game.js 37 KB

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  1. /*
  2. Dragons
  3. (C) Mark Wilcox
  4. More games at www.spacemonsters.co.uk
  5. */
  6. var GAMETITLE = "DRAGONS";
  7. var SCOREFONT = "Irish Grover";
  8. var IPHONEHACK = true;
  9. var g = {};
  10. var NUM = {};
  11. g.go = 0;
  12. g.bg = [];
  13. var m = {
  14. spritesheets : [],
  15. player : null,
  16. explosion : [],
  17. lasers : [],
  18. monsters : [],
  19. bomb : [],
  20. textsprites : [],
  21. items : [],
  22. bonuses : []
  23. };
  24. var stars = [];
  25. var gameaudio = [];
  26. g.checkSum = gamedata.imageFiles.length;// + gamedata.audioFiles.length;
  27. g.checkCount = 0;
  28. g.imageData = [];
  29. g.audioData = [];
  30. g.aliensarray = [];
  31. g.gameback = [];
  32. g.channels = [];
  33. g.channels[0] = null;
  34. g.channels[1] = null;
  35. g.channels[2] = null;
  36. g.channels[3] = null;
  37. g.channels[4] = null;
  38. g.colours = [];
  39. g.colours[0] = "#bf0000";
  40. g.colours[1] = "#4386d0";
  41. g.colours[2] = "#28d98c";
  42. g.colours[3] = "#3de231";
  43. g.colours[4] = "#d8e231";
  44. g.colours[5] = "#feba4f";
  45. g.colours[6] = "#fe5b4f";
  46. g.colours[7] = "#fe4fd7";
  47. g.colours[8] = "#ca4ffe";
  48. function createSprites()
  49. {
  50. try
  51. {
  52. // Load game media
  53. for (var a=0;a<imglib.length;a++)
  54. {
  55. m.spritesheets[imglib[a].sheetname] = new spritesheet(imglib[a]);
  56. }
  57. g.titlescreen = new Image(); g.titlescreen.src = g.imageData[0].src;
  58. g.gameback[0] = new Image(); g.gameback[0].src = g.imageData[1].src;
  59. g.gameback[1] = new Image(); g.gameback[1].src = g.imageData[2].src;
  60. g.gameback[2] = new Image(); g.gameback[2].src = g.imageData[3].src;
  61. g.splash = new Image(); g.splash.src = "library/splash.png";
  62. g.playpause = new Image(); g.playpause.src = "library/playpause.gif";
  63. for (var a=0;a < 1;a++)
  64. {
  65. g.bg[a] = new backgroundimage("bg"+a,"library/background"+a+".gif",320,480,0,0,1,1);
  66. }
  67. }
  68. catch (e)
  69. {
  70. write("CreateSprites1: " + e.message);
  71. }
  72. try
  73. {
  74. //g.volumecontrol = new Image(); g.volumecontrol.src = "library/volumecontrols.png";
  75. // STANDARD SPRITES
  76. m.player = new sprite("player", "player", m.spritesheets["playersheet"], 0, 0, 16, 4, 1);
  77. // SPRITE POTS
  78. NUM.BOMBS = 4;
  79. NUM.ITEMS = 4;
  80. NUM.BONUSES = 12;
  81. NUM.MONSTERS = 4;
  82. NUM.TEXTSPRITES = 12;
  83. for (var a=0;a<NUM.BOMBS;a++) m.bomb[a] = new sprite("bomb"+a, "bomb", m.spritesheets["bombsheet"], 0, 0, 2, 0, 0);
  84. for (var a=0;a<NUM.ITEMS;a++) m.items[a] = new sprite("item"+a, "item", m.spritesheets["itemsheet"], 0, 0, 2, 0, 0);
  85. for (var a=0;a<NUM.BONUSES;a++) m.bonuses[a] = new sprite("bonuses"+a, "bonus", m.spritesheets["bonussheet"], 0, 0, 2, 0, 0);
  86. for (var a=0;a<NUM.MONSTERS;a++) m.monsters[a] = new sprite("monster"+a, "monster", m.spritesheets["monstersheet"], 0, 0, 2, 0, 0);
  87. for (var a=0;a<NUM.TEXTSPRITES;a++) m.textsprites[a] = new textsprite("textsprite"+a,-32,-32,"",0.1);
  88. }
  89. catch (e)
  90. {
  91. write("CreateSprites2: " + e.message);
  92. }
  93. try
  94. {
  95. // SET UP THE TOUCH SCREEN
  96. initTouch();
  97. // SET UP THE GAME START
  98. initHiScore();
  99. setSplash();
  100. // TICKER
  101. g.ticker = setTimeout("loop()", 0);
  102. }
  103. catch (e)
  104. {
  105. write("CreateSprites3: " + e.message);
  106. }
  107. };
  108. function rnd(threshold)
  109. {
  110. return Math.floor(Math.random()*threshold) + 1;
  111. };
  112. function preCache() {
  113. for (var a=0;a<gamedata.imageFiles.length;a++)
  114. {
  115. g.imageData[a] = new Image();
  116. g.imageData[a].src = gamedata.imageFiles[a];
  117. g.imageData[a].onload = check;
  118. }
  119. };
  120. function check() {
  121. try
  122. {
  123. g.checkCount ++;
  124. var pc = Math.round((g.checkCount / g.checkSum) * 100);
  125. var bar = Math.round(g.canvaswidth * (pc / 100));
  126. g.ctx.clearRect(140,150,32,16);
  127. g.ctx.fillStyle = "rgb(16,16,16)";
  128. g.ctx.fillRect(0,200,g.canvaswidth,16);
  129. g.ctx.fillStyle = "rgb(80,80,80)";
  130. g.ctx.fillRect(0,200,bar,16);
  131. if (g.checkCount >= g.checkSum)
  132. {
  133. createSprites();
  134. }
  135. }
  136. catch (e)
  137. {
  138. write ("Check: " + e.message);
  139. }
  140. };
  141. function rnd(threshold)
  142. {
  143. return Math.floor(Math.random()*threshold) + 1;
  144. };
  145. function init()
  146. {
  147. try
  148. {
  149. g.canvas = document.querySelector('canvas');
  150. g.ctx = g.canvas.getContext('2d');
  151. g.canvas.setAttribute('class', 'canvas');
  152. g.banad = document.getElementById("banad");
  153. g.ori = 0;
  154. setCanvasDimensions();
  155. g.canvas.style.backgroundColor = "#000";
  156. g.nextthink = 0;
  157. g.console = document.getElementById('console');
  158. g.console.style.display = 'none';
  159. g.console.style.textAlign = 'left';
  160. write("Console ready.");
  161. BrowserDetect.init();
  162. write("Browser: " + BrowserDetect.browser + " " + BrowserDetect.version);
  163. write("OS: " + BrowserDetect.OS);
  164. var br = new String(BrowserDetect.OS);
  165. g.framedelay = 30;
  166. g.ISIPHONE = false;
  167. if (br.indexOf("iPhone") != -1)
  168. {
  169. //if (IPHONEHACK) { g.framedelay = 0; }
  170. g.ISIPHONE = true;
  171. }
  172. g.nextthink = 0;
  173. g.banad.style.display = "none";
