wolf3d-browser/js/game.js

1351 lines
42 KiB
JavaScript

/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* Wolf3D Browser Source Code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Game management
*/
Wolf.Game = (function() {
Wolf.setConsts({
BUTTON_ATTACK : 1,
BUTTON_USE : 2,
BUTTON_ANY : 128, // any key whatsoever
BASEMOVE : 35,
RUNMOVE : 70,
MOVESCALE : 150,
BACKMOVESCALE : 100,
MAXMOUSETURN : 10,
TURNANGLESCALE : 300,
MOUSEDEADBAND : 0.2,
gd_baby : 0,
gd_easy : 1,
gd_medium : 2,
gd_hard : 3
});
var rendering = false,
playing = false,
fsInit = false,
hndRender = 0,
hndCycle = 0,
hndFps = 0,
lastFPSTime = 0,
lastFrame = 0,
frameNum = 0,
cycleNum = 0,
mouseEnabled = false,
paused = false,
intermissionAnim = 0,
currentGame = null,
levelMusic,
processAI = true,
keyInputActive = false,
preloadTextures = {},
preloadSprites = {},
controls = {
up : ["UP"],
left : ["LEFT"],
down : ["DOWN"],
right : ["RIGHT"],
run : ["SHIFT"],
attack : ["X"],
use : ["SPACE"],
strafe : ["Z"],
weapon1 : ["1"],
weapon2 : ["2"],
weapon3 : ["3"],
weapon4 : ["4"]
},
ticsPerSecond = 70,
lastTimeCount = 0;
/**
* @description Build the movement, angles, and buttons for a frame of action:
* Player.angle
* Player.cmd.buttons
* Player.cmd.forwardMove
* Player.cmd.sideMove
* @private
* @param {object} player The player object.
* @param {number} tics The number of tics since last frame.
*/
function updatePlayerControls(player, tics) {
var moveValue,
running = false,
strafing = false,
leftKey = false,
rightKey = false,
downKey = false,
upKey = false,
changeWeapon = -1,
mouseMovement,
mouseCoords;
player.cmd.buttons = 0;
player.cmd.forwardMove = 0;
player.cmd.sideMove = 0;
leftKey = Wolf.Input.checkKeys(controls.left);
rightKey = Wolf.Input.checkKeys(controls.right);
downKey = Wolf.Input.checkKeys(controls.down);
upKey = Wolf.Input.checkKeys(controls.up);
running = Wolf.Input.checkKeys(controls.run);
strafing = Wolf.Input.checkKeys(controls.strafe);
moveValue = (running ? Wolf.RUNMOVE : Wolf.BASEMOVE);
if (Wolf.Input.checkKeys(controls.attack) || (mouseEnabled && Wolf.Input.leftMouseDown())) {
player.cmd.buttons |= Wolf.BUTTON_ATTACK;
}
if (mouseEnabled && Wolf.Input.rightMouseDown()) {
if (mouseCoords = Wolf.Input.getMouseCoords()) {
player.cmd.forwardMove += - (mouseCoords.y < 0 ? Wolf.MOVESCALE : Wolf.BACKMOVESCALE) * moveValue * mouseCoords.y;
}
} else if (!(upKey && downKey)) {
if (upKey) {
player.cmd.forwardMove += moveValue * Wolf.MOVESCALE;
}
if (downKey) {
player.cmd.forwardMove += -moveValue * Wolf.BACKMOVESCALE;
}
}
if (mouseEnabled && Wolf.Input.isPointerLocked()) {
mouseMovement = Wolf.Input.getMouseMovement();
player.angle -= (mouseMovement.x * Wolf.TURNANGLESCALE * tics)>>0;
} else {
if (leftKey) {
if (strafing) {
player.cmd.sideMove += -moveValue * Wolf.MOVESCALE;
} else {
player.angle += Wolf.TURNANGLESCALE * tics;
}
}
if (rightKey) {
if (strafing) {
player.cmd.sideMove += moveValue * Wolf.MOVESCALE;
} else {
player.angle -= Wolf.TURNANGLESCALE * tics;
}
}
if (mouseEnabled && (mouseCoords = Wolf.Input.getMouseCoords())) {
if (Math.abs(mouseCoords.x) > Wolf.MOUSEDEADBAND) {
player.angle -= (Wolf.TURNANGLESCALE * tics * (mouseCoords.x + (mouseCoords.x < 0 ? 1 : -1) * Wolf.MOUSEDEADBAND))>>0;
}
}
}
// change weapon?
