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// Playing around with this pen https://codepen.io/borntofrappe/pen/BaBeNoV
// was going to compare P5js with ZIM but then got carried away...
// thanks Gabriele for the initial layout
const frame = new Frame({scaling:"fit", width:1024, height:600, color:yellow, outerColor:darker, allowDefault:true});
frame.on("ready", ()=>{ // ES6 Arrow Function - similar to function(){}
zog("ready from ZIM Frame"); // logs in console (F12 - choose console)
// often need below - so consider it part of the template
let stage = frame.stage;
let stageW = frame.width;
let stageH = frame.height;
// REFERENCES for ZIM at http://zimjs.com
// see http://zimjs.com/learn.html for video and code tutorials
// see http://zimjs.com/docs.html for documentation
// see https://www.youtube.com/watch?v=pUjHFptXspM for INTRO to ZIM
// see https://www.youtube.com/watch?v=v7OT0YrDWiY for INTRO to CODE
// CODE HERE
// normally would load assets in Frame call
// but on CodePen previews... we want to see something
// so get the stage and show intro drone - then call loadAssets()
const introDrone = new Rectangle(60, 40, darker, null, null, [60, 60, 30, 30])
.reg(30, -150)
.sca(5)
.center();
introDrone
.wiggle("rotation", 0, 2, 4, 1500, 2000)
.wiggle("y", introDrone.y, 10, 30, 2000, 4000);
stage.update();
const assets = [
"drone1.mp3",
"drone2.mp3",
"drone3.mp3",
"explosion.mp3",
"projectile.mp3",
{src:"https://fonts.googleapis.com/css?family=Saira+Stencil+One"}
]
const path = "https://s3-us-west-2.amazonaws.com/s.cdpn.io/1604712/";
const waiter = new Waiter({backgroundColor:yellow, corner:0}).show().mov(0,-170);
frame.loadAssets(assets, path); // show loading at least 2 seconds
frame.on("complete", ()=>{
waiter.removeFrom();
introDrone.stopAnimate()
introDrone.removeFrom();
// GAME CONFIG CONSTANTS
const minTime = 1000;
const maxTime = 4000;
const maxTargets = 5;
const bulletTime = 1000;
const totalTime = 60;
const goodScore = 500;
const scorePlus = 1; // added in Ticker when there is silence (no drones)
const scoreMinus = 1; // removed in Ticker when there are maxTarget drones
const shootCost = 5;
const tankColor = darker;
// CLASSES FOR TANK, PROJECTILE AND TARGET
class Tank extends Container {
constructor(color=darker) {
// CreateJS needs super constructor called
// could also put dimensions here - see ZIM Container
super();
this._color = color;
new Rectangle(120,25, color).addTo(this);
new Rectangle(100,25, color).center(this).mov(0,-8);
new Rectangle(20, 25, color).center(this).mov(0,-20);
new Rectangle(10, 25, color).center(this).mov(0,-20);
}
shoot(projectile) { // METHOD
frame.asset("projectile.mp3").play({pan:getPan(tank)});
projectile
.loc(this.x, this.y-50, projectiles) // add to projectiles
.animate({
props:{y:-20},
ease:"linear",
time:bulletTime,
call:target=>{target.removeFrom();}
});
}
set color(c) { // GETTER SETTER FOR COLOR
this._color = c;
this.loop(part=>{part.color = c;});
}
get color() {return this._color;}
}
class Projectile extends Rectangle {
constructor(w=8, h=16, color=darker) {
// no border and corner round on top
super(w, h, color, null, null, [w/2,w/2,0, 0]);
}
}
class Target extends Rectangle {
constructor(w=60, h=40, color=darker) {
// make it look like a copter
super(w,h,color,null,null,[w,w,w/2,w/2]);
this.centerReg({add:false});
}
}
// CREATE GAME ASSETS
const floor = new Rectangle(stageW, 8, darker).pos(0, 20, null, true);
const tank = new Tank(tankColor)
.sca(.8)
.centerReg() // easier to fire from and to set boundary below
.pos(50, 35, null, true); // null for default left and true for from bottom
var boundary = new Boundary(0, tank.y, stageW, 0);
if (mobile()) {
const backing = new Rectangle(stageW, stageH, frame.color).addTo(stage, 0);
backing.on("mousedown", e=>{
smoke.spurt(10);
tank.shoot(new Projectile());