  174. pickAdURL();
  175. window.scrollTo(0,0);
  176. g.level = 1;
  177. g.pausemode = 0;
  178. g.audiomode = 1;
  179. preCache();
  180. }
  181. catch (e)
  182. {
  183. write(e.message);
  184. }
  185. };
  186. function setCanvasDimensions(e)
  187. {
  188. g.canvaspadding = 32;
  189. g.displaypadding = 0;
  190. if (typeof(window.orientation)!="undefined")
  191. {
  192. g.ori = window.orientation; // 0, -90 or 90
  193. }
  194. g.canvaswidth = 320;
  195. g.canvasheight = 480;
  196. g.canvas.width = g.canvaswidth;
  197. g.canvas.height = g.canvasheight;
  198. window.scrollTo(0,0);
  199. };
  200. function initTouch()
  201. {
  202. if(checkForTouch()) {
  203. if (document.body.addEventListener)
  204. {
  205. document.body.addEventListener('touchmove', touchMove, false);
  206. document.body.addEventListener('touchstart', touchStart, false);
  207. document.body.addEventListener('touchend', touchEnd, false);
  208. } else {
  209. window.addEventListener('touchmove', touchMove, false);
  210. window.addEventListener('touchstart', touchStart, false);
  211. window.addEventListener('touchend', touchEnd, false);
  212. }
  213. } else {
  214. window.addEventListener('mousemove', mouseMove, false);
  215. window.addEventListener('mouseup', mouseUp, false);
  216. write("No touch capability.");
  217. }
  218. };
  219. function initHiScore()
  220. {
  221. if (typeof localStorage.key == "function")
  222. {
  223. if (localStorage.getItem(GAMETITLE + "-hiscore") != null)
  224. {
  225. m.player.hiscore = localStorage.getItem(GAMETITLE + "-hiscore");
  226. } else {
  227. m.player.hiscore = 0;
  228. }
  229. }
  230. };
  231. function sfx(o)
  232. {
  233. };
  234. function handleAudio()
  235. {
  236. };
  237. function checkForTouch() {
  238. var d = document.createElement("div");
  239. d.setAttribute("ontouchmove", "return;");
  240. return typeof d.ontouchmove == "function" ? true : false;
  241. };
  242. function touch(event) {
  243. var o = m.player;
  244. var tx = (event.pageX - (g.canvas.offsetParent ? g.canvas.parentNode.offsetLeft : 0)) - (o.w / 2);
  245. var ty = (event.pageY - (g.canvas.offsetParent ? g.canvas.parentNode.offsetTop : 0)) - (o.h / 2);
  246. //if (tx < 128 && tx > 64 && ty < 64) g.audiomode ++; if (g.audiomode > 1) g.audiomode = 0;
  247. if (g.mode == "game")
  248. {
  249. if (!o.dying)
  250. {
  251. o.targetx = tx - (o.w/2);
  252. if (o.targetx > (g.canvaswidth - o.w)) o.targetx = g.canvaswidth - o.w;
  253. if (o.targetx < 0) o.targetx = 0;
  254. }
  255. }
  256. };
  257. function touchStart(event) { // exclusively the pause function
  258. var tx = (event.touches[0].pageX - g.canvas.offsetLeft);
  259. var ty = (event.touches[0].pageY - g.canvas.offsetTop);
  260. if (g.mode == "title")
  261. {
  262. //if (ty > 320 && ty < 400)
  263. //{
  264. // document.location.href = "http://m.spacemonsters.co.uk";
  265. //} else {
  266. setGame();
  267. //}
  268. } else if (g.mode == "game" || g.mode == "pregame")
  269. {
  270. if (tx < 80 && ty < 80)
  271. {
  272. g.pausemode ++;
  273. if (g.pausemode > 1) { g.pausemode = 0; }
  274. }
  275. }
  276. };
  277. function touchMove(event) {
  278. touch(event.touches[0]);
  279. window.scrollTo(0, 1);
  280. event.preventDefault();
  281. };
  282. function touchEnd(event) {
  283. //touch(event.touches[0]);
  284. };
  285. function mouseMove(event) {
  286. if (g.mode != "title") touch(event);
  287. };
  288. function mouseUp(event) {
  289. if (g.mode == "title")
  290. {
  291. //if (event.pageY > 320 && event.pageY < 400)
  292. //{
  293. // document.location.href = "http://m.spacemonsters.co.uk";
  294. //} else {
  295. setGame();
  296. //}
  297. } else {
  298. touch(event);
  299. }
  300. };
  301. function setSplash()
  302. {
  303. g.mode = "splash";
  304. g.resetting = 100;
  305. g.banad.style.display = "none";
  306. };
  307. function setTitle()
  308. {
  309. g.mode = "title";
  310. g.canvas.style.backgroundImage = "none";
  311. g.canvas.style.backgroundColor = "#000000";
  312. g.stage = 0;
  313. g.banad.style.display = "block";
  314. };
  315. function setGame()
  316. {
  317. g.banad.style.display = "none";
  318. g.mode = "pregame";
  319. g.resetting = 200;
  320. m.player.score = 0;
  321. m.player.targetscore = 0;
  322. m.player.lives = 3;
  323. g.level = 1;
  324. g.displaylevel = 1;
  325. g.resetting = 120;
  326. g.bonuspoints = 0;
  327. g.alienbombcooldown = 0;
  328. g.wavetype = 1;
  329. g.bonuslife1 = false; // 100,000
  330. g.bonuslife2 = false; // 200,000
  331. g.monstercooldown = 0;
  332. setLevel();
  333. };
  334. function setLevel()
  335. {
  336. g.canvas.style.backgroundImage = "url(" + g.gameback[rnd(g.gameback.length)-1].src + ")";
  337. g.canvas.style.backgroundRepeat = "norepeat";
  338. wipe();
  339. m.player.dying = false;
  340. m.player.visible = true;
  341. g.fireballcooldown = 20;
  342. g.monsterstartx = 48;
  343. g.leveltreasure = 50;
  344. g.shotsfired = 0;
  345. g.hitratio = 0;
  346. g.levelmonsters = 0;
  347. playerStart();
  348. };
  349. function setLandscape()
  350. {
  351. g.oldmode = g.mode;
  352. g.mode = "landscape";
  353. };
  354. function playerStart()
  355. {
  356. m.player.x = 32;
  357. m.player.y = 146;
  358. m.player.targetx = g.canvaswidth / 2 - 16;
  359. m.player.targety = 146;
  360. m.player.speed = 1;
  361. m.player.basey = g.canvasheight - 128;
  362. m.player.nextthink = 10;