if (Wolf.Input.checkKeys(controls.weapon1) && player.items & Wolf.ITEM_WEAPON_1) {
changeWeapon = Wolf.WEAPON_KNIFE;
} else if (Wolf.Input.checkKeys(controls.weapon2) && player.items & Wolf.ITEM_WEAPON_2 && player.ammo[Wolf.AMMO_BULLETS]) {
changeWeapon = Wolf.WEAPON_PISTOL;
} else if (Wolf.Input.checkKeys(controls.weapon3) && player.items & Wolf.ITEM_WEAPON_3 && player.ammo[Wolf.AMMO_BULLETS]) {
changeWeapon = Wolf.WEAPON_AUTO;
} else if (Wolf.Input.checkKeys(controls.weapon4) && player.items & Wolf.ITEM_WEAPON_4 && player.ammo[Wolf.AMMO_BULLETS]) {
changeWeapon = Wolf.WEAPON_CHAIN;
}
if (changeWeapon > -1) {
player.previousWeapon = Wolf.WEAPON_KNIFE;
player.weapon = player.pendingWeapon = changeWeapon;
}
if (Wolf.Input.checkKeys(controls.use)) {
player.cmd.buttons |= Wolf.BUTTON_USE;
}
}
/**
* @description Initiate the game cycle to process player and world logic
* @private
* @param {object} game The game object
*/
function startGameCycle(game) {
var deathTics = 0,
deathTicsMax = ticsPerSecond * 2;
// cancel existing game cycle
if (hndCycle) {
clearTimeout(hndCycle);
hndCycle = 0;
}
function nextCycle() {
if (!playing) {
return;
}
hndCycle = setTimeout(nextCycle, 1000 / 30);
cycleNum++;
if (paused) {
return;
}
var player = game.player,
level = game.level,
lives, score,
tics = calcTics();
if (player.playstate != Wolf.ex_dead) {
updatePlayerControls(player, tics);
player.angle = Wolf.Math.normalizeAngle(player.angle);
Wolf.Player.process(game, player, tics);
if (processAI) {
Wolf.Actors.process(game, tics);
}
Wolf.PushWall.process(level, tics);
Wolf.Doors.process(level, player, tics);
} else {
if (died(game, tics)) {
deathTics += tics;
if (deathTics >= deathTicsMax) {
deathTics = 0;
$("#game .renderer .death").css("display", "none");
if (game.player.lives > 0) {
lives = game.player.lives;
score = game.player.startScore;
game.level = Wolf.Level.reload(level);
Wolf.Level.scanInfoPlane(game.level, game.skill); // Spawn items/guards
game.player = Wolf.Player.spawn(game.level.spawn, game.level, game.skill);
game.player.lives = lives - 1;
game.player.score = score;
game.player.startScore = score;
game.level.state.startTime = (new Date).getTime();
game.level.state.elapsedTime = 0;
} else {
gameOver(game);
return;
}
} else {
$("#game .renderer .death").css({
display : "block",
backgroundColor : "rgba(255,0,0," + (deathTics / deathTicsMax) + ")"
});
}
}
}
Wolf.Sprites.clean(level);
updateHUD(game, tics);
}
lastTimeCount = (new Date).getTime();
nextCycle();
}
function died(game, tics) {
var fangle,
dx, dy,
iangle, curangle,
clockwise,
counter,
change,
player = game.player,
killer = player.lastAttacker;
//gamestate.weapon = -1; // take away weapon
//SD_PlaySound (PLAYERDEATHSND);
// swing around to face attacker
dx = killer.x - player.position.x;
dy = player.position.y - killer.y;
fangle = -Math.atan2(dy,dx); // returns -pi to pi
if (fangle < 0) {
fangle = Math.PI * 2 + fangle;
}
iangle = Math.round(fangle / (Math.PI * 2) * Wolf.ANGLES);
curangle = Wolf.FINE2DEG(player.angle);
if (curangle > iangle) {
counter = curangle - iangle;
clockwise = Wolf.ANGLES - curangle + iangle;
} else {
clockwise = iangle - curangle;
counter = curangle + Wolf.ANGLES - iangle;
}
if (clockwise < counter) {
// rotate clockwise
if (curangle > iangle) {
curangle -= Wolf.ANGLES;
}
if (curangle == iangle) {
return true;
} else {
change = tics * Wolf.DEATHROTATE;
if (curangle + change > iangle) {
change = iangle - curangle;
}
curangle += change;
if (curangle >= Wolf.ANGLES) {
curangle -= Wolf.ANGLES;
}
player.angle = Wolf.DEG2FINE(curangle);
}
} else {
// rotate counterclockwise
if (curangle < iangle) {
curangle += Wolf.ANGLES;
}
if (curangle == iangle) {
return true;
} else {
change = -tics * Wolf.DEATHROTATE;
if (curangle + change < iangle) {
change = iangle - curangle;
}
curangle += change;
if (curangle < 0) {
curangle += Wolf.ANGLES;
}
player.angle = Wolf.DEG2FINE(curangle);
}
}
return false;
}
/**
* @description Game over. No more lives.
