323 lines
9.8 KiB
JavaScript
323 lines
9.8 KiB
JavaScript
/**
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* Created by tomdt on 6/23/2017.
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*/
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let cyclesRemaining = 1000;
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const horse_array = [
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{img: "./resources/horse_images/final/stonewall_000.png", name: "Stonewall"},
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{img: "./resources/horse_images/final/DEMON_HORZE_666.png", name: "DEMON HORZE"},
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{img: "./resources/horse_images/final/CrotchRocket_93_raw.png", name: "CROTCH ROCKET"},
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{img: "./resources/horse_images/final/BlackJack_10.png", name: "BlackJack"}
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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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const COUNTDOWN_START_SECS = 10;
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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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let gameState = "preRace"; // this should probably be an enum later
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const horses = [];
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const finalPlaces = [];
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let finishLineScan = 0;
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let fanfarePlayedFlag = false;
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// sound effect triggers
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const soundEffectTriggers = [Math.floor(Math.random() * (100)) + 700, // should be between 700 and 800
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Math.floor(Math.random() * (100)) + 300, // shuld be between 300 and 400
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// Math.floor(Math.random() * (100)) + 200, //between 200 - 300
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];
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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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// The game loop should be a setInterval that way the screen size can be adjusted.
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// I think its a bit easier to keep track of the state from one loop vs function callbacks
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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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switch(gameState){
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case "preRace":
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if (horses.length === 4){
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gameState = 'countdownStart';
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console.log ("Horses loaded, transitioning to countdown");
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}
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break;
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case "countdownStart":
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startCountdown(COUNTDOWN_START_SECS,BG_CTX);
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break;
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case "running":
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screenReset();
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runRace(CTX,BG_CTX);
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break;
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case "finishing":
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screenReset();
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runRace(CTX,BG_CTX);
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break;
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case "finished":
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//quick and dirty fanfare check
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if (!fanfarePlayedFlag){
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playFanfare();
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fanfarePlayedFlag = true;
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}
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CTX.clearRect(0, 0, WIDTH, HEIGHT);
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drawResults(BG_CTX, WIDTH, HEIGHT, horseHeight, finalPlaces);
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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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cyclesRemaining --;
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//handle race background
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drawRaceBackground(bg_ctx, WIDTH, HEIGHT, horseHeight, cyclesRemaining, true);
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//Figure out horse postitions
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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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//todo- change these sway varibles to be "trot" objects, or something, at put it in a horse object, so we can reuse these better
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// horse 1 & 2 are hilarious, horse 3&4 are more normal paced
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const horse_1_sway = Math.sin(cyclesRemaining) * 10;
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const lane_2_height = HEIGHT - (horseHeight * 1.75);
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const horse_2_sway = Math.cos(cyclesRemaining) * 10;
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const lane_3_height = HEIGHT - (horseHeight * 2.25);
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const horse_3_sway = Math.sin(cyclesRemaining/2) * 10;
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const lane_4_height = HEIGHT - (horseHeight * 2.75);
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const horse_4_sway = Math.cos(cyclesRemaining/2) * 10;
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updateHorsePositions();
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checkForSoundEffects(cyclesRemaining);
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//draw shadows under horses
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// ctx.ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle [, anticlockwise]);
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ctx.fillStyle = "rgba(0,0,0,0.25)";
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ctx.beginPath();
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ctx.ellipse(
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horses[3].x + (horseWidth /2) , // center of horses position
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HEIGHT - (horseHeight * 1.75),// center of lane
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(horseWidth * .75) / 2,
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(horseHeight * .25) / 2,
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0, 0, Math.PI *2);
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ctx.fill();
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ctx.beginPath();
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ctx.ellipse(
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horses[2].x + (horseWidth /2) , // center of horses position
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HEIGHT - (horseHeight * 1.25),// center of lane
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(horseWidth * .75) / 2,
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(horseHeight * .25) / 2,
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0, 0, Math.PI *2);
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ctx.fill();
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ctx.beginPath();
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ctx.ellipse(
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horses[1].x + (horseWidth /2) , // center of horses position
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HEIGHT - (horseHeight * .75),// center of lane
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(horseWidth * .75) / 2,
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(horseHeight * .25) / 2,
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0, 0, Math.PI *2);
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ctx.fill();
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ctx.beginPath();
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ctx.ellipse(
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horses[0].x + (horseWidth /2) , // center of horses position
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HEIGHT - (horseHeight * .25),// center of lane
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(horseWidth * .75) / 2,
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(horseHeight * .25) / 2,
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0, 0, Math.PI *2);
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ctx.fill();
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// draw horses
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ctx.drawImage(horses[3].image, horses[3].x , (lane_4_height + horse_4_sway) , horseWidth, horseHeight);
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ctx.drawImage(horses[2].image, horses[2].x , (lane_3_height + horse_3_sway) , horseWidth, horseHeight);
