mirror of
https://github.com/osmarks/website
synced 2025-09-02 10:48:03 +00:00
initial commit
This commit is contained in:
414
experiments/emu-war/index.html
Normal file
414
experiments/emu-war/index.html
Normal file
@@ -0,0 +1,414 @@
|
||||
---
|
||||
title: Emu War
|
||||
description: Survive as long as possible against emus and other wildlife. Contributed by Aidan.
|
||||
---
|
||||
<span style="position: fixed">
|
||||
<span id="bar">
|
||||
</span>
|
||||
<span id="text">
|
||||
</span>
|
||||
</span>
|
||||
|
||||
<div id="screen">
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<button onclick="lastIns='r';mainLoop()">←</button>
|
||||
<div style="display: inline-block"</div>
|
||||
<button onclick="lastIns='u';mainLoop()">↑</button>
|
||||
<button onclick="lastIns='d';mainLoop()">↓</button>
|
||||
</div>
|
||||
<button onclick="lastIns='l';mainLoop()">→</button>
|
||||
</div>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
const WIDTH = 30
|
||||
const HEIGHT = 20
|
||||
|
||||
const genTable = (x, y, width, height) => {
|
||||
let tbody = document.createElement("tbody")
|
||||
tbody.style = "width:50%;display:block;margin:auto;font-size:0.75rem"
|
||||
|
||||
for (let row = 0; row < y; row++) {
|
||||
let tr = document.createElement("tr")
|
||||
for (let col = 0; col < x; col++) {
|
||||
let th = document.createElement("th")
|
||||
th.innerHTML = " "
|
||||
th.style = "width:" + width + ";height:" + height
|
||||
tr.appendChild(th)
|
||||
}
|
||||
tbody.appendChild(tr)
|
||||
}
|
||||
|
||||
return tbody
|
||||
}
|
||||
|
||||
const setPixel = (elem, x, y, val) => {
|
||||
elem.childNodes[1].childNodes[y].childNodes[x].innerHTML = val
|
||||
}
|
||||
|
||||
const fillScreen = (elem, width, height, text) => {
|
||||
for (let x = 0; x < WIDTH; x++) {
|
||||
for (let y = 0; y < HEIGHT; y++) {
|
||||
setPixel(elem, x, y, text)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const writeToScreen = (elem, width, startx, starty, words) => {
|
||||
let nletter = 0
|
||||
let x = startx
|
||||
let y = starty
|
||||
while(nletter < words.length) {
|
||||
if (words[nletter] == '\n') {
|
||||
y++
|
||||
x=0
|
||||
nletter++
|
||||
continue
|
||||
}
|
||||
if (x >= width) {
|
||||
y++
|
||||
x=0
|
||||
}
|
||||
if (words[nletter] == ' ' && x==0) {
|
||||
nletter++
|
||||
continue
|
||||
}
|
||||
|
||||
setPixel(elem, x, y, words[nletter])
|
||||
x++
|
||||
nletter++
|
||||
}
|
||||
}
|
||||
|
||||
const say = (elem, text) => {
|
||||
elem.innerHTML += "<br>" + text
|
||||
}
|
||||
|
||||
const clear = (elem) => {
|
||||
elem.innerHTML = ""
|
||||
}
|
||||
|
||||
const clamp = (x, max, min) => {
|
||||
if (x >= max) return max
|
||||
else if (x <= min) return min
|
||||
else return x
|
||||
}
|
||||
|
||||
let screen = document.getElementById("screen")
|
||||
let saybox = document.getElementById("text")
|
||||
let bar = document.getElementById("bar")
|
||||
|
||||
screen.style = "font-size:1rem;font-family:monospace"
|
||||
let tablescreen = genTable(WIDTH, HEIGHT, "1rem", "1.125rem")
|
||||
screen.appendChild(tablescreen)
|
||||
|
||||
const startDesc = document.createElement("div")
|
||||
screen.appendChild(startDesc)
|
||||
|
||||
startDesc.innerHTML = `Welcome to Aidan's RPG thing!
|
||||
<br>
|
||||
You are an intrepid explorer who got lost in a cavernous cavern, infested with all sorts of dangerous critters, from rats to\nmighty ogres.