* @private
* @param {object} game The game object
*/
function gameOver(game) {
playing = false;
rendering = false;
$("#game .renderer").hide();
$("#game .fps").hide();
$("#game .gameover").show();
endGame();
function exit() {
$(document).off("keydown", progress);
$("#game").fadeOut(null, function() {
$("#game .gameover").hide();
Wolf.Menu.show();
});
}
function progress(e) {
if (!$("#game .gameover").is(":visible")) {
exit();
return;
}
if (e.keyCode == 13 || e.keyCode == 32) {
exit();
}
}
$(document).on("keydown", progress);
}
function victory(game) {
if (game.player.playstate == Wolf.ex_victory) {
return;
}
keyInputActive = false;
Wolf.log("Victory!");
$("#game .renderer .player-weapon").hide();
Wolf.Actors.spawnBJVictory(game.player, game.level, game.skill);
game.player.playstate = Wolf.ex_victory;
}
function endEpisode(game) {
Wolf.Game.startIntermission(game);
}
/**
* @description Calculate the number of tics since last time calcTics() was called.
* Accumulates fractions.
* @private
* @returns {number} The number of tics
*/
function calcTics() {
var now = (new Date).getTime(),
delta = (now - lastTimeCount) / 1000,
tics = Math.floor(ticsPerSecond * delta);
lastTimeCount += (tics * 1000 / ticsPerSecond) >> 0;
return tics;
}
/**
* @description Update HUD stats
* @private
* @param {string} name The name/class of the player stat (health, ammo, etc.)
* @param {number} value The new value
*/
function updateStat(name, value) {
var numdivs = $("#game .hud ." + name + " .number");
for (var i=numdivs.length-1;i>=0;i--) {
if (value == 0 && i < numdivs.length-1) {
numdivs[i].style.backgroundPosition = 16 + "px 0";
} else {
numdivs[i].style.backgroundPosition = - (16 * (value % 10)) + "px 0";
value = (value / 10) >> 0;
}
}
}
/**
* @description Update the HUD
* @private
* @param {object} game The game object
*/
function updateHUD(game, tics) {
var player = game.player,
frame = player.weapon * 4 + player.weaponFrame;
if (player.playstate == Wolf.ex_dead || player.playstate == Wolf.ex_victory) {
$("#game .renderer .player-weapon").css("display", "none");
} else {
$("#game .renderer .player-weapon").css({
display : "block",
backgroundPosition : - (frame * Wolf.HUD_WEAPON_WIDTH) + "px 0"
});
}
$("#game .hud .weapon").css({
backgroundPosition : - (player.weapon * 96) + "px 0"
});
$("#game .hud .key1").css({
display : (player.items & Wolf.ITEM_KEY_1) ? "block" : "none"
});
$("#game .hud .key2").css({
display : (player.items & Wolf.ITEM_KEY_2) ? "block" : "none"
});
updateStat("ammo", player.ammo[Wolf.AMMO_BULLETS]);
updateStat("health", player.health);
updateStat("lives", player.lives);
updateStat("score", player.score);
updateStat("floor", game.levelNum+1);
drawFace(player, tics);
}
/**
* @description Update the game display
* @private
* @param {object} game The game object
*/
function updateScreen(game) {
var player = game.player,
level = game.level,
viewport = {
x : player.position.x,
y : player.position.y,
angle : player.angle
};
var res = Wolf.Raycaster.traceRays(viewport, level);
Wolf.Renderer.clear();
Wolf.Renderer.draw(viewport, level, res.tracers, res.visibleTiles);
}
/**
* @description Update BJ face pic
* @private
* @param {object} player
* @param {number} tics
*/
function drawFace(player, tics) {
var pic;
// decide on the face
player.faceCount += tics;
if (player.faceGotGun && player.faceCount > 0) {
// gotgun will set facecount to a negative number initially, go back
// to normal face with random look after expired.
