codepens/fishing-game/dist/script.js

435 lines
10 KiB
JavaScript

// ----
// Game
// ----
(function () {
let gameOver = false;
// --------------
// Animation loop
// --------------
function animationLoop() {
if (!gameOver) {
indicator.updatePosition();
indicator.detectCollision();
progressBar.updateUi();
progressBar.detectGameEnd();
fish.updateFishPosition();
requestAnimationFrame(animationLoop);
}
}
// ---------
// Indicator
// ---------
class Indicator {
constructor() {
this.indicator = document.querySelector('.indicator');
this.height = this.indicator.clientHeight;
this.y = 0;
this.velocity = 0;
this.acceleration = 0;
this.topBounds = gameBody.clientHeight * -1 + 48;
this.bottomBounds = 0;
}
applyForce(force) {
this.acceleration += force;
}
updatePosition() {
this.velocity += this.acceleration;
this.y += this.velocity;
// Reset acceleration
indicator.acceleration = 0;
// Change direction when hitting the bottom + add friction
if (this.y > this.bottomBounds) {
this.y = 0;
this.velocity *= 0.5;
this.velocity *= -1;
}
// Prevent from going beyond the top
// Don't apply button forces when beyond the top
// console.log(indicator.y, this.topBounds);
if (indicator.y < this.topBounds) {
indicator.y = this.topBounds;
indicator.velocity = 0;
} else {
if (keyPressed) {
indicator.applyForce(-0.5);
}
}
// Apply constant force
indicator.applyForce(0.3);
// Update object position
this.indicator.style.transform = `translateY(${this.y}px)`;
}
detectCollision() {
if (
fish.y < this.y && fish.y > this.y - this.height ||
fish.y - fish.height < this.y && fish.y - fish.height > this.y - this.height)
{
progressBar.fill();
document.body.classList.add('collision');
} else {
progressBar.drain();
document.body.classList.remove('collision');
}
}}
// ----
// Fish
// ----
class Fish {
constructor() {
this.fish = document.querySelector('.fish');
this.height = this.fish.clientHeight;
this.y = 5;
this.direction = null;
this.randomPosition = null;
this.randomCountdown = null;
this.speed = 2;
}
resetPosition() {
this.y = 5;
}
updateFishPosition() {
if (!this.randomPosition || this.randomCountdown < 0) {
this.randomPosition = Math.ceil(Math.random() * (gameBody.clientHeight - this.height)) * -1;
this.randomCountdown = Math.abs(this.y - this.randomPosition);
this.speed = Math.abs(Math.random() * (3 - 1) + 1);
};
if (this.randomPosition < this.y) {
this.y -= this.speed;
} else {
this.y += this.speed;
}
this.fish.style.transform = `translateY(${this.y}px)`;
this.randomCountdown -= this.speed;
}}
// ------------
// Progress bar
// ------------
class ProgressBar {
constructor() {
this.wrapper = document.querySelector('.progress-bar');
this.progressBar = this.wrapper.querySelector('.progress-gradient-wrapper');
this.progress = 50;
}
reset() {
this.progress = 50;
}
drain() {
if (this.progress > 0) this.progress -= 0.4;
if (this.progress < 1) this.progress = 0;
}
fill() {
if (this.progress < 100) this.progress += 0.3;
}
detectGameEnd() {
if (this.progress >= 100) {
// successTimeline().play();
successTimeline().invalidate().play(0);
gameOver = true;
}
}
updateUi() {
this.progressBar.style.height = `${this.progress}%`;
}}
// -----------
// Application
// -----------
const gameBody = document.querySelector('.game-body');
let keyPressed = false;
const indicator = new Indicator();
const progressBar = new ProgressBar();
const fish = new Fish();
// ------------
// Mouse events
// ------------
window.addEventListener('mousedown', indicatorActive);
window.addEventListener('mouseup', indicatorInactive);
window.addEventListener('keydown', indicatorActive);
window.addEventListener('keyup', indicatorInactive);
window.addEventListener('touchstart', indicatorActive);
window.addEventListener('touchend', indicatorInactive);
function indicatorActive() {
if (!keyPressed) {
keyPressed = true;
document.body.classList.add('indicator-active');
}
}
function indicatorInactive() {
if (keyPressed) {
keyPressed = false;
document.body.classList.remove('indicator-active');
}
}
// ----------
// Reset game
// ----------
const niceCatch = document.querySelector('.nice-catch');
const perfect = document.querySelector('.perfect');
const successButton = document.querySelector('.success');
const game = document.querySelector('.game');
successButton.addEventListener('click', resetGame);
function resetGame() {
progressBar.reset();
fish.resetPosition();
successButton.removeAttribute('style');
niceCatch.removeAttribute('style');
perfect.removeAttribute('style');
game.removeAttribute('style');
gameOver = false;
animationLoop();
}
// ----------------
// Success timeline
// ----------------
function successTimeline() {
TweenMax.set(".success", { display: 'flex' });
TweenMax.set(".nice-catch", { y: 50 });
TweenMax.set(".perfect", { perspective: 800 });
TweenMax.set(".perfect", { transformStyle: "preserve-3d" });
TweenMax.set(".perfect", { rotationX: -90 });
const tl = new TimelineMax({ paused: true }).
