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<div id="root"></div>
// Variables
$dashboard: hsla(37, 18%, 20%, 1);
$primary: hsla(34, 77%, 56%, 1);
$secondary: hsla(36, 100%, 65%, 1);
$background: hsla(37, 100%, 96%, 1);
$text: hsla(0, 0, 0, 1);
$text-dark: #323232;
$inverted: hsla(360, 100%, 100%, 1);
// Google Font
@import url("https://fonts.googleapis.com/css?family=Condiment|Playfair+Display:400,900");
@import url("https://fonts.googleapis.com/css?family=Heebo:100,400,700,900");
* {
font-family: "Heebo", serif;
font-size: 16px;
}
body {
background: $background;
width: 100%;
}
.game {
margin: 0;
padding: 0;
width: 100%;
display: flex;
flex-direction: column;
justify-content: space-between;
.dash {
width: 100%;
background: $dashboard;
color: $inverted;
margin-bottom: 10px;
padding: 10px 0 10px;
@media screen and (min-width: 600px) {
padding: 40px 0 30px;
}
.dash__container {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
width: 100%;
max-width: 1200px;
margin: auto;
padding: 0 10px;
box-sizing: border-box;
@media screen and (min-width: 600px) {
flex-direction: row;
justify-content: space-between;
}
.dash__title {
font-size: 1.2rem;
font-family: "Condiment", cursive;
padding: 0;
margin: 0 0 10px 0;
@media screen and (min-width: 600px) {
font-size: 2rem;
margin: 0 0 0 10px;
}
@media screen and (min-width: 1200px) {
margin: 0 0 0 0;
}
}
.dash__status {
margin: 0;
padding: 0;
list-style: none;
display: flex;
justify-content: flex-start;
li {
font-size: 0.9rem;
margin: 0 10px;
strong {
font-size: .9rem;
}
@media screen and (min-width: 1200px) {
text-align: right;
&:last-child {
margin: 0 0 0 10px;
}
}
}
}
}
}
.panel {
display: flex;
flex-direction: row;
justify-content: space-between;
align-items: flex-start;
width: 100%;
max-width: 1200px;
margin: 0 auto;
padding: 0 10px;
box-sizing: border-box;
.panel__message {
width: 100%;
margin: 0 10px 0 0;
padding: 10px;
p {
color: #171819;
font-size: 0.75rem;
padding: 0;
margin: 0;
width: 100%;
@media screen and (min-width: 800px) {
font-size: 1.1rem;
text-align: center;
}
}
}
.panel__button {
border: none;
cursor: pointer;
font: inherit;
outline: inherit;
padding: 9px 15px;
font-weight: 700;
color: $text-dark;
}
.panel__button-dark {
background: #000;
color: #fff;
}
.panel__button-light {
background: #fff;
color: #000;
}
}
.display {
display: flex;
justify-content: center;
align-items: center;
width: 100%;
@media screen and (min-width: 1200px) {
margin: 10px 0;
}
canvas {
padding: 10px;
box-sizing: border-box;
width: 100%;
max-width: 1200px;
margin: auto;
}
.display-flash {
box-shadow: inset 0 0 10px 10px hsl(1, 75%, 60%);
}
}
}
/* Globals obj containing all global var/func */
const GLOBALS = {
unitSize: 20,
health: 100,
attack: 5,
expToNext: 100,
weapon: "Worn Katana",
color: "rgb(199,102,201)",
mapSize: 250,
names: [
"Masamune",
"Muramasa",
"Dojigiri",
"Onimaru",
"Mikazuki-munechika",
"Odenta",
"Jyuzumaru",
"Kusanagi-no-tsurugi",
"Tsugi Twig",
"Kamata Kitchen Knife"
],
/* @desc get an x and y position from map, checking for overlap in collMap */
getPos: (map, collMap) => {
let coords = {};
let xPos = null;
let yPos = null;
while (!xPos) {
let x = Math.floor(Math.random() * map.length);
let y = Math.floor(Math.random() * map.length);
if (map[x][y] != 1) {
continue;
}
if (collMap[x][y] == 0) {
coords.xPos = xPos = x;
coords.yPos = yPos = y;
}
}
return coords;
}
};
/*
* @desc this class will be used to generate a single player and a set number of npc's.
