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sketch.js
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sketch.js
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// awesome dungeon crawler
// Uday Sandhu
// November 21st, 2022+
//
// Extra for Experts:
// - describe what you did to take this project "above and beyond"
// PEE FIVE DOT PLAY
let room = [];
let oldroom = [];
let theBullets = [];
let pistol, shotgun, machinegun;
let playerguns = [];
let guns = [];
let theEnemies = [];
let enemyBullets = [];
let theCoins = [];
let theChests = [];
let heart, halfheart, key;
let itemTypes = ["heart", "halfheart", "key"];
let shopItems = [[], [], [], []];
let gamestate;
let player;
let playeryPos, playeryPos2, playerxPos, playerxPos2;
let map = [[0,0,0,0],
[0,0,0,0],
[0,0,0,0]];
let l0, l1, l2, l3, l4, s1;
let time;
let font;
let newr = false;
let reloading = false;
let rolling = false;
let minEn = 2;
let maxEn = 6;
let money = 0;
let keys = 0;
let gatekeys = 0;
const COLS = 40
const ROWS = 20
let cellHeight;
let cellWidth;
let enemyWidth = 50;
let xPos;
let ypos;
let enemyxPos;
let enemyyPos;
let enemyxPos2;
let enemyyPos2;
let mapX = 0;
let mapY = 0;
function preload() {
l00 = loadJSON("level grids/blank.json"); // different rooms
l0 = loadJSON("level grids/1-0.json");
l1 = loadJSON("level grids/1-1.json");
l2 = loadJSON("level grids/1-2.json");
l3 = loadJSON("level grids/1-3.json");
l4 = loadJSON("level grids/1-4.json");
s1 = loadJSON("level grids/s-1.json");
l5 = loadJSON("level grids/1-5.json");
l6 = loadJSON("level grids/1-6.json");
theLevels1 = [l1, l2, l3, l4, s1, l6]; // list of random rooms
tileTL = loadImage("assets/tiles/tileTL.png"); // tiles
tileTR = loadImage("assets/tiles/tileTR.png");
tileT = loadImage("assets/tiles/tileTB.png");
tileB = loadImage("assets/tiles/tileTB.png");
tileL = loadImage("assets/tiles/tileL.png");
tileR = loadImage("assets/tiles/tileR.png");
tileBL = loadImage("assets/tiles/tileBL.png");
tileBR = loadImage("assets/tiles/tileBR.png");
tileTM = loadImage("assets/tiles/tileTM.png");
tileTT = loadImage("assets/tiles/tileTT.png");
tileF = loadImage("assets/tiles/floor0.png");
tileF1 = loadImage("assets/tiles/floor1.png");
tileF2 = loadImage("assets/tiles/floor2.png");
tileTA = loadImage("assets/tiles/table00.png");
tileTA1 = loadImage("assets/tiles/table01.png");
tileTA2 = loadImage("assets/tiles/table02.png");
tileTA3 = loadImage("assets/tiles/table03.png");
tileTA4 = loadImage("assets/tiles/table04.png");
tileTA5 = loadImage("assets/tiles/table05.png");
tileTA6 = loadImage("assets/tiles/table06.png");
tileTA7 = loadImage("assets/tiles/table07.png");
tileTA8 = loadImage("assets/tiles/table08.png");
tileTA9 = loadImage("assets/tiles/table09.png");
lock = loadImage("assets/tiles/lock.png");
spike = loadImage("assets/tiles/spike01.png");
logo = loadImage("assets/misc/dungeon logo.png");
coinimg = loadImage("assets/misc/coin.png"); // miscellaneous images
heartimg = loadImage("assets/misc/heart.png");
halfheartimg = loadImage("assets/misc/halfheart.png");
keyimg = loadImage("assets/misc/key.png");
gatekeyimg = loadImage("assets/misc/gatekey.png");
chestimg = loadImage("assets/misc/chest.png");
healthimg = loadImage("assets/misc/healthbar.png");
healthemptyimg = loadImage("assets/misc/healthbarempty.png");
pistolimage = loadImage("assets/misc/pistol.png");
shotgunimage = loadImage("assets/misc/shotgun.png");
machinegunimage = loadImage("assets/misc/machinegun.png");
pistolbulletimage = loadImage("assets/misc/pistol bullet.png");
shotgunbulletimage = loadImage("assets/misc/shotgun bullet.png");
machinegunbulletimage = loadImage("assets/misc/machinegun bullet.png");
playerimg = loadImage('assets/player/basic_idle_01.png');