player.faceGotGun = false;
}
if (player.faceCount > Wolf.Random.rnd()) {
player.faceGotGun = player.faceOuch = false;
player.faceFrame = Wolf.Random.rnd() >> 6;
if( player.faceFrame == 3) {
player.faceFrame = 0;
}
player.faceCount = 0;
}
if (player.health) {
if (player.faceGotGun) {
pic = 22;
} else {
var h = player.health;
if (h > 100) {
h = 100;
}
if (h < 0) {
h = 0;
}
pic = (3*((100-h)/16)>>0) + player.faceFrame;
//gsh
if ((player.flags & Wolf.FL_GODMODE)) {
pic = 23 + player.faceFrame;
}
}
} else {
pic = 21;
}
$("#game .hud .bj").css({
backgroundPosition : - (pic * Wolf.HUD_FACE_WIDTH) + "px 0"
});
}
/**
* @description Update the FPS counter
* @private
*/
function updateFPS() {
var now = (new Date).getTime(),
dt = (now - lastFPSTime) / 1000,
frames = frameNum - lastFrame;
lastFPSTime = now;
lastFrame = frameNum;
$("#game .fps").html((frames / dt).toFixed(2));
}
/**
* @description Initiate the rendering cycle
* @private
* @param {object} game The game object
*/
function startRenderCycle(game) {
// cancel existing render cycle
if (hndRender) {
cancelAnimationFrame(hndRender);
hndRender = 0;
}
/*
if (!hndFps) {
hndFps = setInterval(updateFPS, 1000);
}
$("#game .fps").show();
*/
Wolf.Renderer.init();
$("#game .renderer").show();
function nextFrame() {
if (!rendering) {
return;
}
if (!paused) {
updateScreen(game);
}
hndRender = requestAnimationFrame(nextFrame);
frameNum++;
}
rendering = true;
nextFrame();
}
/**
* @description Start playing the specified level of the specified episode.
* @memberOf Wolf.Game
* @param {object} game The game object.
* @param {number} episodeNum The episode number.
* @param {number} levelNum The level number.
*/
function startLevel(game, episodeNum, levelNum) {
if (!Wolf.Episodes[episodeNum].enabled) {
return;
}
playing = false;
rendering = false;
game.episodeNum = episodeNum;
game.levelNum = levelNum;
var episode = Wolf.Episodes[game.episodeNum];
Wolf.Level.load(episode.levels[game.levelNum].file, function(error, level) {
if (error) {
throw error;
}
$("#game .renderer .floor").css({
"background-color" : "rgb("
+ level.floor[0] + ","
+ level.floor[1] + ","
+ level.floor[2] + ")"
});
$("#game .renderer .ceiling").css({
"background-color" : "rgb("
+ level.ceiling[0] + ","
+ level.ceiling[1] + ","
+ level.ceiling[2] + ")"
});
game.level = level;
levelMusic = level.music;
Wolf.Level.scanInfoPlane(level, game.skill); // Spawn items/guards
/*
game.player.position.x = 1944862;
game.player.position.y = 2156427;
game.player.angle = 8507;
*/
$("#game .loading").show();
preloadLevelAssets(level, function() {
Wolf.Sound.startMusic(level.music);
game.player = Wolf.Player.spawn(level.spawn, level, game.skill, game.player);
game.player.startScore = game.player.score;
level.state.startTime = (new Date).getTime();
level.state.elapsedTime = 0;
playing = true;
startGameCycle(game);
startRenderCycle(game);
Wolf.Input.reset();
Wolf.Input.lockPointer();
$("#game .loading").hide();
$("#game").focus();
$("#game .renderer .player-weapon").show();
keyInputActive = true;
});
});
}
/**
* @description Preload the music and textures for the specified level
* @private
* @param {object} level The level object
* @param {function} callback Called when all files have loaded.
