mirror of
https://github.com/id-Software/wolf3d-browser.git
synced 2024-11-10 07:22:05 +00:00
e0b653888d
This is the code for the browser version of Wolfenstein 3D which is playable on http://www.wolfenstein.com/game_NA.php
1351 lines
No EOL
42 KiB
JavaScript
1351 lines
No EOL
42 KiB
JavaScript
/*
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* ===========================================================================
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*
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* Wolf3D Browser Version GPL Source Code
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* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
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*
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* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
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*
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* Wolf3D Browser Source Code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* Wolf3D Browser Source Code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License version 2
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* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
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*
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* 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.
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*
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* ===========================================================================
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*/
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/**
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* @namespace
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* @description Game management
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*/
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Wolf.Game = (function() {
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Wolf.setConsts({
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BUTTON_ATTACK : 1,
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BUTTON_USE : 2,
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BUTTON_ANY : 128, // any key whatsoever
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BASEMOVE : 35,
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RUNMOVE : 70,
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MOVESCALE : 150,
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BACKMOVESCALE : 100,
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MAXMOUSETURN : 10,
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TURNANGLESCALE : 300,
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MOUSEDEADBAND : 0.2,
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gd_baby : 0,
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gd_easy : 1,
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gd_medium : 2,
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gd_hard : 3
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});
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var rendering = false,
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playing = false,
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fsInit = false,
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hndRender = 0,
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hndCycle = 0,
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hndFps = 0,
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lastFPSTime = 0,
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lastFrame = 0,
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frameNum = 0,
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cycleNum = 0,
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mouseEnabled = false,
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paused = false,
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intermissionAnim = 0,
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currentGame = null,
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levelMusic,
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processAI = true,
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keyInputActive = false,
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preloadTextures = {},
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preloadSprites = {},
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controls = {
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up : ["UP"],
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left : ["LEFT"],
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down : ["DOWN"],
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right : ["RIGHT"],
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run : ["SHIFT"],
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attack : ["X"],
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use : ["SPACE"],
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strafe : ["Z"],
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weapon1 : ["1"],
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weapon2 : ["2"],
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weapon3 : ["3"],
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weapon4 : ["4"]
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},
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ticsPerSecond = 70,
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lastTimeCount = 0;
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/**
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* @description Build the movement, angles, and buttons for a frame of action:
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* Player.angle
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* Player.cmd.buttons
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* Player.cmd.forwardMove
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* Player.cmd.sideMove
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* @private
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* @param {object} player The player object.
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* @param {number} tics The number of tics since last frame.
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*/
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function updatePlayerControls(player, tics) {
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var moveValue,
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running = false,
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strafing = false,
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leftKey = false,
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rightKey = false,
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downKey = false,
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upKey = false,
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changeWeapon = -1,
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mouseMovement,
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mouseCoords;
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player.cmd.buttons = 0;
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player.cmd.forwardMove = 0;
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player.cmd.sideMove = 0;
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leftKey = Wolf.Input.checkKeys(controls.left);
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rightKey = Wolf.Input.checkKeys(controls.right);
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downKey = Wolf.Input.checkKeys(controls.down);
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upKey = Wolf.Input.checkKeys(controls.up);
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running = Wolf.Input.checkKeys(controls.run);
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strafing = Wolf.Input.checkKeys(controls.strafe);
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moveValue = (running ? Wolf.RUNMOVE : Wolf.BASEMOVE);
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if (Wolf.Input.checkKeys(controls.attack) || (mouseEnabled && Wolf.Input.leftMouseDown())) {
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player.cmd.buttons |= Wolf.BUTTON_ATTACK;
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}
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if (mouseEnabled && Wolf.Input.rightMouseDown()) {
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if (mouseCoords = Wolf.Input.getMouseCoords()) {
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player.cmd.forwardMove += - (mouseCoords.y < 0 ? Wolf.MOVESCALE : Wolf.BACKMOVESCALE) * moveValue * mouseCoords.y;
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}
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} else if (!(upKey && downKey)) {
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if (upKey) {
