Last version :)
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5 changed files with 71 additions and 11 deletions
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@ -1,3 +1,16 @@
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/* BASICS */
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.orbitron {
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font-family: 'Orbitron', serif;
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font-style: normal;
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font-weight: 400;
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text-shadow: none;
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text-decoration: none;
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text-transform: none;
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letter-spacing: 0em;
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word-spacing: 0em;
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line-height: 1.2;
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}
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.container {
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width: 100%;
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height: 100%;
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@ -104,9 +117,19 @@
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/* The HUD */
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#hud {
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z-index: 90;
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display: none;
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}
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#hud .score {
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font-size:36px;
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text-transform: uppercase;
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color:#fff;
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font-weight: bold;
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text-shadow: 0 0 5px rgba(115, 171, 255, 0.4) ;
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position: absolute;
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display: block;
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top:20px;
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right: 30px;
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}
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/* Debug Panel */
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#debug {
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@ -2,10 +2,10 @@
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<html>
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<head>
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<link rel="stylesheet" media="all" href="css/style.css" />
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<link href="http://fonts.googleapis.com/css?family=Orbitron:400,500,700,900" rel="stylesheet" type="text/css" >
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</head>
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<body>
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<div id="debug">
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yep
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</div>
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<div class="container" id="GameContainer">
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<div id="background" class="layout"></div>
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@ -22,7 +22,9 @@
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<div class="wing right"></div>
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</div>
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</div>
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<div id="hud" class="layout"></div>
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<div id="hud" class="layout">
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<div class="score orbitron">Score : <span>0</span></div>
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</div>
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</div>
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@ -1,5 +1,5 @@
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// Init Global vars
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var FPS = 40;
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var FPS = 30;
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var Stages = {} ;
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var Level = 1 ;
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var Layouts = {} ;
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@ -78,6 +78,42 @@ app.prototype.loopAnimation = function() {
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this.activeEls = [] ;
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// -- Detect collisions
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console.log('-------------------' ) ;
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for ( var i in Layouts ) {
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var _layout = Layouts[i] ;
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if ( _layout && _layout.running ) {
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for ( var j in _layout.els ) {
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var el = _layout.els[j],
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type = el.name ;
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// -- Make some clean
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if (el.deleteAfter ) {
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delete Layouts[i].els[j] ;
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}
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// -- Detect only defined types
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else {
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if ( type == 'ennemy' || type == 'bullet' || type == 'ship' || type == 'ship' ) {
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var pos = {
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x: el.x,
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y: el.y,
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xX: el.x + el.with,
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yY: el.x + el.with
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}
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// -- Test if in viewport
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//if ( pos )
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//console.log(type, coords) ;
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}
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}
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}
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}
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}
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// -- Search for elements that have to be updated
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@ -162,7 +162,7 @@ Layout.prototype.createObj = function(opts) {
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// -- Draw object into scene
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Obj.prototype.draw = function() {
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if ( (this.y >= -this.height) && (this.y <= (Wyrian.height+this.height)) && this.x >= -this.width && this.x <= (Wyrian.width+this.width) ) {
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if ( (this.y >= -2*this.height) && (this.y <= (Wyrian.height+this.height)) && this.x >= -this.width && this.x <= (Wyrian.width+this.width) ) {
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// -- Set sprite to display
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if ( this.settings.sprites ) {
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@ -5,6 +5,7 @@ Layouts.Player = new Layout({
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// -- Define elements to draw with options
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el: [{
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id: 'ship',
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name: 'ship',
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width: 160,
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height: 160,
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sprites: [0,1],
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@ -73,16 +74,16 @@ Layouts.Player.bulletLib = function(obj, bulletType) {
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sprites: [0,1,2],
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speed: 40,
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direction: -1,
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name: 'bullet',
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origin: {x:0, y:0}
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} ;
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// -- Default Left
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if ( bulletType == 'default' ) {
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if ( bulletType == 'weapon_pilot' ) {
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bulletConf.width = 16 ;
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bulletConf.height = 64 ;
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bulletConf.sprites = false ;
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bulletConf.imageSrc = '/images/12px-long-blue.png' ;
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bulletConf.name = 'bullet' ;
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bulletConf.origin.x = obj.x-6+obj.width/2 ;
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bulletConf.origin.y = obj.y - bulletConf.height ;
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}
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@ -92,7 +93,6 @@ Layouts.Player.bulletLib = function(obj, bulletType) {
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bulletConf.width = 60 ;
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bulletConf.height = 60 ;
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bulletConf.speed = 20 ;
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bulletConf.name = 'bullet' ;
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bulletConf.origin.x = obj.x+18+obj.width/2 ;
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bulletConf.origin.y = obj.y + 50 - bulletConf.height ;
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}
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@ -102,7 +102,6 @@ Layouts.Player.bulletLib = function(obj, bulletType) {
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bulletConf.width = 60 ;
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bulletConf.height = 60 ;
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bulletConf.speed = 20 ;
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bulletConf.name = 'bullet' ;
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bulletConf.origin.x = obj.x-75+obj.width/2 ;
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bulletConf.origin.y = obj.y + 50 - bulletConf.height ;
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}
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@ -111,7 +110,7 @@ Layouts.Player.bulletLib = function(obj, bulletType) {
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bulletConf.animate = function(obj) {
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if ( obj.deleteAfter ) return false;
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obj.y += obj.settings.speed*obj.settings.direction ;
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if ( obj.y < -obj.height ) {
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if ( obj.y < -(obj.height+300) ) {
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obj.deleteObj() ;
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}
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} ;
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@ -136,7 +135,7 @@ Layouts.Player.fire = function(obj) {
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// Create new bullets
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var bullets = [] ;
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bullets.push(this.bulletLib(obj, 'default')) ;
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bullets.push(this.bulletLib(obj, 'weapon_pilot')) ;
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bullets.push(this.bulletLib(obj, 'big_left')) ;
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bullets.push(this.bulletLib(obj, 'big_right')) ;
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for ( var i in bullets ) {
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