font = loadFont('assets/8bitfont.ttf');
}
function setup() {
createCanvas(windowWidth, windowHeight);
cellWidth = width / COLS;
cellHeight = height / ROWS;
player = new Sprite(width/2, height/2); // player
player.collider = "d";
player.health = 6;
player.healthtotal = 6;
player.movespeed = 3;
player.iframes = 1000; // set number of iframes
player.iframes2 = 1001; // iframes player has
player.rolltime = 300; // how much time during rolling
player.rolling = 0;
player.rollcooldown = 301; // cooldown time for rolling
player.rollcooldowntime = 300;
player.visible = false;
player.addAni('idle', 'assets/player/basic_idle_01.png', 3) // idle animation
player.addAni('run', 'assets/player/basic_running_01.png', 2) // running animation
player.addAni('hurt', 'assets/player/playerhit_01.png', 2) // hurt animation
player.width = playerimg.width/2;
player.height = playerimg.height/2;
player.ani.frameDelay = 15;
shopkeeper = new Sprite(width/4, cellHeight * 8); // make shopkeeper
shopkeeper.addAni('idle', 'assets/misc/shopkeeper_01.png', 2);
shopkeeper.ani.frameDelay = 60
shopkeeper.collider = "none";
shopkeeper.visible = false;
coinimg.width = coinimg.width/4; // image resizing
coinimg.height = coinimg.height/4;
heartimg.width = heartimg.width/4;
heartimg.height = heartimg.height/4;
halfheartimg.width = halfheartimg.width/4;
halfheartimg.height = halfheartimg.height/4;
keyimg.width = keyimg.width/4;
keyimg.height = keyimg.height/4;
gatekeyimg.width = gatekeyimg.width/4;
gatekeyimg.height = gatekeyimg.height/4;
healthimg.width = healthimg.width/2;
healthimg.height = healthimg.height/2;
healthemptyimg.width = healthemptyimg.width/2;
healthemptyimg.height = healthemptyimg.height/2;
pistolimage.width = pistolimage.width/4;
pistolimage.height = pistolimage.height/4;
shotgunimage.width = shotgunimage.width/2;
shotgunimage.height = shotgunimage.height/2;
machinegunimage.width = machinegunimage.width/2;
machinegunimage.height = machinegunimage.height/2;
gamestate = "main"; // main menu
// makeRoom();
room = l0; // set room to start room
pistol = new Sprite(player.x + player.width, player.y, 20, 10, "n"); // create pistol
pistol.image = pistolimage;
pistol.magazine = 12; // magazine and ammo
pistol.ammo = 12;
pistol.reloadtime = 500; // reloadtime
pistol.reload = 500;
pistol.firerate = 300; // firerate
pistol.fired = 301;
pistol.visible = false
shotgun = new Sprite(player.x + player.width, player.y, 17, 13, "n"); // create shotgun
shotgun.image = shotgunimage;
shotgun.magazine = 4;
shotgun.ammo = 4;
shotgun.reloadtime = 1300;
shotgun.reload = 1300;
shotgun.firerate = 1000;
shotgun.fired = 1001;
shotgun.visible = false;
machinegun = new Sprite(player.x + player.width, player.y, 30, 6, "n"); // create machine gun
machinegun.image = machinegunimage;
machinegun.magazine = 2;
machinegun.ammo = 2;
machinegun.reloadtime = 3000;
machinegun.reload = 3000;
machinegun.firerate = 300;
machinegun.fired = 301;
machinegun.visible = false;
playerguns = [pistol];
guns = [shotgun, machinegun]; // guns list
gun = playerguns[0];
gate = new Sprite(width/2, 0 + cellHeight/2, cellWidth * 6, cellHeight, 's');
gate.image = lock;
gate.visible = false;
makeMap(theLevels1); // create map out of the levels
}
function makeMap(list) {
let n;
map[0][1] = l5; // set place for boss room
map[1][1] = l0; // set place for start room
for(let i = map.length - 1; i >= 0; i--) {
for(let k = map[i].length - 1; k >= 0; k--) {
n = Math.floor(random(0, list.length - 1))
if(random(0, 100) < 80 && list.length > 0 && map[i][k] === 0) { // so the maps arent placed in a bunch
map[i][k] = list[n] // replace 0 in map with level
list[n].status = "incomplete" // set levels to incomplete status
list[n].chest = false // no chest in room
list.splice(n, 1) // removes level from list of addable levels