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player.cmd.forwardMove += moveValue * Wolf.MOVESCALE;
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}
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if (downKey) {
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player.cmd.forwardMove += -moveValue * Wolf.BACKMOVESCALE;
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}
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}
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if (mouseEnabled && Wolf.Input.isPointerLocked()) {
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mouseMovement = Wolf.Input.getMouseMovement();
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player.angle -= (mouseMovement.x * Wolf.TURNANGLESCALE * tics)>>0;
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} else {
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if (leftKey) {
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if (strafing) {
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player.cmd.sideMove += -moveValue * Wolf.MOVESCALE;
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} else {
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player.angle += Wolf.TURNANGLESCALE * tics;
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}
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}
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if (rightKey) {
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if (strafing) {
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player.cmd.sideMove += moveValue * Wolf.MOVESCALE;
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} else {
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player.angle -= Wolf.TURNANGLESCALE * tics;
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}
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}
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if (mouseEnabled && (mouseCoords = Wolf.Input.getMouseCoords())) {
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if (Math.abs(mouseCoords.x) > Wolf.MOUSEDEADBAND) {
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player.angle -= (Wolf.TURNANGLESCALE * tics * (mouseCoords.x + (mouseCoords.x < 0 ? 1 : -1) * Wolf.MOUSEDEADBAND))>>0;
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}
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}
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}
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// change weapon?
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if (Wolf.Input.checkKeys(controls.weapon1) && player.items & Wolf.ITEM_WEAPON_1) {
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changeWeapon = Wolf.WEAPON_KNIFE;
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} else if (Wolf.Input.checkKeys(controls.weapon2) && player.items & Wolf.ITEM_WEAPON_2 && player.ammo[Wolf.AMMO_BULLETS]) {
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changeWeapon = Wolf.WEAPON_PISTOL;
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} else if (Wolf.Input.checkKeys(controls.weapon3) && player.items & Wolf.ITEM_WEAPON_3 && player.ammo[Wolf.AMMO_BULLETS]) {
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changeWeapon = Wolf.WEAPON_AUTO;
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} else if (Wolf.Input.checkKeys(controls.weapon4) && player.items & Wolf.ITEM_WEAPON_4 && player.ammo[Wolf.AMMO_BULLETS]) {
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changeWeapon = Wolf.WEAPON_CHAIN;
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}
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if (changeWeapon > -1) {
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player.previousWeapon = Wolf.WEAPON_KNIFE;
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player.weapon = player.pendingWeapon = changeWeapon;
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}
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if (Wolf.Input.checkKeys(controls.use)) {
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player.cmd.buttons |= Wolf.BUTTON_USE;
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}
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}
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/**
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* @description Initiate the game cycle to process player and world logic
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* @private
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* @param {object} game The game object
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*/
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function startGameCycle(game) {
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var deathTics = 0,
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deathTicsMax = ticsPerSecond * 2;
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// cancel existing game cycle
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if (hndCycle) {
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clearTimeout(hndCycle);
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hndCycle = 0;
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}
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function nextCycle() {
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if (!playing) {
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return;
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}
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hndCycle = setTimeout(nextCycle, 1000 / 30);
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cycleNum++;
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if (paused) {
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return;
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}
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var player = game.player,
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level = game.level,
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lives, score,
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tics = calcTics();
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if (player.playstate != Wolf.ex_dead) {
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updatePlayerControls(player, tics);
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player.angle = Wolf.Math.normalizeAngle(player.angle);
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Wolf.Player.process(game, player, tics);
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if (processAI) {
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Wolf.Actors.process(game, tics);
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}
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Wolf.PushWall.process(level, tics);
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Wolf.Doors.process(level, player, tics);
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} else {
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if (died(game, tics)) {
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deathTics += tics;
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if (deathTics >= deathTicsMax) {
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deathTics = 0;
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$("#game .renderer .death").css("display", "none");
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if (game.player.lives > 0) {
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lives = game.player.lives;
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score = game.player.startScore;
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game.level = Wolf.Level.reload(level);
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Wolf.Level.scanInfoPlane(game.level, game.skill); // Spawn items/guards
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game.player = Wolf.Player.spawn(game.level.spawn, game.level, game.skill);
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game.player.lives = lives - 1;
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game.player.score = score;
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game.player.startScore = score;
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game.level.state.startTime = (new Date).getTime();
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game.level.state.elapsedTime = 0;
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} else {
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gameOver(game);
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return;
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}
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} else {
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$("#game .renderer .death").css({
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display : "block",
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backgroundColor : "rgba(255,0,0," + (deathTics / deathTicsMax) + ")"