});
const mobileSpeed = 10;
const mc = new MotionController({
target:tank,
type:"custom",
axis:"horizontal",
boundary:boundary,
damp:.5
});
const tabs = new Tabs({
width:200,
height:90,
tabs:["<",">"],
spacing:10,
currentEnabled:true,
currentSelected:false
}).pos(10,120,null,true).alp(.5);
let right = 0;
let left = 0;
tabs.on("mousedown", e=>{
if (e.target.text == ">") right = 1;
else left = 1;
});
tabs.on("pressup", e=>{
if (e.target.text == ">") right = 0;
else left = 0;
});
Ticker.add(()=>{
mc.x+=(right-left)*mobileSpeed;
});
} else { // not mobile
new MotionController({
target:tank,
type:"keydown",
axis:"horizontal",
boundary:boundary,
damp:.1
});
}
const smoke = new Emitter({
obj:new Circle(8),
angle:{min:-130, max:-50},
num:3, // 3 particles sent each interval
life:600,
decayTime:600,
startPaused:true,
gravity:1,
force:1.5
}).center(tank).mov(0,-25);
// SHOOTING
shootCheck = true; // to avoid spacebar being held down
frame.on("keydown", e=>{
zog("here")
if (!shootCheck || !playCheck) return;
if (e.keyCode == 32 || e.keyCode == 38) { // spacebar or up
shootCheck = false;
smoke.spurt(10);
tank.shoot(new Projectile());
scorer.score -= shootCost;
if (scorer.score < 0) scorer.score = 0;
}
});
frame.on("keyup", e=>{
shootCheck = true;
});
// containers to hold targets and projectiles
// this lets us loop through and test for hits
const targets = new Container(stageW, stageH).addTo();
const projectiles = new Container(stageW, stageH).addTo();
// MAKE TARGETS
const inter = interval({min:minTime, max:maxTime}, ()=>{
if (targets.numChildren < maxTargets) {
let target = new Target()
.centerReg(targets)
.loc(rand(stageW), rand(150, 250))
.sca(0)
.animate({
// animate in targets and then start them swaying
// by setting their registration points high and wiggling rotation
props:{scale:rand(1,1.5)},
time:rand(1000,2000),
call:target=>{
target.reg(null,-rand(100,400),true);
target.wiggle("rotation", 0, 2, 4, 1500, 2000);
target.wiggle("y", target.y, 10, 30, 2000, 4000);
}
});
target.sound = frame.asset("drone"+rand(1,3)+".mp3").play({loop:true, pan:getPan(target)});
stage.update();
}
});
// panning sounds really helps a game like this
// we can almost play this game with our eyes closed
function getPan(obj) {
return (obj.x-stageW/2)/(stageW/2);
}
const explosion = new Emitter({
obj:new Circle({min:20, max:40}, darker).alp(1),
num:5, // 5 particles sent each interval
interval:30,
life:500,
decayTime:500,
gravity:6,
force:3,
startPaused:true
});
// TIMER AND SCORE
const timer = new Timer({time:totalTime, backgroundColor:orange}).sca(.8).alp(.8).pos(20, 20);
timer.on("complete", endGame);
const scorer = new Scorer({backgroundColor:pink}).sca(.8).alp(.8).pos(20, 20, true); // at right
// CONSTANT TEST FOR HITS
Ticker.add(()=>{
if (!playCheck) return;
targets.loop(target=>{
projectiles.loop(projectile=>{
if (target.hitTestRect(projectile)) {
frame.asset("explosion.mp3").play({pan:getPan(target)});
target.sound.stop();
explosion.loc(projectile).spurt(30);
projectile.removeFrom();
target.stopAnimate();
target.removeFrom();
stage.update();
}
}, true);
}, true);
if (targets.numChildren == 0) {
if (tank.color != purple) tank.color = purple;
scorer.score += scorePlus;
if (scorer.score < 0) scorer.score = 0;
} else if (targets.numChildren == maxTargets) {
if (tank.color != red) tank.color = red;
scorer.score -= scoreMinus;
if (scorer.score < 0) scorer.score = 0;
} else {
if (tank.color != tankColor) tank.color = tankColor;
}
});
// STARTING AND STOPPING
// handle starting and stopping game
// built the working game first
// then paused all the parts to start or when done
// show a message and then unpause when message closes
let playCheck = false;
pauseGame();
const intro = new Pane({
width:750,
height:80,
corner:0,
backgroundColor:yellow,
label:"Must silence that droning!"
