added more towers and their buttons

This commit is contained in:
Evert Prants 2017-08-21 13:10:56 +03:00
parent 52a5c7d0a1
commit f417c3e109
Signed by: evert
GPG Key ID: 1688DA83D222D0B5

188
index.js
View File

@ -73,13 +73,34 @@ window.onload = function () {
let Towers = {
simple: {
range: 6, // range in tiles
range: 5, // range in tiles
damage: 15, // damage to deal to enemies when hit
rate: 20, // rate of fire, higher - slower
name: 'Simple', // name of the tower
description: 'Basic tower',
speed: 30, // bullet speed, higher - faster
cost: 50, // cost to place
icon: '#333' // currently color
},
rapid: {
range: 3,
damage: 5,
rate: 5,
name: 'Rapid',
description: 'Rapid-firing tower',
speed: 30,
cost: 250,
icon: '#303'
},
snipe: {
range: 5,
damage: 150,
rate: 100,
name: 'Sniper',
description: 'Slow but powerful shots',
speed: 50,
cost: 500,
icon: '#4f3'
}
}
@ -128,24 +149,43 @@ window.onload = function () {
}
}
let Buttons = {}
let Components = {}
let ButtonComponent = function (text, textColor, color, x, y, w, h, fn) {
this.x = x
this.y = y
this.w = w
this.h = h
this.disabled = false
this.hovered = false
this.draw = () => {
ctx.fillStyle = color
class Component {
constructor (x, y) {
this.x = x
this.y = y
}
draw () {}
update() {}
}
class ButtonComponent extends Component {
constructor (text, textColor, color, x, y, w, h, fn) {
super(x, y)
this.w = w
this.h = h
this.fn = () => {
fn.apply(this, [])
}
this.text = text
this.textColor = textColor
this.color = color
this.disabled = false
this.hovered = false
}
draw () {
if (this.font) ctx.font = this.font
ctx.fillStyle = this.color
ctx.fillRect(this.x, this.y, this.w, this.h)
ctx.fillStyle = textColor
let txtMeasure = ctx.measureText(text)
ctx.fillStyle = this.textColor
let txtMeasure = ctx.measureText(this.text)
let tx = this.x + (this.w / 2 - txtMeasure.width / 2)
let ty = this.y + (this.h / 2) * 1.2
ctx.fillText(text, tx, ty)
ctx.fillText(this.text, tx, ty)
if (this.disabled) {
ctx.fillStyle = 'rgba(0, 0, 0, 0.45)'
@ -156,21 +196,75 @@ window.onload = function () {
}
}
this.fn = () => {
if (fn != null && typeof fn === 'function') {
fn.apply(this, [])
}
}
this.setDisabled = (disable) => {
setDisabled (disable) {
this.disabled = typeof disabled === 'boolean' ? disabled : !this.disabled
}
}
class TowerButton extends ButtonComponent {
constructor (tower, i) {
super()
this.active = false
this.w = 50
this.h = 50
this.x = (Maps.width * Maps.tile) + (i % 4) * (this.w + 4) + 4
this.y = 80 + Math.floor(i / 4) * (this.h + 4)
this.tower = tower
this.towerObj = Towers[this.tower]
this.costText = '$' + this.towerObj.cost
this.text = this.towerObj.name
this.textColor = '#fff'
this.color = '#995522'
this.fn = this.select
this.font = '14px Helvetica'
}
select () {
Game.tower = this.tower
}
draw () {
if (this.active) {
ctx.fillStyle = '#afa'
ctx.fillRect(this.x - 2, this.y - 2, this.w + 4, this.h + 4)
}
ctx.font = '14px Helvetica'
ctx.fillStyle = this.color
ctx.fillRect(this.x, this.y, this.w, this.h)
ctx.fillStyle = this.textColor
let txtMeasure = ctx.measureText(this.text)
let tx = this.x + (this.w / 2 - txtMeasure.width / 2)
let ty = this.y + (this.h / 2) * 1
ctx.fillText(this.text, tx, ty)
ctx.font = '10px Helvetica'
if (Game.money >= this.towerObj.cost) {
