440 lines
14 KiB
JavaScript
440 lines
14 KiB
JavaScript
/**
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* Created by tomdt on 6/23/2017.
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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 = 25;
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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 cyclesRemaining = 1000;
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let gameState = "preRace"; // this should probably be an enum later
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let horses = [];
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let finalPlaces = [];
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let finishLineScan = 0;
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let fanfarePlayedFlag = false;
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let placeCount = 1;
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let roundScored = false;
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let scoreboard = JSON.parse(window.localStorage.getItem("cd_scoreboard")) || {};
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//UI event handlers
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let clickHandlerLoaded = 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, // should 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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console.log("-- Scoreboard Check --");
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console.log(scoreboard);
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initGame();
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// The game loop should be a setInterval that way the screen size can be adjusted
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setInterval(gameLoop, 20); // a touch <60 FPS
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};
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function initGame(){
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cyclesRemaining = 1000;
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gameState = "preRace"; // this should probably be an enum later
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horses = [];
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finalPlaces = [];
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finishLineScan = 0;
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fanfarePlayedFlag = false;
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clickHandlerLoaded = false;
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roundScored = false;
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initBackground();
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initHorses();
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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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screenReset();
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drawStartScreen(CTX ,BG_CTX, WIDTH, HEIGHT, horseHeight);
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if (horses.length === 4){
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if (!clickHandlerLoaded){
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let handler = function (event) {
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gameState = 'countdownStart';
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console.log ("Horses loaded, transitioning to countdown");
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removeEventListener('click', handler, false);
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clickHandlerLoaded = false;
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} ;
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window.addEventListener("click",handler,false);
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clickHandlerLoaded = true;
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}
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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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setTimeout(()=>{
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gameState = "WinnerCloseUp";
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}, 7 * 1000);
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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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break;
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case "WinnerCloseUp":
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drawWinnerCloseUp(BG_CTX, WIDTH, HEIGHT, horseHeight, finalPlaces);
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if (!clickHandlerLoaded){
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let handler = function () {
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console.log("Restarting game....")
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initGame();
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gameState = "preRace"
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removeEventListener('click', handler, false);
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clickHandlerLoaded = false;
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};
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clickHandlerLoaded = true;
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addEventListener('click', handler, false);
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}
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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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cyclesRemaining --;
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//handle race background
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drawRaceBackground(bg_ctx, WIDTH, HEIGHT, horseHeight, cyclesRemaining, true);
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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 lane_1_height = HEIGHT - (horseHeight * 1.25);
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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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horses[0].y = (lane_1_height + horse_1_sway);
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horses[1].y = (lane_2_height + horse_2_sway);
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horses[2].y = (lane_3_height + horse_3_sway);
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horses[3].y = (lane_4_height + horse_4_sway);
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updateHorsePositions();
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checkForSoundEffects(cyclesRemaining);
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//draw shadows under horses
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fg_drawShadows(ctx, horses, horseHeight, horseWidth);
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// draw horses - order is important!!!
