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app.js
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let 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} ${animal}`;
}
function isSolid(x, y) {
const blockedNextSpace = mapData.blockedSpaces[getKeyString(x, y)];
return (
blockedNextSpace ||
x >= mapData.maxX ||
x < mapData.minX ||
y >= mapData.maxY ||
y < mapData.minY
)
}
function getRandomSafeSpot() {
//We don't look things up by key here, so just return an x/y
return randomFromArray([
{ x: 1, y: 4 },
{ x: 2, y: 4 },
{ x: 1, y: 5 },
{ x: 2, y: 6 },
{ x: 2, y: 8 },
{ x: 2, y: 9 },
{ x: 4, y: 8 },
{ x: 5, y: 5 },
{ x: 5, y: 8 },
{ x: 5, y: 10 },
{ x: 5, y: 11 },
{ x: 11, y: 7 },
{ x: 12, y: 7 },
{ x: 13, y: 7 },
{ x: 13, y: 6 },
{ x: 13, y: 8 },
{ x: 7, y: 6 },
{ x: 7, y: 7 },
{ x: 7, y: 8 },
{ x: 8, y: 8 },
{ x: 10, y: 8 },
{ x: 8, y: 8 },
{ x: 11, y: 4 },
]);
}
var mySound;
(function () {
let playerId;
let playerRef;
let players = {};
let playerElements = {};
let coins = {};
let coinElements = {};
let projectiles = {};
let projectileElements = {};
let myMusic = new Audio("assets/game_music.mp3");
let myCoinSound = new Audio("assets/coin_sound.mp3");
myMusic.volume = 0.05;
myCoinSound.volume = 0.1;
let musicIsPlaying = false;
const gameContainer = document.querySelector(".game-container");
const playerNameInput = document.querySelector("#player-name");
const playerColorButton = document.querySelector("#player-color");
const playerRestartButton = document.querySelector("#restart-game");
function exchangeCoinsForHP() {
const playerRef = firebase.database().ref(`players/${playerId}`);
playerRef.once("value", (snapshot) => {
const player = snapshot.val();
// console.log(player.coins);
if (player.coins >= 2) {
playerRef.update({
coins: player.coins - 2,
health: player.health + 1
});
} else {
document.querySelector("#buy-hp").classList.add("shake");
setTimeout(function () {
document.querySelector("#buy-hp").classList.remove("shake");
}, 1000);
}
// console.log(player.coins);
if (player.coins < 3) {
document.querySelector("#buy-hp").classList.add("disabled");
}
});
}
function exchangeCoinsForDMG() {
const playerRef = firebase.database().ref(`players/${playerId}`);
playerRef.once("value", (snapshot) => {
const player = snapshot.val();
// console.log(player.coins);
if (player.coins >= 25) {
playerRef.update({
coins: player.coins - 25,
projectileDMG: player.projectileDMG + 1,
});
} else {
document.querySelector("#upgrade-dmg").classList.add("shake");
setTimeout(function () {
document.querySelector("#upgrade-dmg").classList.remove("shake");
}, 1000);
}
// console.log(player.coins);
if (player.coins < 25) {
document.querySelector("#upgrade-dmg").classList.add("disabled1");
}
});
}
function shootProjectile(originalSpriteX, originalSpriteY, direction, projectileDMG) {
let { x, y } = getRandomSafeSpot();
if (typeof originalSpriteX !== "undefined" && typeof originalSpriteY !== "undefined") {
x = originalSpriteX;
y = originalSpriteY;
if (direction === "left") {
x -= 2;
}
else if (direction === "right") {
x += 2;
}
else if (direction === "up") {
y += 2;
}
else if (direction === "down") {
y -= 2;
}
}
const projectileRef = firebase.database().ref(`projectiles/${getKeyString(x, y)}`);
projectileRef.set({
x,
y,
direction, // Set the direction in the Firebase database
dmg: projectileDMG,
color: players[playerId].color,
owner: playerId,
})
// console.log(projectileRef);
const key = getKeyString(x, y);
const projectileRefTimeout = 500;
setTimeout(() => {
firebase.database().ref(`projectiles/${key}`).remove();
