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Bert_Blaster.js
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/*
@title: Bert Blaster
@author: Waterbyte
*/
const grass1 = "a";
const grass2 = "b";
const player = "c";
const enemy = "d";
const obstacle = "e";
const dirt1 = "f";
const dirt2 = "g";
const heaven1 = "h";
const heaven2 = "i";
const bullet = "j";
const gamebeat = tune`
96.7741935483871,
48.38709677419355: f5~48.38709677419355,
96.7741935483871,
48.38709677419355: f5~48.38709677419355,
96.7741935483871,
48.38709677419355: f5~48.38709677419355,
96.7741935483871,
48.38709677419355: f5~48.38709677419355,
96.7741935483871,
48.38709677419355: f5~48.38709677419355,
96.7741935483871,
48.38709677419355: f5~48.38709677419355,
96.7741935483871,
48.38709677419355: f5~48.38709677419355,
96.7741935483871,
48.38709677419355: f5~48.38709677419355,
96.7741935483871,
48.38709677419355: f5~48.38709677419355,
96.7741935483871,
48.38709677419355: f5~48.38709677419355,
96.7741935483871`;
const singleMap = map`
..........
..........
..........
..........
..........
..........
..........
..........`;
const mapWidth = 10;
setMap(singleMap);
setLegend(
[
player,
bitmap`
................
.....88888......
....2333333.....
...232888888....
...222880808....
...228888888....
....28888888....
....2.888888....
.......8888.....
........8.......
......0000000...
......C.0.8.....
......88888.....
........8.......
.......888......
.......8.8......`,
],
[
bullet,
bitmap`
................
................
................
................
................
................
................
................
................
..........0.....
...0.0.00000....
..........0.....
................
................
................
................`,
],
[
enemy,
bitmap`
................
................
.........CCC....
.......CCCCC....
......CCCCC.....
.....888888.....
.....808808.....
.....888888.....
.......88.......
...4444444444...
...4444444444...
...44.4444.44...
...88.4444.88...
...88.4444.88...
......4444......
................`,
],
[
obstacle,
bitmap`
................
......CCCC......
......C88C......
......C88C......
......C55C......
.....CC55CC.....
....55555555....
....55555555....
....55555555....
....55555555....
....85555558....
.....555555.....
.....555555.....
......8..8......
......0..0......
................`,
],
[
grass1,
bitmap`
................
................
................
................
................
................
................
................
.....4D...D4....
.....4D.D.D4..D.
..DD.DD.D4DD.4D.
DD4D.DD4D4DD.4D.
DD4D4DD4DDDDD4DD
D44D4DD4D4D4D4DD
DD4DDD44D4D4DDDD
DD4D444DD4D4DDDD`,
],
[
grass2,
bitmap`
................
................
................
................
................
................
................
................
................
........4...4...
..D4...D4..D4...
.D4D..4D4.DDDDD.
D4DDD.4D4DDDDDD.
D4DDD44DDDDD4D4.
D4D4D44DDD44DD44
44D4D44DD4D4DD44`,
],
[
dirt1,
bitmap`
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
CCCCCCCCCCCCCCCC
CCCCCC1CCCCCCCCC
CCCCCCCCCCCC1CCC
CCC1CC1CCCCCCCCC
C111CCCCCCCCCCCC
CCCCCC1CC11CCCCC
CCCCCC1CCCCCCCCC
CCCCCC1CCCCCCCCC
CCCCC111CCCCCCCC
CCCCC1C1CCCCCCCC
CC11CCCCCCCC111C
CCCCCCCCCCCC1CCC
CCCCCCCCCCCCCCCC`,
],
[
dirt2,
bitmap`
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
CCCCCCCCCCCCCCCC
C1CCCCCCCC1CCCCC
CCCCC2222CCCCCCC
CCCCCC22CCCCCC1C
CC1CC2222CCCCCCC
CCCCCC22CCCCCCCC
CCCCCCCCCCCCCCCC
CCCC222C222CCCCC
CCCC2CCCCC2CC1CC
CC1CC22C22CCCCCC
CCCCC2CCC2CCCCCC
C11CCCC2CCCC11CC
CCCCCCC2CCCCCCCC`,
],
[
heaven1,
bitmap`
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777`,
],
[
heaven2,
bitmap`
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777777777777
7777777222777777
7777772222277777
7777772222277777
7777222222222777
7772222222222277
7772222222222277
7777777777777777
7777777777777777
7777777777777777
7777777777777777`,
],
);
let intervals = [];
let gameScore = 1;
let obstacleExists = false;
