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app.js
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app.js
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const mapData = {
minX: 1,
maxX: 14,
minY: 4,
maxY: 12,
blockedSpaces: {
"7x4": true,
"1x11": true,
"12x10": true,
"4x7": true,
"5x7": true,
"6x7": true,
"8x6": true,
"9x6": true,
"10x6": true,
"7x9": true,
"8x9": true,
"9x9": true,
},
}
// Options for Player Colors... these are in the same order as our sprite sheet
const playerColors = ["blue", "red", "orange", "yellow", "green", "purple"];
//Misc Helpers
function randomFromArray(array) {
return array[Math.floor(Math.random() * array.length)]
}
function getKeyString(x,y) {
return `${x}x${y}`
}
function createName() {
const prefix = randomFromArray([
"COOL",
"SUPER",
"HIP",
"SMUG",
"COOL",
"SILKY",
"GOOD",
"SAFE",
"DEAR",
"DAMP",
"WARM",
"RICH",
"LONG",
"DARK",
"SOFT",
"BUFF",
"DOPE",
]);
const animal = randomFromArray([
"BEAR",
"DOG",
"CAT",
"FOX",
"LAMB",
"LION",
"BOAR",
"GOAT",
"VOLE",
"SEAL",
"PUMA",
"MULE",
"BULL",
"BIRD",
"BUG",
]);
return `${prefix} ${animal}`;
}
function isSolid(x,y) {
const blockedNextSpane = mapData.blockedSpaces[getKeyString(x,y)]
return (
blockedNextSpane ||
x >= mapData.maxX ||
x < mapData.minX ||
y >= mapData.maxY ||
y < mapData.minY
)
}
function getRandomSafeSpot() {
//We don't look things up by key here, so just return an x/y
return randomFromArray([
{ x: 1, y: 4 },
{ x: 2, y: 4 },
{ x: 1, y: 5 },
{ x: 2, y: 6 },
{ x: 2, y: 8 },
{ x: 2, y: 9 },
{ x: 4, y: 8 },
{ x: 5, y: 5 },
{ x: 5, y: 8 },
{ x: 5, y: 10 },
{ x: 5, y: 11 },
{ x: 11, y: 7 },
{ x: 12, y: 7 },
{ x: 13, y: 7 },
{ x: 13, y: 6 },
{ x: 13, y: 8 },
{ x: 7, y: 6 },
{ x: 7, y: 7 },
{ x: 7, y: 8 },
{ x: 8, y: 8 },
{ x: 10, y: 8 },
{ x: 8, y: 8 },
{ x: 11, y: 4 },
]);
}
(function () {
let playerId
let playerRef
let players = {}
let playerElements = {}
let coins = {}
let coinElements = {}
const gameContainer = document.querySelector(".game-container")
const playerNameInput = document.querySelector("#player-name")
const playerColorButton = document.querySelector("#player-color")
function placeCoin() {
const {x,y} = getRandomSafeSpot()
const coinRef = firebase.database().ref(`coins/${getKeyString(x,y)}`)
coinRef.set({
x,
y,
})
const coinTimeouts = [2000, 3000, 4000, 5000]
setTimeout(() => {
placeCoin()
}, randomFromArray(coinTimeouts))
}
function attemptGrabCoin(x, y) {
const key = getKeyString(x,y)
if (coins[key]){
//Remove this key from the data, then uptick Player's coin count
firebase.database().ref(`coins/${key}`).remove()
playerRef.update({
coins: players[playerId].coins + 1
})
}
}
function handleArrowPress(xChange=0, yChange=0) {
const newX = players[playerId].x + xChange
const newY = players[playerId].y + yChange
if (!isSolid(newX, newY)) {
//move to the next space
players[playerId].x = newX
players[playerId].y = newY
if (xChange === 1){
players[playerId].direction = "right"
}
if (xChange === -1){
players[playerId].direction = "left"
}
playerRef.set(players[playerId])
attemptGrabCoin(newX, newY)
}
}
function initGame() {
new KeyPressListener("ArrowUp", () => handleArrowPress(0,-1))
new KeyPressListener("ArrowDown", () => handleArrowPress(0,1))
new KeyPressListener("ArrowLeft", () => handleArrowPress(-1,0))
new KeyPressListener("ArrowRight", () => handleArrowPress(1,0))
const allPlayersRef = firebase.database().ref(`players`)
const allCoinsRef = firebase.database().ref(`coins`)
allPlayersRef.on("value", (snapshot) => {
//Fires whenever a change occurs
players = snapshot.val() || {}
Object.keys(players).forEach((key) => {
const characterState = players[key]
let el = playerElements[key]
//Update the DOM
