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<div id="app"></div>
@import url('https://fonts.googleapis.com/css?family=Luckiest+Guy');
@import url('https://fonts.googleapis.com/css?family=Architects+Daughter');
@import url('https://fonts.googleapis.com/css?family=Kranky');
@import url('https://fonts.googleapis.com/css?family=Permanent+Marker');
$cell-size : 27px;
$boss-enemy-size: 50px;
body {
text-align: center;
background-color: black;
color: white;
}
.title{
font-family: 'Luckiest Guy', cursive;
}
.game-container {
height:auto;
width: auto;
margin: 25px auto;
div.score{
overflow: hidden;
.score-item {
background-color: white;
color: black;
padding: 7px;
margin-left:5px;
display: inline-block;
font-size: 16px;
font-weight: bold;
vertical-align: middle;
font-family: 'Architects Daughter', cursive;
}
.health-symbol {
height:15px; width: 15px;
background-color: green;
margin-right:3px;
border: none;
}
.weapon-symbol {
height:22px; width: 22px;
background : url("https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQf6UaRVK33LHUjCyiQqXH9Ihu9Ec2FQPyjxruQfG1F7gCPdFFA8g") no-repeat center;
background-size: 22px 22px;
margin-right:5px;
border: none;
}
.toggle-darkness-btn {
padding: 5px;
margin: 5px;
color: white;
background: rgba(0,0,0,0.5);
float: right;
font-weight: bold;
font-family: 'Architects Daughter', cursive;
border: 2px solid white;
&:hover{
background: white;
color: black;
}
}
}
p.tips{
font-size: 17px;
padding: 5px;
font-family: 'Permanent Marker', cursive;
}
.game-screen{
position: relative;
table {
max-width: 90%;
margin: 10px auto;
td {
height: $cell-size; width: $cell-size;
}
.cell-wall {
background-color: #4d3319 ;
border: 2px solid #392613 ;
box-shadow: 1px 1px 1px 2px #261a0d inset;
}
.cell-floor {
background-color:white;
}
.player {
background-color: blue;
background : url("https://vignette1.wikia.nocookie.net/kungfupanda/images/7/73/KFP3-promo-po4.jpg/revision/latest/scale-to-width-down/350?cb=20150726165358") no-repeat center;
background-size: 100% 100%;
}
.health {
background-color: green;
}
.weapon {
//background-color: black;
background : url("https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQf6UaRVK33LHUjCyiQqXH9Ihu9Ec2FQPyjxruQfG1F7gCPdFFA8g") no-repeat center;
background-size: 70% 70%;
background-color: white;
}
.enemy {
background: url("http://images.clipartpanda.com/lizard-clipart-lizard-clip-art-mascot.jpg") no-repeat center;
background-size: 90% 90%;
background-color: white;
}
.boss {
//background-color: pink;
//border: 4px dotted red;
background: url("http://vignette2.wikia.nocookie.net/kungfupanda/images/8/85/KFP3-promo-kai.jpg/revision/latest?cb=20160314161848") no-repeat center center;
background-size: $boss-enemy-size $boss-enemy-size;
border: 3px solid grey;
}
.door {
//background-color: #996633;
//border: 4px dotted black;
background : url("https://lh3.ggpht.com/HRQFs2zD9ym23JwJEjshYhZNGobW7M6e1Yq1wJf0mzVi-kkplx_Ss25fEzBqBfQyqS8=w300") no-repeat center;
background-size: 45px 45px;
}
.out-of-screen { display: none ; }
.out-of-camera {
background-image: url("");
background-color: black;
border: none !important ;
box-shadow: none !important;
}
.enemy.attack-effect { background-size: 60% 60%; }
.boss.attack-effect {
background-size: $cell-size $cell-size;
background-color: white;
}
}
}
.endscreen-inactive {
display: none;
}
.endscreen-active {
position: absolute;
display: block;
background-color: rgba(0,0,0,0.5);