*/
function preloadLevelAssets(level, callback) {
var files = [],
tx, ty, texture, x, y, f, i, numFiles,
texturePath = "art/walls-shaded/" + Wolf.TEXTURERESOLUTION + "/",
spritePath = "art/sprites/" + Wolf.TEXTURERESOLUTION + "/";
function addTexture(texture) {
if (texture > 0) {
if (texture % 2 == 0) {
texture--;
}
f = texturePath + "w_" + texture + ".png";
if (!preloadTextures[f]) {
files.push(f);
preloadTextures[f] = true;
}
}
}
for (x=0;x<64;++x) {
for (y=0;y<64;++y) {
addTexture(level.wallTexX[x][y]);
addTexture(level.wallTexY[x][y]);
}
}
// static sprites
f = spritePath + "002_053.png";
if (!preloadSprites[f]) {
files.push(f);
preloadSprites[f] = true
}
/*
for (i=0;i<level.state.guards.length;++i) {
texture = level.state.guards[i].sprite;
if (texture) {
f = spritePath + Wolf.Sprites.getTexture(texture).sheet;
if (!preloadSprites[f]) {
files.push(f);
preloadSprites[f] = true;
}
}
}
*/
for (i=0;i<files.length;++i) {
files[i] = "preload!timeout=5!" + files[i];
}
if (files.length) {
Modernizr.load({
load : files,
complete : callback
});
} else {
callback();
}
}
/**
* @description Start a new game with the specified skill level.
* @memberOf Wolf.Game
* @param {number} skill The difficulty level.
*/
function startGame(skill) {
if (isPlaying()) {
endGame();
levelMusic = null;
Wolf.Sound.stopAllSounds();
}
$("#game .renderer .death").hide();
$("#game .renderer .damage-flash").hide();
$("#game .renderer .bonus-flash").hide();
$("#game").show();
var game = {
episode : -1,
level : -1,
skill : skill,
killRatios : [],
secretRatios : [],
treasureRatios : [],
totalTime : 0
};
currentGame = game; // for debugging only
return game;
}
function endGame() {
// cancel game cycle
if (hndCycle) {
clearTimeout(hndCycle);
hndCycle = 0;
}
// cancel render cycle
if (hndRender) {
cancelAnimationFrame(hndRender);
hndRender = 0;
}
playing = false;
rendering = false;
Wolf.Renderer.reset();
if (paused) {
togglePause();
}
}
function startVictoryText(game) {
endGame();
$("#game").fadeOut(null, function() {
var name = "victory" + (game.episodeNum+1),
num = (game.episodeNum == 2) ? 1 : 2;
Wolf.Menu.showText(name, num, function() {
Wolf.Menu.show("main");
});
});
}
/**
* @description Start the post-level intermission.
* @memberOf Wolf.Game
* @param {object} game The game object.
*/
function startIntermission(game, delay) {
var episode = Wolf.Episodes[game.episodeNum],
parTime = episode.levels[game.levelNum].partime * 60,
bonus = 0,
parBonusAmount = 500,
ratioBonusAmount = 10000,
levelState = game.level.state,
killRatio = levelState.totalMonsters ? ((levelState.killedMonsters / levelState.totalMonsters * 100) >> 0) : 0,
secretRatio = levelState.totalSecrets ? ((levelState.foundSecrets / levelState.totalSecrets * 100) >> 0) : 0,
treasureRatio = levelState.totalTreasure ? ((levelState.foundTreasure / levelState.totalTreasure * 100) >> 0) : 0,
time = levelState.elapsedTime + ((new Date).getTime() - levelState.startTime),
totalTime, i,
avgKill = 0, avgSecret = 0, avgTreasure = 0;
playing = false;
Wolf.Sound.startMusic("music/URAHERO.ogg");
$("#game .renderer").hide();
$("#game .fps").hide();
$("#game .intermission .digit").hide();
$("#game .intermission").show();
$("#game .intermission .background").hide();
$("#game .intermission .background-secret").hide();
$("#game .intermission .background-victory").hide();
$("#game .intermission .stat").hide();
$("#game .intermission .victory-stat").hide();
$("#game .intermission .bj").hide();
// 99 mins max
time = Math.min(99*60, Math.round(time / 1000));
killRatio = Math.min(killRatio, 100);
secretRatio = Math.min(secretRatio, 100);
treasureRatio = Math.min(treasureRatio, 100);
