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.idea |
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{ |
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"display_name": "2D Openworld", |
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"info_text": "My first 2D Openworld project. You can explore by moving your cursor to the frame borders.". |
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"visible": false, |
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"tags": ["Game", "Simulation"] |
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} |
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<!DOCTYPE html> |
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<html lang="en"> |
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<head> |
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<meta charset="utf-8"> |
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<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.2/p5.min.js" type="text/javascript"></script> |
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<script src="https://code.jquery.com/jquery-3.3.1.min.js" type="text/javascript"></script> |
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<script src="scripts/lib/BenjoLibrary.js" type="text/javascript"></script> |
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<script src="scripts/sketch.js" type="text/javascript"></script> |
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<script src="scripts/Cloud.js" type="text/javascript"></script> |
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<script src="scripts/Tree.js" type="text/javascript"></script> |
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<script src="scripts/Bird.js" type="text/javascript"></script> |
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<link href="styles.css" rel="stylesheet"> |
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<title>2D Openworld</title> |
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</head> |
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<body> |
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<!-- Hide <a> and <input> --> |
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<a download="worldData.json" href="#" id="saveLink"></a> |
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<input id="fileBrowser" onchange="uploadWorld()" type="file"/> |
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|
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<button id="createWorld" onclick="createWorld()">Neue Welt erstellen</button> |
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<button id="restoreWorld" onclick="$('#fileBrowser')[0].click()">Welt mit Datei wiederherstellen</button> |
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|
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<button id="toolBarOpener" onclick="toggleToolBar(this)"></button> |
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<div id="toolBar"> |
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<button class="toolBarEntry" id="downloadButton" onclick="downloadWorld()">⤓</button> |
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<button class="toolBarEntry" id="uploadButton" onclick="$('#fileBrowser')[0].click()">⤒</button> |
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<button class="toolBarEntry" id="pauseButton" onclick="togglePause(this)">||</button> |
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<button class="toolBarEntry" id="infoButton" onclick="toggleInfo()">i</button> |
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</div> |
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|
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<div id="infoWrapper"> |
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<div id="info"> |
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<p> |
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//Hier stehen irgendwann mal Infos |
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</p> |
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<center><button onclick="toggleInfo()">OK</button></center> |
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</div> |
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</div> |
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</body> |
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</html> |
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class Bird{ |
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|
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constructor(x){ |
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this.x = x; |
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this.y = random(height * 0.05, height * 0.3); |
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this.v = random([true, false]) ? random(3, 5) : random(-3, -5); |
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this.length = random(50, 100); |
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} |
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|
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move(){ |
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this.x += this.v; |
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if (this.x - this.length / 2 > worldWidth) this.x = -this.length / 2; |
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if (this.x + this.length / 2 < 0) this.x = worldWidth + this.length / 2; |
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} |
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|
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show(){ |
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let wing = sin(0.02 * PI * this.x); |
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if (this.x + this.length / 2 > viewPort.x && this.x - this.length / 2 < viewPort.x + width){ |
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fill(0); |
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beginShape(); |
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vertex(this.x - this.length / 2, this.y); |
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vertex(this.x - this.length * 0.4, this.y - this.length * 0.1); |
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vertex(this.x + this.length * 0.15, this.y - this.length * 0.1); |
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vertex(this.x + this.length * 0.15, this.y - this.length * 0.1 - this.length * 0.4 * wing); |
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vertex(this.x + this.length * 0.1, this.y - this.length * 0.1 - this.length * 0.5 * wing); |