height:100%;
width:100%;
bottom: 0; left:0;
p{
text-align: center;
color: white;
font-size: 55px; font-weight: bold;
position: absolute;
left:50%; top:50%;
transform: translate(-50%,-50%);
font-family: 'Kranky', cursive;
padding: 20px;
border: 20px solid transparent;
-moz-border-image: url(http://www.w3.org/TR/css3-background/border.png) 30% round;
-webkit-border-image: url(http://www.w3.org/TR/css3-background/border.png) 30% round;
-o-border-image: url(http://www.w3.org/TR/css3-background/border.png) 30% round;
border-image: url(http://www.w3.org/TR/css3-background/border.png) 30% round;
.player{
display: inline-block;
height: 50px; width:50px;
border: none;
background: url("https://vignette1.wikia.nocookie.net/kungfupanda/images/7/73/KFP3-promo-po4.jpg/revision/latest/scale-to-width-down/350?cb=20150726165358") no-repeat center;
background-size: 50px 50px;
}
.play-again{
font-size: 29px;
display: block;
margin: 10px auto;
background-color: rgb(169, 16, 33);
padding: 5px 14px;
}
}
}
}
var ROWS = 50;
var COLS = 50;
var CELL_SIZE_IN_PX = 27;
var GAMESCREEN_WIDTH_IN_PERCENTAGE = 80/100; // in %
var GAMESCREEN_HEIGHT_OFFSET_IN_PERCENTAGE= 25/100 ;// in %
var gameElements = {
WALL : { codeValue: 0, className: "cell-wall" },
EMPTY_FLOOR : { codeValue: 1, className: "cell-floor" },
PLAYER : { codeValue: 2, className: "player" },
BOSS_ENEMY : { codeValue: 3, className: "boss" },
HEALTH : { codeValue: 4, className: "health", totalCount: 5 },
WEAPON : { codeValue: 5, className: "weapon", totalCount: 7 },
ENEMY : { codeValue: 6, className: "enemy", totalCount: 10 },
DOOR : { codeValue: 7, className: "door" },
totalDungeon: 4,
weaponTypes : [
{ name : "Axe", damage: 30 },
{ name : "Oath Keeper", damage: 25 },
{ name : "Needle", damage: 20 },
{ name : "Long Claw", damage: 35 }
]
};
function getRandomIntInclusive(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1)) + min;
}
class ScorePanel extends React.Component {
constructor(props) {
super(props);
}
render() {
return (
<div className="score">
<div className="score-item">
<button className="health-symbol"></button>
Health {this.props.health}
</div>
<div className="score-item">Dungeon Level {this.props.dungeon_no}</div>
<div className="score-item">XP {this.props.xp}</div>
<div className="score-item">
<button className="weapon-symbol"></button>
Weapon Name: {this.props.weapon.name} Damage: {this.props.weapon.damage}
</div>
<button type="button" className="toggle-darkness-btn" onClick={this.props.toggleDarkness}>TOGGLE DARKNESS</button>
</div>
);
}
}
class Cell extends React.Component {
constructor(props){
super(props);
this.state = {
fightingEnemy : false
};
}
componentWillReceiveProps(nextProps){
if(nextProps.applyAttackEffect) {
this.setState({ fightingEnemy : true});
}
}
render() {
var cellClass = [];
if ( this.props.value === gameElements["WALL"].codeValue)
cellClass.push(gameElements["WALL"].className);
else
cellClass.push(gameElements["EMPTY_FLOOR"].className);
var specialCategory = ["PLAYER", "HEALTH", "ENEMY", "WEAPON", "BOSS_ENEMY", "DOOR"]
.find( (name) => { return gameElements[name].codeValue === this.props.value;});
if(specialCategory)
cellClass.push(gameElements[specialCategory].className) ;
if(! this.props.visible)
cellClass.push("out-of-camera");
if(! this.props.show)
cellClass.push("out-of-screen");
if(this.state.fightingEnemy)
{
cellClass.push("attack-effect");
setTimeout(()=>{
this.setState({fightingEnemy: false});