ctx.fillStyle = '#0f0'
} else {
ctx.fillStyle = '#f11'
}
txtMeasure = ctx.measureText(this.costText)
tx = this.x + (this.w / 2 - txtMeasure.width / 2)
ty = this.y + (this.h / 2) * 1.6
ctx.fillText(this.costText, tx, ty)
if (this.disabled) {
ctx.fillStyle = 'rgba(0, 0, 0, 0.45)'
ctx.fillRect(this.x, this.y, this.w, this.h)
} else if (this.hovered) {
ctx.fillStyle = 'rgba(255, 255, 255, 0.25)'
ctx.fillRect(this.x, this.y, this.w, this.h)
}
}
}
function clickBtn () {
for (let i in Buttons) {
let btn = Buttons[i]
if (btn.disabled) return
for (let i in Components) {
let btn = Components[i]
if (!(btn instanceof ButtonComponent)) continue
if (btn.disabled) continue
if (mXr > btn.x && mYr > btn.y && mXr < btn.x + btn.w && mYr < btn.y + btn.h) {
btn.fn()
}
@ -235,7 +329,7 @@ window.onload = function () {
Game.state = gst
}
Buttons.wave.disabled = (Game.state !== 2)
Components.wave.disabled = (Game.state !== 2)
}
function updateEnemyMovements () {
@ -353,21 +447,28 @@ window.onload = function () {
}
}
// Total enemy spawn count is used to determine that the round is over
// Local (in-function) determines how many there are left to spawn as ordered by the function call
function addEnemies (cnt, type) {
Game.enemySpawn += cnt
Game.enemySpawn += cnt // Total amount of enemies to spawn
let enemies = cnt // Local amount of enemies to spawn
let path = Game.map.pathgen[0]
// Copy the enemy and add x and y coordinates
let enemyCopy = Object.assign({
x: path.x,
y: path.y
}, type)
// Modify the enemy according to wave settings
enemyCopy = waveEnemyModifer(enemyCopy, Game.wave)
enemyCopy.dmg = enemyCopy.health
// Copy the enemy at an interval and spawn it
let ect = setInterval(() => {
if (Game.enemySpawn === 0) return clearInterval(ect)
Game.enemySpawn--
if (enemies === 0) return clearInterval(ect)
Game.enemySpawn-- // Reduce total spawn count
enemies-- // Reduce local spawn count
Game.enemies.push(Object.assign({}, enemyCopy))
}, enemyCopy.frequency)
@ -443,12 +544,19 @@ window.onload = function () {
updateEnemyMovements()
tickParticles()
for (let i in Buttons) {
let btn = Buttons[i]
if (mXr > btn.x && mYr > btn.y && mXr < btn.x + btn.w && mYr < btn.y + btn.h) {
btn.hovered = true
} else if (btn.hovered) {
btn.hovered = false
for (let i in Components) {
let btn = Components[i]
if (btn instanceof ButtonComponent) {
if (mXr > btn.x && mYr > btn.y && mXr < btn.x + btn.w && mYr < btn.y + btn.h) {
btn.hovered = true
} else if (btn.hovered) {
btn.hovered = false
}
if (btn instanceof TowerButton) {
btn.disabled = btn.towerObj.cost > Game.money
btn.active = Game.tower === i
}
}
}
@ -564,8 +672,8 @@ window.onload = function () {
ctx.fillText('Health: ' + Game.health, 645, 45)
ctx.fillText('Money: ' + Game.money, 645, 65)
for (let i in Buttons) {
let btn = Buttons[i]
for (let i in Components) {
let btn = Components[i]
btn.draw()
}
@ -598,10 +706,16 @@ window.onload = function () {
function initialize () {
Game.map = Maps.first
Buttons.wave = new ButtonComponent('Next Wave', '#fff', '#11f', 650, 570, 200, 60, () => {
Components.wave = new ButtonComponent('Next Wave', '#fff', '#11f', 650, 570, 200, 60, () => {
updateGameState(1)
})
let index = 0
for (let i in Towers) {
Components[i] = new TowerButton(i, index)
index++
}
gameLoop()
}