* @params
* attack: num
* expToNext: [optional] num
* health: num
* level: num
* weapon: [optional] obj
* xPos: num
* yPos: num
* player: bool
* color: string
*/
class Humanoid {
constructor(
health,
attack,
level,
xPos,
yPos,
player,
color,
expToNext = 9999,
weapon = null
) {
this._attack = attack;
this._color = color;
this._exp = 0;
this._expToNext = expToNext;
this._health = health;
this._level = level;
this._player = player;
this._weapon = weapon;
this._xPos = xPos;
this._yPos = yPos;
}
get attack() {
return this._attack;
}
get color() {
return this._color;
}
get exp() {
return this._exp;
}
get expToNext() {
return this._expToNext - this._exp;
}
get health() {
return this._health;
}
get level() {
return this._level;
}
get weapon() {
if (!this._weapon) {
return;
}
return this._weapon;
}
get xPos() {
return this._xPos;
}
get yPos() {
return this._yPos;
}
set attack(attack) {
this._attack = attack;
}
set exp(exp) {
this._exp = exp;
}
set expToNext(expToNext) {
this._expToNext = expToNext;
}
set health(health) {
this._health = health;
}
set level(level) {
this._level = level;
}
set weapon(weapon) {
this._weapon = weapon;
}
set xPos(pos) {
this._xPos = pos;
}
set yPos(pos) {
this._yPos = pos;
}
}
/*
* @desc this class will be used to generate health and weapon items.
* @params
* name: string
* type: string
* xPos: num
* yPos: num
* health: num
* attack: num
*/
class Item {
constructor(name, type, xPos = null, yPos = null) {
this._attack =
type == "weapon" ? Math.floor(Math.random() * 15 + 5) + 10 : null;
this._health =
type == "weapon"
? Math.floor(Math.random() * 10)
: Math.floor(Math.random() * 30) + 10;
this._name = name;
this._type = type;
this._xPos = xPos;
this._yPos = yPos;
}
get name() {
return this._name;
}
get health() {
return this._health;
}
get attack() {
return this._attack;
}
get xPos() {
return this._xPos;
}
get yPos() {
return this._yPos;
}
get type() {
return this._type;
}
set health(hp) {
this._health = hp;
}
}
/* React begins here! */
/* @desc functional component to display the games dashboard.
* Display health, attack, level, exp to next level, and weapon to user.
*/
function Dashboard(props) {
const npcs = props.npcsArr;
const boss = props.active;
let text;
let count;
if (boss) {
text = `Mitsuhide`;
count = 1;
} else {
text = `Enemies`;
count = npcs.length;
}
return (
<div className="dash">
<div className="dash__container">
<h1 className="dash__title">Hideyoshi's Revenge</h1>
<ul className="dash__status">
<li>
Weapon<br />
<strong>{props.player.weapon.name}</strong>
</li>
<li>
Health<br />
<strong>{props.player.health + props.player.weapon.health}</strong>
</li>
<li>
Attack<br />
<strong>{props.player.attack + props.player.weapon.attack}</strong>
</li>
<li>
Exp.<br />
<strong>{props.player.expToNext}</strong>
</li>
<li>
Level<br />
<strong>{props.player.level}</strong>
</li>
<li>
{ text }<br />
<strong>{ count }</strong>
</li>
</ul>
</div>
</div>
);
}
function Panel(props) {
return (
<div className="panel">
<Message message={props.message} />
<Button onClick={props.onClick} darkness={props.darkness} />
</div>
);
}
function Message(props) {
return (
<div className="panel__message">
<p>{props.message}</p>
</div>
);
}
function Button(props) {
return (
<button
className={
props.darkness
? "panel__button panel__button-light"
: "panel__button panel__button-dark"
}
onClick={props.onClick}
>
Darkness
</button>
);
}
/* @desc functional component to display the games Canvas */
function Display(props) {
return (
<div className="display">