}
}
}
s1.status = "shop" // shop room
l5.status = "boss" // boss room
for(let i = map.length - 1; i >= 0; i--) {
for(let k = map[i].length - 1; k >= 0; k--) {
if(map[i][k] !== 0 && map[i][k] !== l5) { // if it's a room
if(i > 0 && map[i-1][k] && map[i-1][k] !== l5){ // open top door if theres a room above
map[i][k][0][map[i][k][0].length/2 - 3] = 0 // removes walls on the top side
map[i][k][0][map[i][k][0].length/2 - 2] = 0
map[i][k][0][map[i][k][0].length/2 - 1] = 0
map[i][k][0][map[i][k][0].length/2] = 0
map[i][k][0][map[i][k][0].length/2 + 1] = 0
map[i][k][0][map[i][k][0].length/2 + 2] = 0
}
if(i < map.length - 1 && map[i+1][k] && map[i+1][k] !== l5){ // room below
map[i][k][ROWS - 1][map[i][k][0].length/2 - 3] = 0
map[i][k][ROWS - 1][map[i][k][0].length/2 - 2] = 0
map[i][k][ROWS - 1][map[i][k][0].length/2 - 1] = 0
map[i][k][ROWS - 1][map[i][k][0].length/2] = 0
map[i][k][ROWS - 1][map[i][k][0].length/2 + 1] = 0
map[i][k][ROWS - 1][map[i][k][0].length/2 + 2] = 0
}
if(i > 0 && map[i][k-1] && map[i][k-1] !== l5){ // room left
map[i][k][map[i][k][0].length/4 - 3][0] = 0
map[i][k][map[i][k][0].length/4 - 2][0] = 0
map[i][k][map[i][k][0].length/4 - 1][0] = 0
map[i][k][map[i][k][0].length/4][0] = 0
map[i][k][map[i][k][0].length/4 + 1][0] = 0
map[i][k][map[i][k][0].length/4 + 2][0] = 0
}
if(i < map[i].length - 1 && map[i][k+1] && map[i][k+1] !== l5){ // room right
map[i][k][map[i][k][0].length/4 - 3][COLS - 1] = 0
map[i][k][map[i][k][0].length/4 - 2][COLS - 1] = 0
map[i][k][map[i][k][0].length/4 - 1][COLS - 1] = 0
map[i][k][map[i][k][0].length/4][COLS - 1] = 0
map[i][k][map[i][k][0].length/4 + 1][COLS - 1] = 0
map[i][k][map[i][k][0].length/4 + 2][COLS - 1] = 0
}
}
}
}
}
function draw() {
background(220);
mapX, mapY = mapPosition(); // map position check
enemyShot();
checkCollide();
drawRoom();
drawStuff();
moveEnemies();
trackBullet();
newRoom();
roomComplete();
reload();
pickupItems();
buyItems();
dodgeRoll();
movePlayer();
bossAI();
checkState();
}
function movePlayer(){ // player movement and drawing
playerxPos = Math.floor((player.x - player.width/2)/cellWidth);
playeryPos = Math.floor((player.y - player.height/2)/cellHeight);
playerxPos2 = Math.floor((player.x + player.width/2)/cellWidth);
playeryPos2 = Math.floor((player.y + player.height/2)/cellHeight);
if (gamestate === "game") { // only allow movement when game
player.visible = true; // show player
if (room.status !== "in progress") { // if there arent enemies make the player faster
player.movespeed = 4.5;
}
else { // fighting enemies
player.movespeed = 3;
}
if(player.y + player.height/2 < height && player.y - player.height/2 > 0) {
if(room[playeryPos][playerxPos] > 0 || room[playeryPos2][playerxPos] > 0 || room[playeryPos][playerxPos2] > 0 || room[playeryPos2][playerxPos2] > 0) { // if touching wall
player.x -= player.vel.x; // repels you from wall
player.y -= player.vel.y;
}
if((room[playeryPos][playerxPos] === -1 || room[playeryPos2][playerxPos] === -1 || room[playeryPos][playerxPos2] === -1 || room[playeryPos2][playerxPos2] ===-1) && millis() - player.iframes2 > player.iframes) { // if on spikes
player.health -= 1;
player.iframes2 = millis()
}
}
if (kb.pressing('W') && rolling === false) { //up
player.vel.y = -(player.movespeed); // move you up at player speed
player.ani = 'run'; //running animation
player.ani.frameDelay = 15;
}
if (kb.pressing('A') && rolling === false) { //left
player.vel.x = -(player.movespeed);
player.ani = 'run';
player.ani.frameDelay = 15;
player.mirror.x = true // flips you horizontally
for(i = 0; i < playerguns.length; i ++) {
playerguns[i].mirror.x = true; // flips gun horizontally
}
}
if (kb.pressing('S') && rolling === false) { //down
player.vel.y = player.movespeed;