},200);
}
return (
<td className={cellClass.join(" ")}
style={{height: CELL_SIZE_IN_PX,width:CELL_SIZE_IN_PX}} />
);
}
}
class Game extends React.Component {
constructor(props) {
super(props);
this.map = this.createMap();
this.state = {
playerPos : { x: 0,y: 0},
scores : this.getDefaultScoreValues(),
darkMode : false,
windowSize: { height:0,width:0}
};
this.enemyPositions = []; // enemyObject = {x , y, damage, health}
this.weaponPositions = []; // weaponObject = {x , y, damage}
this.healthPositions = []; // healthObject = {x, y, bonusHealth}
this.cameraRadius = 5;
this.handleWindowResize = this.handleWindowResize.bind(this);
this.handleUserInput = this.handleUserInput.bind(this);
}
getDefaultScoreValues() {
var defaultscore = {
health : 100,
weapon : { name: "Sword", damage: 50 },
dungeon_no: 1,
xp : 0
}
return defaultscore;
}
componentWillMount() {
window.addEventListener("resize", this.handleWindowResize);
window.addEventListener("keydown",this.handleUserInput);
var windowHeight = $(window).height();
var windowWidth = $(window).width();
this.gameScreenHeight = (windowHeight - GAMESCREEN_HEIGHT_OFFSET_IN_PERCENTAGE * windowHeight) / CELL_SIZE_IN_PX ;
this.gameScreenWidth = ( windowWidth * GAMESCREEN_WIDTH_IN_PERCENTAGE) / CELL_SIZE_IN_PX ;
this.generateDungeonMap();
if (this.map.length > 0) {
// check for empty array
this.fixPlayerPosition();
this.placeGameElementsOnBoard(this.state.scores.dungeon_no);
}
}
componentWillUnmount() {
window.removeEventListener("resize", this.handleWindowResize);
window.removeEventListener("keydown", this.handleUserInput);
}
componentDidMount() {
$(this.container).focus(); // not working
}
componentDidUpdate() {
this.fightingEnemy = false;
}
handleWindowResize() {
var newSize = {
height : $(window).height(),
width : $(window).width()
};
this.gameScreenHeight = (newSize.height - GAMESCREEN_HEIGHT_OFFSET_IN_PERCENTAGE * newSize.height) / CELL_SIZE_IN_PX ;
this.gameScreenWidth = (newSize.width * GAMESCREEN_WIDTH_IN_PERCENTAGE) / CELL_SIZE_IN_PX ;
this.setState({windowSize : newSize});
}
isVisibleCell(cell){
var playerX = this.state.playerPos.x;
var playerY = this.state.playerPos.y;
var cameraCenter = {
x: Math.min(Math.max(playerX,this.cameraRadius),COLS-1-this.cameraRadius ),
y: Math.min(Math.max(playerY,this.cameraRadius),ROWS-1-this.cameraRadius )
};
var cameraRight = cameraCenter.x + this.cameraRadius;
var cameraLeft= cameraCenter.x - this.cameraRadius;
var cameraBottom= cameraCenter.y + this.cameraRadius;
var cameraTop= cameraCenter.y - this.cameraRadius;
if( cell.x >= cameraLeft && cell.x <= cameraRight && cell.y >= cameraTop && cell.y <= cameraBottom)
return true;
else
return false;
}
canshowCell(cell) {
var playerX = this.state.playerPos.x;
var playerY = this.state.playerPos.y;
var halfScreenWidth = (this.gameScreenWidth - this.gameScreenWidth % 2) / 2;
var halfScreenHeight = (this.gameScreenHeight - this.gameScreenHeight % 2) / 2;
var screenCenter = {
x: Math.min(Math.max(playerX,halfScreenWidth),COLS-1-halfScreenWidth ),
y: Math.min(Math.max(playerY,halfScreenHeight),ROWS-1-halfScreenHeight )
};
var screenRight = screenCenter.x + halfScreenWidth;
var screenLeft= screenCenter.x - halfScreenWidth;
var screenBottom= screenCenter.y + halfScreenHeight;
var screenTop= screenCenter.y - halfScreenHeight;
if( cell.x >= screenLeft && cell.x <= screenRight && cell.y >= screenTop && cell.y <= screenBottom)
return true;