<GameCanvas
map={props.map}
collMap={props.collMap}
player={props.player}
npcs={props.npcs}
darkness={props.darkness}
combat={props.combat}
boss={props.boss}
/>
</div>
);
}
/* @desc canvas component */
class GameCanvas extends React.Component {
constructor(props) {
super(props);
this.calcBound = this.calcBound.bind(this);
this.clearCanvas = this.clearCanvas.bind(this);
this.drawCanvas = this.drawCanvas.bind(this);
this.getBounds = this.getBounds.bind(this);
this.getColor = this.getColor.bind(this);
this.getDist = this.getDist.bind(this);
}
/*
* Set width and height of canvas
* Draw portion of map based on width, height, and player coords
*/
componentDidMount() {
this.canvas.height = Math.floor(window.innerHeight - 200);
this.canvas.width =
window.innerWidth < 1200 ? Math.floor(window.innerWidth - 20) : 1200;
const heightInUnits = Math.floor(this.canvas.height / GLOBALS.unitSize);
const widthInUnits = Math.floor(this.canvas.width / GLOBALS.unitSize);
const player = this.props.player;
const boundaries = this.getBounds(player, heightInUnits, widthInUnits);
const map = this.props.map;
const collMap = this.props.collMap;
const npcs = this.props.npcs;
const boss = this.props.boss;
const ctx = this.canvas.getContext("2d");
this.drawCanvas(ctx, map, collMap, boundaries, npcs, boss, player);
}
/* Draw portion of map based on width, height, and player coords */
componentDidUpdate() {
const heightInUnits = Math.floor(this.canvas.height / GLOBALS.unitSize);
const widthInUnits = Math.floor(this.canvas.width / GLOBALS.unitSize);
const player = this.props.player;
const boundaries = this.getBounds(player, heightInUnits, widthInUnits);
const map = this.props.map;
const collMap = this.props.collMap;
const npcs = this.props.npcs;
const boss = this.props.boss;
const ctx = this.canvas.getContext("2d");
this.clearCanvas(ctx);
this.drawCanvas(ctx, map, collMap, boundaries, npcs, boss, player);
}
/* @desc iterate through game and collision map
* draw square for each individual unit
* map:
* 1 | 0
* collMap:
* player = 1
* npc = 2
* weapon = 3
* health = 4
*/
drawCanvas(ctx, map, collMap, boundaries, npcs, boss, player) {
let { height, width } = boundaries;
for (let row = width[0]; row <= width[1]; row++) {
for (let col = height[0]; col <= height[1]; col++) {
ctx.save();
if (this.props.darkness && this.getDist(player, row, col) > 6) {
ctx.fillStyle = "black";
} else {
ctx.fillStyle =
map[row][col] == 1 ? "#c99766" : "hsla(37, 100%, 96%, 1)"; //brown or light brown
switch (collMap[row][col]) {
case 4:
ctx.fillStyle = "#66c96c"; //green hsl(123.6,47.8%,59.4%);
break;
case 3:
ctx.fillStyle = "#6667c9"; //blue hsl(239.4,47.8%,59.4%);
break;
case 2:
ctx.fillStyle = boss ? this.getColor([boss], row, col) : this.getColor(npcs, row, col);
break;
case 1:
ctx.fillStyle = "#c766c9"; //purple hsl(298.8,47.8%,59.4%);
break;
default:
}
}
ctx.fillRect(
(row - width[0]) * GLOBALS.unitSize,
(col - height[0]) * GLOBALS.unitSize,
GLOBALS.unitSize,
GLOBALS.unitSize
);
ctx.restore();
}
}
}
/* @desc completely clear canvas */
clearCanvas(ctx) {
ctx.save();
ctx.fillStyle = "#c99766";
ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
ctx.restore();
}
/*
* @desc calculate start and end points for given width or height in units
* based on players current position
* @return array containing start and end points [start, end]
*/
calcBound(length, pos) {
let halfLength = length / 2;
let arr = [];
if (halfLength > pos) {
arr = [0, length];
} else if (halfLength + pos >= GLOBALS.mapSize - 1) {
