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// ----
// Game
// ----
let messageListener = null;
function StartGame() {
  if (messageListener) {
    window.removeEventListener(messageListener, "message");
  }

  (function () {
    let gameOver = false;
    let interval = false;
    let difficulties = {
      veryHard: {
        forceApply: -0.075,
        instantForce: 0.065,
        speed: 0.9,
      },
      hard: {
        forceApply: -0.075,
        instantForce: 0.065,
        speed: 0.8,
      },
      medium: {
        forceApply: -0.08,
        instantForce: 0.065,
        speed: 0.7,
      },
      easy: {
        forceApply: -0.09,
        instantForce: 0.065,
        speed: 0.6,
      },
      veryEasy: {
        forceApply: -0.0975,
        instantForce: 0.065,
        speed: 0.5,
      },
    }


    let difficulty = 'veryEasy'
    // --------------
    // Animation loop
    // --------------


    function animationLoop() {
      if (!gameOver) {
        indicator.updatePosition();
        indicator.detectCollision();
        progressBar.updateUi();
        progressBar.detectGameEnd();
        fish.updateFishPosition();
        requestAnimationFrame(animationLoop);
      }
    }

    // ---------
    // Indicator
    // ---------

    class Indicator {
      constructor() {
        this.indicator = document.querySelector(".indicator");
        this.height = this.indicator.clientHeight;
        this.y = 0;
        this.velocity = 0;
        this.acceleration = 0;
        this.topBounds = gameBody.clientHeight * -1 + 48;
        this.bottomBounds = 0;
      }

      applyForce(force) {
        this.acceleration += force;
      }

      updatePosition() {
        this.velocity += this.acceleration;
        this.y += this.velocity;
        //  Reset acceleration
        indicator.acceleration = 0;

        // Change direction when hitting the bottom + add friction
        if (this.y > this.bottomBounds) {
          this.y = 0;
          this.velocity *= 0.1;
          this.velocity *= -1;
        }

        // Prevent from going beyond the top
        // Don't apply button forces when beyond the top
        // console.log(indicator.y, this.topBounds);
        if (indicator.y < this.topBounds) {
          indicator.y = this.topBounds;
          indicator.velocity = 0;
        } else {
          if (keyPressed) {
            indicator.applyForce(difficulties[difficulty].forceApply);
          }
        }

        // // Apply constant force
        indicator.applyForce(difficulties[difficulty].instantForce);

        // Update object position
        this.indicator.style.transform = `translateY(${this.y}px)`;
      }

      detectCollision() {
        if (
          (fish.y < this.y && fish.y > this.y - this.height) ||
          (fish.y - fish.height < this.y &&
            fish.y - fish.height > this.y - this.height)
        ) {
          progressBar.fill();
          document.body.classList.add("collision");
        } else {
          progressBar.drain();
          document.body.classList.remove("collision");
        }
      }
    }

    // ----
    // Fish
    // ----

    class Fish {
      constructor() {
        this.fish = document.querySelector(".fish");
        this.height = this.fish.clientHeight;
        this.y = -125;
        this.direction = null;
        this.randomPosition = null;
        this.randomCountdown = null;
        this.speed = difficulties[difficulty].speed;
      }

      resetPosition() {
        this.y = -125;
      }

      updateFishPosition() {
        if (!this.randomPosition || this.randomCountdown < 0) {
          this.randomPosition =
            Math.ceil(Math.random() * (gameBody.clientHeight - this.height)) *
            -1;
          this.randomCountdown = Math.abs(this.y - this.randomPosition);
          this.speed = difficulties[difficulty].speed;
        }

        if (this.randomPosition < this.y) {
          this.y -= this.speed;
        } else {
          this.y += this.speed;
        }

        this.fish.style.transform = `translateY(${this.y}px)`;
        this.randomCountdown -= this.speed;
      }
    }

