added horses running around and stuff
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148
game.js
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148
game.js
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/**
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* Created by tomdt on 6/23/2017.
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*/
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const spriteWidth = 20;
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const spriteHeight = 20;
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const yMoveLimit = 400;
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let framecount = 0;
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const horse_image_array = [
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"./resources/horse_images/final/stonewall_000.png",
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"./resources/horse_images/final/DEMON_HORZE_666.png",
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"./resources/horse_images/final/CrotchRocket_93_raw.png",
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"./resources/horse_images/final/BlackJack_10.png"
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];
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const GAME_CANVAS = document.getElementById("gamecanvas");
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const BG_CANVAS = document.getElementById("bgcanvas");
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const BG_CTX = BG_CANVAS.getContext("2d");
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const CTX = GAME_CANVAS.getContext("2d");
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// Size parameters, they will be adjusted to fit the size of the screen
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let WIDTH = GAME_CANVAS.width;
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let HEIGHT = GAME_CANVAS.height;
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let horseWidth = WIDTH / 8;
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let horseHeight = WIDTH / 8;
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// state tracking
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const gameState = "running"; // this should probably be an enum later
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const horses = [];
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//Start game loop
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window.onload = ( ) => {
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// initBackground();
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initHorses();
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setInterval(gameLoop, 20); // a touch <60 FPS
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};
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function gameLoop(){
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screenSizeAdjust();
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//
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switch(gameState){
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case "running":
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runRace(CTX,BG_CTX);
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break;
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default:
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break;
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}
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}
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function runRace(ctx,bg_ctx){
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framecount ++;
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//handle race background
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drawRaceBackground(bg_ctx, WIDTH, HEIGHT, horseHeight);
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const x = WIDTH / 2;
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const y = HEIGHT / 2;
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const lane_1_height = HEIGHT - (horseHeight * 1.25);
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const horse_1_sway = Math.sin(framecount) * 10;
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const horse_1_X_sway = Math.cos(framecount/3) * 10;
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const lane_2_height = HEIGHT - (horseHeight * 1.75);
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const horse_2_sway = Math.cos(framecount) * 10;
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const horse_2_X_sway = Math.sin(framecount/3) * 10;
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const lane_3_height = HEIGHT - (horseHeight * 2.25);
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const horse_3_sway = Math.sin(framecount/2) * 10;
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const horse_3_X_sway = Math.cos(framecount/4) * 10;
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const lane_4_height = HEIGHT - (horseHeight * 2.75);
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const horse_4_sway = Math.cos(framecount/2) * 10;
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const horse_4_X_sway = Math.sin(framecount/4) * 10;
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if (horses.length > 3){
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// console.log("Horse 0 at x: "+ x + " y: "+ y);
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ctx.drawImage(horses[3].image, horse_4_X_sway , (lane_4_height + horse_4_sway) , horseWidth, horseHeight);
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ctx.drawImage(horses[2].image, horse_3_X_sway , (lane_3_height + horse_3_sway) , horseWidth, horseHeight);
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ctx.drawImage(horses[1].image, horse_2_X_sway , (lane_2_height + horse_2_sway) , horseWidth, horseHeight);
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ctx.drawImage(horses[0].image, horse_1_X_sway , (lane_1_height + horse_1_sway) , horseWidth, horseHeight);
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}
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}
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function initHorses() {
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console.log("initHorses");
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for (let i =0; i < 4; i ++ ){
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const horse_image = new Image();
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horse_image.src = horse_image_array[i]; // todo - change to grab random horse image
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horse_image.onload = function() {
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const horse = {
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image: horse_image
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// todo - Draw the rest of the fucking owl
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}
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horses.push(horse);
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console.log("horseImagePushed");
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console.log(horses[0]);
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}
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}
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}
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function screenSizeAdjust(){
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HEIGHT = GAME_CANVAS.height = BG_CANVAS.height = window.innerHeight;
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WIDTH = GAME_CANVAS.width = BG_CANVAS.width = window.innerWidth;
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horseWidth = horseHeight = WIDTH / 8;
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}
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function drawPlayer(ctx){
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let xStart = xPosition;
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let yStart = yPosition + spriteHeight;
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ctx.fillStyle = "red";
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ctx.beginPath();
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ctx.moveTo(xStart,yStart); // bottom left corner
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ctx.lineTo(xStart + (spriteWidth/2), yPosition);
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ctx.lineTo(xStart + spriteWidth, yStart);
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ctx.lineTo(xStart +(spriteWidth/2), yPosition +(spriteHeight/2));
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ctx.lineTo(xStart,yStart);
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ctx.fill();
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}
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