Files
CrivitzDerby/game.js

323 lines
9.8 KiB
JavaScript

/**
* Created by tomdt on 6/23/2017.
*/
let cyclesRemaining = 1000;
const horse_array = [
{img: "./resources/horse_images/final/stonewall_000.png", name: "Stonewall"},
{img: "./resources/horse_images/final/DEMON_HORZE_666.png", name: "DEMON HORZE"},
{img: "./resources/horse_images/final/CrotchRocket_93_raw.png", name: "CROTCH ROCKET"},
{img: "./resources/horse_images/final/BlackJack_10.png", name: "BlackJack"}
];
const GAME_CANVAS = document.getElementById("gamecanvas");
const BG_CANVAS = document.getElementById("bgcanvas");
const BG_CTX = BG_CANVAS.getContext("2d");
const CTX = GAME_CANVAS.getContext("2d");
const COUNTDOWN_START_SECS = 10;
// Size parameters, they will be adjusted to fit the size of the screen
let WIDTH = GAME_CANVAS.width;
let HEIGHT = GAME_CANVAS.height;
let horseWidth = WIDTH / 8;
let horseHeight = WIDTH / 8;
// state tracking
let gameState = "preRace"; // this should probably be an enum later
const horses = [];
const finalPlaces = [];
let finishLineScan = 0;
let fanfarePlayedFlag = false;
// sound effect triggers
const soundEffectTriggers = [Math.floor(Math.random() * (100)) + 700, // should be between 700 and 800
Math.floor(Math.random() * (100)) + 300, // shuld be between 300 and 400
// Math.floor(Math.random() * (100)) + 200, //between 200 - 300
];
//Start game loop
window.onload = ( ) => {
// initBackground();
initHorses();
// The game loop should be a setInterval that way the screen size can be adjusted.
// I think its a bit easier to keep track of the state from one loop vs function callbacks
setInterval(gameLoop, 20); // a touch <60 FPS
};
function gameLoop(){
switch(gameState){
case "preRace":
if (horses.length === 4){
gameState = 'countdownStart';
console.log ("Horses loaded, transitioning to countdown");
}
break;
case "countdownStart":
startCountdown(COUNTDOWN_START_SECS,BG_CTX);
break;
case "running":
screenReset();
runRace(CTX,BG_CTX);
break;
case "finishing":
screenReset();
runRace(CTX,BG_CTX);
break;
case "finished":
//quick and dirty fanfare check
if (!fanfarePlayedFlag){
playFanfare();
fanfarePlayedFlag = true;
}
CTX.clearRect(0, 0, WIDTH, HEIGHT);
drawResults(BG_CTX, WIDTH, HEIGHT, horseHeight, finalPlaces);
default:
break;
}
}
function runRace(ctx,bg_ctx){
cyclesRemaining --;
//handle race background
drawRaceBackground(bg_ctx, WIDTH, HEIGHT, horseHeight, cyclesRemaining, true);
//Figure out horse postitions
const x = WIDTH / 2;
const y = HEIGHT / 2;
const lane_1_height = HEIGHT - (horseHeight * 1.25);
//todo- change these sway varibles to be "trot" objects, or something, at put it in a horse object, so we can reuse these better
// horse 1 & 2 are hilarious, horse 3&4 are more normal paced
const horse_1_sway = Math.sin(cyclesRemaining) * 10;
const lane_2_height = HEIGHT - (horseHeight * 1.75);
const horse_2_sway = Math.cos(cyclesRemaining) * 10;
const lane_3_height = HEIGHT - (horseHeight * 2.25);
const horse_3_sway = Math.sin(cyclesRemaining/2) * 10;
const lane_4_height = HEIGHT - (horseHeight * 2.75);
const horse_4_sway = Math.cos(cyclesRemaining/2) * 10;
updateHorsePositions();
checkForSoundEffects(cyclesRemaining);
//draw shadows under horses
// ctx.ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle [, anticlockwise]);
ctx.fillStyle = "rgba(0,0,0,0.25)";
ctx.beginPath();
ctx.ellipse(
horses[3].x + (horseWidth /2) , // center of horses position
HEIGHT - (horseHeight * 1.75),// center of lane
(horseWidth * .75) / 2,
(horseHeight * .25) / 2,
0, 0, Math.PI *2);
ctx.fill();
ctx.beginPath();
ctx.ellipse(
horses[2].x + (horseWidth /2) , // center of horses position
HEIGHT - (horseHeight * 1.25),// center of lane
(horseWidth * .75) / 2,
(horseHeight * .25) / 2,
0, 0, Math.PI *2);
ctx.fill();
ctx.beginPath();
ctx.ellipse(
horses[1].x + (horseWidth /2) , // center of horses position
HEIGHT - (horseHeight * .75),// center of lane
(horseWidth * .75) / 2,
(horseHeight * .25) / 2,
0, 0, Math.PI *2);
ctx.fill();
ctx.beginPath();
ctx.ellipse(
horses[0].x + (horseWidth /2) , // center of horses position
HEIGHT - (horseHeight * .25),// center of lane
(horseWidth * .75) / 2,