  363. m.player.nextthinkmax = m.player.nextthink;
  364. m.player.direction = 0;
  365. m.player.row = 0;
  366. m.player.treasure = 0;
  367. };
  368. function wipe()
  369. {
  370. for (var a=0;a<m.bomb.length;a++) kill(m.bomb[a]);
  371. for (var a=0;a<m.monsters.length;a++) kill(m.monsters[a]);
  372. for (var a=0;a<m.items.length;a++) kill(m.items[a]);
  373. for (var a=0;a<m.textsprites.length;a++) kill(m.textsprites[a]);
  374. for (var a=0;a<m.bonuses.length;a++) kill(m.bonuses[a]);
  375. };
  376. function kill(o)
  377. {
  378. o.visible = false;
  379. };
  380. function playerDeath()
  381. {
  382. m.player.dying = false;
  383. kill(m.player);
  384. m.player.lives --;
  385. playerStart();
  386. m.player.speed = 1;
  387. };
  388. function drawPlayer(o)
  389. {
  390. if (!o.visible) return;
  391. try
  392. {
  393. if (isNaN(o.attacking)) o.attacking = 0;
  394. o.row = 0;
  395. g.ctx.save();
  396. if (o.attacking > 0 && !o.dying)
  397. {
  398. o.attacking --;
  399. o.row = 1;
  400. } else {
  401. var fpd = o.spritesheet.framesperdirection;
  402. o.startframe = 0;
  403. if (g.mode == "game")
  404. {
  405. o.startframe = 6;
  406. fpd = 2;
  407. if (!o.dying) { o.speed = 4; }
  408. } else if (g.mode == "pregame")
  409. {
  410. o.startframe = 0;
  411. fpd = 3;
  412. o.speed = 1;
  413. }
  414. if (o.dying)
  415. {
  416. o.startframe = 9;
  417. fpd = 2;
  418. }
  419. if (isNaN(o.frame)) o.frame = o.startframe;
  420. o.framedelay --;
  421. if (o.framedelay < 0)
  422. {
  423. o.framedelay = o.framedelaymax;
  424. o.frame ++;
  425. if (o.frame >= (o.startframe + fpd))
  426. {
  427. o.frame = o.startframe;
  428. }
  429. }
  430. if (o.inpain) { o.frame = o.spritesheet.painframe; o.inpain = false; }
  431. }
  432. g.ctx.drawImage(o.spritesheet.canvas, o.frame * o.spritesheet.framewidth, o.row * o.spritesheet.frameheight, o.w, o.h, o.x, o.y, o.w, o.h);
  433. g.ctx.restore();
  434. }
  435. catch (e)
  436. {
  437. write("DrawPlayer: " + o.frame + " - " + e.message);
  438. }
  439. };
  440. function draw(o)
  441. {
  442. if (!o.visible) return;
  443. try
  444. {
  445. if (isNaN(o.attacking)) o.attacking = 0;
  446. if (o.attacking > 0)
  447. {
  448. o.attacking --;
  449. o.frame = o.spritesheet.attackframe;
  450. } else {
  451. if (o.jumping)
  452. {
  453. o.frame = o.xmod < 0 ? 4 : 3;
  454. if (o.spritesheet.type == "monster") moveMonster(o);
  455. } else {
  456. if (isNaN(o.frame)) o.frame = o.startframe;
  457. o.framedelay --;
  458. if (o.framedelay < 0)
  459. {
  460. o.framedelay = o.framedelaymax;
  461. o.frame ++;
  462. if (o.spritesheet.type == "monster" && !o.falling) moveMonster(o);
  463. }
  464. if (o.frame >= (o.startframe + o.framesperdirection))
  465. {
  466. if (o.spritesheet.type == "explosion")
  467. {
  468. kill(o);
  469. } else {
  470. o.frame = o.startframe;
  471. }
  472. }
  473. if (o.inpain) { o.frame = o.spritesheet.painframe; o.inpain = false; }
  474. }
  475. }
  476. g.ctx.save();
  477. if (o.spritesheet.type == "bomb")
  478. {
  479. o.size += 2;
  480. var x = o.x + ((o.spritesheet.framewidth / 2) - (o.size / 2));
  481. if (o.size > o.spritesheet.framewidth) o.size = o.spritesheet.framewidth;
  482. g.ctx.drawImage(o.spritesheet.canvas, o.frame * o.spritesheet.framewidth, o.row * o.spritesheet.frameheight, o.w, o.h, x, o.y, o.size, o.size);
  483. } else if (o.spritesheet.type == "item")
  484. {
  485. o.angle = 0;
  486. if (o.speed < 2) o.angle = o.xmod > 0 ? 45 : -45;
  487. if (o.speed < 0) o.angle = o.xmod > 0 ? 90 : -90;
  488. if (o.speed < -2) o.angle = o.xmod > 0 ? 135 : -135;
  489. if (o.speed < -4) o.angle = o.xmod > 0 ? 180 : -180;
  490. g.ctx.translate(o.x + (o.w/2),o.y + (o.h/2));
  491. g.ctx.rotate(o.angle * (Math.PI / 180));
  492. g.ctx.drawImage(o.spritesheet.canvas, o.frame * o.spritesheet.framewidth, o.row * o.spritesheet.frameheight, o.w, o.h, -o.w/2, -o.h/2, o.w, o.h);
  493. } else if (o.spritesheet.type == "bonus")
  494. {
  495. o.decay --;
  496. if (o.decay < 0) kill(o);
  497. var d = true;
  498. if (o.decay < 50 && (o.decay%2 > 0)) d = false;
  499. if (d)
  500. {
  501. g.ctx.drawImage(o.spritesheet.canvas, o.frame * o.spritesheet.framewidth, o.row * o.spritesheet.frameheight, o.w, o.h, o.x, o.y, o.w, o.h);
  502. }
  503. } else {
  504. g.ctx.drawImage(o.spritesheet.canvas, o.frame * o.spritesheet.framewidth, o.row * o.spritesheet.frameheight, o.w, o.h, o.x, o.y, o.w, o.h);
  505. }
  506. g.ctx.restore();
  507. }
  508. catch (e)
  509. {
  510. write("Draw: Angle = " + o.x);
  511. }
  512. };
  513. function moveToTarget(o)
  514. {
  515. if (!o.visible || o.dead || o.dying || g.pausemode > 0) return;
  516. o.oldx = o.x;
  517. o.oldy = o.y;
  518. if (o.targetx < 0 && o.targety < 0)
  519. {
  520. switch (o.direction)
  521. {
  522. case 0:
  523. o.y -= o.speed;
  524. break;
  525. case 1:
  526. o.y -= (o.speed / 1.5);
  527. o.x += (o.speed / 1.5);
  528. break;
  529. case 2:
  530. o.x += o.speed;
  531. break;
  532. case 3:
  533. o.y += (o.speed / 1.5);
  534. o.x += (o.speed / 1.5);
  535. break;
  536. case 4:
  537. o.y += o.speed;
  538. break;
  539. case 5:
  540. o.y += (o.speed / 1.5);
  541. o.x -= (o.speed / 1.5);
  542. break;
  543. case 6:
  544. o.x -= o.speed;
  545. break;
  546. case 7:
  547. o.y -= (o.speed / 1.5);
  548. o.x -= (o.speed / 1.5);
  549. break;
  550. }
  551. } else {
  552. // Target co-ords set by screen touch.