player.ani = 'run';
player.ani.frameDelay = 15;
}
if (kb.pressing('D') && rolling === false) { //right
player.vel.x = player.movespeed;
player.ani = 'run';
player.ani.frameDelay = 15;
player.mirror.x = false
for(i = 0; i < playerguns.length; i ++) { // turns gun with player
playerguns[i].mirror.x = false;
}
}
if (!keyIsPressed && rolling === false) { // dont move if nothing is pressed
player.vel.x = 0;
player.vel.y = 0;
player.ani = 'idle'; // idle animation
player.ani.frameDelay = 15;
}
if(player.x >= width || player.x <= 0 || player.y >= height || player.y <= 0) { // if you go out of bounds, change the room
changeRoom();
}
if(millis() - player.iframes2 < player.iframes && rolling === false) { // if player was hit
player.ani = 'hurt'; //hurt animation
player.ani.frameDelay = 5;
}
}
}
function mousePressed() {
if (gamestate === "game") {
shootBullet(); // shoot gun
// changeTile(); // for level design, probably could've made a level editor feature but oh well
}
}
function mouseWheel() { // scrolling through guns
index = playerguns.indexOf(gun) // number of your gun
if (index >= playerguns.length - 1) { // final gun -> first gun
index = -1
}
gun = playerguns[index + 1] // change gun to next gun
}
function keyPressed() {
if(keyCode === 82 && gun.ammo < gun.magazine && reloading === false) { // reload when R pressed
gun.reload = millis()
reloading = true
}
if(keyCode === 69 && millis() - player.rollcooldown > player.rollcooldowntime && rolling === false && (player.vel.x !== 0 || player.vel.y !== 0)) { // dodge roll when E pressed
player.rolling = millis()
rolling = true;
}
if(keyCode === 81 && dist(player.x, player.y, gate.x, gate.y) < 150 && gate.visible === true && gatekeys > 0) { // unlock gate when Q pressed
gatekeys -= 1;
gate.remove(); // delete gate
}
if (theChests.length > 0) { // unlock chest when Q pressed
if(keyCode === 81 && dist(player.x, player.y, chest.x, chest.y) < 150 && chest.visible === true && keys > 0) {
keys -= 1;
chestOpen();
}
}
}
function spawnEnemies() {
for(let i = Math.floor(random(minEn, maxEn)); i >= 0 ; i--) {
enemy = new Sprite(random(enemyWidth, width - enemyWidth), random(enemyWidth, height - enemyWidth),"k"); // create enemy
enemy.xPos = Math.floor((enemy.x - enemy.width/2)/cellWidth); // enemy place in grid
enemy.yPos = Math.floor((enemy.y - enemy.height/2)/cellHeight);
enemy.xPos2 = Math.floor((enemy.x + enemy.width/2)/cellWidth);
enemy.yPos2 = Math.floor((enemy.y + enemy.height/2)/cellHeight);
while (!(enemy.xPos > 0 && enemy.yPos > 0 && enemy.yPos2 < ROWS - 1 && enemy.xPos2 < COLS - 1) || room[enemy.yPos][enemy.xPos] !== 0 || room[enemy.yPos2][enemy.xPos] !== 0
|| room[enemy.yPos][enemy.xPos2] !== 0 || room[enemy.yPos2][enemy.xPos2] !== 0 || dist(player.x, player.y, enemy.x, enemy.y) < 300) {
// keep rerolling enemy position until it's not in a wall and not out of bounds and far from player
enemy.x = random(0 + enemyWidth, width - enemyWidth)
enemy.y = random(0 + enemyWidth, height - enemyWidth)
enemy.xPos = Math.floor((enemy.x - enemy.width/2)/cellWidth);
enemy.yPos = Math.floor((enemy.y - enemy.height/2)/cellHeight);
enemy.xPos2 = Math.floor((enemy.x + enemy.width/2)/cellWidth);
enemy.yPos2 = Math.floor((enemy.y + enemy.height/2)/cellHeight);
}
enemy.speed = 1; // enemy speed
enemy.health = (Math.floor(random(1, 3))); // random health
if(enemy.health === 1) { // red enemies have 1 health
enemy.totalhealth = 1;
enemy.addAni('walk1', 'assets/enemies/enemy-1-01.png', 3);
}
if(enemy.health === 2) { // blue enemies have 2 health
enemy.totalhealth = 2;
enemy.addAni('walk2', 'assets/enemies/enemy-2-01.png', 3);
}
enemy.vel.x = 0; // no movement to start
enemy.vel.y = 0;
enemy.inv = 81 // invincibility frames for enemies