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vertex(this.x + this.length * 0.05, this.y - this.length * 0.1 - this.length * 0.4 * wing); |
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vertex(this.x, this.y - this.length * 0.1 - this.length * 0.5 * wing); |
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vertex(this.x - this.length * 0.05, this.y - this.length * 0.1 - this.length * 0.4 * wing); |
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vertex(this.x - this.length * 0.1, this.y - this.length * 0.1 - this.length * 0.5 * wing); |
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vertex(this.x - this.length * 0.15, this.y - this.length * 0.1 - this.length * 0.4 * wing); |
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vertex(this.x - this.length * 0.15, this.y - this.length * 0.1); |
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vertex(this.x + this.length * 0.4, this.y - this.length * 0.1); |
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vertex(this.x + this.length / 2, this.y); |
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vertex(this.x + this.length * 0.4, this.y + this.length * 0.1); |
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vertex(this.x - this.length * 0.4, this.y + this.length * 0.1); |
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endShape(); |
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fill(255); |
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ellipse(this.x + ((this.v > 0) ? 1 : -1) * this.length * 0.4, this.y - this.length * 0.025, this.length * 0.05); |
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} |
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} |
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} |
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class Cloud{ |
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constructor(x, y, w, h){ |
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this.x = x; |
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this.y = y; |
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this.width = w; |
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this.height = h; |
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this.v = 0.25; |
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this.brightness = random(0.75, 1); |
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} |
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move(){ |
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this.x += this.v; |
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if (this.x - this.width / 2 > worldWidth){ |
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this.x = -this.width; |
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} |
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} |
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show(){ |
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fill(255 * this.brightness); |
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if (this.x + this.width * 9 / 8 > viewPort.x && this.x - this.width * 9 / 8 < viewPort.x + width){ |
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ellipse(this.x + this.width / 4, this.y + this.height * 2 / 3, this.width / 2, this.height / 2); |
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ellipse(this.x + this.width / 2, this.y + this.height * 2 / 3, this.width / 2, this.height / 2); |
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ellipse(this.x + this.width * 3 / 4, this.y + this.height * 2 / 3, this.width / 2, this.height / 2); |
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ellipse(this.x + this.width * 3 / 8, this.y + this.height * 1 / 3, this.width / 2, this.height / 2); |
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ellipse(this.x + this.width * 5 / 8, this.y + this.height * 1 / 3, this.width / 2, this.height / 2); |
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} |
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} |
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} |
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function Human(x, h, v){ |
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this.x = x; |
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this.height = h; |
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this.male = random([true, false]); |
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this.legDist = 0; |
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this.v = v; |
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this.move = function(d){ |
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this.x += this.v * d; |
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} |
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this.show = function(){ |
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var y = ground[this.x]; |
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stroke(0); |
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fill(0); |
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strokeWeight(1); |
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line(this.x, y - this.height * 0.4, this.x, y - this.height * 0.85); |
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ellipse(this.x, y - this.height * 0.925, this.height * 0.1, this.height * 0.15); |
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} |
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} |
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class Tree{ |
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constructor(x, w, h){ |
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this.x = x; |
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this.width = w; |
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this.height = h; |
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let c = round(random(60, 100)); |
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this.color = {r: c, g: round(random(170, 230)), b: c}; |
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} |
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show(){ |
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if (this.x + this.height * 0.375 > viewPort.x && this.x - this.height * 0.375 < viewPort.x + width){ |
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let yArr = []; |
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for (let x = this.x - this.width / 2; x < this.x + this.width / 2; x++){ |
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try{yArr.push(ground[round(x)].y);} |