arr = [GLOBALS.mapSize - (length + 1), GLOBALS.mapSize - 1];
} else {
arr = [
Math.floor(pos - halfLength),
Math.floor(pos - halfLength) + length
];
}
return arr;
}
/*
* @desc create boundary object to choose which portion of map to draw
* @return boundaries object with start/end points for height and width
*/
getBounds(player, height, width) {
let boundaries = {};
boundaries.height = this.calcBound(height, player.yPos);
boundaries.width = this.calcBound(width, player.xPos);
return boundaries;
}
getColor(arr, xPos, yPos) {
for (let item of arr) {
if (item.xPos == xPos && item.yPos == yPos) {
return item.color;
}
}
return `hsl(0, 0, 0)`;
}
getDist(player, xPos, yPos) {
let x = (player.xPos - xPos) ** 2;
let y = (player.yPos - yPos) ** 2;
return Math.sqrt(x + y);
}
render() {
return (
<canvas
ref={canvas => (this.canvas = canvas)}
className={this.props.combat ? "display-flash" : ""}
/>
);
}
}
/* @desc primary App Component */
class App extends React.Component {
constructor(props) {
super(props);
this.state = {
map: [],
collMap: [],
player: {},
npcs: [],
items: [],
combat: false,
active: false,
alive: true,
darkness: true,
complete: false,
message: "",
touch: {}
};
this.checkCollision = this.checkCollision.bind(this);
this.gainExp = this.gainExp.bind(this);
this.generateHumanoid = this.generateHumanoid.bind(this);
this.generateItem = this.generateItem.bind(this);
this.generateMap = this.generateMap.bind(this);
this.generateTileMap = this.generateTileMap.bind(this);
this.generateRoomCoords = this.generateRoomCoords.bind(this);
this.generateDoor = this.generateDoor.bind(this);
this.handleClick = this.handleClick.bind(this);
this.handleKeyDown = this.handleKeyDown.bind(this);
this.initiateCombat = this.initiateCombat.bind(this);
this.initGame = this.initGame.bind(this);
this.populateCollisionMap = this.populateCollisionMap.bind(this);
this.resetGame = this.resetGame.bind(this);
this.setMessage = this.setMessage.bind(this);
this.updateMap = this.updateMap.bind(this);
this.updatePos = this.updatePos.bind(this);
this.handleTouchStart = this.handleTouchStart.bind(this);
this.handleTouchEnd = this.handleTouchEnd.bind(this);
this.handleTouchMove = this.handleTouchMove.bind(this);
// workaround to access node elements directly and apply event listeners
this.touchDisplay = null;
this.setTouchDisplayRef = element => {
this.touchDisplay = element;
};
this.addTouchDisplayListener = () => {
if (this.touchDisplay) {
const node = this.touchDisplay;
node.addEventListener("touchstart", this.handleTouchStart, false);
node.addEventListener("touchmove", this.handleTouchMove, {
passive: false
});
node.addEventListener("touchend", this.handleTouchEnd, false);
}
};
}
componentWillMount() {
this.resetGame();
}
componentDidMount() {
// workaround to access node elements directly and apply event listeners
this.addTouchDisplayListener();
}
initGame() {
const units = GLOBALS.mapSize;
const starterWeapon = this.generateItem(GLOBALS.weapon, true, false);
let newGame = {};
newGame.map = this.generateMap(0, units);
this.generateTileMap(newGame.map);
newGame.collisionMap = this.generateMap(0, units);
newGame.player = this.generateHumanoid(
GLOBALS.health,
GLOBALS.attack,
1,
newGame.map,
newGame.collisionMap,
GLOBALS.color,
true,
GLOBALS.expToNext,
starterWeapon
);
newGame.npcArr = [];
newGame.itemArr = [];
return newGame;
}
populateCollisionMap(
map,
collisionMap,
player,
npcArr,
itemArr,
starterWeapon
) {
for (let i = 1; i < 11; i++) {
let npc = this.generateHumanoid(