game.killRatios.push(killRatio);
game.secretRatios.push(secretRatio);
game.treasureRatios.push(treasureRatio);
game.totalTime += time;
// secret level
if (game.levelNum == 9) {
$("#game .intermission .background-secret").show();
$("#game .intermission .bj").show();
bonus = 15000;
// boss level
} else if (game.levelNum == 8) {
$("#game .intermission .background-victory").show();
$("#game .intermission .victory-stat").show();
totalTime = Math.min(99*60, game.totalTime);
for (i=0;i<game.killRatios.length;i++) {
avgKill += game.killRatios[i];
}
for (i=0;i<game.secretRatios.length;i++) {
avgSecret += game.secretRatios[i];
}
for (i=0;i<game.treasureRatios.length;i++) {
avgTreasure += game.treasureRatios[i];
}
avgKill = Math.round(avgKill / game.killRatios.length);
avgSecret = Math.round(avgSecret / game.secretRatios.length);
avgTreasure = Math.round(avgTreasure / game.treasureRatios.length);
setIntermissionNumber("total-time-minutes", (totalTime / 60) >> 0, true);
setIntermissionNumber("total-time-seconds", ((totalTime / 60) % 1) * 60, true);
setIntermissionNumber("avg-kill-ratio", avgKill, false);
setIntermissionNumber("avg-secret-ratio", avgSecret, false);
setIntermissionNumber("avg-treasure-ratio", avgTreasure, false);
// regular level
} else {
$("#game .intermission .background").show();
$("#game .intermission .bj").show();
$("#game .intermission .stat").show();
if (parTime && parTime > time) {
bonus += (parTime - time) * parBonusAmount;
}
if (killRatio == 100) {
bonus += ratioBonusAmount;
}
if (secretRatio == 100) {
bonus += ratioBonusAmount;
}
if (treasureRatio == 100) {
bonus += ratioBonusAmount;
}
time = time / 60;
parTime = parTime / 60;
setIntermissionNumber("floor", game.levelNum + 1, false);
setIntermissionNumber("bonus", bonus, false);
setIntermissionNumber("time-minutes", time >> 0, true);
setIntermissionNumber("time-seconds", (time % 1) * 60, true);
setIntermissionNumber("par-minutes", parTime >> 0, true);
setIntermissionNumber("par-seconds", (parTime % 1) * 60, true);
setIntermissionNumber("kill-ratio", killRatio, false);
setIntermissionNumber("secret-ratio", secretRatio, false);
setIntermissionNumber("treasure-ratio", treasureRatio, false);
}
function anim() {
var now = (new Date).getTime(),
bjFrame = Math.floor(now / 500) % 2;
$("#game .intermission .bj").css({
backgroundPosition : - (162 * bjFrame) + "px 0px"
});
intermissionAnim = requestAnimationFrame(anim);
}
if (game.levelNum != 8) {
if (!intermissionAnim) {
anim();
}
}
function exitIntermission() {
if (intermissionAnim) {
cancelAnimationFrame(intermissionAnim);
intermissionAnim = 0;
}
$(document).off("keydown", progress);
$("#game .intermission").hide();
}
function progress(e) {
var nextLevel;
if (!$("#game .intermission").is(":visible")) {
exitIntermission();
return;
}
if (e.keyCode == 13 || e.keyCode == 32) {
exitIntermission();
if (game.player.playstate == Wolf.ex_secretlevel) {
nextLevel = 9;
} else {
if (game.levelNum == 8) { // Level was boss level - end of episode.
$("#game").fadeOut(1000, function() {
startVictoryText(game);
});
return;
} else if (game.levelNum == 9) { // Level was secret level - go to previous level + 1
// yuck
switch (game.episodeNum) {
case 0: nextLevel = 1; break;
case 1: nextLevel = 1; break;
case 2: nextLevel = 7; break;
case 3: nextLevel = 3; break;
case 4: nextLevel = 4; break;
case 5: nextLevel = 3; break;
default: nextLevel = game.levelNum + 1; break;
}
} else {
nextLevel = game.levelNum + 1;
}
}
Wolf.Player.givePoints(game.player, bonus);
startLevel(game, game.episodeNum, nextLevel);
}
}
$(document).on("keydown", progress);
}
/**
* @description Update an intermission screen stat.
