blob: 6d0e6e5fde6b5d84283acf5ad9261f5e97862ba0 [file] [log] [blame]
part of game;
const double _steeringThreshold = 0.0;
const double _steeringMax = 150.0;
// Random generator
Math.Random _rand = new Math.Random();
const double _gameSizeWidth = 1024.0;
const double _gameSizeHeight = 1024.0;
const double _shipRadius = 30.0;
const double _lrgAsteroidRadius = 40.0;
const double _medAsteroidRadius = 20.0;
const double _smlAsteroidRadius = 10.0;
const double _maxAsteroidSpeed = 1.0;
const int _lifeTimeLaser = 50;
const int _numStarsInStarField = 150;
const int _numFramesShieldActive = 60 * 5;
const int _numFramesShieldFlickers = 60;
class GameDemoWorld extends NodeWithSize {
// Images
sky.Image _imgNebula;
SpriteSheet _spriteSheet;
SpriteSheet _spriteSheetUI;
Map<String,SoundEffect> _sounds;
SoundEffectPlayer _soundPool = SoundEffectPlayer.sharedInstance();
Navigator _navigator;
// Inputs
double _joystickX = 0.0;
double _joystickY = 0.0;
Node _gameLayer;
Ship _ship;
Sprite _shield;
List<Asteroid> _asteroids = [];
List<Laser> _lasers = [];
StarField _starField;
Nebula _nebula;
// Game state
int _numFrames = 0;
bool _isGameOver = false;
int _gameOverFrame;
int _currentLevel = 0;
// Heads up display
Hud _hud;
Function _gameOverCallback;
GameDemoWorld(App app, this._navigator, ImageMap images, this._spriteSheet, this._spriteSheetUI, this._sounds, this._gameOverCallback) : super(new Size(_gameSizeWidth, _gameSizeHeight)) {
// Fetch images
_imgNebula = images["assets/nebula.png"];
_gameLayer = new Node();
this.addChild(_gameLayer);
// Add ship
addShip();
// Add background
Sprite sprtBackground = new Sprite.fromImage(images["assets/starfield.png"]);
sprtBackground.position = new Point(512.0, 512.0);
sprtBackground.zPosition = -3.0;
addChild(sprtBackground);
// Add starfield
_starField = new StarField(_spriteSheet, _numStarsInStarField);
_starField.zPosition = -2.0;
addChild(_starField);
// Add nebula
addNebula();
userInteractionEnabled = true;
handleMultiplePointers = true;
_hud = new Hud(_spriteSheetUI);
_hud.zPosition = 1000.0;
addChild(_hud);
// Setup level
setupLevel(0);
}
void setupLevel(int level) {
int numLargeAsteroids = 5 + level * 2;
int numMediumAsteroids = 5 + level * 2;
// Add some asteroids to the game world
for (int i = 0; i < numLargeAsteroids; i++) {
addAsteroid(AsteroidSize.large);
}
for (int i = 0; i < numMediumAsteroids; i++) {
addAsteroid(AsteroidSize.medium);
}
_numFrames = 0;
_shield.visible = true;
}
// Methods for adding game objects
void addAsteroid(AsteroidSize size, [Point pos]) {
Asteroid asteroid = new Asteroid(_spriteSheet, size);
asteroid.zPosition = 1.0;
if (pos != null) asteroid.position = pos;
_gameLayer.addChild(asteroid);
_asteroids.add(asteroid);
// Animate asteroid into the scene
Action action = new ActionTween((a) => asteroid.scale = a, 0.0, 1.0, 1.0, bounceOut);
_gameLayer.actions.run(action);
}
void addShip() {
Ship ship = new Ship(_spriteSheet["ship.png"]);
ship.zPosition = 10.0;
_gameLayer.addChild(ship);
_ship = ship;
_shield = new Sprite(_spriteSheet["shield.png"]);
_shield.zPosition = 11.0;
_shield.scale = 0.5;
_shield.transferMode = sky.TransferMode.plus;
