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WIth the given code. I am trying to add into this game - Spikes which when the player touched the spike kills them and reset

WIth the given code.

I am trying to add into this game - Spikes which when the player touched the spike kills them and reset the player to the start points - I would also like to add a win condition (a flag which should be presented by the letter 'F' (also code it to make it look like a a flag (basiclly a stick with a triangle on it) - lastly I would like to add a jump pad (which will boost the player into the air) {making it a yellow flat rectangle) using the "_" as the jump pad

The following code will be given. I just need these 3 things intagradted into the code

This file is where all the code is help ------------------------------------ (the spike code is kind of in there but not complete)

// Map each class of actor to a character

var actorChars = {

"@": Player,

"o": Coin, // A coin will wobble up and down

"=": Lava, "|": Lava, "v": Lava

"A": Spike, //A new obstacle

};

function Level(plan) {

// Use the length of a single row to set the width of the level

this.width = plan[0].length;

// Use the number of rows to set the height

this.height = plan.length;

// Store the individual tiles in our own, separate array

this.grid = [];

// Store a list of actors to process each frame

this.actors = [];

// Loop through each row in the plan, creating an array in our grid

for (var y = 0; y < this.height; y++) {

var line = plan[y], gridLine = [];

// Loop through each array element in the inner array for the type of the tile

for (var x = 0; x < this.width; x++) {

// Get the type from that character in the string. It can be 'x', '!' or ' '

// If the character is ' ', assign null.

var ch = line[x], fieldType = null;

var Actor = actorChars[ch];

// Use if and else to handle the three cases

if (Actor)

// Create a new actor at that grid position.

this.actors.push(new Actor(new Vector(x, y), ch));

else if (ch == "x")

fieldType = "wall";

// Because there is a third case (space ' '), use an "else if" instead of "else"

else if (ch == "!")

fieldType = "lava";

else if (cg == "A")

fieldType = "Spike";

// "Push" the fieldType, which is a string, onto the gridLine array (at the end).

gridLine.push(fieldType);

}

// Push the entire row onto the array of rows.

this.grid.push(gridLine);

}

// Find and assign the player character and assign to Level.player

this.player = this.actors.filter(function(actor) {

return actor.type == "player";

})[0];

}

// Check if level is finished

Level.prototype.isFinished = function() {

return this.status != null && this.finishDelay < 0;

};

function Vector(x, y) {

this.x = x; this.y = y;

}

// Vector arithmetic: v_1 + v_2 = + =

Vector.prototype.plus = function(other) {

return new Vector(this.x + other.x, this.y + other.y);

};

// Vector arithmetic: v_1 * factor = *factor =

Vector.prototype.times = function(factor) {

return new Vector(this.x * factor, this.y * factor);

};

// A Player has a size, speed and position.

function Player(pos) {

this.pos = pos.plus(new Vector(0, -0.5));

this.size = new Vector(0.8, 1.5);

this.speed = new Vector(0, 0);

}

Player.prototype.type = "player";

// Add a new actor type as a class

function Coin(pos) {

this.basePos = this.pos = pos.plus(new Vector(0.2, 0.1));

this.size = new Vector(0.6, 0.6);

// Make it go back and forth in a sine wave.

this.wobble = Math.random() * Math.PI * 2;

}

Coin.prototype.type = "coin";

// Lava is initialized based on the character, but otherwise has a

// size and position

function Lava(pos, ch) {

this.pos = pos;

this.size = new Vector(1, 1);

if (ch == "=") {

// Horizontal lava

this.speed = new Vector(2, 0);

} else if (ch == "|") {

// Vertical lava

this.speed = new Vector(0, 2);

} else if (ch == "v") {

// Drip lava. Repeat back to this pos.

this.speed = new Vector(0, 3);

this.repeatPos = pos;

}

}

Lava.prototype.type = "lava";

// Helper function to easily create an element of a type provided

function elt(name, className) {

var elt = document.createElement(name);

if (className) elt.className = className;

return elt;

}

// Main display class. We keep track of the scroll window using it.

function DOMDisplay(parent, level) {

// this.wrap corresponds to a div created with class of "game"

this.wrap = parent.appendChild(elt("div", "game"));

this.level = level;

// In this version, we only have a static background.

this.wrap.appendChild(this.drawBackground());

// Keep track of actors

this.actorLayer = null;

// Update the world based on player position

this.drawFrame();

}

var scale = 20;

DOMDisplay.prototype.drawBackground = function() {

var table = elt("table", "background");

table.style.width = this.level.width * scale + "px";

// Assign a class to new row element directly from the string from

// each tile in grid

this.level.grid.forEach(function(row) {

var rowElt = table.appendChild(elt("tr"));

rowElt.style.height = scale + "px";

row.forEach(function(type) {

rowElt.appendChild(elt("td", type));

});

});

return table;

};

// All actors are above (in front of) background elements.