i * 30,
i * 5,
i,
map,
collisionMap,
`hsl(1, 75%, ${80 - (5 * (i - 1))}%)`
);
let weapon = this.generateItem(
GLOBALS.names[i - 1],
true,
true,
map,
collisionMap
);
let health = this.generateItem("Onigiri", false, true, map, collisionMap);
npcArr.push(npc);
itemArr.push(weapon, health);
collisionMap[player.xPos][player.yPos] = 1;
collisionMap[npc.xPos][npc.yPos] = 2;
collisionMap[weapon.xPos][weapon.yPos] = 3;
collisionMap[health.xPos][health.yPos] = 4;
}
}
resetGame() {
const { map, collisionMap, player, npcArr, itemArr } = this.initGame();
this.populateCollisionMap(map, collisionMap, player, npcArr, itemArr);
this.setState({
map: map,
collMap: collisionMap,
player: player,
npcs: npcArr,
items: itemArr,
alive: true
});
this.setMessage(
"Nobunaga has been betrayed by General Mitsuhide. Find and defeat all enemies until he appears. Click anywhere to begin.",
15000
);
}
generateHumanoid(
health,
attack,
level,
map,
collMap,
color,
player = false,
expToNext = null,
startWeapon = null
) {
const { xPos, yPos } = GLOBALS.getPos(map, collMap);
let humanoid = player
? new Humanoid(
health,
attack,
level,
xPos,
yPos,
player,
color,
expToNext,
startWeapon
)
: new Humanoid(health, attack, level, xPos, yPos, player, color);
return humanoid;
}
generateItem(
name,
weapon = true,
discoverable = true,
map = null,
collMap = null
) {
if (!discoverable) {
return weapon ? new Item(name, "weapon") : new Item(name, "health");
}
const { xPos, yPos } = GLOBALS.getPos(map, collMap);
let item = weapon
? new Item(name, "weapon", xPos, yPos)
: new Item(name, "health", xPos, yPos);
return item;
}
generateMap(value, units) {
let map = [];
for (let i = 0; i < units; i++) {
map[i] = new Array(units).fill(value);
}
return map;
}
/*
* desc add tilemap to empty map array
* 1. create list of coord/length objects
* 2. input rooms into map array
* 3. connect rooms vertically, then horizontally
*/
generateTileMap(map) {
let vacancy = true;
let rooms = [];
let coords = {
x: Math.floor(Math.random() * 10 + 10),
y: Math.floor(Math.random() * 10 + 10)
};
while (vacancy) {
const length = Math.floor(Math.random() * 10 + 30);
const newCoords = this.generateRoomCoords(map, coords, length);
vacancy = newCoords ? true : false;
if (vacancy) {
const room = { coords: coords, length: length };
rooms.push(room);
coords = newCoords.coords;
}
}
// input rooms to map
for (let rv = 1; rv < rooms.length; rv++) {
const room = rooms[rv];
const neighbor = rooms[rv - 1];
if (room && neighbor) {
const coords = neighbor.coords;
for (let x = coords.x; x < coords.x + neighbor.length; x++) {
for (let y = coords.y; y < coords.y + neighbor.length; y++) {
if (x < map.length && y < map.length) {
map[x][y] = 1;
}
}
}
// generate doors vertically as rooms are input
this.generateDoor(map, room, neighbor);
}
}
// generate doors horizontally
for (let rh = rooms.length - 1; rh > 0; rh--) {
const room = rooms[rh];
if (room) {
let door = false;
let n = rh - 1;
while (!door) {
door = n >= -1 ? false : true;
let neighbor = rooms[n];
let diffY = neighbor
? Math.abs(room.coords.y - neighbor.coords.y)
: null;
let diffX = neighbor
? Math.abs(room.coords.x - (neighbor.coords.x + neighbor.length))
: null;
if (
diffX &&
diffY &&
diffX < room.coords.x - neighbor.coords.x &&
diffY < room.length / 2
) {
this.generateDoor(map, room, neighbor);
door = true;
}
n--;
}
}
}
}
/*
* Set room in 2d map array starting from position x,y.
* place rooms from left to right, top to bottom.
* return starting position for next room.