player.overlaps(enemy) // player doesnt collide with enemy
theEnemies.push(enemy);
}
}
function enemyShot() { // enemy bullet collision check
for(let i = theEnemies.length - 1; i >= 0; i--) { // enemies shot
for(let k = theBullets.length - 1; k >= 0; k--) {
if (theBullets[k].overlaps(theEnemies[i]) && millis() - enemy.inv > 80) {
theEnemies[i].health -= theBullets[k].strength; // remove enemy health equivalent to how strong the bullet was
theEnemies[i].color = ("orange") // enemy hit animation
theBullets[k].remove(); // delete the bullet
theBullets.splice(k, 1);
enemy.inv = millis(); // invincibility frames for enemy
}
if (theEnemies[i].health <= 0) { // if enemies lose all health
coin = new Sprite(theEnemies[i].x, theEnemies[i].y, 'k'); // generate coin on where enemy died
coin.overlaps(player) // player doesnt collide with coin
coin.addAni('sit', 'assets/misc/coin01.png', 4) // set coin animation
coin.ani = 'sit'
coin.ani.frameDelay = 10
theEnemies[i].remove(); // delete enemy
theEnemies.splice(i, 1);
theCoins.push(coin);
k = 0 // prevents loop from breaking
}
}
}
if (room.status === "boss battle") {
for(let i = theBullets.length - 1; i >= 0; i--) { // boss gets shot
if (theBullets[i].overlaps(boss)) {
boss.health -= theBullets[i].strength;
theBullets[i].remove();
theBullets.splice(i, 1);
boss.ani = 'hurt'
player.ani.frameDelay = 1
}
}
if (boss.health <= 0) { // if boss loses all health
boss.remove();
gamestate = "win"
}
}
}
function checkCollide() { // player collision
for (let i = theEnemies.length - 1; i >= 0; i--) {
if (player.overlaps(theEnemies[i]) && millis() - player.iframes2 > player.iframes){ // player collides with enemy body
player.health -= 1 //reduce health
player.iframes2 = millis() // give player immunity
}
}
for (let i = enemyBullets.length - 1; i >= 0; i--) {
if (player.overlaps(enemyBullets[i]) && millis() - player.iframes2 > player.iframes){ // player collides with enemy bullets
player.health -= 1 //reduce health
player.iframes2 = millis() // give player immunity
}
}
if (player.health < 0) { // game over if health = 0
gamestate = "lose"
}
}
function shootBullet() { // spawns and moves bullets to cursor
if(reloading === false) { // if not reloading
if(gun === pistol && millis() - gun.fired > gun.firerate && gun.ammo > 0) { // pistol shooting
stroke("black")
gun.ammo-- //reduce ammo
bullet = new Sprite(gun.x + gun.width/2, gun.y, 10);
bullet.overlaps(player) // bullet doesnt collide with player
bullet.image = pistolbulletimage
bullet.collider = "d"
bullet.strength = 1;
bullet.speed = 10
bullet.moveTowards(mouse, bullet.speed / dist(bullet.x, bullet.y, mouseX, mouseY)); // dividing by distance from mouse to keep speed constant
theBullets.push(bullet);
gun.fired = millis(); // fire rate check
}
if(gun === shotgun && millis() - gun.fired > gun.firerate && gun.ammo > 0) { // shotgun
stroke("black")
gun.ammo--
for(let i = -2; i < 3; i++) { // 4 bullets
if (i !== 0) { // no center bullet
bullet = new Sprite(gun.x + gun.width/2, player.y, 10);
bullet.overlaps(player)
bullet.image = shotgunbulletimage
bullet.collider = "d"
bullet.strength = 1;
bullet.speed = 7
bullet.color = (80, 80, 80)
bullet.moveTowards(mouseX + (abs(player.y - mouseY) * tan(15 * i)), mouseY + (abs(player.x - mouseX) * tan(15 * i)), bullet.speed / dist(bullet.x, bullet.y,
mouseX + (abs(player.y - mouseY) * tan(15 * i)), mouseY + (abs(player.x - mouseX) * tan(15 * i)))); // math for each bullet
theBullets.push(bullet);
gun.fired = millis() // fire rate check
}
}
}
if(gun === machinegun && millis() - gun.fired > gun.firerate && gun.ammo > 0) { // machine shooting
stroke("black")
machinegun.bulletspread1 = millis()
gun.ammo-- //reduce ammo
bullet = new Sprite(gun.x + gun.width/2, gun.y, 200);