DOMDisplay.prototype.drawActors = function() {

// Create a new container div for actor dom elements

var wrap = elt("div");

// Create a new element for each actor each frame

this.level.actors.forEach(function(actor) {

var rect = wrap.appendChild(elt("div",

"actor " + actor.type));

rect.style.width = actor.size.x * scale + "px";

rect.style.height = actor.size.y * scale + "px";

rect.style.left = actor.pos.x * scale + "px";

rect.style.top = actor.pos.y * scale + "px";

});

return wrap;

};

DOMDisplay.prototype.drawFrame = function() {

if (this.actorLayer)

this.wrap.removeChild(this.actorLayer);

this.actorLayer = this.wrap.appendChild(this.drawActors());

// Update the status each time with this.level.status"

this.wrap.className = "game " + (this.level.status || "");

this.scrollPlayerIntoView();

};

DOMDisplay.prototype.scrollPlayerIntoView = function() {

var width = this.wrap.clientWidth;

var height = this.wrap.clientHeight;

// We want to keep player at least 1/3 away from side of screen

var margin = width / 3;

// The viewport

var left = this.wrap.scrollLeft, right = left + width;

var top = this.wrap.scrollTop, bottom = top + height;

var player = this.level.player;

// Change coordinates from the source to our scaled.

var center = player.pos.plus(player.size.times(0.5))

.times(scale);

if (center.x < left + margin)

this.wrap.scrollLeft = center.x - margin;

else if (center.x > right - margin)

this.wrap.scrollLeft = center.x + margin - width;

if (center.y < top + margin)

this.wrap.scrollTop = center.y - margin;

else if (center.y > bottom - margin)

this.wrap.scrollTop = center.y + margin - height;

};

// Remove the wrap element when clearing the display

// This will be garbage collected

DOMDisplay.prototype.clear = function() {

this.wrap.parentNode.removeChild(this.wrap);

};

// Return the first obstacle found given a size and position.

Level.prototype.obstacleAt = function(pos, size) {

// Find the "coordinate" of the tile representing left bound

var xStart = Math.floor(pos.x);

// right bound

var xEnd = Math.ceil(pos.x + size.x);

// top bound

var yStart = Math.floor(pos.y);

// Bottom bound

var yEnd = Math.ceil(pos.y + size.y);

// Consider the sides and top and bottom of the level as walls

if (xStart < 0 || xEnd > this.width || yStart < 0)

return "wall";

if (yEnd > this.height)

return "lava";

// Check each grid position starting at yStart, xStart

// for a possible obstacle (non null value)

for (var y = yStart; y < yEnd; y++) {

for (var x = xStart; x < xEnd; x++) {

var fieldType = this.grid[y][x];

if (fieldType) return fieldType;

}

}

};

// Collision detection for actors is handled separately from

// tiles.

Level.prototype.actorAt = function(actor) {

// Loop over each actor in our actors list and compare the

// boundary boxes for overlaps.

for (var i = 0; i < this.actors.length; i++) {

var other = this.actors[i];

// if the other actor isn't the acting actor

if (other != actor &&

actor.pos.x + actor.size.x > other.pos.x &&

actor.pos.x < other.pos.x + other.size.x &&

actor.pos.y + actor.size.y > other.pos.y &&

actor.pos.y < other.pos.y + other.size.y)

// check if the boundaries overlap by comparing all sides for

// overlap and return the other actor if found

return other;

}

};

// Update simulation each step based on keys & step size

Level.prototype.animate = function(step, keys) {

// Have game continue past point of win or loss

if (this.status != null)

this.finishDelay -= step;

// Ensure each is maximum 100 milliseconds

while (step > 0) {

var thisStep = Math.min(step, maxStep);

this.actors.forEach(function(actor) {

// Allow each actor to act on their surroundings

actor.act(thisStep, this, keys);

}, this);

// Do this by looping across the step size, subtracing either the

// step itself or 100 milliseconds

step -= thisStep;

}

};

Lava.prototype.act = function(step, level) {

var newPos = this.pos.plus(this.speed.times(step));

if (!level.obstacleAt(newPos, this.size))

this.pos = newPos;

else if (this.repeatPos)

this.pos = this.repeatPos;

else

this.speed = this.speed.times(-1);

};

var maxStep = 0.05;

var wobbleSpeed = 8, wobbleDist = 0.07;

Coin.prototype.act = function(step) {

this.wobble += step * wobbleSpeed;

var wobblePos = Math.sin(this.wobble) * wobbleDist;

this.pos = this.basePos.plus(new Vector(0, wobblePos));

};

var maxStep = 0.05;

var wobbleSpeed = 8, wobbleDist = 0.07;

Coin.prototype.act = function(step) {

this.wobble += step * wobbleSpeed;

var wobblePos = Math.sin(this.wobble) * wobbleDist;

this.pos = this.basePos.plus(new Vector(0, wobblePos));

};

var maxStep = 0.05;

var playerXSpeed = 7;

Player.prototype.moveX = function(step, level, keys) {

this.speed.x = 0;

if (keys.left) this.speed.x -= playerXSpeed;

if (keys.right) this.speed.x += playerXSpeed;

var motion = new Vector(this.speed.x * step, 0);

// Find out where the player character will be in this frame

var newPos = this.pos.plus(motion);