_gameLayer.addChild(_shield);
Action rotate = new ActionRepeatForever(new ActionTween((a) => _shield.rotation = a, 0.0, 360.0, 1.0));
actions.run(rotate);
}
void addLaser() {
Laser laser = new Laser(_spriteSheet["laser.png"], _ship);
laser.zPosition = 8.0;
laser.constrainProportions = true;
_lasers.add(laser);
_gameLayer.addChild(laser);
_soundPool.play(_sounds["laser"]);
}
void addNebula() {
_nebula = new Nebula.withImage(_imgNebula);
_gameLayer.addChild(_nebula);
}
void addExplosion(AsteroidSize asteroidSize, Point position) {
Node explosionNode = new Node();
// Add particles
ParticleSystem particlesDebris = new ParticleSystem(
_spriteSheet["explosion_particle.png"],
rotateToMovement: true,
startRotation:90.0,
startRotationVar: 0.0,
endRotation: 90.0,
startSize: 0.3,
startSizeVar: 0.1,
endSize: 0.3,
endSizeVar: 0.1,
numParticlesToEmit: 25,
emissionRate:1000.0,
greenVar: 127,
redVar: 127
);
particlesDebris.zPosition = 1010.0;
explosionNode.addChild(particlesDebris);
ParticleSystem particlesFire = new ParticleSystem(
_spriteSheet["fire_particle.png"],
colorSequence: new ColorSequence([new Color(0xffffff33), new Color(0xffff3333), new Color(0x00ff3333)], [0.0, 0.5, 1.0]),
numParticlesToEmit: 25,
emissionRate: 1000.0,
startSize: 0.5,
startSizeVar: 0.1,
endSize: 0.5,
endSizeVar: 0.1,
posVar: new Point(10.0, 10.0),
speed: 10.0,
speedVar: 5.0
);
particlesFire.zPosition = 1011.0;
explosionNode.addChild(particlesFire);
// Add ring
Sprite sprtRing = new Sprite(_spriteSheet["explosion_ring.png"]);
sprtRing.transferMode = sky.TransferMode.plus;
explosionNode.addChild(sprtRing);
Action scale = new ActionTween( (a) => sprtRing.scale = a, 0.2, 1.0, 1.5);
Action scaleAndRemove = new ActionSequence([scale, new ActionRemoveNode(sprtRing)]);
Action fade = new ActionTween( (a) => sprtRing.opacity = a, 1.0, 0.0, 1.5);
actions.run(scaleAndRemove);
actions.run(fade);
// Add streaks
for (int i = 0; i < 5; i++) {
Sprite sprtFlare = new Sprite(_spriteSheet["explosion_flare.png"]);
sprtFlare.pivot = new Point(0.3, 1.0);
sprtFlare.scaleX = 0.3;
sprtFlare.transferMode = sky.TransferMode.plus;
sprtFlare.rotation = _rand.nextDouble() * 360.0;
explosionNode.addChild(sprtFlare);
double multiplier = _rand.nextDouble() * 0.3 + 1.0;
Action scale = new ActionTween( (a) => sprtFlare.scaleY = a, 0.3 * multiplier, 0.8, 1.5 * multiplier);
Action scaleAndRemove = new ActionSequence([scale, new ActionRemoveNode(sprtFlare)]);
Action fadeIn = new ActionTween( (a) => sprtFlare.opacity = a, 0.0, 1.0, 0.5 * multiplier);
Action fadeOut = new ActionTween( (a) => sprtFlare.opacity = a, 1.0, 0.0, 1.0 * multiplier);
Action fadeInOut = new ActionSequence([fadeIn, fadeOut]);
actions.run(scaleAndRemove);
actions.run(fadeInOut);
}
explosionNode.position = position;
explosionNode.zPosition = 1010.0;
if (asteroidSize == AsteroidSize.large) {
explosionNode.scale = 1.5;
}
_gameLayer.addChild(explosionNode);
_soundPool.play(_sounds["explosion"]);
}
void update(double dt) {
// Move asteroids
for (Asteroid asteroid in _asteroids) {
asteroid.position = pointAdd(asteroid.position, asteroid._movementVector);
}
// Move lasers and remove expired lasers
for (int i = _lasers.length - 1; i >= 0; i--) {