    // ------------
    // Progress bar
    // ------------

    class ProgressBar {
      constructor() {
        this.wrapper = document.querySelector(".progress-bar");
        this.progressBar = this.wrapper.querySelector(
          ".progress-gradient-wrapper"
        );
        this.progress = 50;
      }

      reset() {
        this.progress = 50;
      }

      drain() {
        if (this.progress > 0) this.progress -= 0.4;
        if (this.progress < 1) this.progress = 0;
      }

      fill() {
        if (this.progress < 100) this.progress += 0.35;
      }

      detectGameEnd() {
        if (this.progress >= 100) {
          gameOver = true;
          $.post(
            `https://fm-ui/minigamecompleted`,
            JSON.stringify({
              success: true,
            })
          );
          resetGame();
        }
      }

      updateUi() {
        this.progressBar.style.height = `${this.progress}%`;
      }
    }

    // -----------
    // Application
    // -----------

    const gameBody = document.querySelector(".game-body");
    let keyPressed = false;
    const indicator = new Indicator();
    const progressBar = new ProgressBar();
    const fish = new Fish();

    // ------------
    // Mouse events
    // ------------
    let events = {};
    events["mousedown"] = window.addEventListener("mousedown", indicatorActive);
    events["mouseup"] = window.addEventListener("mouseup", indicatorInactive);
    events["keydown"] = window.addEventListener("keydown", indicatorActive);
    events["keyup"] = window.addEventListener("keyup", indicatorInactive);
    events["touchstart"] = window.addEventListener(
      "touchstart",
      indicatorActive
    );
    events["touchend"] = window.addEventListener("touchend", indicatorInactive);

    messageListener = window.addEventListener("message", function (event) {
      let data = event.data;
      switch (data.type) {
        case "keydown":
          indicatorActive();
          break;
        case "keyup":
          indicatorInactive();
          break;
        case "hide":
          resetGame();
          break;
        case "SetDifficulty":
          SetDifficulty(data.val)
          break
        default:
          break;
      }
    });
    function SetDifficulty(val) {
      difficulty = val
    }
    function indicatorActive() {
      if (!keyPressed) {
        keyPressed = true;
        document.body.classList.add("indicator-active");
      }
    }

    function indicatorInactive() {
      if (keyPressed) {
        keyPressed = false;
        document.body.classList.remove("indicator-active");
      }
    }

    // ----------
    // Reset game
    // ----------


    const successButton = document.querySelector(".success");
    const game = document.querySelector(".game");
    events["click"] = successButton.addEventListener("click", resetGame);

    function resetGame() {
      progressBar.reset();
      fish.resetPosition();

      successButton.removeAttribute("style");

      game.removeAttribute("style");
      document.querySelector("body").style.display = "none";
      gameOver = false;
      for (key in events) {
        window.removeEventListener(key, events[key]);
      }

      clearInterval(interval);
      events = {};
      //animationLoop();
    }
    function StartTimer() {
      let seconds = 15;
      if (interval) {
        clearInterval(interval);
        interval = false
      }
      interval = setInterval(() => {
        seconds -= 1;
        if (seconds === 0) {

          $.post(
            `https://fm-ui/minigamecompleted`,
            JSON.stringify({
              success: false,
            })
          );
          resetGame();
          clearInterval(interval);
          interval = false
        }
      }, 1000);
    }
    StartTimer();
    // ----------------
    // Success timeline
    // ----------------

    // -------------
    // Initiate loop
    // -------------

    animationLoop();
  })();

  // -------
  // Seaweed
  // -------

  (function () {
    let seaweed = [];
    const canvas = document.querySelector('[data-element="seaweed"]');
    canvas.width = canvas.clientWidth * 2;
    canvas.height = canvas.clientHeight * 2;
    const context = canvas.getContext("2d");

    function animationLoop() {
      clearCanvas();
      seaweed.forEach((seaweed) => seaweed.draw());

      requestAnimationFrame(animationLoop);
    }

    function clearCanvas() {
      context.clearRect(0, 0, canvas.width, canvas.height);
    }

    class Seaweed {
      constructor(segments, spread, xoff) {
        this.segments = segments;
        this.segmentSpread = spread;
        this.x = 0;
        this.xoff = xoff;
        this.y = 0;
        this.radius = 1;
        this.sin = Math.random() * 10;
      }