else
return false;
}
createMap() {
var map = [];
for (var x = 0; x < COLS; x++) {
map.push([]);
for (var y = 0; y < ROWS; y++) {
map[x].push(0);
}
}
return map;
}
generateDungeonMap() {
if(ROWS < 25 || COLS < 25)
{
alert("Configure Minimum 25 rows and 25 columns ");
return;
}
var generator = new ROT.Map.Uniform(COLS, ROWS, {
timeLimit: 5000,
roomDugPercentage: 0.2
});
generator.create((x, y, v) => {
if (v === 0) {
// 0 represents floor In Uniform generator
this.map[x][y] = 1;
} else {
this.map[x][y] = 0;
}
});
}
getRandomEmptyCell() {
var randomX = 0,
randomY = 0;
do {
randomX = Math.floor(Math.random() * COLS);
randomY = Math.floor(Math.random() * ROWS);
} while (this.map[randomX][randomY] !== gameElements["EMPTY_FLOOR"].codeValue); // floor CHECK
return { x: randomX, y: randomY };
}
fixPlayerPosition() {
var initialPlayerPos = this.getRandomEmptyCell();
this.map[initialPlayerPos.x][initialPlayerPos.y] = gameElements["PLAYER"].codeValue;
this.setState({ playerPos: initialPlayerPos });
}
isLastDungeon(level) {
return level === gameElements.totalDungeon;
}
getAllSideEmptyCell() {
var x = 0,
y = 0,
cells = [];
do {
x = Math.floor(Math.random() * COLS);
y = Math.floor(Math.random() * ROWS);
cells = [
[x-1 , y-1],
[x , y-1],
[x+1 , y-1],
[x-1 , y],
[x , y],
[x+1 , y],
[x-1 , y+1],
[x , y+1],
[x+1 , y+1]
] ;
var allSideEmpty =
cells.every((arr)=>{
var col = Math.max( 0, Math.min(arr[0],COLS-1)),
row = Math.max( 0, Math.min(arr[1],ROWS-1));
return this.map[col][row] === gameElements["EMPTY_FLOOR"].codeValue;
});
} while (allSideEmpty === false); // floor CHECK
return { x: x, y: y };
}
placeGameElementsOnBoard(dungeonLevel) {
var entity = gameElements["HEALTH"];
var totalCount = entity.totalCount;
while (totalCount--) {
var cell = this.getRandomEmptyCell();
this.map[cell.x][cell.y] = entity.codeValue;
this.healthPositions.push({
x: cell.x,
y: cell.y,
bonusHealth: getRandomIntInclusive(3, 5) * dungeonLevel * 5
});
}
entity = gameElements["WEAPON"];
totalCount = entity.totalCount;
while (totalCount--) {
var cell = this.getRandomEmptyCell();
this.map[cell.x][cell.y] = entity.codeValue;
this.weaponPositions.push({
x: cell.x,
y: cell.y,
weaponType:
gameElements.weaponTypes[
Math.floor(Math.random() * gameElements.weaponTypes.length)
]
});
}
entity = gameElements["ENEMY"];
totalCount = entity.totalCount;
while (totalCount--) {
var cell = this.getRandomEmptyCell();
this.map[cell.x][cell.y] = entity.codeValue;
this.enemyPositions.push({
x: cell.x,
y: cell.y,
damage: getRandomIntInclusive(3, 4) * dungeonLevel * 5,
health: getRandomIntInclusive(3, 4) * dungeonLevel * 5
});
}
entity = gameElements["BOSS_ENEMY"];
if (this.isLastDungeon(dungeonLevel)) {
var cell = this.getAllSideEmptyCell();
this.map[cell.x][cell.y] = entity.codeValue;
this.enemyPositions.push({
x: cell.x,
y: cell.y,
damage: 30,
health: 550
});
}
entity = gameElements["DOOR"];
if (!this.isLastDungeon(dungeonLevel)) {
var cell = this.getAllSideEmptyCell();
this.map[cell.x][cell.y] = entity.codeValue;
}
}
handleUserInput(e) {
if (e.which === ROT.VK_LEFT) this.movePlayer(-1, 0);
else if (e.which === ROT.VK_RIGHT) this.movePlayer(1, 0);
else if (e.which === ROT.VK_UP) this.movePlayer(0, -1);
else if (e.which === ROT.VK_DOWN) this.movePlayer(0, 1);
}
isValidMove(newx, newy) {
if (newx >= 0 && newx <= COLS - 1 && (newy >= 0 && newy <= ROWS - 1))
return true;
}
movePlayer(dx, dy) {
var currX = this.state.playerPos.x;