}).show();
intro.on("close", startGame);
const end = new Pane({
width:750,
height:80,
corner:0,
backgroundColor:yellow,
label:""
});
end.on("close", startGame);
function startGame() { // works for both start and restart
pauseAnimate(false);
targets.removeAllChildren();
inter.pause(false, null, true); // true is start the interval at its start when unpaused
playCheck = true;
timer.start(totalTime);
scorer.score = 0;
};
function pauseGame() {
pauseAnimate();
inter.pause();
timer.pause();
createjs.Sound.stop();
projectiles.removeAllChildren();
playCheck = false;
}
function endGame() {
pauseGame();
end.text = "Your score is " + scorer.score + (scorer.score > goodScore ? ". Whew!" : ". Sigh.");
end.show();
}
// TITLE
new Label({
text:"P E A C E",
font:"Saira Stencil One",
color:purple,
size:40,
backgroundColor:blue,
paddingVertical:3,
paddingHorizontal:50,
})
.center()
.pos(null, 20)
.alp(0)
.animate({alpha:.8}, 1000)
stage.update(); // this is needed to show any changes
}, null, true); // end of asset load (strange on codepen is being called twice so run it only once - true)
// DOCS FOR ITEMS USED
// https://zimjs.com/docs.html?item=Frame
// https://zimjs.com/docs.html?item=Container
// https://zimjs.com/docs.html?item=Circle
// https://zimjs.com/docs.html?item=Rectangle
// https://zimjs.com/docs.html?item=Label
// https://zimjs.com/docs.html?item=Pane
// https://zimjs.com/docs.html?item=Tabs
// https://zimjs.com/docs.html?item=hitTestRect
// https://zimjs.com/docs.html?item=animate
// https://zimjs.com/docs.html?item=stopAnimate
// https://zimjs.com/docs.html?item=pauseAnimate
// https://zimjs.com/docs.html?item=wiggle
// https://zimjs.com/docs.html?item=loop
// https://zimjs.com/docs.html?item=pos
// https://zimjs.com/docs.html?item=loc
// https://zimjs.com/docs.html?item=mov
// https://zimjs.com/docs.html?item=alp
// https://zimjs.com/docs.html?item=reg
// https://zimjs.com/docs.html?item=sca
// https://zimjs.com/docs.html?item=addTo
// https://zimjs.com/docs.html?item=removeFrom
// https://zimjs.com/docs.html?item=centerReg
// https://zimjs.com/docs.html?item=center
// https://zimjs.com/docs.html?item=MotionController
// https://zimjs.com/docs.html?item=Emitter
// https://zimjs.com/docs.html?item=rand
// https://zimjs.com/docs.html?item=interval
// https://zimjs.com/docs.html?item=Boundary
// https://zimjs.com/docs.html?item=zog
// https://zimjs.com/docs.html?item=Ticker
// FOOTER
// call remote script to make ZIM Foundation for Creative Coding icon
createIcon(null, 50);
}); // end of ready
Also see: Tab Triggers