      draw() {
        context.beginPath();
        context.strokeStyle = "#143e5a";
        context.fillStyle = "#143e5a";
        context.lineWidth = 2;
        for (let i = this.segments; i >= 0; i--) {
          if (i === this.segments) {
            context.moveTo(
              (Math.sin(this.sin + i) * i) / 2.5 + this.xoff,
              canvas.height + -i * this.segmentSpread
            );
          } else {
            context.lineTo(
              (Math.sin(this.sin + i) * i) / 2.5 + this.xoff,
              canvas.height + -i * this.segmentSpread
            );
          }
          // context.arc(Math.sin(this.sin + i) * 10 + 30, this.y + (this.segmentSpread * i), this.radius, 0, 2*Math.PI);
        }
        context.stroke();

        this.sin += 0.05;
      }
    }

    seaweed.push(new Seaweed(6, 8, 25));
    seaweed.push(new Seaweed(8, 10, 35));
    seaweed.push(new Seaweed(4, 8, 45));

    animationLoop();
  })();

  // -----------------
  // Reel line tension
  // -----------------

  (function () {
    let line = null;
    const canvas = document.querySelector('[data-element="reel-line-tension"]');
    canvas.width = canvas.clientWidth * 2;
    canvas.height = canvas.clientHeight * 2;
    const context = canvas.getContext("2d");

    function animationLoop() {
      clearCanvas();
      line.draw();
      line.animate();

      requestAnimationFrame(animationLoop);
    }

    function clearCanvas() {
      context.clearRect(0, 0, canvas.width, canvas.height);
    }

    class Line {
      constructor() {
        this.tension = 0;
        this.tensionDirection = "right";
      }

      draw() {
        context.beginPath();
        context.strokeStyle = "#18343d";
        context.lineWidth = 1.3;
        context.moveTo(canvas.width, 0);
        context.bezierCurveTo(
          canvas.width,
          canvas.height / 2 + this.tension,
          canvas.width / 2,
          canvas.height + this.tension,
          0,
          canvas.height
        );
        context.stroke();
      }

      animate() {
        if (document.body.classList.contains("collision")) {
          if (this.tension > -30) this.tension -= 8;
        } else {
          if (this.tension < 0) this.tension += 4;
        }
      }
    }

    line = new Line();
    animationLoop();
  })();

  // -------
  // Bubbles
  // -------

  (function () {
    let bubbles = {};
    let bubblesCreated = 0;
    const canvas = document.querySelector('[data-element="bubbles"]');
    canvas.width = canvas.clientWidth * 2;
    canvas.height = canvas.clientHeight * 2;
    const context = canvas.getContext("2d");

    function animationLoop() {
      clearCanvas();
      Object.keys(bubbles).forEach((bubble) => bubbles[bubble].draw());

      requestAnimationFrame(animationLoop);
    }

    function clearCanvas() {
      context.clearRect(0, 0, canvas.width, canvas.height);
    }

    class Bubble {
      constructor() {
        this.index = Object.keys(bubbles).length;
        this.radius = Math.random() * (6 - 2) + 2;
        this.y = canvas.height + this.radius;
        this.x = canvas.width * Math.random() - this.radius;
        this.sin = this.style > 0.5 ? 0 : 5;
        this.style = Math.random();
        this.childAdded = false;
        this.speed = 1;
        this.sway = Math.random() * (0.03 - 0.01) + 0.01;
        this.swayDistance =
          Math.random() * (canvas.width - canvas.width / 2) + canvas.width / 2;
      }

      draw() {
        context.beginPath();
        context.strokeStyle = "#abe2f9";
        context.lineWidth = 2;
        context.arc(
          this.x + this.radius,
          this.y + this.radius,
          this.radius,
          0,
          2 * Math.PI
        );
        context.stroke();
        this.x =
          Math.sin(this.sin) * this.swayDistance +
          this.swayDistance -
          this.radius;
        this.sin += this.sway;
        this.y -= this.speed;

        if (this.y + this.radius < 0) {
          delete bubbles[this.index];
        }

        if (this.y < canvas.height * 0.6) {
          if (!this.childAdded) {
            bubbles[bubblesCreated] = new Bubble();
            bubblesCreated++;
            this.childAdded = true;
          }
        }
      }
    }

    bubbles[bubblesCreated] = new Bubble();
    bubblesCreated++;
  })();
}

window.addEventListener("message", function (event) {
  let data = event.data;
  switch (data.type) {
    case "OPEN":
      document.querySelector("body").style.display = "flex";
      StartGame();
      break;

    default:
      break;
  }
});
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