  553. if (o.targetx > o.x) { o.x += o.speed; }
  554. if (o.targetx < o.x) { o.x -= o.speed; }
  555. if (o.targety < o.y) { o.y -= o.speed; }
  556. if (o.targety > o.y) { o.y += o.speed; }
  557. }
  558. if (o.dying < 1)
  559. {
  560. if (o.x < g.canvaspadding) o.x = g.canvaspadding;
  561. if ((o.x + o.w) > (g.canvaswidth - g.canvaspadding)) o.x = g.canvaswidth - g.canvaspadding - o.w;
  562. if (o.y < g.canvaspadding) o.y = g.canvaspadding;
  563. if ((o.y + o.h) > (g.canvasheight - g.canvaspadding)) o.y = g.canvasheight - g.canvaspadding - o.h;
  564. }
  565. };
  566. function movePlayer(o)
  567. {
  568. if (!o.visible || o.dead || g.pausemode > 0) return;
  569. if (!o.dying)
  570. {
  571. if (o.targetx > o.x) { o.x += o.speed; }
  572. if (o.targetx < o.x) { o.x -= o.speed; }
  573. }
  574. if (g.mode == "game")
  575. {
  576. if (o.dying)
  577. {
  578. o.y -= o.speed;
  579. o.speed -= 1;
  580. } else {
  581. o.nextthink --;
  582. if (o.nextthink < 1)
  583. {
  584. o.nextthink = o.nextthinkmax;
  585. if (o.direction == 0)
  586. {
  587. o.direction = 4;
  588. } else {
  589. o.direction = 0;
  590. }
  591. }
  592. if (o.direction == 4)
  593. {
  594. o.y += 1;
  595. } else {
  596. o.y -= 1;
  597. }
  598. }
  599. }
  600. if (!o.dying && !g.mode == "game")
  601. {
  602. if (o.x < g.canvaspadding) o.x = 8;
  603. if ((o.x + o.w) > (g.canvaswidth - 8)) o.x = g.canvaswidth - 8 - o.w;
  604. } else {
  605. if (o.y > g.canvasheight)
  606. {
  607. playerDeath();
  608. if (m.player.lives < 1)
  609. {
  610. g.banad.style.display = "block";
  611. g.mode = "gameover";
  612. g.resetting = 200;
  613. } else {
  614. m.player.visible = true;
  615. m.player.dying = false;
  616. g.mode = "pregame";
  617. g.resetting = 100;
  618. }
  619. }
  620. }
  621. };
  622. function move(o)
  623. {
  624. if (!o.visible || g.pausemode > 0) return;
  625. var bomb = o.spritesheet.type == "bomb" ? true : false;
  626. var item = o.spritesheet.type == "item" ? true : false;
  627. var bonus = o.spritesheet.type == "bonus" ? true : false;
  628. if (item)
  629. {
  630. if (o.row < 3)
  631. {
  632. o.speed -= 0.2;
  633. o.x += o.xmod;
  634. }
  635. }
  636. switch (o.direction)
  637. {
  638. case 0:
  639. o.y -= o.speed;
  640. break;
  641. case 1:
  642. o.y -= (o.speed / 1.5);
  643. o.x += (o.speed / 1.5);
  644. break;
  645. case 2:
  646. o.x += o.speed;
  647. break;
  648. case 3:
  649. o.y += (o.speed / 1.5);
  650. o.x += (o.speed / 1.5);
  651. break;
  652. case 4:
  653. o.y += o.speed;
  654. break;
  655. case 5:
  656. o.y += (o.speed / 1.5);
  657. o.x -= (o.speed / 1.5);
  658. break;
  659. case 6:
  660. o.x -= o.speed;
  661. break;
  662. case 7:
  663. o.y -= (o.speed / 1.5);
  664. o.x -= (o.speed / 1.5);
  665. break;
  666. }
  667. if (bomb)
  668. {
  669. if (o.y > (g.canvasheight))
  670. {
  671. kill(o);
  672. }
  673. } else if (item)
  674. {
  675. if (o.row < 3)
  676. {
  677. if (o.y > (g.canvasheight))
  678. {
  679. kill(o);
  680. }
  681. } else {
  682. if ((o.y + o.h) < 0)
  683. {
  684. kill(o);
  685. }
  686. }
  687. }
  688. };
  689. function moveBonus(o)
  690. {
  691. if (!o.visible || g.pausemode > 0) return;
  692. if (o.collected)
  693. {
  694. o.y -= o.speed;
  695. o.x -= o.xmod;
  696. if (o.y < 32 && o.x < 32)
  697. {
  698. kill(o);
  699. m.player.targetscore += 200;
  700. }
  701. } else {
  702. if (!o.taken && o.y != 162)
  703. {
  704. o.y += o.speed;
  705. o.speed += 1;
  706. }
  707. if (o.y > 162 && !o.taken && !o.bounced)
  708. {
  709. o.speed = -8;
  710. o.bounced = true;
  711. } else if (o.y > 162)
  712. {
  713. o.y = 162;
  714. }
  715. }
  716. };
  717. function moveMonster(o)
  718. {
  719. if (!o.visible || g.pausemode > 0) return;
  720. if (o.jumping)
  721. {
  722. o.speed += 1;
  723. o.y += o.speed;
  724. o.x += o.xmod;
  725. } else {
  726. o.nextthink --;
  727. if (o.nextthink < 1)
  728. {
  729. o.nextthink = o.basenextthink;
  730. }
  731. switch (o.direction)
  732. {
  733. case 0:
  734. o.y -= o.speed;
  735. break;
  736. case 1:
  737. o.y -= (o.speed / 1.5);
  738. o.x += (o.speed / 1.5);
  739. break;
  740. case 2:
  741. o.x += o.speed;
  742. break;
  743. case 3:
  744. o.y += (o.speed / 1.5);
  745. o.x += (o.speed / 1.5);
  746. break;
  747. case 4:
  748. o.y += o.speed;
  749. break;
  750. case 5:
  751. o.y += (o.speed / 1.5);
  752. o.x -= (o.speed / 1.5);
  753. break;
  754. case 6:
  755. o.x -= o.speed;
  756. break;
  757. case 7:
  758. o.y -= (o.speed / 1.5);
  759. o.x -= (o.speed / 1.5);
  760. break;
  761. }
  762. }
  763. if (o.y > g.canvasheight) kill(o);
  764. if (o.y < 178 && !o.jumping)
  765. {
  766. o.jumping = true;
  767. o.speed = -8;
  768. o.xmod = o.x < (g.canvaswidth / 2) ? 1 : -1;
  769. m.player.treasure -= rnd(g.level);
  770. if (m.player.treasure < 0) m.player.treasure = 0;
  771. }
  772. };
  773. function changeDirection(o)
  774. {
  775. switch (o.direction)
  776. {
  777. case 0:
  778. o.direction = 4;
  779. break;
  780. case 1:
  781. o.direction = 5;
  782. break;
  783. case 2:
  784. o.direction = 6;
  785. break;
  786. case 3:
  787. o.direction = 7;
  788. break;
  789. case 4:
  790. o.direction = 0;
  791. break;
  792. case 5:
  793. o.direction = 1;
  794. break;
  795. case 6:
  796. o.direction = 2;
  797. break;
  798. case 7:
  799. o.direction = 3;
  800. break;
  801. }
  802. };
  803. function itemCollision(o,m)
  804. {
  805. if (!o.visible || m.dead || m.dying > 0 || o.dying > 0 || g.pausemode > 0) return;
  806. var ox = o.x;
  807. var oy = o.y;
  808. var ow = o.w;
  809. var oh = o.h;
  810. var mx = m.x;
  811. var my = m.y;
  812. var mw = m.w;
  813. var mh = m.h;
  814. var c1 = false, c2 = false, c3 = false, c4 = false;
  815. if (ox <= (mx+mw) && oy <= (my+mh) && ox >= (mx) && oy >= my) c1 = true;
  816. if ((ox+ow) >= mx && oy >= my && (ox+ow) <= (mx+mw) && oy <= (my+mh)) c2 = true;
  817. if (ox <= (mx+mw) && (oy+oh) >= my && ox >= mx && (oy+oh) <= (my+mh)) c3 = true;
  818. if (((ox + ow) >= mx) && ((ox + ow) <= (mx + mw)) && ((oy + oh) >= my) && ((oy + oh) <= (my + mh))) c4 = true;
  819. if (c1 == true || c2 == true || c3 == true || c4 == true)
  820. {
  821. if (o.row == 0)
  822. {
  823. var x = o.x - 16;
  824. for (var a=0;a<4;a++)
  825. {
  826. spawnBonusReward(x + (a*16),-16);
  827. m.targetscore += 250;
  828. }
  829. } else {
  830. playerDying();
  831. }