|
||||
<br>
|
||||
You cannot survive, but how many foes will you take with you?
|
||||
<br>
|
||||
Use WASD or buttons to move and attack, and 'r' to\nrestart.
|
||||
<br>
|
||||
Press W, A, S or D to begin.`
|
||||
|
||||
const enemy_icons = ["I", "K", "S", "E", "O", "R"]
|
||||
const enemy_names = ["ibis", "kestrel", "spider", "emu", "ogre", "rat"]
|
||||
const enemy_hp = [50, 30, 20, 80, 150, 15]
|
||||
const enemy_dmg_min = [04, 02, 02, 05, 005, 02]
|
||||
const enemy_dmg_range = [05, 15, 05, 20, 015, 05]
|
||||
const enemy_reward = [03, 02, 01, 04, 005, 01]
|
||||
|
||||
const START_STR = 10
|
||||
|
||||
let hp = 500
|
||||
let str = 0
|
||||
let score = 0
|
||||
let turns = 0
|
||||
let x = Math.floor(WIDTH / 2)
|
||||
let y = Math.floor(HEIGHT / 2)
|
||||
let lastIns = ""
|
||||
let base_dmg = 10
|
||||
|
||||
let enemies = []
|
||||
let bonuses = []
|
||||
|
||||
const restart = () => {
|
||||
hp = 500
|
||||
str = 0
|
||||
score = 0
|
||||
turns = 0
|
||||
x = Math.floor(WIDTH / 2)
|
||||
y = Math.floor(HEIGHT / 2)
|
||||
lastIns = ""
|
||||
base_dmg = 10
|
||||
|
||||
enemies = []
|
||||
bonuses = []
|
||||
|
||||
clear(bar)
|
||||
clear(saybox)
|
||||
fillScreen(screen, WIDTH, HEIGHT, " ")
|
||||
startDesc.style.display = "block"
|
||||
tablescreen.style.display = "none"
|
||||
}
|
||||
|
||||
restart()
|
||||
|
||||
const BONUS_HP = 128
|
||||
const BONUS_STR = 8
|
||||
const MAX_BONUS = 8
|
||||
const MAX_ENEMY = 24
|
||||
const BASE_SCALE_FACTOR = 0.5
|
||||
|
||||
const gameOverMessage = "GAME OVER!"
|
||||
|
||||
let modif = 1
|
||||
const calcModif = () => {
|
||||
modif = str / START_STR + 1
|
||||
}
|
||||
|
||||
const encounter = (enemy_id) => {
|
||||
let enemy_dmg_done = Math.floor(enemy_dmg_min[enemy_id] + Math.random() * enemy_dmg_range[enemy_id] * modif)
|
||||
say(saybox, "A " + enemy_names[enemy_id] + " attacked and did " + enemy_dmg_done + " damage!")
|
||||
hp -= enemy_dmg_done
|
||||
}
|
||||
|
||||
const spawnEnemy = (x, y, id) => {
|
||||
enemies.push({
|
||||
x: x,
|
||||
y: y,
|
||||
id: id,
|
||||
hp: Math.floor(enemy_hp[id] * modif),
|
||||
})
|
||||
}
|
||||
|
||||
const spawnBonus = (x, y, hp, str, icon) => {
|
||||
bonuses.push({
|
||||
x: x,
|
||||
y: y,
|
||||
hp: hp,
|
||||
str: str,
|
||||
icon: icon,
|
||||
})
|
||||
}
|
||||
|
||||
const drawEnemy = (enemy_index) => {
|
||||
const enemy = enemies[enemy_index]
|
||||
setPixel(screen, enemy.x, enemy.y, enemy_icons[enemy.id])
|
||||
}
|
||||
|
||||
const drawBonus = (bonus_index) => {
|
||||
const bonus = bonuses[bonus_index]
|
||||
setPixel(screen, bonus.x, bonus.y, bonus.icon)
|
||||
}
|
||||
|
||||
const pickupBonus = (bonus_index) => {
|
||||
const bonus = bonuses[bonus_index]
|
||||
if (bonus.x == x && bonus.y == y) {
|
||||
hp += bonus.hp
|
||||
str += bonus.str
|
||||
base_dmg += Math.floor(bonus.str * BASE_SCALE_FACTOR)
|
||||
say(saybox, "Gained " + bonus.hp + "hp and " + bonus.str + "str from pickup!")