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catch(e){} |
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} |
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let crownY = max(yArr) - this.height; |
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fill(80, 50, 40); |
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rect(this.x - this.width / 2, crownY, this.width, this.height); |
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fill(this.color.r, this.color.g, this.color.b); |
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ellipse(this.x, crownY, this.height / 2, this.height / 2); |
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for (let i = 0; i < TWO_PI; i += 1 / 4 * PI){ |
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let x = this.x + this.height / 4 * sin(i); |
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let y = crownY + this.height / 4 * cos(i); |
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ellipse(x, y, this.height / 2, this.height / 2); |
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} |
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} |
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} |
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} |
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var TOP = 1; |
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var RIGHT = 2 |
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var BOTTOM = 3; |
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var LEFT = 4; |
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var TOP_RIGHT = 5; |
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var BOTTOM_RIGHT = 6; |
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var BOTTOM_LEFT = 7; |
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var TOP_LEFT = 8; |
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var wWidth = window.innerWidth; |
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var wHeight = window.innerHeight; |
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var oldWHeight; |
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var oldWWidth; |
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function updateVars(){ |
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oldWWidth = wWidth; |
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oldWHeight = wHeight; |
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wWidth = window.innerWidth; |
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wHeight = window.innerHeight; |
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} |
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function collisionDetection(obj0, obj1){ |
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var sp = strokePadding; |
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if (sp == null) sp = 0; |
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if (obj0.isEllipse && obj1.isRectangle){ |
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//Ball
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var b = obj0; |
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//Rectangle
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var r = obj1; |
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for (var i = 0; i < TWO_PI; i += PI / 32){ |
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/* Check every borderpoint of the ball beginning |
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at the top in clock direction up to top again */ |
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// Ball Center X
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var bcx = b.x; |
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// Ball Center Y
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var bcy = b.y; |
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// Ball Border X
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var bbx = b.x + sin(i) * b.r; |
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// Ball Border Y inverted because Y = 0 is the TOP of the screen
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var bby = b.y - cos(i) * b.r; |
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// Rectangle Width
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var rW = r.width + 2 * sp; |
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// Rectangle Height
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var rH = r.height + 2 * sp; |
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// Rectangle Border X
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var rX = r.x - sp; |
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// Rectangle Border Y
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var rY = r.y - sp; |
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// Objects touch
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if (bbx > rX && bbx < rX + rW |
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&& bby > rY && bby < rY + rH){ |
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// STRAIGHT FACES //
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//Top/Bottom touch
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if (bcx > rX && bcx < rX + rW){
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//Top touch
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if (b.v.y > 0) return {isTouching: true, location: TOP}; |
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//Bottom touch
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if (b.v.y < 0) return {isTouching: true, location: BOTTOM}; |
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} |
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//Left/Right touch
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if (bcy > rY && bcy < rY + rH){ |
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//Left touch
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if (b.v.x > 0) return {isTouching: true, location: LEFT}; |
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//Right touch
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if (b.v.x < 0) return {isTouching: true, location: RIGHT}; |
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} |
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// CORNERS //
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// BOTTOM Left/Right
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if (i > 0 && i <= PI / 2) return {isTouching: true, location: BOTTOM_LEFT}; |
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//LEFT Bottom/Top