let gameScoreMultipliciator = 1.1;
let justlost = false;
function setup() {
addSprite(1, 6, player);
for (let x = 0; x < 10; ++x) {
populateRandomized(x, 7, [...repeat(80, dirt1), ...repeat(20, dirt2)]);
populateRandomized(x, 6, [...repeat(5, grass1), ...repeat(5, grass2)]);
populateRandomized(x, 6, [heaven1]);
for (let y = 0; y < 6; ++y) {
populateRandomized(x, y, [...repeat(95, heaven1), ...repeat(5, heaven2)]);
}
}
setupPreStartText();
onInput("w", onInputW);
onInput("l", pleka);
onInput("j", gameOver);
}
function setupPreStartText(){
addText("Bert Blaster", {
x: 4,
y: 5,
color: color`5`,
});
addText("Press W to start!", {
x: 2,
y: 7,
color: color`L`,
});
}
function addGameOverText(){
addText("Game Over", {
x: 5,
y: 4,
color: color`3`,
});
addText(`Score: ${gameScore.toFixed(0)}`, {
x: 5,
y: 6,
color: color`L`,
});
addText("Press W!", {
x: 5,
y: 8,
color: color`L`,
});
}
function gameOver(){
justlost = true;
if(running){
stop()
addGameOverText()
}
}
function start() {
clearText();
running = true;
animateToLeft([...getAll(grass1), ...getAll(grass2)]);
animateToLeft([...getAll(dirt1), ...getAll(dirt2)]);
setupGamescoreInterval();
setupEgger();
}
function reset(){
clearText();
gameScore = 1;
obstacleExists = false;
deleteFirstSprite(bullet);
deleteFirstSprite(obstacle);
deleteFirstSprite(player);
setupPreStartText();
addSprite(1, 6, player);
addSprite(6, 6, obstacle);
}
function stop() {
console.log('game stopped');
running = false;
intervals.forEach((interval) => clearInterval(interval));
}
var running = false;
function onInputW() {
if (running) return jump();
if(justlost){
reset();
justlost = false;
return;
}
start();
}
function populateRandomized(x, y, sprites) {
addSprite(x, y, sprites[Math.floor(Math.random() * sprites.length)]);
}
function repeat(count, obj) {
const result = [];
for (var i = 0; i < count; ++i) {
result.push(obj);
}
return result;
}
//setSolids([player, obstacle, enemy])
function jump() {
if (getFirst(player).y < 6) return;
getFirst(player).y -= 1;
setTimeout(() => getFirst(player).y += 1, 1000);
}
function animateToLeft(sprites) {
const interval = setInterval(() => {
sprites.forEach((sprite) => {
sprite.x = sprite.x == 0 ? 9 : sprite.x - 1;
});
}, 200);
intervals = [...intervals, interval];
}
function setupGamescoreInterval(){
const interval = setInterval(()=> {
gameScore*= gameScoreMultipliciator;
console.log(gameScore.toFixed(0));
},500);
intervals = [...intervals, interval]
}
var eggerInterval;
function setupEgger() {
addSprite(6, 6, obstacle);
obstacleExists = true;
eggerInterval = setInterval(() => {
if(getFirst(obstacle)!=undefined){
if (getFirst(obstacle).x == 2 && getFirst(player).y == 6) {
gameOver();
}
if (getFirst(obstacle).x == 1) {
getFirst(obstacle).x = 5;
}
getFirst(obstacle).x -= 1;
}
console.log("running");
}, 500);
let eggerSpawnCheckInterval = setInterval(() => {
if(!obstacleExists){
addSprite(6, 6, obstacle);
obstacleExists = true;
}
},4000);
intervals = [...intervals, eggerInterval, eggerSpawnCheckInterval];
}
function pleka() {
if (getAll(bullet).length > 0) {// if a bullet already exists -> exit
return;
}
if(getFirst(player).y == 5){
return;
}
addSprite(2, 6, bullet);// init sprite location on player position
let intervaltime = 300;
moveBulletToNextTile(getFirst(bullet).x, bullet, intervaltime);
}
function moveBulletToNextTile(cposition, bobject, intervaltime) {
if (cposition == 8) {
deleteFirstSprite(bullet);
return;
}
if (getAll(obstacle).length != 0) {
if (cposition >= getFirst(obstacle).x) {
deleteFirstSprite(bullet);
deleteFirstSprite(obstacle);
obstacleExists = false;
return;
}
}
setTimeout(() => {
getFirst(bullet).x += 1;
moveBulletToNextTile(getFirst(bobject).x, bobject, intervaltime);
}, intervaltime);
}
function deleteFirstSprite(spriteToDel) {
if(getFirst(spriteToDel) != undefined){
getFirst(spriteToDel).x = 0;
getFirst(spriteToDel).y = 0;
clearTile(0, 0);
addSprite(0, 0, heaven1);
}
}
setup();