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
const drawPlayer = () => {
|
||||
setPixel(screen, x, y, "@")
|
||||
}
|
||||
|
||||
const checkCollision = (enemy_index) => {
|
||||
let enemy = enemies[enemy_index]
|
||||
for (let i = 0; i < enemies.length; i++) {
|
||||
if (i == enemy_index) continue
|
||||
let other = enemies[i]
|
||||
if (other.x == enemy.x && other.y == enemy.y) return true
|
||||
}
|
||||
return (enemy.x == x && enemy.y == y)
|
||||
}
|
||||
|
||||
const getEnemy = (x, y) => {
|
||||
for (let i = 0; i < enemies.length; i++) {
|
||||
let other = enemies[i]
|
||||
if (other.x == x && other.y == y) return i
|
||||
}
|
||||
return -1
|
||||
}
|
||||
|
||||
const canAttackPlayer = (enemy_index) => {
|
||||
let enemy = enemies[enemy_index]
|
||||
return enemy.x == x && enemy.y == y
|
||||
}
|
||||
|
||||
const moveEnemy = (enemy_index) => {
|
||||
let enemy = enemies[enemy_index]
|
||||
let px = enemy.x
|
||||
let py = enemy.y
|
||||
let dx = x - enemy.x
|
||||
let dy = y - enemy.y
|
||||
if (Math.random() > 0.75 || dx*dx + dy*dy > 36) {
|
||||
dx = Math.random() - 0.5
|
||||
dy = Math.random() - 0.5
|
||||
}
|
||||
if (Math.abs(dx) > Math.abs(dy)) {
|
||||
enemy.x += Math.sign(dx)
|
||||
} else {
|
||||
enemy.y += Math.sign(dy)
|
||||
}
|
||||
|
||||
enemy.x = clamp(enemy.x, WIDTH-1, 0)
|
||||
enemy.y = clamp(enemy.y, HEIGHT-1, 0)
|
||||
|
||||
if (canAttackPlayer(enemy_index)) {
|
||||
encounter(enemies[enemy_index].id)
|
||||
}
|
||||
}
|
||||
|
||||
const attack = (enemy_index) => {
|
||||
let done_dmg = base_dmg + Math.floor(Math.random() * (str + START_STR))
|
||||
enemies[enemy_index].hp -= done_dmg
|
||||
if (enemies[enemy_index].hp > 0) {
|
||||
say(saybox, "Attacked " + enemy_names[enemies[enemy_index].id] + " and did " + done_dmg + " damage! It now has " + enemies[enemy_index].hp + "hp!")
|
||||
}
|
||||
}
|
||||
|
||||
const handleInput = (ins) => {
|
||||
let lookX = x
|
||||
let lookY = y
|
||||
if (ins == "u") {
|
||||
lookY += -1
|
||||
} else if (ins == "d") {
|
||||
lookY += 1
|
||||
} else if (ins == "l") {
|
||||
lookX += 1
|
||||
} else {
|
||||
lookX += -1
|
||||
}
|
||||
|
||||
lookX = clamp(lookX, WIDTH-1, 0)
|
||||
lookY = clamp(lookY, WIDTH-1, 0)
|
||||
|
||||
let id = getEnemy(lookX, lookY)
|
||||
if (id == -1) {
|
||||
x = lookX
|
||||
y = lookY
|
||||
} else {
|
||||
attack(id)
|
||||
if (enemies[id].hp < 0) {
|
||||
say(saybox, "Killed a " + enemy_names[enemies[id].id] + " gaining " + enemy_reward[enemies[id].id] + "str!")
|
||||
str += enemy_reward[enemies[id].id]
|
||||
base_dmg += Math.floor(enemy_reward[enemies[id].id] * BASE_SCALE_FACTOR)
|
||||
enemies.splice(id, 1)
|
||||
x = lookX
|
||||
y = lookY
|
||||
score++
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const mainLoop = () => {
|
||||
if (hp <= 0) {
|
||||
return
|
||||
}
|
||||
turns++
|
||||
|
||||
fillScreen(screen, WIDTH, HEIGHT, ".")