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if (i > PI / 2 && i <= PI) return {isTouching: true, location: TOP_LEFT}; |
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//TOP Left/Right
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if (i > PI && i <= PI + PI / 2) return {isTouching: true, location: TOP_RIGHT}; |
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//RIGHT Bottom/Top
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if (i > PI + PI / 2 && i <= TWO_PI) return {isTouching: true, location: BOTTOM_RIGHT}; |
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} |
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} |
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} |
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if (obj0.isEllipse && obj1.isEllipse){ |
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//Ball 1
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var b1 = obj0; |
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//Ball 2
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var b2 = obj1; |
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//Balls are close to each other
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if (b1.x + b1.r > b2.x - b2.r |
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&& b1.x - b1.r < b2.x + b2.r |
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&& b1.y + b1.r > b2.y - b2.r |
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&& b1.y - b1.r < b2.y + b2.r){ |
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var distance = sqrt(pow(b1.x - b2.x, 2) + pow(b1.y - b2.y, 2)); |
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if (distance < b1.r + b2.r) return {isTouching: true}; |
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} |
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} |
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return {isTouching: false, location: 0}; |
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} |
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function performCollision(obj0, obj1, collision){ |
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if (obj0.isEllipse){ |
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var ball = obj0; |
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//Ball collides with frameborder
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if (obj1.isFrameborder){ |
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switch (collision.location){ |
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case BOTTOM: |
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ball.v.y *= -1; |
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break; |
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case LEFT: |
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case RIGHT: |
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ball.v.x *= -1; |
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break; |
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} |
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if (testMode && collision.location == TOP) ball.v.y *= -1; |
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ball.move(); |
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} |
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//Ball collides with any brick
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if (obj1.isBrick){ |
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switch (collision.location){ |
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case TOP: |
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case BOTTOM: |
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ball.v.y *= -1; |
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ball.move(); |
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return; |
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case LEFT: |
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case RIGHT: |
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ball.v.x *= -1; |
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ball.move(); |
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return; |
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case TOP_LEFT: |
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var cornerX = obj1.x; |
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var cornerY = obj1.y; |
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break; |
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case TOP_RIGHT: |
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var cornerX = obj1.x + obj1.width; |
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var cornerY = obj1.y; |
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break; |
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case BOTTOM_LEFT: |
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var cornerX = obj1.x; |
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var cornerY = obj1.y + obj1.height; |
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break; |
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case BOTTOM_RIGHT: |
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var cornerX = obj1.x + obj1.width; |
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var cornerY = obj1.y + obj1.height; |
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break; |
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} |
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var nx = ball.x - cornerX; |
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var ny = ball.y - cornerY; |
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var length = sqrt(nx * nx + ny * ny); |
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nx /= length; |
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ny /= length; |
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var projection = ball.v.x * nx + ball.v.y * ny; |
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ball.v.x = ball.v.x - 2 * projection * nx; |
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ball.v.y = ball.v.y - 2 * projection * ny; |
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ball.move(); |
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} |
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//Ball collides with paddleboard
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if (obj1.isPaddle){ |
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switch (collision.location){ |
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case TOP: |
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case TOP_LEFT: |
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case TOP_RIGHT: |