*/
generateRoomCoords(map, { x, y }, length) {
let outerBound = GLOBALS.mapSize - 40;
if (x + length >= outerBound && y + length >= outerBound) {
return null;
}
let next = {};
if (y + length + 2 < outerBound) {
next.coords = {
x: Math.floor(Math.random() * 2 + x),
y: y + length + 2
};
} else {
next.coords = {
x: x + length + 2,
y: Math.floor(Math.random() * 10 + 10)
};
}
return next;
}
/*
* Takes map and two room objects
* create doorway between rooms
* modifies map
*/
generateDoor(map, room, neighbor) {
if (!room || !neighbor) {
return null;
}
const rX = room.coords.x;
const rY = room.coords.y;
const nX = neighbor.coords.x;
const nY = neighbor.coords.y;
let start;
let end;
let point;
// Vertical Doors
if (rY - (nY + neighbor.length) < 4 && Math.abs(rX - nX) < 8) {
if (rY < GLOBALS.mapSize - 40) {
start = rX > nX ? rX : nX;
end =
rX + room.length < nX + neighbor.length
? rX + room.length
: nX + neighbor.length;
point = Math.floor(Math.random() * ((end - 1) - (start + 1)) + (start + 1));
for (let y = nY + neighbor.length; y <= rY; y++) {
if (point < map.length && y < map.length && !map[point][y]) {
map[point][y] = 1;
}
}
}
// Horizontal Doors
} else {
if (rX < GLOBALS.mapSize) {
start = rY > nY ? rY : nY;
end =
rY + room.length < nY + neighbor.length
? rY + room.length
: nY + neighbor.length;
point = Math.floor(Math.random() * (end - 1 - (start + 1)) + (start + 1));
for (let x = nX + neighbor.length; x <= rX; x++) {
if (point < map.length && x < map.length && !map[x][point]) {
map[x][point] = 1;
}
}
}
}
}
/*
* Methods for combat and movement
*/
/*
* @desc loop through item and npc arrays
* to check for collisions
* @return true if there is no collision, or
* if collision is with item. Otherwise false
*/
checkCollision(collMap, player, itemsArr, npcsArr, xPos, yPos) {
if (this.state.active) {
let boss = this.state.boss;
if (boss.xPos == xPos && boss.yPos == yPos) {
this.initiateCombat(player, boss);
let result = "collision:engage";
if (boss.health < 1) {
collMap[boss.xPos][boss.yPos] = 0;
boss = null;
result = "game complete";
}
if (player.health + player.weapon.health < 1) {
result = "collision:ko";
}
this.setState({
boss: boss,
});
return result;
}
}
for (let item of itemsArr) {
if (item.xPos == xPos && item.yPos == yPos) {
let text = `You found `;
text += item.name;
if (item.type == "weapon") {
text+= ` (+${item.health} Health, +${item.attack ? item.attack : 0} Attack)`;
} else {
text += ` (+${item.health} Health)`;
}
this.setMessage(text, 10000);
item.type == "weapon"
? (player.weapon = item)
: (player.health += item.health);
collMap[item.xPos][item.yPos] = 0;
let idx = itemsArr.indexOf(item);
itemsArr.splice(idx, 1);
this.setState({
items: itemsArr
});
return "collision:item";
}
}
for (let npc of npcsArr) {
if (npc.xPos == xPos && npc.yPos == yPos) {
this.initiateCombat(player, npc);
let result = "collision:engage";
if (npc.health < 1) {
this.gainExp(player, npc.level * 50);
collMap[npc.xPos][npc.yPos] = 0;
let idx = npcsArr.indexOf(npc);
npcsArr.splice(idx, 1);
result = "collision:victory";
}
if (player.health + player.weapon.health < 1) {
result = "collision:ko";
}
this.setState({
npcs: npcsArr
});
if (!this.state.active && npcsArr.length < 1) {
setTimeout(() => {
this.setMessage(
"Mitsuhide has appeared somewhere in the castle. Find and defeat him!",
15000
);
}, 3000);
const boss = this.generateHumanoid(
500,
75,
99,
this.state.map,
this.state.collMap,
`#000000`
);
collMap[boss.xPos][boss.yPos] = 2;
this.setState({
active: true,
boss: boss
});
}
return result;
}
}
return "no collision";
}
initiateCombat(player, npc) {
this.setState(
{combat: true},
() => {
setTimeout(() => {
this.setState({
combat: false
});
}, 100);
}
);
npc.health -= player.attack + player.weapon.attack;
const hp = (player.health + player.weapon.health) - npc.attack;
if (hp > 1) {
player.health -= npc.attack;
} else {
player.health = 0;
player.weapon.health = 0;
}
}
/* @ desc add exp and check if player levels up */
gainExp(player, exp) {
player.exp += exp;
if (player.expToNext <= 0) {