* @private
* @param {object} name The name (and CSS class) of the stat
* @param {number} value The value.
* @param {boolean} zeros If true, leading zeros are displayed.
*/
function setIntermissionNumber(name, value, zeros) {
var digits = $("#game .intermission ." + name + " .digit"),
i, digit, v;
for (i=0;i<10;i++) {
digits.removeClass("num-" + i);
}
value = value >> 0;
v = value;
for (i=0;i<digits.length;i++) {
digit = v % 10;
if (v > 0 || zeros || (value == 0 && i == 0)) {
digits.eq(digits.length - 1 - i).addClass("num-" + digit);
}
v = (v / 10) >> 0;
}
digits.show();
}
/**
* @description Start red damage flash.
* @memberOf Wolf.Game
*/
function startDamageFlash() {
$("#game .renderer .damage-flash").show().fadeOut(300);
}
/**
* @description Start bonus flash.
* @memberOf Wolf.Game
*/
function startBonusFlash() {
$("#game .renderer .bonus-flash").show().fadeOut(300);
}
/**
* @description Show a notification.
* @memberOf Wolf.Game
* @param {string} text The notification
*/
function notify(text) {
Wolf.log(text);
}
/**
* @description Query fullscreen.
* @memberOf Wolf.Game
* @returns boolean True if browser is in fullscreen mode, otherwise false.
*/
function isFullscreen() {
if ("webkitIsFullScreen" in document) {
return document.webkitIsFullScreen;
} else if ("mozFullScreen" in document) {
return document.mozFullScreen;
} else if ($("#main").data("scale") > 1) {
return true;
}
return false;
}
/**
* @description Fullscreen event handler.
* @private
* @param {object} e Event object.
*/
function fullscreenChange(e) {
if (isFullscreen()) {
enterFullscreen();
} else {
exitFullscreen();
}
}
/**
* @description Toggle the fullscreen state
* @private
*/
function toggleFullscreen() {
var main = $("#main")[0],
ret = false;
if (isFullscreen()) {
if (document.exitFullscreen) {
document.exitFullscreen();
return true;
} else if (document.webkitCancelFullscreen) {
document.webkitCancelFullscreen();
return true;
} else if (document.mozCancelFullscreen) {
document.mozCancelFullscreen();
return true;
}
} else {
if (main.requestFullScreenWithKeys) {
main.requestFullScreenWithKeys();
return true;
} else if (main.requestFullScreen) {
main.requestFullScreen(true);
return true;
} else if (main.webkitRequestFullScreen) {
main.webkitRequestFullScreen(true);
return true;
} else if (document.body.mozRequestFullScreenWithKeys) {
document.body.mozRequestFullScreenWithKeys();
return true;
} else if (document.body.mozRequestFullScreen) {
document.body.mozRequestFullScreen();
return true;
}
}
return false;
}
/**
* @description Scale the game to fit fullscreen mode
* @private
*/
function enterFullscreen() {
var ratio = window.innerWidth / 640,
sliceZoom = Math.floor(Wolf.SLICE_WIDTH * ratio),
zoom = sliceZoom / Wolf.SLICE_WIDTH,
transform = "scale(" + zoom + ")";
$("#main").css({
"transform" : transform,
"-webkit-transform" : transform,
"-moz-transform" : transform,
"-ms-transform" : transform,
"-o-transform" : transform
}).data("scale", zoom);
}
/**
* @description Scale the game to fit windowed mode
* @private
*/
function exitFullscreen() {
$("#main").css({
"transform" : "",
"-webkit-transform" : "",
"-moz-transform" : "",
"-ms-transform" : "",
"-o-transform" : ""
}).data("scale", 1);
}
/**
* @description Initialize the game module
* @memberOf Wolf.Game
*/
function init() {
$(document)
.on("mozfullscreenchange", fullscreenChange)
.on("webkitfullscreenchange", fullscreenChange)
.on("fullscreenchange", fullscreenChange);
Wolf.Input.bindKey("F11", function(e) {
if (!keyInputActive) {
return;
}
if (toggleFullscreen()) {
e.preventDefault();
} else {
if (isFullscreen()) {
exitFullscreen();
} else {
enterFullscreen();
}
}
});
Wolf.Input.bindKey("P", function(e) {
if (!keyInputActive) {
return;
}
togglePause();
});
Wolf.Input.bindKey("ESC", function(e) {
if (!keyInputActive) {
return;
}
exitToMenu();
});
if (!isFullscreen() && (window.fullScreen || (window.innerWidth == screen.width && window.innerHeight == screen.height))) {
toggleFullscreen();
}
}
/**
* @description Exit to main menu
* @memberOf Wolf.Game
*/
function exitToMenu() {
if (!paused) {
togglePause();
}
$("#game").hide();
keyInputActive = false;
Wolf.Menu.show("main");
}
/**
* @description Resume game after coming from menu
* @memberOf Wolf.Game
*/
function resume() {
$("#game").show();
if (paused) {
togglePause();
}
keyInputActive = true;
if (levelMusic) {
Wolf.Sound.startMusic(levelMusic);
}
}
/**
* @description Query the game state
* @memberOf Wolf.Game
* @returns {boolean} True if the is currently playing
*/
function isPlaying() {
return playing;
}
/**
* @description Toggle the pause state.