}, projectileRefTimeout);
}
///////
function placeCoin() {
const { x, y } = getRandomSafeSpot();
const coinRef = firebase.database().ref(`coins/${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 data, then uptick Player's coin count
firebase.database().ref(`coins/${key}`).remove();
myCoinSound.currentTime = 0;
myCoinSound.play();
playerRef.update({
coins: players[playerId].coins + 1,
})
if (players[playerId].coins >= 3) {
document.querySelector("#buy-hp").classList.remove('disabled');
}
if (players[playerId].coins >= 25) {
document.querySelector("#upgrade-dmg").classList.remove('disabled1');
}
if (checkPlayerWinViaCoins()) {
playerRef.update({
health: Math.max(players[playerId].health + 2, 99),
})
}
}
}
function checkPlayerWinViaCoins() {
if (players[playerId].coins >= 500) {
return true;
}
else return false;
}
function playerAndProjectileCollision(x, y) {
let ownerID;
firebase.database().ref(`projectiles/${getKeyString(x, y)}/owner`).once("value", (snapshot) => {
ownerID = snapshot.val();
});
const key = getKeyString(x, y);
if (projectiles[key] && ownerID != playerId) {
let ownerProjectileDmg;
firebase.database().ref(`players/${ownerID}/projectileDMG`).once("value", (snapshot) => {
ownerProjectileDmg = snapshot.val();
});
console.log(ownerProjectileDmg);
playerRef.update({
health: players[playerId].health - ownerProjectileDmg,
});
// firebase.database().ref(`players/${ownerID}`).update({
// health: players[playerId].health + 1,
// });
// Remove this key from data, then uptick Player's coin count
setTimeout(() => {
firebase.database().ref(`projectiles/${key}`).remove();
}, 10);
}
}
function handleArrowPress(xChange = 0, yChange = 0) {
if (typeof players[playerId] !== 'undefined') {
const newX = players[playerId].x + xChange;
const newY = players[playerId].y + yChange;
if (!isSolid(newX, newY)) {
// move to the next space
if (xChange === 1) {
players[playerId].direction = "right";
players[playerId].projectileDirection = "left";
} else if (xChange === -1) {
players[playerId].direction = "left";
players[playerId].projectileDirection = "right";
} else if (yChange === -1) {
players[playerId].direction = "down";
players[playerId].projectileDirection = "up";
} else if (yChange === 1) {
players[playerId].direction = "up";
players[playerId].projectileDirection = "down";
}
shootProjectile(players[playerId].x, players[playerId].y, players[playerId].projectileDirection, players[playerId].projectileDMG);
if (typeof players[playerId] !== 'undefined') {
players[playerId].x = newX;
players[playerId].y = newY;
playerRef.set(players[playerId]);
}
attemptGrabCoin(newX, newY);
}
}
}
function initGame() {
const arrowKeys = [
{ key: "ArrowUp", action: () => handleArrowPress(0, -1) },
{ key: "ArrowDown", action: () => handleArrowPress(0, 1) },
{ key: "ArrowLeft", action: () => handleArrowPress(-1, 0) },
{ key: "ArrowRight", action: () => handleArrowPress(1, 0) },
{ key: "KeyW", action: () => handleArrowPress(0, -1) },
{ key: "KeyS", action: () => handleArrowPress(0, 1) },
{ key: "KeyA", action: () => handleArrowPress(-1, 0) },
{ key: "KeyD", action: () => handleArrowPress(1, 0) }
];
for (const { key, action } of arrowKeys) {
new KeyPressListener(key, action);
}
function addButtonClickListener(buttonId, dx, dy) {
const button = document.querySelector(buttonId);
button.addEventListener("click", () => {
handleArrowPress(dx, dy);
});
}
addButtonClickListener("#button-up", 0, -1);
addButtonClickListener("#button-left", -1, 0);
addButtonClickListener("#button-down", 0, 1);
addButtonClickListener("#button-right", 1, 0);