|
||||
startDesc.style.display = "none"
|
||||
tablescreen.style.display = "block"
|
||||
|
||||
clear(saybox)
|
||||
calcModif()
|
||||
handleInput(lastIns)
|
||||
|
||||
for (let i = 0; i < enemies.length; i++) {
|
||||
let origX = enemies[i].x
|
||||
let origY = enemies[i].y
|
||||
moveEnemy(i)
|
||||
if (checkCollision(i)) {
|
||||
enemies[i].x = origX
|
||||
enemies[i].y = origY
|
||||
}
|
||||
if (canAttackPlayer(i)) {
|
||||
encounter(enemies[i].id)
|
||||
}
|
||||
drawEnemy(i)
|
||||
}
|
||||
|
||||
let toDel = []
|
||||
for (let i = 0; i < bonuses.length; i++) {
|
||||
if (pickupBonus(i)) {
|
||||
toDel.push(i)
|
||||
}
|
||||
drawBonus(i)
|
||||
}
|
||||
for (let i = 0; i < toDel.length; i++) {
|
||||
bonuses.splice(toDel[i], 1)
|
||||
}
|
||||
|
||||
let freqModif = 1 / (0.5*str / START_STR + 1)
|
||||
if (Math.random() > 0.8 * freqModif && enemies.length <= MAX_ENEMY) {
|
||||
let randID = Math.floor(Math.random() * enemy_icons.length)
|
||||
let randX = Math.floor(Math.random() * WIDTH)
|
||||
let randY = Math.floor(Math.random() * HEIGHT)
|
||||
spawnEnemy(randX, randY, randID)
|
||||
}
|
||||
|
||||
if (Math.random() > 0.75 && bonuses.length <= MAX_BONUS) {
|
||||
let randHP = Math.floor(Math.random() * BONUS_HP)
|
||||
let randStr = Math.floor(Math.random() * BONUS_STR)
|
||||
let randX = Math.floor(Math.random() * WIDTH)
|
||||
let randY = Math.floor(Math.random() * HEIGHT)
|
||||
spawnBonus(randX, randY, randHP, randStr, "?")
|
||||
}
|
||||
|
||||
drawPlayer()
|
||||
clear(bar)
|
||||
say(bar, "HP: " + hp + " Str: " + (str + START_STR) + " Base dmg: " + base_dmg)
|
||||
say(bar, "Vanquished " + score + " foes.")
|
||||
say(bar, "Turn " + turns)
|
||||
|
||||
if (hp <= 0) {
|
||||
if ("points" in window) {
|
||||
if (score >= 10) { points.unlockAchievement("emuwar10") }
|
||||
points.updateMetric("foesVanquished", function(x) { return x + score }, 0)
|
||||
points.updateMetric("deaths", function(x) { return x + 1 }, 0)
|
||||
}
|
||||
clear(saybox)
|
||||
say(saybox, gameOverMessage + " Press R to restart.")
|
||||
writeToScreen(screen, WIDTH, Math.floor(WIDTH/2 - gameOverMessage.length/2), Math.floor(HEIGHT/2)-1, gameOverMessage)
|
||||
}
|
||||
}
|
||||
|
||||
document.addEventListener('keydown', function(event) {
|
||||
if(event.keyCode == 65) { // A
|
||||
lastIns = 'r'
|
||||
} else if(event.keyCode == 87) { // W
|
||||
lastIns = 'u'
|
||||
} else if(event.keyCode == 68) { // D
|
||||
lastIns = 'l'
|
||||
} else if(event.keyCode == 83) { // S
|
||||
lastIns = 'd'
|
||||
} else if(event.keyCode == 82) {
|
||||
restart()
|
||||
return
|
||||
} else {
|
||||
return
|
||||
}
|
||||
mainLoop()
|
||||
});
|
||||
|
||||
function asyncDoLoop(fn) {
|
||||
setTimeout(() => {
|
||||
fn()
|
||||
setTimeout(() => asyncDoLoop(fn), 0)
|
||||
})
|
||||
}
|
||||
|
||||
</script>
|
Reference in New Issue
Block a user