player.level += 1;
player.attack += 10;
player.health += 100;
player.exp = 0;
player.expToNext = 100 * player.level;
}
}
updateMap(map, collMap, prevX, prevY, nextX, nextY) {
if (!map[nextX][nextY] || !this.state.alive) {
return false;
}
collMap[prevX][prevY] = 0;
collMap[nextX][nextY] = 1;
this.setState({
collMap: collMap
});
return true;
}
/* @desc change x and y coords of player */
updatePos(player, xPos, yPos, collMap) {
let items = this.state.items;
let npcs = this.state.npcs;
let map = this.state.map;
if (this.state.alive) {
switch (this.checkCollision(collMap, player, items, npcs, xPos, yPos)) {
case "collision:ko":
this.setState({
alive: false,
player: player
});
this.setMessage(`You've been defeated.`, 3000, this.resetGame);
break;
case "collision:engage":
//TODO: Add red flash
break;
case "collision:victory":
const remaining = this.state.npcs.length;
this.setMessage(
`You've defeated one of Hideyoshi's samurai. ${
remaining
} remaining!`,
5000
);
this.setState({
collMap: collMap,
});
break;
case "game complete":
this.setState({
alive: false,
collMap: collMap,
});
this.setMessage(
`Congratulations! You've defeated Akechi Mitsuhide and avenged Nobunaga!`,
15000,
this.resetGame
);
default:
if (
this.updateMap(map, collMap, player.xPos, player.yPos, xPos, yPos)
) {
player.xPos = xPos;
player.yPos = yPos;
this.setState({
player: player
});
}
}
}
}
setMessage(message, time, callback = null) {
this.setState({
message: message
});
setTimeout(() => {
this.setState({
message: ""
});
if (callback) {
callback();
}
}, time);
}
handleClick() {
let darkness = this.state.darkness;
this.setState({
darkness: !darkness
});
}
handleKeyDown(event) {
let player = this.state.player;
let { xPos, yPos } = player;
switch (event.key) {
case "ArrowDown":
player.yPos == this.state.map.length
? (yPos = player.yPos)
: (yPos = player.yPos + 1);
break;
case "ArrowUp":
player.yPos == 0 ? (yPos = 0) : (yPos = player.yPos - 1);
break;
case "ArrowLeft":
player.xPos == 0 ? (xPos = 0) : (xPos = player.xPos - 1);
break;
case "ArrowRight":
player.xPos == this.state.map.length - 1
? (xPos = player.xPos)
: (xPos = player.xPos + 1);
break;
default:
return null;
}
let collMap = this.state.collMap;
this.updatePos(player, xPos, yPos, collMap);
}
handleTouchStart(event) {
const touch = this.state.touch;
touch.startX = event.touches[0].screenX;
touch.startY = event.touches[0].screenY;
touch.time = new Date().getTime();
this.setState({
touch: touch
});
}
handleTouchMove(event) {
event.preventDefault();
}
handleTouchEnd(event) {
const touch = this.state.touch;
const distX = event.changedTouches[0].screenX - touch.startX;
const distY = event.changedTouches[0].screenY - touch.startY;
const time = new Date().getTime() - touch.time;
let player = this.state.player;
let { xPos, yPos } = player;
if (time > 50) {
if (Math.abs(distX) > Math.abs(distY)) {
if (distX < 0) {
player.xPos == 0 ? (xPos = 0) : (xPos = player.xPos - 1);
} else {
player.xPos == this.state.map.length - 1
? (xPos = player.xPos)
: (xPos = player.xPos + 1);
}
}
if (Math.abs(distX) < Math.abs(distY)) {
if (distY < 0) {
player.yPos == 0 ? (yPos = 0) : (yPos = player.yPos - 1);
} else {
player.yPos == this.state.map.length
? (yPos = player.yPos)
: (yPos = player.yPos + 1);
}
}
}
let collMap = this.state.collMap;
this.updatePos(player, xPos, yPos, collMap);
this.setState({
touch: {}
});
}
/* Render the app and its various components */
render() {
return (
<div
className="game"
onKeyDown={this.handleKeyDown}
ref={this.setTouchDisplayRef}
autoFocus
tabIndex="0"
>
<Dashboard
player={this.state.player}
npcsArr={this.state.npcs}
active={this.state.active}
/>
<Display
map={this.state.map}
collMap={this.state.collMap}
player={this.state.player}
npcs={this.state.npcs}
darkness={this.state.darkness}
combat={this.state.combat}
boss={this.state.boss}
/>
<Panel
onClick={this.handleClick}
darkness={this.state.darkness}
message={this.state.message}
/>
</div>
);
}
}
ReactDOM.render(<App />, document.querySelector("#root"));
Also see: Tab Triggers