  832. kill(o);
  833. }
  834. };
  835. function bonusCollision(o,m)
  836. {
  837. try
  838. {
  839. if (!o.visible || m.dead || m.dying > 0 || o.dying > 0 || g.pausemode > 0) return;
  840. var ox = o.x;
  841. var oy = o.y;
  842. var ow = o.w;
  843. var oh = o.h;
  844. var mx = m.x;
  845. var my = m.y;
  846. var mw = m.w;
  847. var mh = m.h;
  848. var c1 = false, c2 = false, c3 = false, c4 = false;
  849. if (ox <= (mx+mw) && oy <= (my+mh) && ox >= (mx) && oy >= my) c1 = true;
  850. if ((ox+ow) >= mx && oy >= my && (ox+ow) <= (mx+mw) && oy <= (my+mh)) c2 = true;
  851. if (ox <= (mx+mw) && (oy+oh) >= my && ox >= mx && (oy+oh) <= (my+mh)) c3 = true;
  852. if (((ox + ow) >= mx) && ((ox + ow) <= (mx + mw)) && ((oy + oh) >= my) && ((oy + oh) <= (my + mh))) c4 = true;
  853. if (c1 == true || c2 == true || c3 == true || c4 == true)
  854. {
  855. o.collected = true;
  856. o.speed = 16;
  857. calculateMods(o, 16, 16); // the location of the treasure icon
  858. var bonus = (o.row + 1) * 50;
  859. spawnTextSprite(o,bonus);
  860. m.targetscore += bonus;
  861. m.treasure ++;
  862. checkEndOfLevel();
  863. }
  864. }
  865. catch (e)
  866. {
  867. write("BonusColl: " + e.message);
  868. }
  869. };
  870. function checkEndOfLevel()
  871. {
  872. if (m.player.treasure >= g.leveltreasure)
  873. {
  874. endLevel();
  875. }
  876. };
  877. function calculateMods(o,tx,ty)
  878. {
  879. try
  880. {
  881. var steps = (o.y - ty) / o.speed;
  882. o.xmod = (o.x - tx) / steps;
  883. }
  884. catch (e)
  885. {
  886. write("Calcmods: " + e.message);
  887. }
  888. };
  889. function playerDying()
  890. {
  891. wipe();
  892. m.player.dying = true;
  893. g.resetting = 100;
  894. m.player.y = 146;
  895. m.player.speed = 16;
  896. };
  897. function monsterFireballCollision(o)
  898. {
  899. if (!o.visible || g.pausemode > 0 || o.falling) return;
  900. var ox = o.x;
  901. var oy = o.y;
  902. var ow = o.w;
  903. var oh = o.h;
  904. for (var z=0;z<NUM.MONSTERS;z++)
  905. {
  906. var a = m.monsters[z];
  907. if (a.visible)
  908. {
  909. var mx = a.x;
  910. var my = a.y;
  911. var mw = a.w;
  912. var mh = a.h;
  913. var c1 = false, c2 = false, c3 = false, c4 = false;
  914. if (ox <= (mx+mw) && oy <= (my+mh) && ox >= (mx) && oy >= my) c1 = true;
  915. if ((ox+ow) >= mx && oy >= my && (ox+ow) <= (mx+mw) && oy <= (my+mh)) c2 = true;
  916. if (ox <= (mx+mw) && (oy+oh) >= my && ox >= mx && (oy+oh) <= (my+mh)) c3 = true;
  917. if (((ox + ow) >= mx) && ((ox + ow) <= (mx + mw)) && ((oy + oh) >= my) && ((oy + oh) <= (my + mh))) c4 = true;
  918. if (c1 == true || c2 == true || c3 == true || c4 == true)
  919. {
  920. if (a.jumping)
  921. {
  922. spawnBonusXY(a.x,a.y);
  923. spawnTextSprite(a,"X5 BONUS !");
  924. m.player.targetscore += 500;
  925. m.player.score = m.player.targetscore;
  926. }
  927. a.falling = true;
  928. a.jumping = false;
  929. a.frame = 2;
  930. a.startframe = 2;
  931. a.framesperdirection = 1;
  932. a.direction = 4;
  933. a.speed = 6;
  934. a.framedelay = 4;
  935. a.framedelaymax = 4;
  936. //}
  937. spawnTextSprite(o, "100");
  938. m.player.targetscore += 100;
  939. kill(o);
  940. m.player.treasure ++;
  941. checkEndOfLevel();
  942. }
  943. }
  944. }
  945. };
  946. function endLevel()
  947. {
  948. g.hitratio = Math.round((g.levelmonsters/g.shotsfired)*100);
  949. m.player.targetscore += g.hitratio * 100;
  950. m.player.score = m.player.targetscore;
  951. g.mode = "levelup";
  952. g.resetting = 90;
  953. wipe();
  954. g.level ++;
  955. };
  956. function alienBonus(a)
  957. {
  958. var bonus = 0;
  959. bonus = Math.round(a.y * 10);
  960. if (bonus > 3000)
  961. {
  962. spawnTextSpriteXY(a.x,a.y-24,"X5 BONUS!");
  963. bonus = bonus * 5;
  964. } else if (bonus > 2500)
  965. {
  966. spawnTextSpriteXY(a.x,a.y-24,"X2 BONUS!");
  967. bonus = bonus * 2;
  968. }
  969. spawnTextSprite(a,bonus);
  970. m.player.score += bonus;
  971. m.player.targetscore = m.player.score;
  972. m.player.targetscore += 10;
  973. };
  974. function monsterBombCollision(o,m)
  975. {
  976. if (!o.visible || !m.visible || m.dead || m.dying > 0 || o.dying > 0 || g.pausemode > 0) return;
  977. var ox = o.x;
  978. var oy = o.y;
  979. var ow = o.w;
  980. var oh = o.h;
  981. var mx = m.x;
  982. var my = m.y;
  983. var mw = m.w;
  984. var mh = m.h;
  985. var t = 8; // attempt to set a threshold a la manic shooter tiny boxes.
  986. var c1 = false, c2 = false, c3 = false, c4 = false;
  987. if (ox <= (mx+(mw-t)) && oy <= (my+(mh-t)) && ox >= (mx+t) && oy >= (my+t)) c1 = true;
  988. if ((ox+ow) >= (mx+t) && oy >= (my+t) && (ox+ow) <= (mx+(mw-t)) && oy <= (my+(mh-t))) c2 = true;
  989. if (ox <= (mx+(mw-t)) && (oy+oh) >= (my+t) && ox >= (mx+t) && (oy+oh) <= (my+(mh-t))) c3 = true;
  990. if (((ox + ow) >= (mx+t)) && ((ox + ow) <= (mx + (mw-t))) && ((oy + oh) >= (my+t)) && ((oy + oh) <= (my + (mh-t)))) c4 = true;
  991. if (c1 == true || c2 == true || c3 == true || c4 == true)
  992. {
  993. kill(o);
  994. }
  995. };
  996. function itemPlayerCollision(o,m) // redundant just now
  997. {
  998. if (!o.visible || !m.visible || m.dead || m.dying > 0 || o.dying > 0 || g.pausemode > 0) return;
  999. var ox = o.x;
  1000. var oy = o.y;
  1001. var ow = o.w;
  1002. var oh = o.h;
  1003. var mx = m.x;
  1004. var my = m.y;
  1005. var mw = m.w;
  1006. var mh = m.h;
  1007. var t = 8; // attempt to set a threshold a la manic shooter tiny boxes.
  1008. var c1 = false, c2 = false, c3 = false, c4 = false;
  1009. if (ox <= (mx+(mw-t)) && oy <= (my+(mh-t)) && ox >= (mx+t) && oy >= (my+t)) c1 = true;
  1010. if ((ox+ow) >= (mx+t) && oy >= (my+t) && (ox+ow) <= (mx+(mw-t)) && oy <= (my+(mh-t))) c2 = true;
  1011. if (ox <= (mx+(mw-t)) && (oy+oh) >= (my+t) && ox >= (mx+t) && (oy+oh) <= (my+(mh-t))) c3 = true;
  1012. if (((ox + ow) >= (mx+t)) && ((ox + ow) <= (mx + (mw-t))) && ((oy + oh) >= (my+t)) && ((oy + oh) <= (my + (mh-t)))) c4 = true;
  1013. if (c1 == true || c2 == true || c3 == true || c4 == true)
  1014. {
  1015. kill(o);
  1016. }
  1017. };
  1018. function writeText(t,x,y,s,f)
  1019. {
  1020. var sx = x;
  1021. var grid = {};
  1022. grid.w = 10;
  1023. grid.h = 16;
  1024. var text = new String(t);
  1025. //text = text.toUpperCase();
  1026. g.ctx.save();
  1027. var ss = "";
  1028. g.ctx.font = "normal "+s+"px '"+f+"', Sans-Serif";
  1029. g.ctx.textAlign = "left";
  1030. g.ctx.fillStyle = "#ffffff";
  1031. if (y > 300) // bonus !