Laser laser = _lasers[i];
laser.move();
if (laser._frameCount > _lifeTimeLaser) {
laser.removeFromParent();
_lasers.removeAt(i);
}
}
// Apply thrust to ship
if (_joystickX != 0.0 || _joystickY != 0.0) {
_ship.thrust(_joystickX, _joystickY);
}
// Move ship
_ship.move();
_shield.position = _ship.position;
// Check collisions between asteroids and lasers
for (int i = _lasers.length -1; i >= 0; i--) {
// Iterate over all the lasers
Laser laser = _lasers[i];
for (int j = _asteroids.length - 1; j >= 0; j--) {
// Iterate over all the asteroids
Asteroid asteroid = _asteroids[j];
// Check for collision
if (pointQuickDist(laser.position, asteroid.position) < laser.radius + asteroid.radius) {
// Remove laser
laser.removeFromParent();
_lasers.removeAt(i);
// Add asteroids and explosions
if (asteroid._asteroidSize == AsteroidSize.large) {
for (int a = 0; a < 3; a++) addAsteroid(AsteroidSize.medium, asteroid.position);
}
else if (asteroid._asteroidSize == AsteroidSize.medium) {
for (int a = 0; a < 5; a++) addAsteroid(AsteroidSize.small, asteroid.position);
}
addExplosion(asteroid._asteroidSize, asteroid.position);
// Remove asteroid
asteroid.removeFromParent();
_asteroids.removeAt(j);
// Scoring
if (asteroid._asteroidSize == AsteroidSize.large)
addScore(100);
else if (asteroid._asteroidSize == AsteroidSize.medium)
addScore(50);
else
addScore(10);
break;
}
}
}
// Check collisions between asteroids and ship
if (_numFrames > _numFramesShieldActive) {
// Shield is no longer active
for (int i = _asteroids.length - 1; i >= 0; i--) {
// Iterate over all the asteroids
Asteroid asteroid = _asteroids[i];
if (pointQuickDist(asteroid.position, _ship.position) < asteroid.radius + _ship.radius) {
killShip();
}
}
}
// Move objects to center camera and warp objects around the edges
centerCamera();
warpObjects();
// Check for level up
if (_asteroids.length == 0) {
_currentLevel++;
setupLevel(_currentLevel);
}
// Update shield
if (_numFrames > _numFramesShieldActive) _shield.visible = false;
else if (_numFrames > _numFramesShieldActive - _numFramesShieldFlickers) _shield.visible = !_shield.visible;
// Check for exit back to main screen
if (_isGameOver && _numFrames - _gameOverFrame == 60) {
_navigator.pop();
}
_numFrames++;
}
void centerCamera() {
const cameraDampening = 0.1;
Point delta = new Point(_gameSizeWidth/2 - _ship.position.x, _gameSizeHeight/2 - _ship.position.y);
delta = pointMult(delta, cameraDampening);
for (Node child in _gameLayer.children) {
child.position = pointAdd(child.position, delta);
}
// Update starfield
_starField.move(delta.x, delta.y);
}
void warpObjects() {
for (Node child in _gameLayer.children) {
if (child.position.x < 0) child.position = pointAdd(child.position, new Point(_gameSizeWidth, 0.0));
if (child.position.x >= _gameSizeWidth) child.position = pointAdd(child.position, new Point(-_gameSizeWidth, 0.0));
if (child.position.y < 0) child.position = pointAdd(child.position, new Point(0.0, _gameSizeHeight));
if (child.position.y >= _gameSizeHeight) child.position = pointAdd(child.position, new Point(0.0, -_gameSizeHeight));
}
}
void killShip() {
if (_isGameOver) return;
// Set game over