(horseHeight * .25) / 2,
0, 0, Math.PI *2);
ctx.fill();
// draw horses
ctx.drawImage(horses[3].image, horses[3].x , (lane_4_height + horse_4_sway) , horseWidth, horseHeight);
ctx.drawImage(horses[2].image, horses[2].x , (lane_3_height + horse_3_sway) , horseWidth, horseHeight);
ctx.drawImage(horses[1].image, horses[1].x , (lane_2_height + horse_2_sway) , horseWidth, horseHeight);
ctx.drawImage(horses[0].image, horses[0].x , (lane_1_height + horse_1_sway) , horseWidth, horseHeight);
if (cyclesRemaining <= 0 ){
if (gameState === 'running'){
console.log("checking for winners now");
finishLineScan = WIDTH - horseWidth;
gameState = "finishing";
}
let foundHorseIndex = null;
console.log(finishLineScan);
for (let i = 0; i < horses.length; i++) {
//horse has finished
if (horses[i].x >= finishLineScan && horses[i].place === null){
if (!foundHorseIndex || horses[foundHorseIndex].x < horses[i].x) {
foundHorseIndex = i;
}
}
}
if(foundHorseIndex != null){
finalPlaces.push(horses[foundHorseIndex]);
horses[foundHorseIndex].place = 1;
console.log("Horse Finished - " + foundHorseIndex);
}
// horses.splice(foundHorseIndex);
if (finalPlaces.length === 4){
// gameState = "finished";
stopGallop();
// this will actually set the gamestate to finished for every frame, but it shouldnt matter since the gamestate never goes anywhere after finsihed
setTimeout(() => {
gameState = "finished";
}, 2000)
}
finishLineScan -= finishLineSpeed;
}
}
function initHorses() {
console.log("initHorses");
for (let i =0; i < 4; i ++ ){
const horse_image = new Image();
horse_image.src = horse_array[i].img; // todo - change to grab random horse
const tempName = horse_array[i].name; //
horse_image.onload = function() {
const horse = {
image: horse_image,
name: tempName,
x:0,
y:0,
currentSpeed: null,
currentDestination:null,
place: null,
changePositionCycles:[
Math.floor(Math.random() * (100)) + 700, // should be between 700 and 800
Math.floor(Math.random() * (100)) + 450, // shuld be between 450 and 550
Math.floor(Math.random() * (100)) + 200, //between 200 - 300
]
};
horses.push(horse);
}
}
}
function screenReset(){
HEIGHT = GAME_CANVAS.height = BG_CANVAS.height = window.innerHeight;
WIDTH = GAME_CANVAS.width = BG_CANVAS.width = window.innerWidth;
horseWidth = horseHeight = WIDTH / 8;
}
function startCountdown(seconds, bg_ctx){
playCountdownAudio(seconds);
if (gameState === "countdownStart" ) {
gameState = "countdownRunning";
}
console.log ("Coundown: " + seconds);
if (seconds > 0) {
screenReset();
drawCountdown(bg_ctx, WIDTH, HEIGHT, horseHeight, seconds, horses);
setTimeout (()=>{startCountdown( seconds - 1, bg_ctx)}, 1000);
}
else {
gameState = "running";
}
}
function updateHorsePositions(){
for (let i = 0; i < horses.length; i++) {
const horse = horses[i];
// update to current destination
if (horse.currentDestination === null){
horse.currentDestination = Math.floor(Math.random() * (WIDTH - horseWidth));
}
if (horse.currentSpeed === null){
horse.currentSpeed= Math.floor(Math.random() * 5) + 3;
}
if (horse.x > horse.currentDestination + 5 ){
horse.x -= horse.currentSpeed / 2;
}
else if (horse.x < horse.currentDestination - 5){
horse.x += horse.currentSpeed;
}
//add x sway
horse.x += swayPatternFunctions[i].x(cyclesRemaining);
// blow away destination if horse has hit its reset point
for (let i =0; i < horse.changePositionCycles.length; i ++){
if (cyclesRemaining === horse.changePositionCycles[i]){
horse.currentDestination = null;
horse.currentSpeed = null;
}
}
//last second reset for giggles!
if(cyclesRemaining === 50 ){
horse.currentDestination = null;
horse.currentSpeed = null;
}
}
}
function checkForSoundEffects(cycle){
for (let i = 0; i < soundEffectTriggers.length; i++) {
if (cycle === soundEffectTriggers[i]){
playRandomNeigh();
}
}
}
swayPatternFunctions = [
{x:(cycle)=>{ return Math.cos(cycle/3) * 10;}, y:(cycle)=>{return Math.sin(cycle) * 10} },
{x:(cycle)=>{ return Math.sin(cycle/3) * 10;}, y:(cycle)=>{ return Math.cos(cycle) * 10;}},
{x:(cycle)=>{ return Math.cos(cycle/4) * 10;}, y:(cycle)=>{ return Math.sin(cycle/2) * 10}},
{x:(cycle)=>{ return Math.sin(cycle/4) * 10;}, y:(cycle)=>{ return Math.cos(cycle/2) * 10}}
];