  1032. {
  1033. g.ctx.fillStyle = g.colours[rnd(g.colours.length-1)];
  1034. }
  1035. g.ctx.fillText(text, x,y+8);
  1036. g.ctx.restore();
  1037. };
  1038. function drawTextSprite(o)
  1039. {
  1040. return;
  1041. if (!o.visible) return;
  1042. var text = new String(o.text);
  1043. g.ctx.save();
  1044. g.ctx.font = "bold 16px Arial, Sans-Serif";
  1045. g.ctx.textAlign = "left";
  1046. g.ctx.shadowOffsetX = 1;
  1047. g.ctx.shadowOffsetY = 1;
  1048. g.ctx.shadowBlur = 1;
  1049. g.ctx.shadowColor = "rgba(0,0,0, 1)";
  1050. g.ctx.fillStyle = o.colour;
  1051. g.ctx.fillText(text, o.x,o.y+8);
  1052. g.ctx.restore();
  1053. };
  1054. function moveTextSprite(o)
  1055. {
  1056. if (!o.visible) return;
  1057. o.y -= o.speed;
  1058. o.ticks --;
  1059. if (o.ticks < 0) kill(o);
  1060. };
  1061. function moveBackground()
  1062. {
  1063. try
  1064. {
  1065. var bg = g.bg[0];
  1066. g.ctx.drawImage(bg.img,bg.x,bg.y);
  1067. g.ctx.drawImage(bg.img,bg.x,bg.y + bg.h);
  1068. bg.y -= bg.speed;
  1069. if ((bg.y + bg.h) < 0) bg.y = g.canvasheight * (bg.screens - 1);
  1070. }
  1071. catch (e)
  1072. {
  1073. write("MoveBG: " + bg.img.src);
  1074. }
  1075. };
  1076. /** ---------------------------------------------------------------- **/
  1077. /** ---------------------------------------------------------------- **/
  1078. function loop()
  1079. {
  1080. try
  1081. {
  1082. clearTimeout(g.ticker);
  1083. g.ctx.clearRect(0, 0, g.canvaswidth, g.canvasheight);
  1084. switch (g.mode)
  1085. {
  1086. case "splash":
  1087. g.ctx.drawImage(g.splash,0,0);
  1088. g.resetting --;
  1089. if (g.resetting < 1)
  1090. {
  1091. setTitle();
  1092. }
  1093. break;
  1094. case "title":
  1095. g.ctx.drawImage(g.titlescreen,(g.canvaswidth/2)-160,0);
  1096. hiScore();
  1097. writeText(textdata[1],64,216,22,SCOREFONT);
  1098. break;
  1099. case "pregame":
  1100. drawPlayer(m.player);
  1101. movePlayer(m.player);
  1102. g.resetting --;
  1103. m.player.treasure --;
  1104. if (m.player.treasure < 0) m.player.treasure = 0;
  1105. if (g.resetting < 1)
  1106. {
  1107. g.mode = "game";
  1108. m.player.frame = 6;
  1109. }
  1110. writeText(textdata[0],84,230,32,SCOREFONT);
  1111. updateScore();
  1112. playerLives();
  1113. goldBar();
  1114. break;
  1115. case "game":
  1116. if (g.nextthink > 0) g.nextthink --;
  1117. g.fireballcooldown --;
  1118. if (g.fireballcooldown < 0 && !m.player.dying)
  1119. {
  1120. m.player.attacking = 2;
  1121. spawnFireball(m.player);
  1122. g.fireballcooldown = 15;
  1123. }
  1124. g.monstercooldown --;
  1125. if (g.monstercooldown < 1)
  1126. {
  1127. spawnMonster();
  1128. g.monstercooldown = 30;
  1129. }
  1130. for (var a=0;a < NUM.MONSTERS;a++)
  1131. {
  1132. if (m.monsters[a].falling) { moveMonster(m.monsters[a]); }
  1133. draw(m.monsters[a]);
  1134. }
  1135. drawPlayer(m.player);
  1136. movePlayer(m.player);
  1137. for (var a=0;a < NUM.ITEMS;a++)
  1138. {
  1139. move(m.items[a]);
  1140. draw(m.items[a]);
  1141. itemCollision(m.items[a],m.player);
  1142. }
  1143. for (var a=0;a < NUM.BONUSES;a++)
  1144. {
  1145. moveBonus(m.bonuses[a]);
  1146. draw(m.bonuses[a]);
  1147. bonusCollision(m.bonuses[a],m.player);
  1148. }
  1149. for (var a=0;a < NUM.BOMBS;a++)
  1150. {
  1151. move(m.bomb[a]);
  1152. draw(m.bomb[a]);
  1153. monsterFireballCollision(m.bomb[a]);
  1154. }
  1155. for (var a=0;a<NUM.TEXTSPRITES;a++)
  1156. {
  1157. moveTextSprite(m.textsprites[a]);
  1158. drawTextSprite(m.textsprites[a]);
  1159. }
  1160. spawnItem();
  1161. spawnBonus();
  1162. updateScore();
  1163. playerLives();
  1164. goldBar();
  1165. break;
  1166. case "landscape":
  1167. break;
  1168. case "levelup":
  1169. g.resetting --;
  1170. m.player.treasure --;
  1171. if (m.player.treasure < 0) m.player.treasure = 0;
  1172. if (g.resetting < 1)
  1173. {
  1174. setLevel();
  1175. playerStart();
  1176. g.mode = "game";
  1177. }
  1178. writeText("STAGE COMPLETE",24,240,20,SCOREFONT);
  1179. writeText("Flames used "+g.shotsfired,24,265,16,"Arial, Sans-Serif");
  1180. writeText("Torched ratio "+g.hitratio+"%",24,285,16,"Arial, Sans-Serif");
  1181. writeText("Bonus "+(g.hitratio*100),24,305,16,"Arial, Sans-Serif");
  1182. updateScore();
  1183. playerLives();
  1184. for (var a=0;a < NUM.TEXTSPRITES;a++)
  1185. {
  1186. moveTextSprite(m.textsprites[a]);
  1187. drawTextSprite(m.textsprites[a]);
  1188. }
  1189. goldBar();
  1190. break;
  1191. case "gameover":
  1192. writeText(textdata[3],72,230,32,SCOREFONT);
  1193. g.resetting --;
  1194. if (g.resetting < 1)
  1195. {
  1196. setTitle();
  1197. }
  1198. updateScore();
  1199. break;
  1200. }
  1201. if (g.mode == "game" || g.mode == "pregame") { g.ctx.drawImage(g.playpause, g.pausemode * 32, 0, 32, 32, 8, 8, 32, 32); }
  1202. if (g.ori != 0) {
  1203. g.ctx.fillStyle = "rgba(0,0,0,0.5)";
  1204. g.ctx.fillRect(0,184,g.canvaswidth,40);
  1205. writeText(textdata[2],24,200,16,"Orbitron");
  1206. g.pausemode = 1;
  1207. }
  1208. if (isNaN(g.framedelay)) g.framedelay = 30;
  1209. g.ticker = setTimeout("loop()", g.framedelay);
  1210. }
  1211. catch (e)
  1212. {
  1213. write("Loop: " + e.message);
  1214. }
  1215. };
  1216. function playerLives()
  1217. {
  1218. var o = m.player;
  1219. for (var a=0;a<(m.player.lives-1);a++)
  1220. {
  1221. g.ctx.drawImage(o.spritesheet.canvas, 0, 0, o.w, o.h, (g.canvaswidth-90)+(a * 18), 16, 16, 16);
  1222. }
  1223. };
  1224. function goldBar()
  1225. {