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ball.v.x = ball.calcVelocityX(obj1, ball.v.x); |
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ball.v.y = -ball.calcVelocityY(); |
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ball.move(); |
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return; |
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case LEFT: |
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case RIGHT: |
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ball.v.x *= -1; |
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ball.move(); |
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return; |
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case BOTTOM_LEFT: |
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var cornerX = obj1.x; |
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var cornerY = obj1.y + obj1.height; |
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break; |
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case BOTTOM_RIGHT: |
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var cornerX = obj1.x + obj1.width; |
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var cornerY = obj1.y + obj1.height; |
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break; |
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} |
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var nx = ball.x - cornerX; |
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var ny = ball.y - cornerY; |
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var length = sqrt(nx * nx + ny * ny); |
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nx /= length; |
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ny /= length; |
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var projection = ball.v.x * nx + ball.v.y * ny; |
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ball.v.x = ball.v.x - 2 * projection * nx; |
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ball.v.y = ball.v.y - 2 * projection * ny; |
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ball.move(); |
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} |
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//Ball collides with other ball
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if (obj1.isEllipse){ |
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//Ball 1
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var b1 = obj0; |
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//Ball 2
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var b2 = obj1; |
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//Set mass equal to radius of each ball
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b1.mass = b1.r; |
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b2.mass = b2.r; |
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//Colliding angle of ball 1 to ball 2 using arc tan of both x and y differences
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var collisionAngle = atan2((b2.y - b1.y), (b2.x - b1.x)); |
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//Converting directions of velocity vector of balls into angles
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var d1 = atan2(b1.v.y, b1.v.x); |
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var d2 = atan2(b2.v.y, b2.v.x); |
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//Ignoring mass effects new velocites are simply magnitude multiplied with value of angle differences
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var newXspeed1 = b1.v.mag * cos(d1 - collisionAngle); |
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var newYspeed1 = b1.v.mag * sin(d1 - collisionAngle); |
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var newXspeed2 = b2.v.mag * cos(d2 - collisionAngle); |
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var newYspeed2 = b2.v.mag * sin(d2 - collisionAngle); |
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//According to the principle of linear momentum, kinetic energy stays the same after collision, so velocities are now related to masses
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var finalXspeed1 = ((b1.mass - b2.mass) * newXspeed1 + b2.mass * 2 * newXspeed2) / (b1.mass + b2.mass); |
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var finalYspeed1 = newYspeed1; |
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var finalXspeed2 = (b1.mass * 2 * newXspeed1 + (b2.mass - b1.mass) * newXspeed2) / (b1.mass + b2.mass); |
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var finalYspeed2 = newYspeed2; |
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//Values of collisionAngle
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var cosAngle = cos(collisionAngle); |
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var sinAngle = sin(collisionAngle); |
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|
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//To also keep velocites relative to pure collisionAngle, subtract sin*x from cos*x and add sin*y to cos*y because coordSystem has y = 0 on the top
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var u1x = cosAngle * finalXspeed1 - sinAngle * finalYspeed1; |
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var u1y = sinAngle * finalXspeed1 + cosAngle * finalYspeed1; |
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var u2x = cosAngle * finalXspeed2 - sinAngle * finalYspeed2; |
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var u2y = sinAngle * finalXspeed2 + cosAngle * finalYspeed2; |
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|
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//Set new velocities to both balls
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b1.v.x = u1x; |
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b1.v.y = u1y; |
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b2.v.x = u2x; |
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b2.v.y = u2y; |
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|
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//Update magnitude
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b1.v.mag = sqrt(pow(b1.v.x, 2) + pow(b1.v.y, 2)); |
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b2.v.mag = sqrt(pow(b2.v.x, 2) + pow(b2.v.y, 2)); |
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|
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//Move balls one vx/vy forward to avoid double inverting collision detection
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b1.x += b1.v.x; |