el.querySelector(".Character_name").innerHTML = characterState.name
el.querySelector(".Character_coins").innerHTML = characterState.coins
el.setAttribute("data-color", characterState.color)
el.setAttribute("data-direction", characterState.direction)
const left = 16 * characterState.x + "px"
const top = 16 * characterState.y - 4 + "px"
el.style.transform = `translate3d(${left}, ${top}, 0)`
})
})
allPlayersRef.on("child_added", (snapshot) => {
//Fires whenever a new node is added
const addedPlayer = snapshot.val()
const characterElem = document.createElement("div")
characterElem.classList.add("Character","grid-cell")
if (addedPlayer.id === playerId){
characterElem.classList.add("you")
}
characterElem.innerHTML = (`
<div class="Character_shadow grid-cell"></div>
<div class="Character_sprite grid-cell"></div>
<div class="Character_name-container">
<span class="Character_name"></span>
<span class="Character_coins">0</span>
</div>
<div class="Character_you-arrow"></div>
`)
playerElements[addedPlayer.id] = characterElem
//Fill in some init state
characterElem.querySelector(".Character_name").innerHTML = addedPlayer.name
characterElem.querySelector(".Character_coins").innerHTML = addedPlayer.coins
characterElem.setAttribute("data-color", addedPlayer.color)
characterElem.setAttribute("data-direction", addedPlayer.direction)
const left = 16 * addedPlayer.x + "px"
const top = 16 * addedPlayer.y - 4 + "px"
characterElem.style.transform = `translate3d(${left},${top},0)`
gameContainer.appendChild(characterElem)
})
//Remove character DOM element after they leave
allPlayersRef.on("child_removed", (snapshot) => {
const removedKey = snapshot.val().id
gameContainer.removeChild(playerElements[removedKey])
delete playerElements[removedKey]
})
allCoinsRef.on("child_added", (snapshot) => {
const coin = snapshot.val()
const key = getKeyString(coin.x, coin.y)
coins[key] = true
// Create the DOM Element
const coinElement = document.createElement("div");
coinElement.classList.add("Coin", "grid-cell");
coinElement.innerHTML = `
<div class="Coin_shadow grid-cell"></div>
<div class="Coin_sprite grid-cell"></div>
`;
// Position the Element
const left = 16 * coin.x + "px";
const top = 16 * coin.y - 4 + "px";
coinElement.style.transform = `translate3d(${left}, ${top}, 0)`;
coinElements[key] = coinElement
gameContainer.appendChild(coinElement)
})
allCoinsRef.on("child_removed", (snapshot) => {
const {x,y} = snapshot.val()
const keyToRemove = getKeyString(x,y)
gameContainer.removeChild( coinElements[keyToRemove] )
delete coinElements[keyToRemove]
})
//Updates player name with text input
playerNameInput.addEventListener("change", (e) => {
const newName = e.target.value || createName()
playerNameInput.value = newName
playerRef.update({
name: newName
})
})
//Update player color on button
playerColorButton.addEventListener("click", () => {
const mySkinIndex = playerColors.indexOf(players[playerId].color)
const nextColor = playerColors[mySkinIndex +1] || playerColors[0]
playerRef.update({
color: nextColor
})
})
//Place the first coin
placeCoin()
}
firebase.auth().onAuthStateChanged((user) => {
console.log(user)
if (user) {
//You're logged in
playerId = user.uid
playerRef = firebase.database().ref(`players/${playerId}`)
const name = createName()
playerNameInput.value = name
const {x, y} = getRandomSafeSpot()
playerRef.set({
id: playerId,
name,
direction: "right",
color: randomFromArray(playerColors),
x,
y,
coins: 0,
})
playerRef.onDisconnect().remove()
initGame()
} else {
//You're logged out
}
})
firebase.auth().signInAnonymously().catch((error) => {
var errorCode = error.code
var errorMessage = error.message
console.log(errorCode, errorMessage)
})
})()