to('.game', 0.2, { opacity: 0 }).
to('.success', 0.5, { ease: Power3.easeOut, opacity: 1 }, 'ending').
to('.nice-catch', 0.5, { ease: Power3.easeOut, y: 0 }, 'ending').
to('.perfect', 3, { ease: Elastic.easeOut.config(1, 0.3), rotationX: 0 }, '+=0.2');
return tl;
}
// -------------
// Initiate loop
// -------------
animationLoop();
})();
// -------
// Seaweed
// -------
(function () {
let seaweed = [];
const canvas = document.querySelector('[data-element="seaweed"]');
canvas.width = canvas.clientWidth * 2;
canvas.height = canvas.clientHeight * 2;
const context = canvas.getContext('2d');
function animationLoop() {
clearCanvas();
seaweed.forEach(seaweed => seaweed.draw());
requestAnimationFrame(animationLoop);
}
function clearCanvas() {
context.clearRect(0, 0, canvas.width, canvas.height);
}
class Seaweed {
constructor(segments, spread, xoff) {
this.segments = segments;
this.segmentSpread = spread;
this.x = 0;
this.xoff = xoff;
this.y = 0;
this.radius = 1;
this.sin = Math.random() * 10;
}
draw() {
context.beginPath();
context.strokeStyle = "#143e5a";
context.fillStyle = "#143e5a";
context.lineWidth = 2;
for (let i = this.segments; i >= 0; i--) {
if (i === this.segments) {
context.moveTo(
Math.sin(this.sin + i) * i / 2.5 + this.xoff,
canvas.height + -i * this.segmentSpread);
} else {
context.lineTo(
Math.sin(this.sin + i) * i / 2.5 + this.xoff,
canvas.height + -i * this.segmentSpread);
}
// context.arc(Math.sin(this.sin + i) * 10 + 30, this.y + (this.segmentSpread * i), this.radius, 0, 2*Math.PI);
}
context.stroke();
this.sin += 0.05;
}}
seaweed.push(new Seaweed(6, 8, 25));
seaweed.push(new Seaweed(8, 10, 35));
seaweed.push(new Seaweed(4, 8, 45));
animationLoop();
})();
// -----------------
// Reel line tension
// -----------------
(function () {
let line = null;
const canvas = document.querySelector('[data-element="reel-line-tension"]');
canvas.width = canvas.clientWidth * 2;
canvas.height = canvas.clientHeight * 2;
const context = canvas.getContext('2d');
function animationLoop() {
clearCanvas();
line.draw();
line.animate();
requestAnimationFrame(animationLoop);
}
function clearCanvas() {
context.clearRect(0, 0, canvas.width, canvas.height);
}
class Line {
constructor() {
this.tension = 0;
this.tensionDirection = 'right';
}
draw() {
context.beginPath();
context.strokeStyle = "#18343d";
context.lineWidth = 1.3;
context.moveTo(canvas.width, 0);
context.bezierCurveTo(
canvas.width, canvas.height / 2 + this.tension,
canvas.width / 2, canvas.height + this.tension,
0, canvas.height);
context.stroke();
}
animate() {
if (document.body.classList.contains('collision')) {
if (this.tension > -30) this.tension -= 8;
} else {
if (this.tension < 0) this.tension += 4;
}
}}
line = new Line();
animationLoop();
})();
// -------
// Bubbles
// -------
(function () {
let bubbles = {};
let bubblesCreated = 0;
const canvas = document.querySelector('[data-element="bubbles"]');
canvas.width = canvas.clientWidth * 2;
canvas.height = canvas.clientHeight * 2;
const context = canvas.getContext('2d');
function animationLoop() {
clearCanvas();
Object.keys(bubbles).forEach(bubble => bubbles[bubble].draw());
requestAnimationFrame(animationLoop);
}
function clearCanvas() {
context.clearRect(0, 0, canvas.width, canvas.height);
}
class Bubble {
constructor() {
this.index = Object.keys(bubbles).length;
this.radius = Math.random() * (6 - 2) + 2;
this.y = canvas.height + this.radius;
this.x = canvas.width * Math.random() - this.radius;
this.sin = this.style > 0.5 ? 0 : 5;
this.style = Math.random();
this.childAdded = false;
this.speed = 1;
this.sway = Math.random() * (0.03 - 0.01) + 0.01;
this.swayDistance = Math.random() * (canvas.width - canvas.width / 2) + canvas.width / 2;
}
draw() {
context.beginPath();
context.strokeStyle = "#abe2f9";
context.lineWidth = 2;
context.arc(this.x + this.radius, this.y + this.radius, this.radius, 0, 2 * Math.PI);
context.stroke();
this.x = Math.sin(this.sin) * this.swayDistance + this.swayDistance - this.radius;
this.sin += this.sway;
this.y -= this.speed;
if (this.y + this.radius < 0) {
delete bubbles[this.index];
}
if (this.y < canvas.height * 0.6) {
if (!this.childAdded) {
bubbles[bubblesCreated] = new Bubble();
bubblesCreated++;
this.childAdded = true;
}
}
}}
bubbles[bubblesCreated] = new Bubble();
bubblesCreated++;
animationLoop();
})();