neingeist
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cosmos
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JavaScript

11 years ago
// heavily based on the Quintus platformer example.
// vim:tw=120:
// jQuery center() function. it centers things.
jQuery.fn.center = function () {
this.css("position", "absolute");
this.css("top", Math.max(0, (($(window).height() - $(this).outerHeight()) / 2) + $(window).scrollTop()) + "px");
this.css("left", Math.max(0, (($(window).width() - $(this).outerWidth()) / 2) + $(window).scrollLeft()) + "px");
return this;
}
window.addEventListener("load",function() {
// Set up an instance of the Quintus engine and include
// the Sprites, Scenes, Input and 2D module. The 2D module
// includes the `TileLayer` class as well as the `2d` componet.
var Q = window.Q = Quintus({ development: true })
.include("Sprites, Scenes, Input, 2D, Anim, Touch, UI")
// Maximize this game to whatever the size of the browser is
.setup({ maximize: true })
// And turn on default input controls and touch input (for UI)
.controls().touch()
// ## Player Sprite
// The very basic player sprite, this is just a normal sprite
// using the player sprite sheet with default controls added to it.
Q.Sprite.extend("Player",{
// the init constructor is called on creation
init: function(p) {
// You can call the parent's constructor with this._super(..)
this._super(p, {
sheet: "astronaut", // Setting a sprite sheet sets sprite width and height
x: 320, // You can also set additional properties that can
y: 90 // be overridden on object creation
});
// Add in pre-made components to get up and running quickly
// The `2d` component adds in default 2d collision detection
// and kinetics (velocity, gravity)
// The `platformerControls` makes the player controllable by the
// default input actions (left, right to move, up or action to jump)
// It also checks to make sure the player is on a horizontal surface before
// letting them jump.
this.add('2d, platformerControls');
// Write event handlers to respond hook into behaviors.
// hit.sprite is called everytime the player collides with a sprite
this.on("hit.sprite",function(collision) {
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// Check the collision, if it's the rocket, you win!
if(collision.obj.isA("Rocket")) {
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var rocket = collision.obj;
rocket.add("tween");
rocket.animate({ x: 100, y: -500, angle: 360 });
this.destroy();
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$("#einladung").center();
$("#einladung").show("slow");
}
});
}
});
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Q.Sprite.extend("Rocket", {
init: function(p) {
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this._super(p, { sheet: 'rocket' });
}
});
// ## Enemy Sprite
// Create the Enemy class to add in some baddies
Q.Sprite.extend("Neingeist",{
init: function(p) {
this._super(p, { sheet: 'neingeist', vx: 100 });
// Enemies use the Bounce AI to change direction
// whenver they run into something.
this.add('2d, aiBounce');
// Listen for a sprite collision, if it's the player,
// end the game unless the enemy is hit on top
this.on("bump.left,bump.right,bump.bottom",function(collision) {
if(collision.obj.isA("Player")) {
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Q.stageScene("endGame",1, { label: "DU BIST TOT" });
collision.obj.destroy();
}
});
// If the enemy gets hit on the top, destroy it
// and give the user a "hop"
this.on("bump.top",function(collision) {
if(collision.obj.isA("Player")) {
this.destroy();
collision.obj.p.vy = -300;
}
});
}
});
// FIXME do not copy
// ## Enemy Sprite
// Create the Enemy class to add in some baddies
Q.Sprite.extend("Starbug",{
init: function(p) {
this._super(p, { sheet: 'starbug', vx: 100 });
// Enemies use the Bounce AI to change direction
// whenver they run into something.
this.add('2d, aiBounce');
// Listen for a sprite collision, if it's the player,
// end the game unless the enemy is hit on top
this.on("bump.left,bump.right,bump.bottom",function(collision) {
if(collision.obj.isA("Player")) {
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Q.stageScene("endGame",1, { label: "DU BIST TOT" });
collision.obj.destroy();
}
});
// If the enemy gets hit on the top, destroy it
// and give the user a "hop"
this.on("bump.top",function(collision) {
if(collision.obj.isA("Player")) {
this.destroy();
collision.obj.p.vy = -300;
}
});
}
});
// ## Level1 scene
// Create a new scene called level 1
Q.scene("level1",function(stage) {
// Add in a repeater for a little parallax action
stage.insert(new Q.Repeater({ asset: "background.png", speedX: 0.5, speedY: 0.5 }));
// Add in a tile layer, and make it the collision layer
stage.collisionLayer(new Q.TileLayer({
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tileW: 24,
tileH: 24,
dataAsset: 'level.json',
sheet: 'tiles' }));
// Create the player and add them to the stage
var player = stage.insert(new Q.Player());
// Give the stage a moveable viewport and tell it
// to follow the player.
stage.add("viewport").follow(player);
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stage.viewport.scale = 2;
// Add in a couple of enemies
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stage.insert(new Q.Starbug({ x: 600, y: 0 }));
stage.insert(new Q.Neingeist({ x: 650, y: 0 }));
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stage.insert(new Q.Rocket({ x: 146, y: 32 }));
});
// To display a game over / game won popup box,
// create a endGame scene that takes in a `label` option
// to control the displayed message.
Q.scene('endGame',function(stage) {
var container = stage.insert(new Q.UI.Container({
x: Q.width/2, y: Q.height/2, fill: "rgba(0,0,0,0.5)"
}));
var button = container.insert(new Q.UI.Button({ x: 0, y: 0, fill: "#CCCCCC",
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label: "NOCHMAL" }))
var label = container.insert(new Q.UI.Text({x:10, y: -10 - button.p.h,
label: stage.options.label }));
// When the button is clicked, clear all the stages
// and restart the game.
button.on("click",function() {
Q.clearStages();
Q.stageScene('level1');
});
// Expand the container to visibily fit it's contents
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// (with a padding)
container.fit(16);
});
// ## Asset Loading and Game Launch
// Q.load can be called at any time to load additional assets
// assets that are already loaded will be skipped
// The callback will be triggered when everything is loaded
Q.load("sprites.png, sprites.json, level.json, tiles.png, background.png", function() {
// Sprites sheets can be created manually
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Q.sheet("tiles","tiles.png", { tilew: 24, tileh: 24 });
// Or from a .json asset that defines sprite locations
Q.compileSheets("sprites.png","sprites.json");
// Finally, call stageScene to run the game
Q.stageScene("level1");
});
// ## Possible Experimentations:
//
// The are lots of things to try out here.
//
// 1. Modify level.json to change the level around and add in some more enemies.
// 2. Add in a second level by creating a level2.json and a level2 scene that gets
// loaded after level 1 is complete.
// 3. Add in a title screen
// 4. Add in a hud and points for jumping on enemies.
// 5. Add in a `Repeater` behind the TileLayer to create a paralax scrolling effect.
});