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});
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}
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}
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}
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Wolf.Sprites.clean(level);
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updateHUD(game, tics);
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}
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lastTimeCount = (new Date).getTime();
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nextCycle();
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}
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function died(game, tics) {
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var fangle,
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dx, dy,
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iangle, curangle,
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clockwise,
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counter,
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change,
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player = game.player,
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killer = player.lastAttacker;
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//gamestate.weapon = -1; // take away weapon
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//SD_PlaySound (PLAYERDEATHSND);
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// swing around to face attacker
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dx = killer.x - player.position.x;
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dy = player.position.y - killer.y;
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fangle = -Math.atan2(dy,dx); // returns -pi to pi
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if (fangle < 0) {
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fangle = Math.PI * 2 + fangle;
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}
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iangle = Math.round(fangle / (Math.PI * 2) * Wolf.ANGLES);
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curangle = Wolf.FINE2DEG(player.angle);
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if (curangle > iangle) {
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counter = curangle - iangle;
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clockwise = Wolf.ANGLES - curangle + iangle;
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} else {
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clockwise = iangle - curangle;
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counter = curangle + Wolf.ANGLES - iangle;
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}
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if (clockwise < counter) {
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// rotate clockwise
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if (curangle > iangle) {
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curangle -= Wolf.ANGLES;
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}
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if (curangle == iangle) {
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return true;
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} else {
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change = tics * Wolf.DEATHROTATE;
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if (curangle + change > iangle) {
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change = iangle - curangle;
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}
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curangle += change;
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if (curangle >= Wolf.ANGLES) {
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curangle -= Wolf.ANGLES;
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}
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player.angle = Wolf.DEG2FINE(curangle);
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}
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} else {
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// rotate counterclockwise
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if (curangle < iangle) {
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curangle += Wolf.ANGLES;
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}
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if (curangle == iangle) {
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return true;
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} else {
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change = -tics * Wolf.DEATHROTATE;
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if (curangle + change < iangle) {
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change = iangle - curangle;
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}
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curangle += change;
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if (curangle < 0) {
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curangle += Wolf.ANGLES;
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}
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player.angle = Wolf.DEG2FINE(curangle);
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}
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}
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return false;
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}
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/**
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* @description Game over. No more lives.
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* @private
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* @param {object} game The game object
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*/
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function gameOver(game) {
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playing = false;
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rendering = false;
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$("#game .renderer").hide();
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$("#game .fps").hide();
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$("#game .gameover").show();
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endGame();
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function exit() {
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$(document).off("keydown", progress);
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$("#game").fadeOut(null, function() {
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$("#game .gameover").hide();
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Wolf.Menu.show();
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});
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}
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function progress(e) {
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if (!$("#game .gameover").is(":visible")) {
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exit();
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return;
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}
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if (e.keyCode == 13 || e.keyCode == 32) {
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exit();
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}
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}
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$(document).on("keydown", progress);
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}
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function victory(game) {
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if (game.player.playstate == Wolf.ex_victory) {
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return;
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}
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keyInputActive = false;
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Wolf.log("Victory!");
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$("#game .renderer .player-weapon").hide();
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Wolf.Actors.spawnBJVictory(game.player, game.level, game.skill);
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game.player.playstate = Wolf.ex_victory;
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}
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function endEpisode(game) {
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Wolf.Game.startIntermission(game);
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}
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/**
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* @description Calculate the number of tics since last time calcTics() was called.