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ctx.drawImage(horses[3].image, horses[3].x , horses[3].y , horseWidth, horseHeight);
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ctx.drawImage(horses[2].image, horses[2].x , horses[2].y , horseWidth, horseHeight);
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ctx.drawImage(horses[1].image, horses[1].x , horses[1].y , horseWidth, horseHeight);
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ctx.drawImage(horses[0].image, horses[0].x , horses[0].y , 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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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 = placeCount ++;
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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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if (!roundScored){
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addWinnerToScoreboard(finalPlaces);
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getAlltimeWinnerFromScoreboard();
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roundScored = true;
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}
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stopGallop();
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// give it a bit of time before setting gameState to finished
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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(prevWinner) {
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console.log("initHorses");
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if (prevWinner){
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}
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const temp_horse_array = [];
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//grab random horses
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while (temp_horse_array.length < 4) {
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let validPick = true;
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// pick an index
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let pick = Math.floor(Math.random() * horse_array.length);
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// check if its taken
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for (let i =0; i < temp_horse_array.length; i ++){
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if (temp_horse_array[i].name === horse_array[pick].name){ validPick = false;}
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}
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//push to temp array
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if (validPick){
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temp_horse_array.push(horse_array[pick]);
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}
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console.log(temp_horse_array);
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}
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// build horse game play objects
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for (let i =0; i < 4; i ++ ){
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console.log(i);
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const horse_image = new Image();
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horse_image.src = temp_horse_array[i].img;
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const temphorse = temp_horse_array[i];
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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: temphorse.name,
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owner: temphorse.owner,
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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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];
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function addWinnerToScoreboard(finalPlaceArray){
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let makeFirst = true;
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let makeSecond = true;
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let makeThird = true;
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let makeFourth = true;
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// check for existing horses in scoreboard
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for( const horseScoreListing in scoreboard){
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if (horseScoreListing === finalPlaceArray[0].name){
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makeFirst = false;
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scoreboard[horseScoreListing].totalRaces ++;
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scoreboard[horseScoreListing].firstPlaces ++;
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} else if (horseScoreListing === finalPlaceArray[1].name){
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makeSecond = false;
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scoreboard[horseScoreListing].totalRaces ++;
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scoreboard[horseScoreListing].secondPlaces ++;
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} else if (horseScoreListing === finalPlaceArray[2].name){
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makeThird = false;
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scoreboard[horseScoreListing].totalRaces ++;
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scoreboard[horseScoreListing].thirdPlaces ++;
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} else if (horseScoreListing === finalPlaceArray[3].name){
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makeFourth = false;
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scoreboard[horseScoreListing].totalRaces ++;
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scoreboard[horseScoreListing].forthPlaces ++;
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}
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}
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//
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if (makeFirst){
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scoreboard[finalPlaceArray[0].name] = {totalRaces: 1, firstPlaces: 1, secondPlaces: 0, thirdPlaces: 0, forthPlaces:0}
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}
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if (makeSecond){
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scoreboard[finalPlaceArray[1].name] = {totalRaces: 1, firstPlaces: 0, secondPlaces: 1, thirdPlaces: 0, forthPlaces:0}
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}
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if (makeThird){
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scoreboard[finalPlaceArray[2].name] = {totalRaces: 1, firstPlaces: 0, secondPlaces: 0, thirdPlaces: 1, forthPlaces:0}
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}
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if (makeFourth){
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scoreboard[finalPlaceArray[3].name] = {totalRaces: 1, firstPlaces: 0, secondPlaces: 0, thirdPlaces: 0, forthPlaces:1}
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}
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// Save Scoreboard to local variable again.
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window.localStorage.setItem("cd_scoreboard", JSON.stringify(scoreboard));
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}
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function getAlltimeWinnerFromScoreboard(){
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console.log(scoreboard);
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let mostwins = 0;
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let winningHorse = "";
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for( const horseScoreListing in scoreboard){
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if (scoreboard[horseScoreListing].firstPlaces > mostwins) {
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mostwins = scoreboard[horseScoreListing].firstPlaces;
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winningHorse = horseScoreListing;
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}
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}
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if (mostwins > 0 ){
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console.log("The winningest horse of all time is " +winningHorse+ " with a total of " +mostwins+ " wins");
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}
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}
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function deleteScoreboard() {
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scoreboard = {};
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window.localStorage.setItem("cd_scoreboard", JSON.stringify(scoreboard));
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}
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let deletecheck = false;
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window.addEventListener("keypress", (e)=>{
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if (e.key === 'd'){
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if (deletecheck === false){
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deletecheck = true;
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console.log("Press again to delete scoreboard, press any other key to cancel");
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}
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else {
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console.log("deleting scoreboard");
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deleteScoreboard()
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}
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}else {
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deletecheck = false
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}
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if(e.key ===" "){
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document.body.click();
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}
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},false); |