var currY = this.state.playerPos.y;
var newPos = {
x: currX + dx,
y: currY + dy
};
var player = this.state.scores;
var newscore = this.state.scores;
var nextCellCode = this.map[newPos.x][newPos.y];
if (!this.isValidMove(newPos.x, newPos.y)) {
return;
}
if (nextCellCode === gameElements["DOOR"].codeValue)
{
this.map[currX][currY] = gameElements["EMPTY_FLOOR"].codeValue;
this.goNextLevel();
newscore["xp"] = 0;
newscore["dungeon_no"] = this.state.scores.dungeon_no + 1;
this.setState({ "scores":newscore });
}
else if (nextCellCode === gameElements["EMPTY_FLOOR"].codeValue)
{
this.map[currX][currY] = gameElements["EMPTY_FLOOR"].codeValue;
this.map[newPos.x][newPos.y] = gameElements["PLAYER"].codeValue;
this.setState({ "playerPos":{x:newPos.x, y:newPos.y} });
}
else if (nextCellCode === gameElements["HEALTH"].codeValue)
{
var healthIndex = this.healthPositions.findIndex(cell => {
return cell.x === newPos.x && cell.y === newPos.y;
});
this.map[currX][currY] = gameElements["EMPTY_FLOOR"].codeValue;
this.map[newPos.x][newPos.y] = gameElements["PLAYER"].codeValue;
//alert(" player.health: " + player.health + " healthIndex:" + healthIndex + " value: " + this.healthPositions[healthIndex].bonusHealth);
newscore["health"] = player.health + this.healthPositions[healthIndex].bonusHealth;
this.setState({
"scores":newscore,
"playerPos":{x:newPos.x, y:newPos.y}
});
}
else if (nextCellCode === gameElements["WEAPON"].codeValue)
{
var weaponIndex = this.weaponPositions.findIndex(cell => {
return cell.x === newPos.x && cell.y === newPos.y;
});
this.map[currX][currY] = gameElements["EMPTY_FLOOR"].codeValue;
this.map[newPos.x][newPos.y] = gameElements["PLAYER"].codeValue;
newscore["weapon"] = this.weaponPositions[weaponIndex].weaponType;
this.setState({
"scores":newscore,
"playerPos":{x:newPos.x, y:newPos.y}
});
}
else if (
nextCellCode === gameElements["ENEMY"].codeValue ||
nextCellCode === gameElements["BOSS_ENEMY"].codeValue
) {
this.fightEnemy(newPos.x, newPos.y);
}
}
fightEnemy(newx, newy) {
//var player = this.state.scores;
var player = {
health : this.state.scores.health,
weapon : this.state.scores.weapon,
dungeon_no : this.state.scores.dungeon_no ,
xp : this.state.scores.xp
};
var newscore = this.state.scores;
var isBoss = false;
if (this.map[newx][newy] === gameElements["BOSS_ENEMY"].codeValue) {
isBoss = true;
}
var enemyIndex = this.enemyPositions.findIndex(cell => {
return cell.x === newx && cell.y === newy;
});
var enemyCell = this.enemyPositions[enemyIndex];
var playerHealthAfterAttack = Math.max(0, player.health - enemyCell.damage);
var enemyHealthAfterAttack = Math.max(0, enemyCell.health - player.weapon.damage );
//console.log("Player CurrHealth: " + player.health + " Enemy Damage: " + enemyCell.damage + " afterAttackPlayerHealth: " + playerHealthAfterAttack);
if (playerHealthAfterAttack === 0) {
this.enemyPositions[enemyIndex].health = enemyHealthAfterAttack;
newscore["health"] = playerHealthAfterAttack;
this.setState({"scores":newscore});
this.endGame("player lost");
}
else if (playerHealthAfterAttack && enemyHealthAfterAttack === 0) {
// player destroyed enemy
this.enemyPositions.splice(enemyIndex, 1); // remove enemyPosition from array
this.map[this.state.playerPos.x][this.state.playerPos.y] =
gameElements["EMPTY_FLOOR"].codeValue;
this.map[newx][newy] = gameElements["PLAYER"].codeValue;
newscore["health"] = playerHealthAfterAttack;
newscore["xp"] = player.xp + 10;
