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adoorable.js
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adoorable.js
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var levelTimer;
var gameLoopInterval;
var playerX;
var playerY;
var playerSrc;
var playerHeight;
var playerWidth;
var origPlayerX;
var origPlayerY;
var keyX;
var keyY;
var keySrc;
var keyHeight;
var keyWidth;
var doorX;
var doorY;
var doorSrc;
var doorHeight;
var doorWidth;
var timerX;
var timerY;
var timerRadius = 25;
var winHeight;
var winWidth;
var canHeight;
var canWidth;
var boundaryLeft;
var boundaryTop;
var boundaryRight;
var boundaryBottom;
var gameState; //0 = instructions, 1 = tutorial, 2 = game
var levelState;
var levelTime;
var elapsedLoops = 0;
var keysPressed = {};
var travelledPath = {};
var trailPath = [];
var objectLocations = {};
var xCollided = false;
var yCollided = false;
var horiCollided = false;
var vertCollided = false;
var keyFound;
var doorLock = false;
var gameIsOver = false;
function gameLoop(ctx) {
if (gameState === 2) elapsedLoops += 1;
movePlayer(ctx);
drawTrail(ctx);
drawObjects(ctx);
if (!gameIsOver) gameLoopInterval = window.requestAnimationFrame(function() { gameLoop(ctx) });
}
function playerFinalLoop(ctx) {
elapsedLoops += 1;
drawPlayerOnPath(ctx);
drawObjects(ctx);
}
function finalLoop(ctx) {
elapsedLoops += 1;
drawPath(ctx);
drawObjects(ctx);
}
$(document).ready(function() {
var c = $("canvas")[0];
var ctx = c.getContext("2d");
winHeight = $(window).height();
winWidth = $(window).width();
console.log(winHeight, winWidth);
if (winHeight < 657 || winWidth < 1422) alert("Warning: your window's size might be too small.");
winHeight = 788;
winWidth = 1707;
c.height = winHeight*(8/10);
c.width = winWidth*(8/10);
ctx.lineWidth = 3;
canHeight = c.height;
canWidth = c.width;
$("canvas").fadeIn();
$(window).resize(function() {
winHeight = $(window).height();
winWidth = $(window).width();
if (winHeight < 657 || winWidth < 1422) alert("Warning: your window's size might be too small.");
winHeight = 788;
winWidth = 1707;
c.height = winHeight*(8/10);
c.width = winWidth*(8/10);
canHeight = c.height;
canWidth = c.width;
$("canvas").fadeOut();
$("canvas").fadeIn();
doorLock = false;
initialize(c, ctx);
if (gameIsOver) {
gameIsOver = false;
window.requestAnimationFrame(function() { gameLoop(ctx) });
}
});
initialize(c, ctx);
window.requestAnimationFrame(function() { gameLoop(ctx) });
$(document).keydown(function(e) {
keysPressed[e.which] = true;
});
$(document).keyup(function(e) {
delete keysPressed[e.which];
});
});