// Find if there's an obstacle there

var obstacle = level.obstacleAt(newPos, this.size);

// Handle lava by calling playerTouched

if (obstacle)

level.playerTouched(obstacle);

else

// Move if there's not an obstacle there.

this.pos = newPos;

};

var gravity = 30;

var jumpSpeed = 17;

Player.prototype.moveY = function(step, level, keys) {

// Accelerate player downward (always)

this.speed.y += step * gravity;;

var motion = new Vector(0, this.speed.y * step);

var newPos = this.pos.plus(motion);

var obstacle = level.obstacleAt(newPos, this.size);

// The floor is also an obstacle -- only allow players to

// jump if they are touching some obstacle.

if (obstacle) {

level.playerTouched(obstacle);

if (keys.up && this.speed.y > 0)

this.speed.y = -jumpSpeed;

else

this.speed.y = 0;

} else {

this.pos = newPos;

}

};

Player.prototype.act = function(step, level, keys) {

this.moveX(step, level, keys);

this.moveY(step, level, keys);

var otherActor = level.actorAt(this);

if (otherActor)

level.playerTouched(otherActor.type, otherActor);

// Losing animation

if (level.status == "lost") {

this.pos.y += step;

this.size.y -= step;

}

};

Level.prototype.playerTouched = function(type, actor) {

// if the player touches lava and the player hasn't won

// Player loses

if (type == "lava" && this.status == null) {

this.status = "lost";

this.finishDelay = 1;

} else if (type == "coin") {

this.actors = this.actors.filter(function(other) {

return other != actor;

});

// If there aren't any coins left, player wins

if (!this.actors.some(function(actor) {

return actor.type == "coin";

})) {

this.status = "won";

this.finishDelay = 1;

}

}

};

// Arrow key codes for readibility

var arrowCodes = {37: "left", 38: "up", 39: "right"};

// Translate the codes pressed from a key event

function trackKeys(codes) {

var pressed = Object.create(null);

// alters the current "pressed" array which is returned from this function.

// The "pressed" variable persists even after this function terminates

// That is why we needed to assign it using "Object.create()" as

// otherwise it would be garbage collected

function handler(event) {

if (codes.hasOwnProperty(event.keyCode)) {

// If the event is keydown, set down to true. Else set to false.

var down = event.type == "keydown";

pressed[codes[event.keyCode]] = down;

// We don't want the key press to scroll the browser window,

// This stops the event from continuing to be processed

event.preventDefault();

}

}

addEventListener("keydown", handler);

addEventListener("keyup", handler);

return pressed;

}

// frameFunc is a function called each frame with the parameter "step"

// step is the amount of time since the last call used for animation

function runAnimation(frameFunc) {

var lastTime = null;

function frame(time) {

var stop = false;

if (lastTime != null) {

// Set a maximum frame step of 100 milliseconds to prevent

// having big jumps

var timeStep = Math.min(time - lastTime, 100) / 1000;

stop = frameFunc(timeStep) === false;

}

lastTime = time;

if (!stop)

requestAnimationFrame(frame);

}

requestAnimationFrame(frame);

}

// This assigns the array that will be updated anytime the player

// presses an arrow key. We can access it from anywhere.

var arrows = trackKeys(arrowCodes);

// Organize a single level and begin animation

function runLevel(level, Display, andThen) {

var display = new Display(document.body, level);

runAnimation(function(step) {

// Allow the viewer to scroll the level

level.animate(step, arrows);

display.drawFrame(step);

if (level.isFinished()) {

display.clear();

if (andThen)

andThen(level.status);

return false;

}

});

});

}

function runGame(plans, Display) {

function startLevel(n) {

// Create a new level using the nth element of array plans

// Pass in a reference to Display function, DOMDisplay (in index.html).

runLevel(new Level(plans[n]), Display, function(status) {

if (status == "lost")

startLevel(n);

else if (n < plans.length - 1)

startLevel(n + 1);

else

console.log("You win!");

});

}

startLevel(0);

}

-----------this is the coloring where the coin, play actor, spike, lava, as well as the jump pad should be-------------

.background { background: rgb(104, 102, 102);

table-layout: fixed;

border-spacing: 0; }

.background td { padding: 0; }

.lava { background: rgb(150, 255, 100); }

.wall { background: black; }

.spike { background: rgb (194, 0, 0); }

.pad { background: rgp (40, 194, 0); }

.actor { position: absolute; }

.coin { background: rgb(237, 255, 19); }

.player { background: rgb(224, 149, 66); }

.game {

overflow: hidden;

max-width: 600px;

max-height: 450px;

position: relative;

}

.lost .player {

background: rgb(201, 85, 3);

}

.won .player {

box-shadow: -4px -7px 8px white, 4px -7px 8px white;

}

This code is just the play level code (not necessary needed) ----------------------------------------

-------This link is where the code is archived but everything posed is mainly whats needed------

https://github.com/AMSUCF/JSPlatformer/tree/fbf2d057d1bc20a7d9e326b380fb625d1f1fce03

(just to make things easier if you wish but not needed)

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