_isGameOver = true;
_gameOverFrame = _numFrames;
_gameOverCallback(_hud.score);
// Remove the ship
_ship.visible = false;
// Add an explosion
addExplosion(AsteroidSize.large, _ship.position);
}
// Handling controls
void controlSteering(double x, double y) {
// Reset controls if it's game over
if (_isGameOver) {
x = y = 0.0;
}
_joystickX = x;
_joystickY = y;
}
void controlFire() {
// Don't shoot if it's game over
if (_isGameOver) return;
addLaser();
}
// Handle pointer events
int _firstPointer = -1;
int _secondPointer = -1;
Point _firstPointerDownPos;
bool handleEvent(SpriteBoxEvent event) {
Point pointerPos = convertPointToNodeSpace(event.boxPosition);
int pointer = event.pointer;
switch (event.type) {
case 'pointerdown':
if (_firstPointer == -1) {
// Assign the first pointer
_firstPointer = pointer;
_firstPointerDownPos = pointerPos;
}
else if (_secondPointer == -1) {
// Assign second pointer
_secondPointer = pointer;
controlFire();
}
else {
// There is a pointer used for steering, let's fire instead
controlFire();
}
break;
case 'pointermove':
if (pointer == _firstPointer) {
// Handle turning control
double joystickX = 0.0;
double deltaX = pointerPos.x - _firstPointerDownPos.x;
if (deltaX > _steeringThreshold || deltaX < -_steeringThreshold) {
joystickX = (deltaX - _steeringThreshold)/(_steeringMax - _steeringThreshold);
if (joystickX > 1.0) joystickX = 1.0;
if (joystickX < -1.0) joystickX = -1.0;
}
double joystickY = 0.0;
double deltaY = pointerPos.y - _firstPointerDownPos.y;
if (deltaY > _steeringThreshold || deltaY < -_steeringThreshold) {
joystickY = (deltaY - _steeringThreshold)/(_steeringMax - _steeringThreshold);
if (joystickY > 1.0) joystickY = 1.0;
if (joystickY < -1.0) joystickY = -1.0;
}
controlSteering(joystickX, joystickY);
}
break;
case 'pointerup':
case 'pointercancel':
if (pointer == _firstPointer) {
// Un-assign the first pointer
_firstPointer = -1;
_firstPointerDownPos = null;
controlSteering(0.0, 0.0);
}
else if (pointer == _secondPointer) {
_secondPointer = -1;
}
break;
default:
break;
}
return true;
}
// Scoring and HUD
void addScore(int score) {
_hud.score += score;
}
}
// Game objects
enum AsteroidSize {
small,
medium,
large,
}
class Asteroid extends Sprite {
Point _movementVector;
AsteroidSize _asteroidSize;
double _radius;
double get radius {
if (_radius != null) return _radius;
if (_asteroidSize == AsteroidSize.small) _radius = _smlAsteroidRadius;
else if (_asteroidSize == AsteroidSize.medium) _radius = _medAsteroidRadius;
else if (_asteroidSize == AsteroidSize.large) _radius = _lrgAsteroidRadius;
return _radius;
}
Asteroid(SpriteSheet spriteSheet, AsteroidSize this._asteroidSize) {
size = new Size(radius * 2.0, radius * 2.0);
position = new Point(_gameSizeWidth * _rand.nextDouble(), _gameSizeHeight * _rand.nextDouble());
rotation = 360.0 * _rand.nextDouble();
if (_asteroidSize == AsteroidSize.small) {
texture = spriteSheet["asteroid_small_${_rand.nextInt(2)}.png"];
} else {
texture = spriteSheet["asteroid_big_${_rand.nextInt(2)}.png"];
}
_movementVector = new Point(_rand.nextDouble() * _maxAsteroidSpeed * 2 - _maxAsteroidSpeed,
_rand.nextDouble() * _maxAsteroidSpeed * 2 - _maxAsteroidSpeed);