  1226. var pc = Math.round((m.player.treasure / g.leveltreasure) * 100);
  1227. var bar = Math.round((g.canvaswidth - 60) * (pc / 100));
  1228. g.ctx.fillStyle = "rgba(255,236,172,0.3)";
  1229. g.ctx.fillRect(48,40,(g.canvaswidth - 60),24);
  1230. g.ctx.fillStyle = "rgb(255,255,0)";
  1231. g.ctx.fillRect(48,40,bar,24);
  1232. };
  1233. function testFPS()
  1234. {
  1235. try
  1236. {
  1237. // FPS
  1238. if (isNaN(g.fps)) g.fps = 0;
  1239. if (g.fps)
  1240. {
  1241. var d = new Date();
  1242. var c = Math.round(1000 / (d - g.fps));
  1243. }
  1244. var s = new String(c);
  1245. g.fps = new Date();
  1246. //if (c) writeString(s,220,g.canvasheight - 128);
  1247. if (isNaN(g.testy)) g.testy = 0;
  1248. if (isNaN(g.ave)) g.ave = 0;
  1249. if (g.testy < 20)
  1250. {
  1251. g.testy ++; g.ave += c;
  1252. if (g.testy >= 10)
  1253. {
  1254. if (g.ave > 1000) g.framedelay = 42; // throttle the fast devices
  1255. }
  1256. }
  1257. }
  1258. catch (e)
  1259. {
  1260. write(e.message);
  1261. }
  1262. };
  1263. function spawnTextSprite(o,t)
  1264. {
  1265. for (var a=0;a<NUM.TEXTSPRITES;a++)
  1266. {
  1267. if (!m.textsprites[a].visible)
  1268. {
  1269. var e = m.textsprites[a];
  1270. e.visible = true;
  1271. e.ticks = 30;
  1272. e.x = o.x;
  1273. e.y = o.y;
  1274. e.text = t;
  1275. e.speed = 1;
  1276. e.colour = g.colours[rnd(g.colours.length)-1];
  1277. break;
  1278. }
  1279. }
  1280. };
  1281. function spawnTextSpriteXY(x,y,t)
  1282. {
  1283. for (var a=0;a<NUM.TEXTSPRITES;a++)
  1284. {
  1285. if (!m.textsprites[a].visible)
  1286. {
  1287. var e = m.textsprites[a];
  1288. e.visible = true;
  1289. e.ticks = 30;
  1290. e.x = x;
  1291. e.y = y;
  1292. e.text = t;
  1293. e.speed = 1;
  1294. break;
  1295. }
  1296. }
  1297. };
  1298. function spawnMonster()
  1299. {
  1300. if (g.pausemode < 1 && !m.player.dying)
  1301. {
  1302. var y = g.canvasheight;
  1303. var d = 0;
  1304. var r = g.level; if (r > 12) r = 12;
  1305. var sp = 6 + rnd(r);
  1306. var hp = 10;
  1307. var r = rnd(2)-1;
  1308. for (var a=0;a<NUM.MONSTERS;a++)
  1309. {
  1310. if (!m.monsters[a].visible)
  1311. {
  1312. var e = m.monsters[a];
  1313. g.monsterstartx += 100; if (g.monsterstartx > 248) g.monsterstartx = 48;
  1314. e.visible = true;
  1315. e.direction = 0;
  1316. e.w = e.spritesheet.framewidth;
  1317. e.h = e.spritesheet.frameheight;
  1318. e.framesperdirection = e.spritesheet.framesperdirection;
  1319. e.killed = false;
  1320. e.hp = hp;
  1321. e.speed = sp;
  1322. e.basespeed = sp;
  1323. e.frame = 0;
  1324. e.row = r;
  1325. e.nextthink = 16;
  1326. e.decay = 0;
  1327. e.basenextthink = e.nextthink;
  1328. e.startframe = 0;
  1329. e.inpain = 0;
  1330. e.x = g.monsterstartx;
  1331. e.y = y;
  1332. e.falling = false;
  1333. e.jumping = false;
  1334. g.levelmonsters ++;
  1335. break;
  1336. }
  1337. }
  1338. }
  1339. };
  1340. function spawnItemChance(o)
  1341. {
  1342. var x = 0; var y = 0;
  1343. if ((rnd(100) < 10) && g.pausemode < 1)
  1344. {
  1345. x = o.x + 32 + (rnd(g.roadwidth - 64));
  1346. y = 0;
  1347. var row = parseInt(m.spritesheets["entitysheet"].height) / parseInt(m.spritesheets["entitysheet"].frameheight);
  1348. var r = rnd(100)<(g.level)?rnd(3)-1:2+rnd(row-3);
  1349. if (g.level < 5 && r == 5)
  1350. {
  1351. if (rnd(100)>5) r = 4; // frig to prevent too much missile exposure on early levels
  1352. }
  1353. spawnEntity(x, y, r);
  1354. }
  1355. };
  1356. function spawnItem()
  1357. {
  1358. if ((rnd(200) < (g.level < 3 ? 2 : 3)) && g.pausemode < 1 && !m.player.dying)
  1359. {
  1360. for (var a=0;a<NUM.ITEMS;a++)
  1361. {
  1362. if (!m.items[a].visible)
  1363. {
  1364. var s = m.items[a];
  1365. s.visible = true;
  1366. s.x = 32 + rnd(g.canvaswidth - 96);
  1367. s.y = g.canvasheight;
  1368. s.w = s.spritesheet.framewidth;
  1369. s.h = s.spritesheet.frameheight;
  1370. s.framesperdirection = s.spritesheet.framesperdirection;
  1371. s.startframe = 0;
  1372. s.direction = 0;
  1373. s.xmod = rnd(100) < 49 ? -1 : 1;
  1374. s.row = g.level < 3 ? 0 : rnd(4)-1;
  1375. s.speed = 6 + rnd(8);
  1376. if (s.row == 3) { s.speed = 10; s.x = m.player.x; }
  1377. break;
  1378. }
  1379. }
  1380. }
  1381. };
  1382. function spawnBonus()
  1383. {
  1384. if ((rnd(100) < 3) && g.pausemode < 1 && !m.player.dying)
  1385. {
  1386. for (var a=0;a<NUM.BONUSES;a++)
  1387. {
  1388. if (!m.bonuses[a].visible)
  1389. {
  1390. var s = m.bonuses[a];
  1391. s.visible = true;
  1392. s.x = 32 + rnd(g.canvaswidth - 96);
  1393. s.y = -16; //162;
  1394. s.w = s.spritesheet.framewidth;
  1395. s.h = s.spritesheet.frameheight;
  1396. s.framesperdirection = s.spritesheet.framesperdirection;
  1397. s.startframe = 0;
  1398. s.direction = 4;
  1399. s.bounced = false;
  1400. s.taken = false;
  1401. s.collected = false;
  1402. s.speed = 4;
  1403. s.row = rnd(3)-1;
  1404. s.decay = 150;
  1405. break;
  1406. }
  1407. }
  1408. }
  1409. };
  1410. function spawnBonusReward(x,y)
  1411. {
  1412. for (var a=0;a<NUM.BONUSES;a++)
  1413. {
  1414. if (!m.bonuses[a].visible)
  1415. {
  1416. var s = m.bonuses[a];
  1417. s.visible = true;
  1418. s.x = x;
  1419. s.y = y;
  1420. s.w = s.spritesheet.framewidth;
  1421. s.h = s.spritesheet.frameheight;
  1422. s.framesperdirection = s.spritesheet.framesperdirection;
  1423. s.startframe = 0;
  1424. s.direction = 0;
  1425. s.bounced = false;
  1426. s.taken = false;
  1427. s.collected = false;
  1428. s.speed = 4;
  1429. s.row = rnd(3)-1;
  1430. s.decay = 100;