bullet.overlaps(player) // bullet doesnt collide with player
bullet.image = machinegunbulletimage;
bullet.collider = "d"
bullet.strength = 5;
bullet.speed = 6;
bullet.moveTowards(mouse, bullet.speed / dist(bullet.x, bullet.y, mouseX, mouseY)); // dividing by distance from mouse to keep speed constant
theBullets.push(bullet);
gun.fired = millis(); // fire rate check
}
}
}
function trackBullet() { // bullet deletion
for(let i = theBullets.length - 1; i >= 0; i--) {
bullet.xPos = Math.floor(theBullets[i].x/cellWidth); // bullet position
bullet.yPos = Math.floor(theBullets[i].y/cellHeight);
if(theBullets[i].x >= width || theBullets[i].x <= 0 || theBullets[i].y >= height || theBullets[i].y <= 0) { // if bullet goes out of bounds
theBullets[i].remove(); // delete bullet
theBullets.splice(i, 1);
}
else if(room[bullet.yPos][bullet.xPos] === 1) { // if bullet hits wall
theBullets[i].remove();
theBullets.splice(i, 1);
}
}
}
function pickupItems() {
for (let i = theCoins.length - 1; i >= 0; i--){
if(theCoins[i].overlaps(player)) { // if player touches a coin
theCoins[i].remove(); // delete sprite & remove from array
theCoins.splice(i,1);
money += 1; // increase money
}
}
}
function makeRoom() { // creates blank room if needed
for (let i = 0; i < ROWS; i++) {
room.push([]);
for (let k = 0; k < COLS; k++) {
if (k === 0 || i === 0 || k === COLS - 1 || i === ROWS - 1) { // walls on edge
room[i].push(1);
}
else {
room[i].push(0);
}
}
}
}
function drawRoom() { // draws room based on tiles
let cellWidth = width / COLS;
let cellHeight = height / ROWS;
for (let i = 0; i < ROWS; i++) {
for (let k = 0; k < COLS; k++) {
if (room[i][k] === 0) { // if tile = 0, color it white
noStroke();
if (i === 0 || i === ROWS - 1 || k === 0 || k === COLS - 1){
image(tileF, k * cellWidth, i * cellHeight, cellWidth, cellHeight);
}
else if (room[i + 1][k] === 0 && room[i - 1][k] === 0 && room[i][k - 1] === 0 && room[i][k + 1] === 0 && room[i - 1][k - 1] === 0 && room[i - 1][k + 1] === 0 && room[i + 1][k - 1] === 0 && room[i + 1][k + 1] === 0) { // floor 1
image(tileF1, k * cellWidth, i * cellHeight, cellWidth, cellHeight);
}
else {
image(tileF, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
}
if (room[i][k] === 1) { // if tile = 1, draw a wall
stroke(1)
if (i === 0) {
image(tileT, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (i === ROWS - 1) {
image(tileB, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (k === 0) {
image(tileR, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (k === COLS - 1) {
image(tileL, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (room[i - 1][k] === 1 && room[i][k - 1] === 1 && room[i][k + 1] === 0 && room[i + 1][k] === 0) { // bottom right
image(tileBR, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (room[i + 1][k] === 1 && room[i][k - 1] === 1 && room[i][k + 1] === 0 && room[i - 1][k] === 0) { // top right
image(tileTR, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (room[i + 1][k] === 1 && room[i][k + 1] === 1 && room[i][k - 1] === 0 && room[i - 1][k] === 0) { // top left
image(tileTL, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (room[i - 1][k] === 1 && room[i][k + 1] === 1 && room[i][k - 1] === 0 && room[i + 1][k] === 0) { // bottom left
image(tileBL, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (room[i - 1][k] === 1 && room[i][k + 1] === 1 && room[i][k - 1] === 1 && room[i + 1][k] === 0) { // bottom surrounded
image(tileB, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (room[i + 1][k] === 1 && room[i][k + 1] === 1 && room[i][k - 1] === 1 && room[i - 1][k] === 0) { // top surrounded
image(tileT, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (room[i + 1][k] === 1 && room[i - 1][k] === 1 && room[i][k + 1] === 1 && room[i][k - 1] === 0) { // left