this.setState({
"scores" :newscore,
"playerPos":{x:newx, y:newy}
});
if (isBoss) {
this.endGame("player won");
}
else {
if( (this.state.scores.xp ) % 100 === 0 ) {
this.goNextLevel();
newscore["dungeon_no"] = this.state.scores.dungeon_no + 1;
newscore["xp"] = 0;
this.setState({"scores": newscore});
}
}
}
else if (playerHealthAfterAttack && enemyHealthAfterAttack) {
this.enemyPositions[enemyIndex].health = enemyHealthAfterAttack;
this.fightingEnemy = true;
this.cellUnderAttack = {x : enemyCell.x, y : enemyCell.y};
newscore["health"] = playerHealthAfterAttack;
this.setState({"scores": newscore});
}
}
endGame(result) {
if(result === "player lost")
this.playerStatus = "LOST";
else if(result === "player won")
this.playerStatus = "WON";
var newPos = this.state.playerPos;
newPos.x = -1; newPos.y = -1;
this.setState({playerPos: newPos});
}
clearGameBoard() {
this.map.forEach((arr, index) => {
this.map[index] = arr.fill(0);
});
this.enemyPositions = []; // enemyObject = {x , y, damage, health}
this.weaponPositions = []; // weaponObject = {x , y, damage}
this.healthPositions = []; // healthObject = {x, y, bonusHealth}
}
goNextLevel() {
this.clearGameBoard();
this.generateDungeonMap();
if (this.map.length > 0) {
// check for empty array
this.fixPlayerPosition();
this.placeGameElementsOnBoard(this.state.scores.dungeon_no + 1);
}
}
handleToggleBtnClick() {
this.setState({ darkMode: !this.state.darkMode});
}
playAgain(){
this.clearGameBoard();
this.generateDungeonMap();
if (this.map.length > 0) {
// check for empty array
this.fixPlayerPosition();
this.placeGameElementsOnBoard(1);
this.setState({ scores: this.getDefaultScoreValues() });
}
}
render() {
var showEndScreen = (this.state.playerPos.x === -1 && this.state.playerPos.y === -1) ? true : false;
var boardRows = [];
for (var row = 0; row < ROWS; row++) {
var boardCells = [];
for (var column = 0; column < COLS; column++) {
var currCell = {x:column,y:row};
var applyAttackEffect = false;
if(this.fightingEnemy)
{
if(this.cellUnderAttack.x === column && this.cellUnderAttack.y === row)
applyAttackEffect = true;
}
boardCells.push(
<Cell
key={column} value={this.map[column][row]}
visible={this.state.darkMode ? this.isVisibleCell(currCell) : true}
show={this.canshowCell(currCell)}
applyAttackEffect = {applyAttackEffect}
/>
);
}
boardRows.push(<tr key={row}> {boardCells} </tr>);
}
return (
<div className="game-container">
<ScorePanel {...this.state.scores}
toggleDarkness={()=>this.handleToggleBtnClick()}/>
<p className="tips"> Defeat Super Villain Kai in Dungeon 4 </p>
<div className="game-screen">
<table
name="table"
ref={node => {this.container = node;}}>
{boardRows}
</table>
</div>
<EndScreen
showEndScreen={showEndScreen}
result={this.playerStatus}
handlePlayAgain={()=>this.playAgain()}
/>
</div>
);
}
}
function EndScreen(props){
return (
<div className={props.showEndScreen ? "endscreen-active" : "endscreen-inactive"}>
<p>
<button className="player"></button> {props.result} THE GAME
<button className="play-again" onClick={props.handlePlayAgain}>Play Again</button>
</p>
</div>
);
}
function Title(props) {
return <h2 className="title">{props.children}</h2>;
}
class App extends React.Component {
constructor(props) {
super(props);
}
render() {
return (
<div className="container-fluid app">
<Title> Kung-Fu Panda In Dungeon Crawler </Title>
<Game />
</div>
);
}
}
ReactDOM.render(<App />, document.getElementById("app"));
Also see: Tab Triggers