blob: 3a6898fdcb61dba0c5b7409b220615c2a042c912 [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;
class GameDemoWorld extends NodeWithSize {
// Images
Image _imgNebula;
SpriteSheet _spriteSheet;
// Inputs
double _joystickX = 0.0;
double _joystickY = 0.0;
bool _fire;
Node _gameLayer;
Ship _ship;
List<Asteroid> _asteroids = [];
List<Laser> _lasers = [];
StarField _starField;
Nebula _nebula;
GameDemoWorld(ImageMap images, this._spriteSheet) : super(new Size(_gameSizeWidth, _gameSizeHeight)) {
// Fetch images
_imgNebula = images["res/nebula.png"];
_gameLayer = new Node();
this.addChild(_gameLayer);
// Add some asteroids to the game world
for (int i = 0; i < 5; i++) {
addAsteroid(AsteroidSize.large);
}
for (int i = 0; i < 5; i++) {
addAsteroid(AsteroidSize.medium);
}
// Add ship
addShip();
// Add starfield
_starField = new StarField(_spriteSheet["star.png"], _numStarsInStarField);
_starField.zPosition = -2.0;
addChild(_starField);
// Add nebula
addNebula();
userInteractionEnabled = true;
handleMultiplePointers = true;
}
// Methods for adding game objects
void addAsteroid(AsteroidSize size, [Point pos]) {
Asteroid asteroid = new Asteroid(_spriteSheet["asteroid_big_1.png"], size);
asteroid.zPosition = 1.0;
if (pos != null) asteroid.position = pos;
_gameLayer.addChild(asteroid);
_asteroids.add(asteroid);
}
void addShip() {
Ship ship = new Ship(_spriteSheet["ship.png"]);
ship.zPosition = 10.0;
_gameLayer.addChild(ship);
_ship = ship;
}
void addLaser() {
Laser laser = new Laser(_spriteSheet["laser.png"], _ship);
laser.zPosition = 8.0;
_lasers.add(laser);
_gameLayer.addChild(laser);
}
void addNebula() {
_nebula = new Nebula.withImage(_imgNebula);
_gameLayer.addChild(_nebula);
}
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();
// 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
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);
}
// Remove asteroid
asteroid.removeFromParent();
_asteroids.removeAt(j);
break;
}
}
}
// Move objects to center camera and warp objects around the edges
centerCamera();
warpObjects();
}
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));
}
}
// Handling controls
void controlSteering(double x, double y) {
_joystickX = x;
_joystickY = y;
}
void controlFire() {
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;
}
}
// 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(Texture img, AsteroidSize this._asteroidSize) : super(img) {
size = new Size(radius * 2.0, radius * 2.0);
position = new Point(_gameSizeWidth * _rand.nextDouble(), _gameSizeHeight * _rand.nextDouble());
rotation = 360.0 * _rand.nextDouble();
_movementVector = new Point(_rand.nextDouble() * _maxAsteroidSpeed * 2 - _maxAsteroidSpeed,
_rand.nextDouble() * _maxAsteroidSpeed * 2 - _maxAsteroidSpeed);
userInteractionEnabled = true;
}
bool handleEvent(SpriteBoxEvent event) {
if (event.type == "pointerdown") {
colorOverlay = new Color(0x99ff0000);
}
else if (event.type == "pointerup") {
colorOverlay = null;
}
return false;
}
}
class Ship extends Sprite {
Vector2 _movementVector;
double _rotationTarget;
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 = 10.0;
Laser(Texture img, Ship ship) : super(img) {
size = new Size(20.0, 20.0);
position = ship.position;
rotation = ship.rotation + 90.0;
transferMode = 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 Node {
Texture _img;
int _numStars;
List<Point> _starPositions;
List<double> _starScales;
List<double> _opacity;
StarField(this._img, this._numStars) {
_starPositions = [];
_starScales = [];
_opacity = [];
for (int i = 0; i < _numStars; i++) {
_starPositions.add(new Point(_rand.nextDouble() * _gameSizeWidth, _rand.nextDouble() * _gameSizeHeight));
_starScales.add(_rand.nextDouble());
_opacity.add(_rand.nextDouble() * 0.5 + 0.5);
}
}
void paint(RenderCanvas canvas) {
// Setup paint object for opacity and transfer mode
Paint paint = new Paint();
paint.setTransferMode(TransferMode.plus);
double baseScaleX = 32.0 / _img.size.width;
double baseScaleY = 32.0 / _img.size.height;
// Draw each star
for (int i = 0; i < _numStars; i++) {
Point pos = _starPositions[i];
double scale = _starScales[i];
paint.color = new Color.fromARGB((255.0*_opacity[i]).toInt(), 255, 255, 255);
canvas.save();
canvas.translate(pos.x, pos.y);
canvas.scale(baseScaleX * scale, baseScaleY * scale);
canvas.drawImageRect(_img.image, _img.frame, _img.spriteSourceSize, paint);
canvas.restore();
}
}
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);
}
}
}
class Nebula extends Node {
Nebula.withImage(Image img) {
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 2; j++) {
Sprite sprt = new Sprite.fromImage(img);
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;
}
}