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b1.y += b1.v.y; |
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b2.x += b2.v.x; |
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b2.y += b2.v.y; |
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} |
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} |
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} |
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|
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|
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|
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function toTimeString(time, hoursWanted){ |
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|
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var time = floor(time / 10); |
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|
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var hs = String(floor(time % 100)); |
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var fs = String(floor((time / 100) % 60)); |
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|
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if (hoursWanted){ |
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var min = String(floor(((time / 100) / 60) % 60)); |
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var hr = String(floor(((time / 100) / 60) / 60)); |
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|
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if (hs.length < 2) hs = "0" + hs; |
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if (fs.length < 2) fs = "0" + fs; |
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if (min.length < 2) min = "0" + min; |
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if (hr.length < 2) hr = "0" + hr; |
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|
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var timeString = hr + ":" + min + ":" + fs + ":" + hs; |
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} else { |
||||
var min = String(floor(((time / 100) / 60) % 60)); |
||||
|
||||
if (hs.length < 2) hs = "0" + hs; |
||||
if (fs.length < 2) fs = "0" + fs; |
||||
if (min.length < 2) min = "0" + min; |
||||
|
||||
var timeString = min + ":" + fs + ":" + hs; |
||||
} |
||||
|
||||
|
||||
|
||||
return timeString; |
||||
} |
||||
|
||||
|
||||
function setCookie(name, value, years){ |
||||
var expires = ""; |
||||
if (years){ |
||||
var date = new Date(); |
||||
date.setTime(date.getTime() + (years * 365 * 24 * 60 * 60 * 1000)); |
||||
expires = "; expires=" + date.toUTCString(); |
||||
} |
||||
document.cookie = name + "=" + value + expires + "; path=/"; |
||||
} |
||||
|
||||
function getCookie(name){ |
||||
var nameEQ = name + "="; |
||||
var ca = document.cookie.split(';'); |
||||
for (var i = 0; i < ca.length; i++){ |
||||
var c = ca[i]; |
||||
while (c.charAt(0) == ' ') c = c.substring(1, c.length); |
||||
if (c.indexOf(nameEQ) == 0) return c.substring(nameEQ.length, c.length); |
||||
} |
||||
return null; |
||||
} |
||||
|
||||
function deleteCookies(){ |
||||
for (var i = 0; i < arguments.length; i++) setCookie(arguments[i], "", -1); |
||||
} |
||||
|
||||
function deleteAllCookies(){ |
||||
var cookies = document.cookie.split(";"); |
||||
for (var i = 0; i < cookies.length; i++) deleteCookies(cookies[i].split("=")[0]); |
||||
} |
||||
|
||||
Array.prototype.shuffle = function(){ |
||||
let currentIndex = this.length, temporaryValue, randomIndex; |
||||
while (0 != currentIndex) { |
||||
randomIndex = floor(random() * currentIndex); |
||||
currentIndex -= 1; |
||||
temporaryValue = this[currentIndex]; |
||||
this[currentIndex] = this[randomIndex]; |
||||
this[randomIndex] = temporaryValue; |
||||
} |
||||
} |
||||
|
||||
Array.prototype.clone = function() { |
||||
return this.slice(0); |
||||
}; |
||||
|
||||
Array.prototype.partitiate = function(dimensions){ |
||||
if (dimensions == 0) return this; |
||||
let parts = []; |
||||
while(this.length) parts.push(this.splice(0, round(pow(this.length, 1 / (1 + 1 / dimensions)))).partitiate(dimensions - 1)); |
||||
return parts; |
||||
} |
@ -0,0 +1,434 @@ |
||||
let trees = [], |
||||
birds = [], |
||||
clouds = [], |
||||
humans = [], |
||||
ground = [], |
||||
time = 12, // in hours
|
||||
cycleTime = 10, // in minutes
|
||||
worldWidth = 40000, |
||||
viewPort = {x: Math.round(worldWidth / 2 - window.innerWidth / 2), y: 0, v: 20}, |
||||
waveDispo = 0, |
||||
cliffDispo = 25, |
||||
STRAIGHT_GROUND = 0, |
||||
SMALL_HILLS = 1, |
||||
LARGE_HILL = 2, |
||||
LAKE = 3, |
||||
gameIsRunning = false; |
||||
|
||||
function setup(){ |
||||
setFrameRate(120); |
||||
createCanvas(window.innerWidth, window.innerHeight); |
||||
background(160, 160, 255); |
||||
noStroke(); |
||||
$("#saveLink").hide(); |
||||
$("#fileBrowser").hide(); |
||||
$("#toolBarOpener").hide(); |
||||
$("#infoWrapper").hide(); |
||||
$("button").on("click", function(){this.blur();}); |
||||
} |
||||
|
||||
function createWorld(){ |
||||
$("#restoreWorld, #createWorld").hide(); |
||||
fill(80); |
||||
rect(width * 0.1, height * 0.5 - 25, width * 0.8, 50); |
||||
fill(0, 255, 0); |
||||
let x = 0, |
||||
createProgress = 0, |
||||
y = random(height * 0.7, height * 0.8), |
||||
treeDist = 0, |
||||
a = 0, c = 1, b = 0, |
||||
biome, |
||||
biomeX = 0, |
||||
biomeDistance = 1, |
||||
usedBiomes = [], |
||||
biomes = [STRAIGHT_GROUND, SMALL_HILLS, LARGE_HILL, LAKE], |
||||
isWooden; |
||||
|
||||
function create(){ |
||||
//Updating progressbar
|
||||
createProgress++; |
||||
rect(width * 0.1, height * 0.5 - 25, width * 0.8 * (createProgress / (worldWidth * 2)), 50); |
||||
|
||||
//Main creating
|
||||
if (ground.length < worldWidth){ |
||||
//Ground
|
||||
let biomeRemainder = (x - biomeX) % biomeDistance; |
||||
if (biomeRemainder == 0){ |
||||
biome = random(biomes); |
||||
if (usedBiomes.includes(biome)) biome = random(biomes); |
||||
usedBiomes.push(biome); |
||||
biomeX = x; |
||||
isWooden = biome == LAKE ? false : random([true, false]); |
||||
biomeDistance = round(random(1000, 1500)); |
||||
a = 0, c = 1, b = 0; |
||||
} |
||||
switch (biome){ |
||||
case STRAIGHT_GROUND: |
||||
a = 0; |
||||
if (y < height * 0.3) a = -1; |
||||
if (y > height * 0.95) a = 1; |
||||
//y = noise(x / 100, y / 100) * height;
|
||||
y += random(-0.25 - a, 0.25 - a); |
||||
break; |
||||
case SMALL_HILLS: |
||||
if (biomeRemainder == round(biomeDistance / 12) |
||||
|| biomeRemainder == round(biomeDistance * 5 / 12) |
||||
|| biomeRemainder == round(biomeDistance * 0.75)) |
||||
c = -1; |
||||
