
for (var i = 0; i <= canvas.height; i = i + gridPixelSize) {
|
|||
|
context.beginPath();
|
|||
|
context.moveTo(0, i);
|
|||
|
context.lineTo(canvas.width, i);
|
|||
|
context.closePath();
|
|||
|
context.stroke();
|
|||
|
}
|
|||
|
|
|||
|
// vertical grid lines
|
|||
|
for (var i = 0; i <= canvas.width; i = i + gridPixelSize) {
|
|||
|
context.beginPath();
|
|||
|
context.moveTo(i, 0);
|
|||
|
context.lineTo(i, canvas.height);
|
|||
|
context.closePath();
|
|||
|
context.stroke();
|
|||
|
}
|
|||
|
|
|||
|
context.restore();
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
function animationLoop() {
|
|||
|
|
|||
|
// if (gameOver) return;
|
|||
|
|
|||
|
canvas.width = canvas.width;
|
|||
|
// enable next line to show grid
|
|||
|
// renderGrid(pacman.radius, "red");
|
|||
|
renderContent();
|
|||
|
|
|||
|
if (game.dieAnimation == 1) pacman.dieAnimation();
|
|||
|
if (game.pause !== true) {
|
|||
|
// Make changes before next loop
|
|||
|
pacman.move();
|
|||
|
pacman.eat();
|
|||
|
pacman.checkDirectionChange();
|
|||
|
pacman.checkCollisions(); // has to be the LAST method called on pacman
|
|||
|
|
|||
|
blinky.move();
|
|||
|
inky.move();
|
|||
|
pinky.move();
|
|||
|
clyde.move();
|
|||
|
|
|||
|
game.checkGhostMode();
|
|||
|
|
|||
|
|
|||
|
// All dots collected?
|
|||
|
game.checkForLevelUp();
|
|||
|
}
|
|||
|
|
|||
|
//requestAnimationFrame(animationLoop);
|
|||
|
setTimeout(animationLoop, game.refreshRate);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
function doKeyDown(evt) {
|
|||
|
|
|||
|
switch (evt.keyCode) {
|
|||
|
case 38: // UP Arrow Key pressed
|
|||
|
evt.preventDefault();
|
|||
|
case 87: // W pressed
|
|||
|
pacman.directionWatcher.set(up);
|
|||
|
break;
|
|||
|
case 40: // DOWN Arrow Key pressed
|
|||
|
evt.preventDefault();
|
|||
|
case 83: // S pressed
|
|||
|
pacman.directionWatcher.set(down);
|
|||
|
break;
|
|||
|
case 37: // LEFT Arrow Key pressed
|
|||
|
evt.preventDefault();
|
|||
|
case 65: // A pressed
|
|||
|
pacman.directionWatcher.set(left);
|
|||
|
break;
|
|||
|
case 39: // RIGHT Arrow Key pressed
|
|||
|
evt.preventDefault();
|
|||
|
case 68: // D pressed
|
|||
|
pacman.directionWatcher.set(right);
|
|||
|
break;
|
|||
|
case 78: // N pressed
|
|||
|
if (!$('#playerName').is(':focus')) {
|
|||
|
game.pause = 1;
|
|||
|
game.newGame();
|
|||
|
}
|
|||
|
break;
|
|||
|
case 77: // M pressed
|
|||
|
game.toggleSound();
|
|||
|
break;
|
|||
|
case 8: // Backspace pressed -> show Game Content
|
|||
|
case 27: // ESC pressed -> show Game Content
|
|||
|
if (!$('#playerName').is(':focus')) {
|
|||
|
evt.preventDefault();
|
|||
|
game.showContent('game-content');
|
|||
|
}
|
|||
|
break;
|
|||
|
case 32: // SPACE pressed -> pause Game
|
|||
|
evt.preventDefault();
|
|||
|
if (!(game.gameOver == true) &&
|
|||
|
$('#game-content').is(':visible')
|
|||
|
) game.pauseResume();
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
geronimo();
|