const toggleDeviceButton = document.querySelector("#toggle-device");
const gameContainer = document.querySelector(".game-container");
const gameButtons = document.querySelector(".move-buttons");
const toggleMusicButton = document.querySelector("#toggle-music");
toggleDeviceButton.addEventListener("click", () => {
toggleDeviceButton.classList.toggle("clicked");
if (toggleDeviceButton.textContent === "Console: V2") {
gameContainer.style.display = "block";
gameButtons.style.display = "none";
toggleDeviceButton.textContent = "Console: OFF";
gameContainer.style.transform = 'scale(3)';
} else if (toggleDeviceButton.textContent != "Console: V1") {
gameContainer.style.transform = 'scale(1.7)';
gameButtons.style.display = "flex";
gameButtons.style.marginTop = "725px";
toggleDeviceButton.textContent = "Console: V1";
} else {
toggleDeviceButton.textContent = "Console: V2";
gameContainer.style.display = "none";
gameButtons.style.display = "flex";
gameButtons.style.marginTop = "300px";
}
});
toggleMusicButton.addEventListener("click", () => {
toggleMusicButton.classList.toggle("clicked");
if (musicIsPlaying === false) {
musicIsPlaying = true;
myMusic.play();
toggleMusicButton.textContent = "Music: ON";
} else {
musicIsPlaying = false;
myMusic.pause();
toggleMusicButton.textContent = "Music: OFF";
}
});
const allPlayersRef = firebase.database().ref(`players`);
const allCoinsRef = firebase.database().ref(`coins`);
const allProjectilesRef = firebase.database().ref(`projectiles`);
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 player's health
el.querySelector(".Character_health").innerText = characterState.health;
// Now update the DOM
el.querySelector(".Character_health").innerText = characterState.health;
el.querySelector(".Character_name").innerText = characterState.name;
el.querySelector(".Character_coins").innerText = 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}, ${top}, 0)`;
})
})
allPlayersRef.on("child_added", (snapshot) => {
// Fires whenever a new node is added the tree
const addedPlayer = snapshot.val();
const characterElement = document.createElement("div");
characterElement.classList.add("Character", "grid-cell");
if (addedPlayer.id === playerId) {
characterElement.classList.add("you");
}
characterElement.innerHTML = (`
<div class="Character_shadow grid-cell"></div>
<div class="Character_sprite grid-cell"></div>
<div class="Poop_projectile_sprite grid-cell"></div>
<div class="Character_name-container">
<span class="Character_health">5</span>
<span class="Character_name"></span>
<span class="Character_coins">0</span>
</div>
<div class="Character_you-arrow"></div>
`);
playerElements[addedPlayer.id] = characterElement;
// Fill in some initial state
characterElement.querySelector(".Character_name").innerText = addedPlayer.name;
characterElement.querySelector(".Character_coins").innerText = addedPlayer.coins;
characterElement.querySelector(".Character_health").innerText = addedPlayer.health;
characterElement.setAttribute("data-color", addedPlayer.color);
characterElement.setAttribute("data-direction", addedPlayer.direction);
const left = 16 * addedPlayer.x + "px";
const top = 16 * addedPlayer.y - 4 + "px";
characterElement.style.transform = `translate3d(${left}, ${top}, 0)`;
gameContainer.appendChild(characterElement);
})
// Remove character DOM element after they leave
allPlayersRef.on("child_removed", (snapshot) => {
const removedKey = snapshot.val().id;
gameContainer.removeChild(playerElements[removedKey]);
delete playerElements[removedKey];
})
// New - not in the video!
