website/experiments/emu-war/index.html

416 lines
11 KiB
HTML

---
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>
<button onclick="lastIns='u';mainLoop()"></button>
<button onclick="lastIns='d';mainLoop()"></button>
<button onclick="lastIns='l';mainLoop()"></button>
</div>
<input type="checkbox" id="legacy-mode"><label>Legacy bounds checking mode</label>
<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 legacyMode = () => document.getElementById("legacy-mode").checked
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, (legacyMode() ? WIDTH : HEIGHT) - 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.then(points => points.unlockAchievement("emuwar10")) }
points.then(points => points.updateMetric("foesVanquished", function(x) { return x + score }, 0))
points.then(points => 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>