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gameInfo.js
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/**
* Created by Funkiona on 2015-06-02.
*/
var canvaswidth = 800;
var canvasheight = 700;
var player = {
health: 100,
x: canvaswidth/2,
y: canvasheight/2
}
var arrows = [];
var enemies = [];
var LVL = 0;
exports.player = player;
exports.enemies = enemies;
exports.arrows = arrows;
function createNewEnemies() {
LVL += 1;
//Create an enemie for each LVL
for(var x = 0; x < LVL; x++) {
var tempEnemie = {
health: 100,
x: 32 + (Math.random() * (canvaswidth - 64)),
y: 32 + (Math.random() * (canvasheight - 64))
}
enemies.push(tempEnemie);
}
}
exports.sendGame = function() {
createNewEnemies();
gameInfo = {
map: 'images/Bgimage.jpg',
playerHP: player.health,
playerX: player.x,
playerY: player.y,
LVL: LVL
}
return gameInfo;
}
exports.reset = function() {
console.log("here");
var resetPlayer = {
//playerX: canvas.width /2,
//playerY: canvas.height /2
}
//return resetPlayer;
}
exports.getCurrentEnemies = function() {
return enemies;
}
exports.move = function(dir) {
// player holding up
if (dir === 'up' && player.y > 0) player.y -= 5;
// player holding down
if(dir === 'down' && player.y < canvasheight) player.y += 5;
// player holding left
if (dir === 'left' && player.x > 0) player.x -= 5;
// player holding right
if (dir === 'right' && player.x < canvaswidth ) player.x += 5;
}
exports.update = function() {
time = 0.0333;
//If there is arrows in the air
if(arrows.length > 0) {
for(var x = 0; x < arrows.length; x++) {
arrows[x].x += arrows[x].Vx * time;
arrows[x].y += arrows[x].Vy * time;
//If arrow is outside canvas
if(arrows[x].x < 0 || arrows[x].x > canvaswidth || arrows[x].y < 0 || arrows[x].y > canvasheight) {
arrows.splice(x, 1);
break;
}
//Look if any enemie is hit
for(var i = 0; i < enemies.length; i++) {
//If arrow hit enemie (bad htibox)
if (
arrows[x].x <= (enemies[i].x + 50)
&& enemies[i].x <= (arrows[x].x + 0)
&& arrows[x].y <= (enemies[i].y + 50)
&& enemies[i].y <= (arrows[x].y + 50)
) {
enemies[i].health -= arrows[x].dmg;
arrows.splice(x, 1);
break;
}
}
}
} //End of arrows
//If any enemie is alive
for (var i = 0; i < enemies.length; i++) {
//Look if enemie needs to move
if (enemies[i].x > player.x + 35) {
enemies[i].x -= 1;
}
if (enemies[i].x + 70 < player.x) {
enemies[i].x += 1;
}
if (enemies[i].y > player.y + 35) {
enemies[i].y -= 1;
}
if (enemies[i].y + 60 < player.y) {
enemies[i].y += 1;
}
if (
enemies[i].x <= (player.x + 35)
&& player.x <= (enemies[i].x + 70)
&& enemies[i].y <= (player.y + 35)
&& player.y <= (enemies[i].y + 60)
) {
player.health -= 1;
}
//Enemie dead?
if (enemies[i].health <= 0) {
enemies.splice(i, 1);
}
}
if(enemies.length === 0 && LVL !== 0){
createNewEnemies();
}
}
exports.attack = function(mouseX, mouseY) {
var tempArrow = {
speed: 500,
dmg: 100,
x: 0,
y: 0,
Vx: 0,
Vy: 0
}
tempArrow.x = player.x;
tempArrow.y = player.y;
var deltaX = 0;
var deltaY = 0;
//If click is abbow and to the right of player
if (player.x < mouseX && player.y > mouseY) {
deltaX = mouseX - player.x;
deltaY = player.y - mouseY;
CosPlusSin = Math.pow(deltaX, 2) + Math.pow(deltaY, 2);
var hypotenuse = Math.sqrt(CosPlusSin);
var angle = deltaX / hypotenuse;
var angle1 = deltaY / hypotenuse;
tempArrow.Vx = tempArrow.speed * angle;
tempArrow.Vy = -tempArrow.speed * angle1;
}
//If click is abbow and to the left of player
if (player.x > mouseX && player.y > mouseY) {
deltaX = player.x - mouseX;
deltaY = player.y - mouseY;
CosPlusSin = Math.pow(deltaX, 2) + Math.pow(deltaY, 2);
var hypotenuse = Math.sqrt(CosPlusSin);
var angle = deltaX / hypotenuse;
var angle1 = deltaY / hypotenuse;
tempArrow.Vx = -tempArrow.speed * angle;
tempArrow.Vy = -tempArrow.speed * angle1;
}
//If click is bellow and to the left of player
if (player.x > mouseX && player.y < mouseY) {
deltaX = player.x - mouseX;
deltaY = player.y - mouseY;
CosPlusSin = Math.pow(deltaX, 2) + Math.pow(deltaY, 2);
var hypotenuse = Math.sqrt(CosPlusSin);
var angle = deltaX / hypotenuse;
var angle1 = deltaY / hypotenuse;
tempArrow.Vx = -tempArrow.speed * angle;
tempArrow.Vy = -tempArrow.speed * angle1;
}
//If click is bellow and to the right of player
if (player.x < mouseX && player.y < mouseY) {
deltaX = player.x - mouseX;
deltaY = player.y - mouseY;
CosPlusSin = Math.pow(deltaX, 2) + Math.pow(deltaY, 2);
var hypotenuse = Math.sqrt(CosPlusSin);
var angle = deltaX / hypotenuse;
var angle1 = deltaY / hypotenuse;
tempArrow.Vx = -tempArrow.speed * angle;
tempArrow.Vy = -tempArrow.speed * angle1;
}
arrows.push(tempArrow);
console.log(arrows[0]);
//arrowReady.push(true);
return arrows;
}