userInteractionEnabled = true;
// Rotate forever
double direction = (_rand.nextBool()) ? 360.0 : -360.0;
ActionTween rot = new ActionTween( (a) => rotation = a, 0.0, direction, 2.0 * _rand.nextDouble() + 2.0);
ActionRepeatForever repeat = new ActionRepeatForever(rot);
actions.run(repeat);
}
bool handleEvent(SpriteBoxEvent event) {
if (event.type == "pointerdown") {
actions.stopWithTag("fade");
colorOverlay = new Color(0x99ffffff);
}
else if (event.type == "pointerup") {
// Fade out the color overlay
Action fadeOut = new ActionTween((a) => this.colorOverlay = a, new Color(0x99ffffff), new Color(0x00ffffff), 1.0);
Action fadeOutAndRemove = new ActionSequence([fadeOut, new ActionCallFunction(() => this.colorOverlay = null)]);
actions.run(fadeOutAndRemove, "fade");
}
return false;
}
}
class Ship extends Sprite {
Vector2 _movementVector;
double _rotationTarget;
double radius = _shipRadius;
Ship(Texture img) : super(img) {
_movementVector = new Vector2.zero();
rotation = _rotationTarget = 270.0;
// Create sprite
size = new Size(_shipRadius * 2.0, _shipRadius * 2.0);
position = new Point(_gameSizeWidth/2.0, _gameSizeHeight/2.0);
}
void thrust(double x, double y) {
_rotationTarget = convertRadians2Degrees(Math.atan2(y, x));
Vector2 directionVector = new Vector2(x, y).normalize();
_movementVector.addScaled(directionVector, 1.0);
}
void move() {
position = new Point(position.x + _movementVector[0], position.y + _movementVector[1]);
_movementVector.scale(0.9);
rotation = dampenRotation(rotation, _rotationTarget, 0.1);
}
}
class Laser extends Sprite {
int _frameCount = 0;
Point _movementVector;
double radius = 20.0;
Laser(Texture img, Ship ship) : super(img) {
size = new Size(30.0, 30.0);
position = ship.position;
rotation = ship.rotation + 90.0;
transferMode = sky.TransferMode.plus;
double rotRadians = convertDegrees2Radians(rotation);
_movementVector = pointMult(new Point(Math.sin(rotRadians), -Math.cos(rotRadians)), 10.0);
_movementVector = new Point(_movementVector.x + ship._movementVector[0], _movementVector.y + ship._movementVector[1]);
}
void move() {
position = pointAdd(position, _movementVector);
_frameCount++;
}
}
// Background starfield
class StarField extends NodeWithSize {
sky.Image _image;
int _numStars;
bool _autoScroll;
List<Point> _starPositions;
List<double> _starScales;
List<Rect> _rects;
List<Color> _colors;
Paint _paint = new Paint()
..setFilterQuality(sky.FilterQuality.low)
..isAntiAlias = false
..setTransferMode(sky.TransferMode.plus);
StarField(SpriteSheet spriteSheet, this._numStars, [this._autoScroll = false]) : super(new Size(1024.0, 1024.0)) {
_starPositions = [];
_starScales = [];
_colors = [];
_rects = [];
for (int i = 0; i < _numStars; i++) {
_starPositions.add(new Point(_rand.nextDouble() * _gameSizeWidth, _rand.nextDouble() * _gameSizeHeight));
_starScales.add(_rand.nextDouble());
_colors.add(new Color.fromARGB((255.0 * (_rand.nextDouble() * 0.5 + 0.5)).toInt(), 255, 255, 255));
_rects.add(spriteSheet["star_${_rand.nextInt(2)}.png"].frame);
}
_image = spriteSheet.image;
}
void paint(PaintingCanvas canvas) {
// Create a transform for each star