* @private
*/
function togglePause() {
paused = !paused;
if (paused) {
Wolf.Sound.pauseMusic(true);
} else {
Wolf.Sound.pauseMusic(false);
lastTimeCount = (new Date).getTime();
}
$("#game .renderer div.pause.overlay").toggle(paused);
}
function enableMouse(enable) {
mouseEnabled = enable;
}
function isMouseEnabled() {
return mouseEnabled;
}
function getControls() {
var c = {};
for (var a in controls) {
if (controls.hasOwnProperty(a)) {
c[a] = controls[a];
}
}
return c;
}
function bindControl(action, keys) {
controls[action] = keys;
}
/*
function dump() {
console.log(currentGame);
window.open("data:text/plain," + JSON.stringify(currentGame), "dump");
}
function debugGodMode(enable) {
if (currentGame && currentGame.player) {
if (enable) {
currentGame.player.flags |= Wolf.FL_GODMODE;
} else {
currentGame.player.flags &= ~Wolf.FL_GODMODE;
}
Wolf.log("God mode " + (enable ? "enabled" : "disabled"));
}
}
function debugNoTarget(enable) {
if (currentGame && currentGame.player) {
if (enable) {
currentGame.player.flags |= Wolf.FL_NOTARGET;
} else {
currentGame.player.flags &= ~Wolf.FL_NOTARGET;
}
Wolf.log("No target " + (enable ? "enabled" : "disabled"));
}
}
function debugVictory() {
if (currentGame && currentGame.player) {
Wolf.log("Winning!");
Wolf.Game.startIntermission(currentGame);
}
}
function debugEndEpisode() {
if (currentGame && currentGame.player) {
victory(currentGame);
}
}
function debugToggleAI(enable) {
processAI = !!enable;
}
function debugGiveAll() {
if (currentGame && currentGame.player) {
Wolf.Player.givePoints(currentGame.player, 10000);
Wolf.Player.giveHealth(currentGame.player, 100, 100);
Wolf.Player.giveKey(currentGame.player, 0);
Wolf.Player.giveKey(currentGame.player, 1);
Wolf.Player.giveWeapon(currentGame.player, 2);
Wolf.Player.giveWeapon(currentGame.player, 3);
Wolf.Player.giveAmmo(currentGame.player, Wolf.AMMO_BULLETS, 99);
Wolf.log("Giving keys, weapons, ammo, health and 10000 points");
}
}
*/
return {
startGame : startGame,
startLevel : startLevel,
startIntermission : startIntermission,
startDamageFlash : startDamageFlash,
startBonusFlash : startBonusFlash,
enableMouse : enableMouse,
isMouseEnabled : isMouseEnabled,
isPlaying : isPlaying,
notify : notify,
isFullscreen : isFullscreen,
init : init,
getControls : getControls,
bindControl : bindControl,
resume : resume,
victory : victory,
endEpisode : endEpisode
/*
dump : dump,
debugGodMode : debugGodMode,
debugNoTarget : debugNoTarget,
debugToggleAI : debugToggleAI,
debugGiveAll : debugGiveAll,
debugVictory : debugVictory,
debugEndEpisode : debugEndEpisode
*/
};
})();