if (biomeRemainder == round(biomeDistance * 0.25) |
||||
|| biomeRemainder == round(biomeDistance * 7 / 12) |
||||
|| biomeRemainder == round(biomeDistance * 11 / 12)) |
||||
c = 1; |
||||
if (y < height * 0.3){ |
||||
c = -1; |
||||
b = -0.5; |
||||
} |
||||
else if (y > height * 0.9){ |
||||
c = 1; |
||||
b = 0.5; |
||||
} |
||||
else b = 0; |
||||
a -= random(0.005, 0.015) * c; |
||||
y += random(2 * a - b); |
||||
break; |
||||
case LARGE_HILL: |
||||
if (biomeRemainder == round(biomeDistance * 0.25)) c = -1; |
||||
if (biomeRemainder == round(biomeDistance * 0.75)) c = 1; |
||||
if (y < height * 0.3){ |
||||
c = -1; |
||||
b = -1; |
||||
} |
||||
else if (y > height * 0.9){ |
||||
c = 1; |
||||
b = 1; |
||||
} |
||||
else b = 0; |
||||
a -= random(0.0025, 0.0075) * c; |
||||
y += random(2 * a - b); |
||||
break; |
||||
} |
||||
ground[x] = {y: y, biome: biome, isWooden: isWooden}; |
||||
|
||||
//Trees
|
||||
let treeH, treeW, valid; |
||||
treeDist++; |
||||
if (isWooden) valid = random(100) < 1 ? true : false; |
||||
if (!isWooden) valid = random(1000) < 0.5 ? true : false; |
||||
treeH = random(height * 0.3, height * 0.5), |
||||
treeW = random(40, 60); |
||||
if (treeDist < treeH * 0.25) valid = false; |
||||
try{if (ground[round(x - treeW / 2)].biome == LAKE || biomeRemainder > biomeDistance - treeW || y - treeH < height * 0.15) valid = false;} |
||||
catch(e){} |
||||
if (valid){ |
||||
trees.push(new Tree(x, treeW, treeH)); |
||||
treeDist = 0; |
||||
} |
||||
|
||||
//Clouds
|
||||
let cloudY, cloudW, cloudH; |
||||
valid = random(1000) < 1 ? true : false; |
||||
if (valid){ |
||||
cloudY = random(0, 200), |
||||
cloudW = random(100, 500), |
||||
cloudH = random(50, 80); |
||||
clouds.push(new Cloud(x, cloudY, cloudW, cloudH)); |
||||
} |
||||
|
||||
//Birds
|
||||
valid = random(1000) < 1 ? true : false; |
||||
if (valid){ |
||||
birds.push(new Bird(x)); |
||||
} |
||||
|
||||
x++; |
||||
} |
||||
|
||||
//Reset some variables
|
||||
if (x == worldWidth){ |
||||
x = 0; |
||||
a = 0; |
||||
} |
||||
|
||||
//Ground details
|
||||
if (ground.length == worldWidth){ |
||||
try{ |
||||
if (ground[x].biome != LAKE && ground[x + cliffDispo * 2].biome == LAKE){ |
||||
a++; |
||||
ground[x].y += a * a * 0.01; |
||||
} |
||||
else if (ground[x].biome != LAKE && ground[x - cliffDispo * 2].biome == LAKE){ |
||||
a--; |
||||
ground[x].y += a * a * 0.01; |
||||
} |
||||
else if (ground[x].biome == LAKE) a = cliffDispo * 2; |
||||
else a = 0; |
||||
}catch(e){} |
||||
x++; |
||||
} |
||||
|
||||
//End progress if bar is full
|
||||
if (createProgress == worldWidth * 2){ |
||||
clearInterval(interval); |
||||
trees.shuffle(); |
||||
clouds.shuffle(); |
||||
birds.shuffle(); |
||||
$("#toolBarOpener").show(); |
||||
gameIsRunning = true; |
||||
} |
||||
if (createProgress < worldWidth * 2){ |
||||
setTimeout(create, 0); |
||||
} |
||||
} |
||||
let interval = setInterval(create, 0); |
||||
} |
||||
|
||||
function downloadWorld(){ |
||||
let newGround = [],
|
||||
newTrees = [],
|
||||
newBirds = [],
|
||||
newClouds= [], |
||||
worldValues = [{time: time, viewPort: {x: viewPort.x, y: viewPort.y}}]; |
||||
for (let g of ground) newGround.push({y: round(g.y), b: g.biome, w: g.isWooden ? 1 : 0}); |
||||
for (let t of trees) newTrees.push({x: round(t.x), w: round(t.width), h: round(t.height), c: t.color}); |
||||
for (let b of birds) newBirds.push({x: round(b.x), y: round(b.y), v: round(b.v * 100) / 100, l: round(b.length)}); |
||||
for (let c of clouds) newClouds.push({x: round(c.x), y: round(c.y), w: round(c.width), h: round(c.height), b: round(c.brightness * 100) / 100}); |
||||
let str = |
||||
JSON.stringify(newGround.partitiate(1)) + ", " |
||||
+ JSON.stringify(newTrees.partitiate(1)) + ", " |
||||
+ JSON.stringify(newBirds.partitiate(1)) + ", " |
||||
+ JSON.stringify(newClouds.partitiate(1)) + ", " |
||||
+ JSON.stringify(worldValues); |
||||
let data = 'data:application/json;charset=utf-8,['+ encodeURIComponent(str) + "]"; |
||||
$("#saveLink").attr("href", data); |
||||
$("#saveLink")[0].click(); |
||||
} |
||||
|
||||
function uploadWorld(){ |
||||
gameIsRunning = false; |
||||
let files = document.getElementById("fileBrowser").files; |
||||
let fr = new FileReader(), recovery = {ground: ground, trees: trees, birds: birds, clouds: clouds, time: time, viewPort: viewPort}; |
||||
fr.onload = function(e){ |
||||
try{ |
||||
let data = JSON.parse(e.target.result); |
||||
let newGround = data[0].departitiate(); |
||||
let newTrees = data[1].departitiate(); |
||||
let newBirds = data[2].departitiate(); |
||||
let newClouds = data[3].departitiate(); |
||||
|
||||
ground = [], trees = [], birds = [], clouds = []; |
||||
|
||||
for (let g of newGround) ground.push({y: g.y, biome: g.b, isWooden: g.w == 1 ? true : false}); |
||||
for (let t of newTrees){ |
||||
let i = newTrees.indexOf(t); |
||||
trees.push(new Tree(t.x, t.w, t.h)); |
||||
trees[i].color = t.c; |
||||
} |
||||
for (let b of newBirds){ |
||||
let i = newBirds.indexOf(b); |
||||
birds.push(new Bird(b.x)); |
||||
birds[i].y = b.y; |
||||
birds[i].v = b.v; |
||||
birds[i].length = b.l; |
||||
} |
||||
for (let c of newClouds){ |
||||
let i = newClouds.indexOf(c); |
||||
clouds.push(new Cloud(c.x, c.y, c.w, c.h)); |
||||
clouds[i].brightness = c.b; |
||||
} |
||||
|
||||
time = data[4][0].time; |
||||
viewPort = {x: data[4][0].viewPort.x, y: data[4][0].viewPort.y, v: recovery.viewPort.v}; |
||||
$("#restoreWorld, #createWorld").hide(); |
||||
$("#toolBarOpener").show(); |
||||
|
||||
} catch(e){ |
||||
ground = recovery.ground; |
||||
trees = recovery.trees; |
||||
birds = recovery.birds; |
||||
clouds = recovery.clouds; |
||||
time = recovery.time; |
||||
viewPort = recovery.viewPort; |
||||
waveDispo = recovery.waveDispo; |
||||
window.alert("Data is damaged!"); |
||||
} |
||||
|
||||
if (ground.length > 0) gameIsRunning = true; |
||||
else {$("#restoreWorld, #createWorld").show();} |
||||
} |
||||
fr.readAsText(files.item(0)); |
||||
} |
||||
|
||||
function draw(){ |
||||
if (gameIsRunning){ |
||||
clear(); |
||||
translate(-viewPort.x, -viewPort.y); |
||||
updateUnits(); |
||||
updateGround(); |
||||
updateTime(); |
||||
checkViewPort(); |
||||
} |
||||
} |
||||
|
||||
function updateUnits(){ |
||||
//Sky
|
||||
background(160, 160, 255); |
||||
|
||||
//Clouds
|
||||
for (let c of clouds){ |
||||
c.move(); |
||||
c.show(); |
||||
} |
||||
|
||||
//Birds
|
||||
for (let b of birds){ |
||||
b.move(); |
||||
b.show(); |
||||
} |
||||
|
||||
//Trees
|
||||
for (let t of trees){ |
||||
t.show(); |
||||
} |
||||
|
||||
//Humans
|
||||
for (let h of humans){ |