// This block will remove coins from local state when Firebase `coins` value updates
allCoinsRef.on("value", (snapshot) => {
coins = snapshot.val() || {};
});
//
allCoinsRef.on("child_added", (snapshot) => {
const coin = snapshot.val();
const key = getKeyString(coin.x, coin.y);
coins[key] = true;
// Create the DOM Element
const coinElement = document.createElement("div");
coinElement.classList.add("Coin", "grid-cell");
coinElement.innerHTML = `
<div class="Coin_shadow grid-cell"></div>
<div class="Coin_sprite grid-cell"></div>
`;
// Position the Element
const left = 16 * coin.x + "px";
const top = 16 * coin.y - 4 + "px";
coinElement.style.transform = `translate3d(${left}, ${top}, 0)`;
// Keep a reference for removal later and add to DOM
coinElements[key] = coinElement;
gameContainer.appendChild(coinElement);
})
allCoinsRef.on("child_removed", (snapshot) => {
const { x, y } = snapshot.val();
const keyToRemove = getKeyString(x, y);
gameContainer.removeChild(coinElements[keyToRemove]);
delete coinElements[keyToRemove];
})
//////////
// This block will remove projectiles from local state when Firebase `coins` value updates
allProjectilesRef.on("value", (snapshot) => {
projectiles = snapshot.val() || {};
const currentPlayer = players[playerId];
if (typeof currentPlayer !== "undefined") {
playerAndProjectileCollision(currentPlayer.x, currentPlayer.y);
if (currentPlayer.health <= 0) {
players[playerId].projectileDMG = 1;
playerRef.remove();
// Unhide the "restart-game" button
const restartButton = document.getElementById("restart-game");
restartButton.style.display = "block";
}
}
});
//
allProjectilesRef.on("child_added", (snapshot) => {
const projectile = snapshot.val();
const key = getKeyString(projectile.x, projectile.y, projectile.direction, projectile.color);
projectiles[key] = true;
// Create the DOM Element
const projectileElement = document.createElement("div");
projectileElement.classList.add("Projectile", "grid-cell");
projectileElement.innerHTML = `
<div class="Projectile_sprite grid-cell"></div>
`;
// Set the direction attribute in CSS
projectileElement.setAttribute("data-direction", projectile.direction);
projectileElement.setAttribute("data-color", projectile.color);
// Position the Element
const left = 16 * projectile.x + "px";
const top = 16 * projectile.y - 4 + "px";
projectileElement.style.transform = `translate3d(${left}, ${top}, 0)`;
// Keep a reference for removal later and add to DOM
projectileElements[key] = projectileElement;
gameContainer.appendChild(projectileElement);
})
allProjectilesRef.on("child_removed", (snapshot) => {
const { x, y } = snapshot.val();
const keyToRemove = getKeyString(x, y);
gameContainer.removeChild(projectileElements[keyToRemove]);
delete projectileElements[keyToRemove];
})
//////////
// Updates player name with text input
playerNameInput.addEventListener("change", (e) => {
if (typeof players[playerId] !== 'undefined') {
const newName = e.target.value || createName();
playerNameInput.value = newName;
playerRef.update({
name: newName
})
}
})
// Update player color on button click
playerColorButton.addEventListener("click", () => {
if (typeof players[playerId] !== 'undefined') {
const mySkinIndex = playerColors.indexOf(players[playerId].color);
const nextColor = playerColors[mySkinIndex + 1] || playerColors[0];
playerRef.update({
color: nextColor
})
}
})
playerRestartButton.addEventListener("click", () => {
location.reload();
});
const shopButton = document.querySelector("#buy-hp");
shopButton.addEventListener("click", exchangeCoinsForHP);
const upgradeDMG = document.querySelector("#upgrade-dmg");
upgradeDMG.addEventListener("click", exchangeCoinsForDMG);
// Place my first coin
placeCoin();
// shootProjectile();
}
firebase.auth().onAuthStateChanged((user) => {
console.log(user);
// console.log(players);
if (user) {
// You're logged in!
playerId = user.uid;
playerRef = firebase.database().ref(`players/${playerId}`);
const name = createName();
playerNameInput.value = name;
const { x, y } = getRandomSafeSpot();
playerRef.set({
id: playerId,
name,
direction: "right",
projectileDirection: "",
projectileDMG: 1,
color: randomFromArray(playerColors),
x,
y,
coins: 0,
health: 10,
})
// Remove me from Firebase when I diconnect
playerRef.onDisconnect().remove();
// Begin the game now that we are signed in
initGame();
} else {
// You're logged out.
}
})
firebase.auth().signInAnonymously().catch((error) => {
var errorCode = error.code;
var errorMessage = error.message;
// ...
console.log(errorCode, errorMessage);
});
})();