List<sky.RSTransform> transforms = [];
for (int i = 0; i < _numStars; i++) {
sky.RSTransform transform = new sky.RSTransform(_starScales[i], 0.0, _starPositions[i].x, _starPositions[i].y);
transforms.add(transform);
}
// Draw the stars
canvas.drawAtlas(_image, transforms, _rects, _colors, sky.TransferMode.modulate, null, _paint);
}
void move(double dx, double dy) {
for (int i = 0; i < _numStars; i++) {
double xPos = _starPositions[i].x;
double yPos = _starPositions[i].y;
double scale = _starScales[i];
xPos += dx * scale;
yPos += dy * scale;
if (xPos >= _gameSizeWidth) xPos -= _gameSizeWidth;
if (xPos < 0) xPos += _gameSizeWidth;
if (yPos >= _gameSizeHeight) yPos -= _gameSizeHeight;
if (yPos < 0) yPos += _gameSizeHeight;
_starPositions[i] = new Point(xPos, yPos);
}
}
void update(double dt) {
if (_autoScroll) {
move(dt * 100.0, 0.0);
}
}
}
class Hud extends NodeWithSize {
SpriteSheet spriteSheetUI;
Sprite sprtBgScore;
Sprite sprtBgShield;
bool _dirtyScore = true;
int _score = 0;
int get score => _score;
set score(int score) {
_score = score;
_dirtyScore = true;
}
Hud(this.spriteSheetUI) : super(Size.zero) {
pivot = Point.origin;
sprtBgScore = new Sprite(spriteSheetUI["scoreboard.png"]);
sprtBgScore.pivot = new Point(1.0, 0.0);
sprtBgScore.scale = 0.6;
addChild(sprtBgScore);
sprtBgShield = new Sprite(spriteSheetUI["bar_shield.png"]);
sprtBgShield.pivot = Point.origin;
sprtBgShield.scale = 0.6;
// TODO: Add shield
//addChild(sprtBgShield);
}
void spriteBoxPerformedLayout() {
// Set the size and position of HUD display
position = spriteBox.visibleArea.topLeft;
size = spriteBox.visibleArea.size;
// Position hud objects
sprtBgShield.position = new Point(20.0, 20.0);
sprtBgScore.position = new Point(size.width - 20.0, 20.0);
}
void update(double dt) {
// Update score
if (_dirtyScore) {
sprtBgScore.removeAllChildren();
String scoreStr = _score.toString();
double xPos = -50.0;
for (int i = scoreStr.length - 1; i >= 0; i--) {
String numStr = scoreStr.substring(i, i + 1);
Sprite numSprt = new Sprite(spriteSheetUI["number_$numStr.png"]);
numSprt.position = new Point(xPos, 49.0);
sprtBgScore.addChild(numSprt);
xPos -= 37.0;
}
_dirtyScore = false;
}
// Update power bar
}
}
class Nebula extends Node {
Nebula.withImage(sky.Image img) {
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 2; j++) {
Sprite sprt = new Sprite.fromImage(img);
sprt.transferMode = sky.TransferMode.plus;
sprt.pivot = Point.origin;
sprt.position = new Point(i * _gameSizeWidth - _gameSizeWidth, j * _gameSizeHeight - _gameSizeHeight);
addChild(sprt);
}
}
}
}
// Convenience methods
Point pointAdd(Point a, Point b) {
return new Point(a.x+ b.x, a.y + b.y);
}
Point pointMult(Point a, double multiplier) {
return new Point(a.x * multiplier, a.y * multiplier);
}
double dampenRotation(double src, double dst, double dampening) {
double delta = dst - src;
while (delta > 180.0) delta -= 360;
while (delta < -180) delta += 360;
delta *= dampening;
return src + delta;
}
double pointQuickDist(Point a, Point b) {
double dx = a.x - b.x;
double dy = a.y - b.y;
if (dx < 0.0) dx = -dx;
if (dy < 0.0) dy = -dy;
if (dx > dy) {
return dx + dy/2.0;
}
else {
return dy + dx/2.0;
}
}