||||
h.move(); |
||||
h.show(); |
||||
} |
||||
} |
||||
|
||||
function updateGround(){ |
||||
let x, y, lake = false, grassH = 20, waveH = 2; |
||||
waveDispo += 1; |
||||
waveDispo %= 8 * PI; |
||||
function wave(x){ |
||||
return sin((0.25 * (x - waveDispo))) * 3; |
||||
} |
||||
|
||||
// grass
|
||||
fill(100, 200, 100); |
||||
beginShape(); |
||||
for (x = viewPort.x; x <= viewPort.x + width; x++){ |
||||
//console.log(x);
|
||||
let g = ground[x]; |
||||
if (g.biome == LAKE) |
||||
vertex(x, height); |
||||
else |
||||
vertex(x, g.y); |
||||
} |
||||
for (x = viewPort.x + width; x >= viewPort.x; x--){ |
||||
let g = ground[x]; |
||||
if (g.biome == LAKE) |
||||
vertex(x, height); |
||||
else |
||||
vertex(x, g.y + grassH); |
||||
} |
||||
endShape(); |
||||
|
||||
// water
|
||||
fill(100, 100, 255); |
||||
beginShape(); |
||||
for (x = viewPort.x; x <= viewPort.x + width; x++){ |
||||
let g = ground[x]; |
||||
if (g.biome == LAKE) |
||||
vertex(x, g.y + grassH / 2 + waveH + cliffDispo + wave(x)); |
||||
else |
||||
vertex(x, height); |
||||
} |
||||
for (x = viewPort.x + width - 1; x >= viewPort.x; x--){ |
||||
vertex(x, height); |
||||
} |
||||
endShape(); |
||||
|
||||
// water --> waves
|
||||
fill(50, 50, 255); |
||||
beginShape(); |
||||
for (x = viewPort.x; x <= viewPort.x + width; x++){ |
||||
let g = ground[x]; |
||||
if (g.biome == LAKE) |
||||
vertex(x, g.y + grassH / 2 + cliffDispo + wave(x)); |
||||
else |
||||
vertex(x, height); |
||||
} |
||||
for (x = viewPort.x + width - 1; x >= viewPort.x; x--){ |
||||
let g = ground[x]; |
||||
if (g.biome == LAKE) |
||||
vertex(x, g.y + grassH / 2 + cliffDispo + wave(x) + waveH); |
||||
else |
||||
vertex(x, height); |
||||
} |
||||
endShape(); |
||||
|
||||
// dirt
|
||||
fill(80, 60, 40); |
||||
beginShape(); |
||||
for (x = viewPort.x; x <= viewPort.x + width; x++){ |
||||
let g = ground[x]; |
||||
if (g.biome == LAKE) |
||||
vertex(x, height); |
||||
else |
||||
vertex(x, g.y + grassH); |
||||
} |
||||
for (x = viewPort.x + width; x >= viewPort.x; x--){ |
||||
vertex(x, height); |
||||
} |
||||
endShape(); |
||||
} |
||||
|
||||
function updateTime(){ |
||||
function getDayBrightness(){ |
||||
let value = sin(PI / 12 * (time - 8)) + 0.25; |
||||
value = value > 1 ? 1 : value; |
||||
value = value < 0.1 ? 0.1 : value; |
||||
return value; |
||||
} |
||||
let timeTick = 24 / (60 * cycleTime * frameRate()); |
||||
time += (timeTick == Infinity ? 0 : timeTick); |
||||
fill(0, 0, 0, 255 - 255 * getDayBrightness()); |
||||
rect(viewPort.x, viewPort.y, width, height); |
||||
} |
||||
|
||||
function checkViewPort(){ |
||||
let scrollBegin = 100; |
||||
if (winMouseX <= scrollBegin && viewPort.x > 0)
|
||||
viewPort.x -= round(viewPort.v * (scrollBegin - winMouseX) / scrollBegin); |
||||
if (winMouseX >= width - scrollBegin && viewPort.x < worldWidth - width - viewPort.v)
|
||||
viewPort.x += round(viewPort.v * (winMouseX - (width - scrollBegin)) / scrollBegin); |
||||
if (viewPort.x < 0) viewPort.x = 0; |
||||
if (viewPort.x >= worldWidth + width) viewPort.x = worldWidth - width - 1; |
||||
} |
||||
|
||||
function togglePause(obj){ |
||||
gameIsRunning = !gameIsRunning; |
||||
if (gameIsRunning) $(obj).html("||"); |
||||
else $(obj).html("►"); |
||||
} |
||||
|
||||
function toggleToolBar(obj){ |
||||
if ($(obj).css("top") == "0px"){ |
||||
$(obj).animate({top: 103}, {top: "easeOut"}); |
||||
$("#toolBar").animate({top: 0}, {top: "easeOut"}); |
||||
} |
||||
if ($(obj).css("top") == "103px"){ |
||||
$(obj).animate({top: 0}, {top: "easeOut"}); |
||||
$("#toolBar").animate({top: -103}, {top: "easeOut"}); |
||||
} |
||||
} |
||||
|
||||
function toggleInfo(){ |
||||
$("#pauseButton")[0].click(); |
||||
$("#infoWrapper").toggle(); |
||||
} |
||||
|
||||
Array.prototype.departitiate = function(){ |
||||
let newArr = []; |
||||
for (let i = 0; i < this.length; i++){ |
||||
let a = this[i]; |
||||
for (let j = 0; j < a.length; j++){ |
||||
let object = a[j]; |
||||
newArr.push(object); |
||||
//for (let k = 0; k < b.length; k++){}
|
||||
} |
||||
} |
||||
return newArr; |
||||
} |
@ -0,0 +1,103 @@ |
||||
a:link, a:hover, a:active, a:visited{color: #000;} |
||||
|
||||
body{margin: 0; padding: 0; overflow-y:hidden; overflow-x: hidden;} |
||||
|
||||
canvas{margin: 0; padding: 0; border: none; display: block;} |
||||
|
||||
button{cursor: pointer;} |
||||
|
||||
#toolBarOpener{ |
||||
position: absolute; |
||||
display: block; |
||||
background-color: #FFF; |
||||
left: calc((100% - 50px) / 2); |
||||
top: 0; |
||||
width: 50px; |
||||
height: 20px; |
||||
border: none; |
||||
border-radius: 0 0 5px 5px; |
||||
} |
||||
|
||||
#toolBar{ |
||||
position: absolute; |
||||
display: block; |
||||
background-color: #F90; |
||||
left: calc((100% - 371px) / 2); |
||||
top: -103px; |
||||
width: 335px; |
||||
height: 70px; |
||||
padding: 15px; |
||||
border-radius: 0 0 20px 20px; |
||||
border: 3px solid #000; |
||||
border-top: none; |
||||
} |
||||
|
||||
.toolBarEntry{ |
||||
width: 70px; |
||||
height: 70px; |
||||
margin: 0 5px 0 5px; |
||||
border: 3px solid #000; |
||||
border-radius: 10px; |
||||
background-color: #FFF; |
||||
padding: 0; |
||||
font-size: 50px; |
||||
} |
||||
|
||||
#downloadButton{color: #0C0;} |
||||
#uploadButton{color: #C00;} |
||||
#infoButton{color: #00F;} |
||||
|
||||
#createWorld{ |
||||
position: absolute; |
||||
top: calc(100% / 2 - 50px); |
||||
left: calc(100% / 2 - 220px); |
||||
width: 200px; |
||||
height: 100px; |
||||
border: 5px solid #000; |
||||
border-radius: 10px; |
||||
font-size: 25px; |
||||
} |
||||
|
||||
#restoreWorld{ |
||||
position: absolute; |
||||
top: calc(100% / 2 - 50px); |
||||
left: calc(100% / 2 + 20px); |
||||
width: 200px; |
||||
height: 100px; |
||||
border: 5px solid #000; |
||||
border-radius: 10px; |
||||
font-size: 25px; |
||||
} |
||||
|
||||
#infoWrapper{ |
||||
position: absolute; |
||||
width: 100%; |
||||
height: 100%; |
||||
z-index: 5; |
||||
background-color: rgba(0, 0, 0, 0.3); |
||||
} |
||||
|
||||
#info{ |
||||
position: absolute; |
||||
width: 600px; |
||||
height: 400px; |
||||
margin: auto; |
||||
top: 0; |
||||
bottom: 0; |
||||
left: 0; |
||||
right: 0; |
||||
border: 7px solid #333; |
||||
border-radius: 30px; |
||||
font-size: 25px; |
||||
background-color: #999; |
||||
} |
||||
|
||||
#info button{ |
||||
width: 100px; |
||||
height: 50px; |
||||
margin: 30px; |
||||
background-color: #0C0; |
||||
border: 3px solid #080; |
||||
border-radius: 5px; |
||||
font-size: 30px; |
||||
} |
After Width: | Height: | Size: 107 KiB |
Loading…
Reference in new issue