image(tileL, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (room[i + 1][k] === 1 && room[i - 1][k] === 1 && room[i][k - 1] === 1 && room[i][k + 1] === 0) { // right
image(tileR, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (room[i + 1][k] === 0 && room[i - 1][k] === 0) { // no left and right
image(tileT, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (room[i - 1][k] === 0 && room[i + 1][k] === 1 && room[i][k + 1] === 0 && room[i][k - 1] === 0) { // no left and right
image(tileTT, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if (room[i - 1][k] === 1 && room[i + 1][k] === 0 && room[i][k + 1] === 0 && room[i][k - 1] === 0) { // no left and right
image(tileT, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else { // alone
image(tileTM, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
}
if (room[i][k] === 2) { // if tile = 2 draw tables
if(room[i][k - 1] === 2 && room[i + 1][k] === 2 && room[i][k + 1] === 2 && room[i - 1][k] !== 2) { // top middle
image(tileTA5, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if(room[i][k + 1] ==! 2 && room[i][k - 1] === 2 && room[i + 1][k] === 2 && room[i - 1][k] === 2) { // vertical right
image(tileTA3, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if(room[i][k - 1] ==! 2 && room[i][k + 1] === 2 && room[i + 1][k] === 2 && room[i - 1][k] === 2) { // vertical left
image(tileTA8, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if(room[i][k - 1] === 2 && room[i - 1][k] === 2 && room[i][k + 1] !== 2) { // bottom right
image(tileTA2, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if(room[i][k + 1] === 2 && room[i - 1][k] === 2 && room[i][k - 1] !== 2) { // bottom left
image(tileTA4, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if(room[i][k + 1] === 2 && room[i + 1][k] === 2 && room[i - 1][k] !== 2) { // top left
image(tileTA6, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if(room[i][k - 1] === 2 && room[i + 1][k] === 2 && room[i][k + 1] !== 2) { // top right
image(tileTA7, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else if(room[i][k - 1] === 2 && room[i + 1][k] === 2 && room[i][k + 1] === 2 && room[i - 1][k] === 2) { // center
image(tileTA9, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
else { // horizontal
image(tileTA1, k * cellWidth, i * cellHeight, cellWidth, cellHeight)
}
}
if (room[i][k] === 3) { // if tile = 3 draw special table for items
image(tileTA, k * cellWidth, i * cellHeight, cellWidth, cellHeight);
}
if (room[i][k] === -1) { // if tile = -1 draw spikes
image(spike, k * cellWidth, i * cellHeight, cellWidth, cellHeight);
}
}
}
}
function changeTile(){ // room editing tool
xPos = Math.floor(mouseX/cellWidth);
yPos = Math.floor(mouseY/cellHeight);
if (room[yPos][xPos] === 0) {
room[yPos][xPos] = 1;
}
// else if (room[yPos][xPos] === 1) {
// room[yPos][xPos] = 2;
// }
// else if (room[yPos][xPos] === 2) {
// room[yPos][xPos] = 3;
// }
else if (room[yPos][xPos] === 1) {
room[yPos][xPos] = -1;
}
else if (room[yPos][xPos] === -1) {
room[yPos][xPos] = 0;
}
}
function moveEnemies() {
for(let i = theEnemies.length - 1; i >= 0; i--) {
if (theEnemies[i].totalhealth === 1) { // red animation
theEnemies[i].ani = "walk1"
}
if (theEnemies[i].totalhealth === 2) { // blue animation
theEnemies[i].ani = "walk2"
}
theEnemies[i].xPos = Math.floor((theEnemies[i].x - theEnemies[i].width/2)/cellWidth); // enemy positions
theEnemies[i].yPos = Math.floor((theEnemies[i].y - theEnemies[i].height/2)/cellHeight);
theEnemies[i].xPos2 = Math.floor((theEnemies[i].x + theEnemies[i].width/2)/cellWidth);
theEnemies[i].yPos2 = Math.floor((theEnemies[i].y + theEnemies[i].height/2)/cellHeight);
if(touchingWall(theEnemies[i].xPos, theEnemies[i].yPos, theEnemies[i].xPos2, theEnemies[i].yPos2)) { // if not touching wall