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* Accumulates fractions.
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* @private
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* @returns {number} The number of tics
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*/
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function calcTics() {
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var now = (new Date).getTime(),
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delta = (now - lastTimeCount) / 1000,
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tics = Math.floor(ticsPerSecond * delta);
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lastTimeCount += (tics * 1000 / ticsPerSecond) >> 0;
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return tics;
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}
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/**
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* @description Update HUD stats
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* @private
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* @param {string} name The name/class of the player stat (health, ammo, etc.)
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* @param {number} value The new value
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*/
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function updateStat(name, value) {
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var numdivs = $("#game .hud ." + name + " .number");
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for (var i=numdivs.length-1;i>=0;i--) {
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if (value == 0 && i < numdivs.length-1) {
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numdivs[i].style.backgroundPosition = 16 + "px 0";
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} else {
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numdivs[i].style.backgroundPosition = - (16 * (value % 10)) + "px 0";
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value = (value / 10) >> 0;
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}
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}
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}
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/**
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* @description Update the HUD
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* @private
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* @param {object} game The game object
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*/
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function updateHUD(game, tics) {
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var player = game.player,
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frame = player.weapon * 4 + player.weaponFrame;
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if (player.playstate == Wolf.ex_dead || player.playstate == Wolf.ex_victory) {
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$("#game .renderer .player-weapon").css("display", "none");
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} else {
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$("#game .renderer .player-weapon").css({
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display : "block",
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backgroundPosition : - (frame * Wolf.HUD_WEAPON_WIDTH) + "px 0"
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});
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}
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$("#game .hud .weapon").css({
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backgroundPosition : - (player.weapon * 96) + "px 0"
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});
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$("#game .hud .key1").css({
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display : (player.items & Wolf.ITEM_KEY_1) ? "block" : "none"
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});
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$("#game .hud .key2").css({
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display : (player.items & Wolf.ITEM_KEY_2) ? "block" : "none"
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});
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updateStat("ammo", player.ammo[Wolf.AMMO_BULLETS]);
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updateStat("health", player.health);
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updateStat("lives", player.lives);
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updateStat("score", player.score);
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updateStat("floor", game.levelNum+1);
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drawFace(player, tics);
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}
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/**
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* @description Update the game display
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* @private
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* @param {object} game The game object
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*/
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function updateScreen(game) {
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var player = game.player,
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level = game.level,
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viewport = {
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x : player.position.x,
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y : player.position.y,
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angle : player.angle
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};
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var res = Wolf.Raycaster.traceRays(viewport, level);
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Wolf.Renderer.clear();
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Wolf.Renderer.draw(viewport, level, res.tracers, res.visibleTiles);
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}
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/**
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* @description Update BJ face pic
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* @private
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* @param {object} player
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* @param {number} tics
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*/
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function drawFace(player, tics) {
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var pic;
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// decide on the face
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player.faceCount += tics;
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if (player.faceGotGun && player.faceCount > 0) {
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// gotgun will set facecount to a negative number initially, go back
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// to normal face with random look after expired.
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player.faceGotGun = false;
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}
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if (player.faceCount > Wolf.Random.rnd()) {
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player.faceGotGun = player.faceOuch = false;
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player.faceFrame = Wolf.Random.rnd() >> 6;
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if( player.faceFrame == 3) {
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player.faceFrame = 0;
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}
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player.faceCount = 0;
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}
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if (player.health) {
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if (player.faceGotGun) {
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pic = 22;
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} else {
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var h = player.health;
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if (h > 100) {
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h = 100;
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}
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if (h < 0) {
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h = 0;
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}
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pic = (3*((100-h)/16)>>0) + player.faceFrame;
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//gsh
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if ((player.flags & Wolf.FL_GODMODE)) {
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pic = 23 + player.faceFrame;
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}
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}
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} else {
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pic = 21;
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}
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$("#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
|
|
*/
|
|
};
|
|
|
|
})(); |