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ctx.drawImage(horses[1].image, horses[1].x , (lane_2_height + horse_2_sway) , horseWidth, horseHeight);
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ctx.drawImage(horses[0].image, horses[0].x , (lane_1_height + horse_1_sway) , horseWidth, horseHeight);
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if (cyclesRemaining <= 0 ){
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if (gameState === 'running'){
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console.log("checking for winners now");
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finishLineScan = WIDTH - horseWidth;
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gameState = "finishing";
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}
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let foundHorseIndex = null;
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console.log(finishLineScan);
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for (let i = 0; i < horses.length; i++) {
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//horse has finished
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if (horses[i].x >= finishLineScan && horses[i].place === null){
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if (!foundHorseIndex || horses[foundHorseIndex].x < horses[i].x) {
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foundHorseIndex = i;
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}
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}
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}
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if(foundHorseIndex != null){
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finalPlaces.push(horses[foundHorseIndex]);
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horses[foundHorseIndex].place = 1;
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console.log("Horse Finished - " + foundHorseIndex);
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}
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// horses.splice(foundHorseIndex);
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if (finalPlaces.length === 4){
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// gameState = "finished";
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stopGallop();
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// this will actually set the gamestate to finished for every frame, but it shouldnt matter since the gamestate never goes anywhere after finsihed
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setTimeout(() => {
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gameState = "finished";
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}, 2000)
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}
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finishLineScan -= finishLineSpeed;
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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_array[i].img; // todo - change to grab random horse
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const tempName = horse_array[i].name; //
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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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name: tempName,
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x:0,
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y:0,
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currentSpeed: null,
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currentDestination:null,
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place: null,
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changePositionCycles:[
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Math.floor(Math.random() * (100)) + 700, // should be between 700 and 800
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Math.floor(Math.random() * (100)) + 450, // shuld be between 450 and 550
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Math.floor(Math.random() * (100)) + 200, //between 200 - 300
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]
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};
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horses.push(horse);
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}
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}
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}
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function screenReset(){
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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 startCountdown(seconds, bg_ctx){
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playCountdownAudio(seconds);
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if (gameState === "countdownStart" ) {
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gameState = "countdownRunning";
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}
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console.log ("Coundown: " + seconds);
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if (seconds > 0) {
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screenReset();
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drawCountdown(bg_ctx, WIDTH, HEIGHT, horseHeight, seconds, horses);
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setTimeout (()=>{startCountdown( seconds - 1, bg_ctx)}, 1000);
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}
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else {
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gameState = "running";
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}
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}
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function updateHorsePositions(){
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for (let i = 0; i < horses.length; i++) {
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const horse = horses[i];
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// update to current destination
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if (horse.currentDestination === null){
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horse.currentDestination = Math.floor(Math.random() * (WIDTH - horseWidth));
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}
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if (horse.currentSpeed === null){
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horse.currentSpeed= Math.floor(Math.random() * 5) + 3;
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}
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if (horse.x > horse.currentDestination + 5 ){
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horse.x -= horse.currentSpeed / 2;
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}
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else if (horse.x < horse.currentDestination - 5){
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horse.x += horse.currentSpeed;
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}
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//add x sway
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horse.x += swayPatternFunctions[i].x(cyclesRemaining);
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// blow away destination if horse has hit its reset point
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for (let i =0; i < horse.changePositionCycles.length; i ++){
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if (cyclesRemaining === horse.changePositionCycles[i]){
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horse.currentDestination = null;
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horse.currentSpeed = null;
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}
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}
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//last second reset for giggles!
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if(cyclesRemaining === 50 ){
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horse.currentDestination = null;
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horse.currentSpeed = null;
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}
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}
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}
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function checkForSoundEffects(cycle){
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for (let i = 0; i < soundEffectTriggers.length; i++) {
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if (cycle === soundEffectTriggers[i]){
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playRandomNeigh();
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}
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}
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}
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swayPatternFunctions = [
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{x:(cycle)=>{ return Math.cos(cycle/3) * 10;}, y:(cycle)=>{return Math.sin(cycle) * 10} },
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{x:(cycle)=>{ return Math.sin(cycle/3) * 10;}, y:(cycle)=>{ return Math.cos(cycle) * 10;}},
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{x:(cycle)=>{ return Math.cos(cycle/4) * 10;}, y:(cycle)=>{ return Math.sin(cycle/2) * 10}},
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{x:(cycle)=>{ return Math.sin(cycle/4) * 10;}, y:(cycle)=>{ return Math.cos(cycle/2) * 10}}
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]; |