diff --git a/games/Shapes-That-Go-Portable.js b/games/Shapes-That-Go-Portable.js new file mode 100644 index 0000000000..e2a1677b68 --- /dev/null +++ b/games/Shapes-That-Go-Portable.js @@ -0,0 +1,776 @@ +/* +First time? Check out the tutorial game: +https://sprig.hackclub.com/gallery/getting_started + +@title: Shapes_That_Go +@author: Parritz +@tags: [] +@addedOn: 2024-11-23 +*/ + +const playerChar = "p" +const squareChar = "s" +const pogChar = "o" +const bounceChar = "b" +const spikeChar = "i" +const upsideDownSpikeChar = "u" +const levelX = 12 +const levelY = 9 +let gameStarted = false +let gameEnded = false + +// Define sprites +setLegend( + [playerChar, bitmap` +3333333333333333 +3333333333333333 +3333333333333333 +3333333333333333 +3333333333333333 +3333333333333333 +3333333333333333 +3333333333333333 +3333333333333333 +3333333333333333 +3333333333333333 +3333333333333333 +3333333333333333 +3333333333333333 +3333333333333333 +3333333333333333`], + [squareChar, bitmap` +5555555555555555 +5555555555555555 +5555555555555555 +5555555555555555 +5555555555555555 +5555555555555555 +5555555555555555 +5555555555555555 +5555555555555555 +5555555555555555 +5555555555555555 +5555555555555555 +5555555555555555 +5555555555555555 +5555555555555555 +5555555555555555`], + [pogChar, bitmap` +....00000000.... +...0111111110... +..011111111110.. +.01111111111110. +0111111555111110 +0111115111511110 +0111115111511111 +0111115111511110 +0111115555111110 +0111115111111110 +0111115111111110 +0111115111111110 +.01111111111110. +..011111111110.. +...0111111110... +....00000000....`], + [bounceChar, bitmap` +4444444444444444 +4444444444444444 +4444444444444444 +4444444444444444 +4444444444444444 +4444444444444444 +4444444444444444 +4444444444444444 +4444444444444444 +4444444444444444 +4444444444444444 +4444444444444444 +4444444444444444 +4444444444444444 +4444444444444444 +4444444444444444`], + [spikeChar, bitmap` +................ +.......66....... +......6666...... +......6666...... +.....666666..... +.....666666..... +....66666666.... +....66666666.... +...6666666666... +...6666666666... +..666666666666.. +..666666666666.. +.66666666666666. +.66666666666666. +6666666666666666 +6666666666666666`], + [upsideDownSpikeChar, bitmap` +6666666666666666 +6666666666666666 +.66666666666666. +.66666666666666. +..666666666666.. +..666666666666.. +...6666666666... +...6666666666... +....66666666.... +....66666666.... +.....666666..... +.....666666..... +......6666...... +......6666...... +.......66....... +................`], +) + +/// Levels + +const startingChunk = [ + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1,1,0,0,0,1,0,0,0,0], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1,0,1,0,0,0,1,0,0,1,0,0,0,0], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,0,0], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,0,0,0,0], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], + [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6], + [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], + [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], + [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] +]; 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+ +const chunks = [chunk2,chunk2,chunk3,chunk4,chunk5,chunk6,chunk7,chunk8,chunk9,chunk10, chunk11,chunk12,chunk13, chunk14, chunk15, chunk16, chunk17, chunk18, chunk19, chunk20, bonus]; + +let level = 0 +const levels = { + game: map` +............ +.p.......... +............ +............ +............ +............ +............ +............ +............ +............`, + gameOver: map` +ppppppppppp +ppppppppppp +ppppppppppp +ppppppppppp +ppppppppppp +ppppppppppp +ppppppppppp +ppppppppppp +ppppppppppp` +} + +setMap(levels.game) + +// Get the player then set some values +let player = getFirst(playerChar) +let isJumping = false +let jumpingStage = 0 +let gravityFlipped = false +let playerYVelocity = 0 + +let score = 0 +function setScore(score) { + clearText() + addText("Score: " + score, { + x: 1, + y: 1, + color: color`0` + }) +} + +function scrollLevel(player) { + const obstacles = [ + ...getAll(squareChar), + ...getAll(spikeChar), + ...getAll(upsideDownSpikeChar) + ] + const bounces = getAll(bounceChar) + const pogs = getAll(pogChar); + + // Handle obstacles + for (const obstacle of obstacles) { + const nextXPosition = obstacle.x - 1; + + // Handle collision + // If the next position of the obstacle is the player, then end the game + if (nextXPosition == player.x && obstacle.y == player.y) { + endGame() + } else { + if (obstacle.x == 0) { + clearTile(0, obstacle.y); + } + } + + obstacle.x = nextXPosition; + } + + // Handle pogs + for (const pog of pogs) { + const nextXPosition = pog.x - 1; + + // Handle collision + if (nextXPosition == player.x && pog.y == player.y) { + score += 1000 + clearTile(pog.x, pog.y) + } else { + if (pog.x == 0) { + clearTile(0, pog.y) + } + } + pog.x = nextXPosition + } + + for (const bounce of bounces) { + const nextXPosition = bounce.x - 1; + + // Handle collision + let isAffected = (gravityFlipped ? bounce.y + 1 : bounce.y - 1) == player.y; + if (nextXPosition == player.x && isAffected) { + playerYVelocity = 6 + } else { + if (bounce.x == 0) { + clearTile(0, bounce.y) + } + } + + bounce.x = nextXPosition + } +} + +function getRandomInt(min, max) { + min = Math.ceil(min); + max = Math.floor(max); + return Math.floor(Math.random() * (max - min + 1)) + min; +} + +function getRandomChunk() { + const randomNumber = getRandomInt(0, chunks.length); + return chunks[randomNumber]; +} + +let chunkPassed = true +let currentChunk = null +let streamedChunkX = 0; +let streamedChunkY = 0; + +function loadChunk(chunk, isPartialStream) { + if (!chunk) { + return; + } + + if (chunk[0].length > levelX) { + // Stream the chunk as it overflows on the x-axis + chunkPassed = false; + + if (isPartialStream) { + // Load as much as possible from left to right + for (let chunkY = 0; chunkY < chunk.length; chunkY++) { + if (chunkY > levelY) { + continue; + } + + for (let chunkX = 0; chunkX < Math.min(levelX, chunk[0].length); chunkX++) { + if (chunk[chunkY][chunkX] == 1) { + addSprite(chunkX, chunkY, squareChar); + } + } + } + } else { + // Normal streaming logic + for (let chunkY = 0; chunkY < chunk.length; chunkY++) { + if (chunkY > levelY) { + continue; + } + + if (!gameEnded) { + switch (chunk[chunkY][streamedChunkX]) { + case 1: { + addSprite(levelX - 1, chunkY, squareChar); + break; + } + case 2: { + addSprite(levelX - 1, chunkY, spikeChar); + break; + } + case 3: { + addSprite(levelX - 1, chunkY, upsideDownSpikeChar); + break; + } + case 4: { + addSprite(levelX - 1, chunkY, bounceChar); + break; + } + case 7: { + addSprite(levelX - 1, chunkY, pogChar); + break; + } + } + + } + } + + if (streamedChunkX == chunk[0].length - 1) { + streamedChunkX = 0; + chunkPassed = true; + } else { + streamedChunkX += 1; + } + } + } else { + // Level does not overflow, we're safe to load the full thing + for (let y = 0; y < chunk.length; y++) { + for (let x = 0; x < chunk[y].length; x++) { + // Check if the value is non-zero and within the x limit + if (chunk[y][x] == 1 && x < levelX) { + addSprite(x, y, squareChar); + } + } + } + } +} + +function isPlayerOnGround(player, isGravityFlipped) { + const yPosToCheck = isGravityFlipped ? player.y - 1 : player.y + 1; + const tiles = getTile(player.x, yPosToCheck); + if (tiles != "") { + switch (tiles[0]._type) { + case "s": { + return true; + } + case "b": { + return true; + } + case "i": { + return false; + } + case "u": { + return false; + } + } + } + return false; +} + +// Set default score +setScore(0) + +addText("Up to start", { + x: 1, + y: 3, + color: color`0` +}) + +/// Game loop +function beginGameLoop() { + // Load map + setMap(levels.game) + + // Get the player then set some values + player = getFirst(playerChar); + isJumping = false; + gravityFlipped = false; + score = 0; + jumpingStage = 0; + playerYVelocity = 0; + gameStarted = true; + gameEnded = false; + + // Reset chunk data + chunkPassed = true + currentChunk = null + streamedChunkX = 0; + streamedChunkY = 0; + + // Load starting level + loadChunk(startingChunk, true) + currentChunk = startingChunk + + const gameInterval = setInterval(() => { + if (player) { + // Apply gravity or jumping logic + if (!isPlayerOnGround(player, gravityFlipped) && !isJumping) { + // Gravity pulls the player down + player.y += gravityFlipped ? -1 : 1; + } else if (isJumping) { + // Jumping logic with stages for smoother ascent and descent + if (jumpingStage == 0) { + player.y -= gravityFlipped ? -2 : 2; // Strong initial jump + } else if (jumpingStage == 1) { + player.y -= gravityFlipped ? -1 : 1; // Mid-air slowdown + } else if (jumpingStage == 2) { + player.y -= gravityFlipped ? 0 : 0; // Pause briefly at the top + } + + jumpingStage += 1; + + // End jump after 3 stages + if (jumpingStage >= 3) { + isJumping = false; + jumpingStage = 0; + } + } + + if (player.y == levelY || player.y == 0) { + endGame() + } + } + + // Handle player y velocity + if (playerYVelocity > 0) { + player.y -= gravityFlipped ? -2 : 2; + playerYVelocity -= playerYVelocity >= 2 ? 2 : 1; + } + + if (gameStarted) { + // Load next chunk + const chunk = chunkPassed ? getRandomChunk() : currentChunk; + if (chunkPassed) { + currentChunk = chunk + } + + scrollLevel(player) + loadChunk(chunk) + + // Add to the player's score + score += 100 + setScore(score) + } + + if (gameEnded) { + // End the game loop + clearInterval(gameInterval); + + // Game over screen text + addText("Game Over", { + x: 5, + y: 6, + color: color`0` + }); + + addText("Up to reset", { + x: 4, + y: 8, + color: color`0` + }); + } + }, 65) + + return gameInterval +} + +// Create the game loop +let gameInterval = beginGameLoop() + +// Handle game end +function endGame() { + gameEnded = true; + gameStarted = false; + setMap(levels.gameOver); +} + +// Handle game restarting +function restartGame() { + gameInterval = beginGameLoop() +} + +/// User input + +// Handle game starting +onInput("w", () => { + if (!gameStarted && !gameEnded) { + // Begin the game + gameStarted = true; + clearText() + } else if (gameEnded) { + // Restart the game + restartGame() + } +}) + +// Handle jumping +onInput("s", () => { + if (!isJumping && isPlayerOnGround(player, gravityFlipped)) { + isJumping = true + } +}) + +// Handle gravity flipping +onInput("k", () => { + if (isPlayerOnGround(player, gravityFlipped)) { + gravityFlipped = !gravityFlipped; + } +}) \ No newline at end of file