  1431. break;
  1432. }
  1433. }
  1434. };
  1435. function spawnBonusXY(x,y)
  1436. {
  1437. for (var a=0;a<NUM.BONUSES;a++)
  1438. {
  1439. if (!m.bonuses[a].visible)
  1440. {
  1441. var s = m.bonuses[a];
  1442. s.visible = true;
  1443. s.x = x;
  1444. s.y = y;
  1445. s.w = s.spritesheet.framewidth;
  1446. s.h = s.spritesheet.frameheight;
  1447. s.framesperdirection = s.spritesheet.framesperdirection;
  1448. s.startframe = 0;
  1449. s.direction = 0;
  1450. s.bounced = false;
  1451. s.taken = false;
  1452. s.collected = true;
  1453. s.speed = 16;
  1454. s.row = rnd(3)-1;
  1455. calculateMods(s,16,16);
  1456. s.decay = 1000;
  1457. break;
  1458. }
  1459. }
  1460. };
  1461. function spawnFireball(o)
  1462. {
  1463. if (!o.visible) { return; }
  1464. if (g.pausemode > 0) { return; }
  1465. if ((o.x + o.w) < 0) { return; }
  1466. if (o.x > g.canvaswidth) { return; }
  1467. if (g.fireballcooldown > 2) { return; }
  1468. if (g.mode != "game") { return; }
  1469. if (o.dying) { return; }
  1470. var d = 4;
  1471. for (var a=0;a<NUM.BOMBS;a++)
  1472. {
  1473. if (!m.bomb[a].visible)
  1474. {
  1475. var s = m.bomb[a];
  1476. s.visible = true;
  1477. s.direction = 4;
  1478. s.x = o.x + ((o.w/2) - (s.w/2));
  1479. s.y = o.y + (o.h/2);
  1480. s.row = 0;
  1481. s.speed = 8;
  1482. s.size = 4;
  1483. s.framesperdirection = s.spritesheet.framesperdirection;
  1484. g.shotsfired ++;
  1485. break;
  1486. }
  1487. }
  1488. };
  1489. function writeString(s,x,y)
  1490. {
  1491. var o = m.spritesheets["numberssheet"];
  1492. for (var a=0;a<s.length;a++)
  1493. {
  1494. x += o.framewidth;
  1495. var i = s.substr(a,1);
  1496. g.ctx.drawImage(o.image, i*o.framewidth, 0, o.framewidth, o.frameheight, x, y, o.framewidth, o.frameheight);
  1497. }
  1498. };
  1499. function writeLevel()
  1500. {
  1501. var ph = new String();
  1502. var ph2 = new String(g.level);
  1503. var ls = ph2.length;
  1504. var s = new String();
  1505. for (var b = 0; b < ph2.length; b++) s += ph2.substring(b,b+1);
  1506. writeString(s,190,200);
  1507. };
  1508. function hiScore()
  1509. {
  1510. try
  1511. {
  1512. var sScore = new String();
  1513. var sInScore = new String(m.player.hiscore);
  1514. var ls = sInScore.length;
  1515. var s = new String();
  1516. for (var a = 0; a < (8-ls); a++) s += "0";
  1517. for (var b = 0; b < sInScore.length; b++) s += "" + sInScore.substring(b,b+1);
  1518. writeText(s,96,26,28,SCOREFONT)
  1519. }
  1520. catch (e)
  1521. {
  1522. write(e.message);
  1523. }
  1524. };
  1525. function updateScore()
  1526. {
  1527. try
  1528. {
  1529. m.player.score += 50;
  1530. if (m.player.score > m.player.targetscore) m.player.score = m.player.targetscore;
  1531. if (m.player.score > m.player.hiscore)
  1532. {
  1533. m.player.hiscore = Math.round(m.player.score);
  1534. localStorage.setItem(GAMETITLE + "-hiscore", m.player.hiscore);
  1535. }
  1536. if (m.player.score > 99999999) m.player.score = 99999999;
  1537. var sScore = new String();
  1538. var sInScore = new String(m.player.score);
  1539. var ls = sInScore.length;
  1540. var s = new String();
  1541. for (var a = 0; a < (8-ls); a++) s += "0";
  1542. for (var b = 0; b < sInScore.length; b++) s += "" + sInScore.substring(b,b+1);
  1543. if (m.player.score >= 100000 && !g.bonuslife1)
  1544. {
  1545. m.player.lives ++;
  1546. spawnTextSprite(m.player,"EXTRA LIFE");
  1547. g.bonuslife1 = true;
  1548. }
  1549. if (m.player.score >= 200000 && !g.bonuslife2)
  1550. {
  1551. m.player.lives ++;
  1552. spawnTextSprite(m.player,"EXTRA LIFE");
  1553. g.bonuslife2 = true;
  1554. }
  1555. writeText(s,96,26,28,SCOREFONT)
  1556. }
  1557. catch (e)
  1558. {
  1559. write("Score: " + e.message);
  1560. }
  1561. };
  1562. function scanInput(e)
  1563. {
  1564. if (window.event) keypress = e.keyCode;
  1565. else if(e.which) keypress = e.which;
  1566. switch (keypress)
  1567. {
  1568. case 16: // SHIFT
  1569. break;
  1570. case 18: // ALT
  1571. break;
  1572. case 32: // Space
  1573. if (g.mode == "title") setGame();
  1574. break;
  1575. case 38: // Up
  1576. break;
  1577. case 40: // Down
  1578. break;
  1579. case 39: // Right
  1580. break;
  1581. case 37: // Left
  1582. break;
  1583. case 67: // C
  1584. g.console.style.display = g.console.style.display == "none" ? "block" : "none";
  1585. break;
  1586. case 80: // P
  1587. g.pausemode ++; if (g.pausemode > 1) g.pausemode = 0;
  1588. break;
  1589. case 83: // S
  1590. g.audiomode ++; if (g.audiomode > 1) g.audiomode = 0;
  1591. handleAudio();
  1592. break;
  1593. case 17: // CTRL
  1594. case 90: // Z
  1595. break;
  1596. }
  1597. };
  1598. function stopMove(e)
  1599. {
  1600. if (window.event) // IE
  1601. {
  1602. keyup = e.keyCode;
  1603. }
  1604. else if(e.which)
  1605. {
  1606. keyup = e.which;
  1607. }
  1608. var k = 0;
  1609. if (keyup >= 48 && keyup <= 57)
  1610. {
  1611. k = (48 - keyup) * -1;
  1612. }
  1613. switch (keyup)
  1614. {
  1615. case 16: // SHIFT
  1616. break;
  1617. case 18: // ALT
  1618. break;
  1619. case 32: // Space
  1620. break;
  1621. case 38: // Up
  1622. break;
  1623. case 40: // Down
  1624. break;
  1625. case 39: // Right
  1626. break;
  1627. case 37: // Left
  1628. break;
  1629. case 67: // C
  1630. break;
  1631. case 83: // S
  1632. break;
  1633. case 17: // CTRL
  1634. case 90: // Z
  1635. break;
  1636. }
  1637. };
  1638. window.onorientationchange = function(event) {
  1639. setCanvasDimensions(event);
  1640. };