if (theEnemies[i].xPos >= 0 && theEnemies[i].xPos2 <= COLS && theEnemies[i].yPos >= 0 && theEnemies[i].yPos2 <= ROWS){ // in boundaries
if(wallAbove(theEnemies[i].xPos, theEnemies[i].yPos, theEnemies[i].xPos2, theEnemies[i].yPos2)) { // wall below or above
if (player.x / theEnemies[i].x > 1 ) { // enemy is left of player
theEnemies[i].vel.x = 1 // move right
}
else if (player.x / theEnemies[i].x < 1) { // enemy is right of player
theEnemies[i].vel.x = -1; // move left
}
}
else if(wallSides(theEnemies[i].xPos, theEnemies[i].yPos, theEnemies[i].xPos2, theEnemies[i].yPos2)) { // wall below or above
if (player.y / theEnemies[i].y > 1) { // enemy is above player
theEnemies[i].vel.y = 1 // move down
}
else if (player.y / theEnemies[i].y < 1) { // enemy is below player
theEnemies[i].vel.y = -1; // move up
}
}
else { //no walls nearby, free movement
if (player.x / theEnemies[i].x > 1) { // enemy is left of player
theEnemies[i].vel.x = 1 // move right
}
else if (player.x / theEnemies[i].x < 1) { // enemy is right of player
theEnemies[i].vel.x = -1; // move left
}
if (player.y / theEnemies[i].y > 1) { // enemy is above player
theEnemies[i].vel.y = 1 // move down
}
else if (player.y / theEnemies[i].y < 1) { // enemy is below player
theEnemies[i].vel.y = -1; // move up
}
}
}
}
else { // touching a wall
theEnemies[i].vel.x = -theEnemies[i].vel.x
theEnemies[i].vel.y = -theEnemies[i].vel.y
}
}
}
function wallAbove(left, top, right, bottom) {
return room[top - 1][right] === 1 || room[bottom + 1][right] === 1 || room[bottom + 1][left] === 1 || room[top - 1][left] === 1;
}
function wallSides(left, top, right, bottom) {
return room[top][right + 1] === 1 || room[bottom][right + 1] === 1 || room[bottom][left - 1] === 1 || room[top][left - 1] === 1;
}
function touchingWall(left, top, right, bottom) {
return room[top][left] !== 1 && room[bottom][left] !== 1 && room[top][right] !== 1 && room[bottom][right] !== 1;
}
function mapPosition() { // finds where you are on the map
mapY = -1;
for (let i = 0; i <= map.length; i++) { // everytime it goes through without finding the room, increase mapY
mapY++;
mapX = -1;
for (let k = 0; k <= map[i].length; k++) {
mapX++;
if(map[i][k] === room) { // if the room you're in matches the one it's currently searched for, stop the count there
return mapX, mapY;;
}
}
}
}
function changeRoom() { // if you go through a door, change the room
if (player.x >= width) { // right
room = map[mapY][mapX + 1]; // switch place in map
player.x = player.width/2; // so you're not on border
if(room.status === "shopping") {
room.status = "shop";
}
}
if (player.x <= 0) { // left
room = map[mapY][mapX - 1];
player.x = width - player.width/2;
if(room.status === "shopping") {
room.status = "shop";
}
}
if (player.y >= height) { // down
room = map[mapY + 1][mapX];
player.y = player.height/2;
if(room.status === "shopping") {
room.status = "shop";
}
}
if (player.y <= 0) { // up
room = map[mapY - 1][mapX];
player.y = height - player.height/2;
if(room.status === "shopping") {
room.status = "shop";
}
}
newr = true // trigger newRoom()
}
function newRoom() { // does things once room is entered
if (room === l0 && gamestate === "game") { // show gate when in start room
gate.visible = true;
gate.collider = "s"
}
if (room.chest === true) { // if in room with chest show chest
chest.visible = true;
}
if (newr === true) { // start timer
for (let i = theBullets.length - 1; i >=0; i--) { // removes all bullets on screen
theBullets[i].remove();
theBullets.splice(i, 1);
}
for(i = theCoins.length - 1; i >= 0; i--) { // if you enter a new room but there are still coins on the floor, auto collect the coins
theCoins[i].remove();
theCoins.splice(i,1);
money += 1;
}
time = millis(); // timer for door shut