forked from JoshuaKGoldberg/Old-Deleted-FullScreenMario
-
Notifications
You must be signed in to change notification settings - Fork 0
/
mario.js
196 lines (169 loc) · 5.7 KB
/
mario.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
/* mario.js */
// Starts everything.
function FullScreenMario() {
var time_start = Date.now();
// Thanks, Obama...
ensureLocalStorage();
// I keep this cute little mini-library for some handy functions
TonedJS(true);
// It's useful to keep references to the body
window.body = document.body;
window.bodystyle = body.style;
// Know when to shut up
window.verbosity = {Maps: false,
Sounds: false,
};
// Oh, HTML5.
window.requestAnimationFrame = window.requestAnimationFrame
|| window.mozRequestAnimationFrame
|| window.webkitRequestAnimationFrame
|| window.msRequestAnimationFrame
|| function(func) { setTimeout(func, timer); };
window.cancelAnimationFrame = window.cancelAnimationFrame
|| window.webkitCancelRequestAnimationFrame
|| window.mozCancelRequestAnimationFrame
|| window.oCancelRequestAnimationFrame
|| window.msCancelRequestAnimationFrame
|| clearTimeout;
// THANKS INTERNET EXPLORER
if(!window.Uint8ClampedArray) window.Uint8ClampedArray = Array;
// Resetting everything may take a while
resetMeasurements();
resetLibrary(); // A good 300+ ms right here
resetCanvas();
resetMaps();
resetScenery();
resetTriggers();
resetSeed();
resetSounds();
// With that all set, set the map to World11.
window.gameon = true;
setMap(1,1);
// Load sounds after setting the map, since it uses clearAllTimeouts
startLoadingSounds();
log("It took " + (Date.now() - time_start) + " milliseconds to start.");
}
// There's no need for a real polyfill, this is just used as an array
function ensureLocalStorage() {
if(typeof(window.localStorage) == 'undefined')
window.localStorage = { crappy: true };
}
/* Basic reset operations */
function resetMeasurements() {
resetUnitsize(4);
resetTimer(1000 / 60);
window.jumplev1 = 32;
window.jumplev2 = 64;
window.ceillev = 88; // The floor is 88 spaces (11 blocks) below the yloc = 0 level
window.ceilmax = 104; // The floor is 104 spaces (13 blocks) below the top of the screen (yloc = -16)
window.castlev = -48;
window.paused = true;
resetGameScreen();
if(!window.parentwindow) window.parentwindow = false;
}
// Unitsize is kept as a measure of how much to expand (typically 4)
function resetUnitsize(num) {
window.unitsize = num;
for(var i = 2; i <= 64; ++i) {
window["unitsizet" + i] = unitsize * i;
window["unitsized" + i] = unitsize / i;
}
window.scale = unitsized2; // Typically 2
window.gravity = round(12 * unitsize) / 100; // Typically .48
}
function resetTimer(num) {
num = roundDigit(num, .001);
window.timer = window.timernorm = num;
window.timert2 = num * 2;
window.timerd2 = num / 2;
window.fps = window.fps_target = roundDigit(1000 / num, .001);
window.time_prev = Date.now();
}
function resetGameScreen() {
window.gamescreen = new getGameScreen();
}
function getGameScreen() {
resetGameScreenPosition(this);
// Middlex is static and only used for scrolling to the right
this.middlex = (this.left + this.right) / 2;
// this.middlex = (this.left + this.right) / 3;
// This is the bottom of the screen - water, pipes, etc. go until here
window.botmax = this.height - ceilmax;
if(botmax < unitsize) {
body.innerHTML = "<div><br>Your screen isn't high enough. Make it taller, then refresh.</div>";
}
// The distance at which Things die from falling
this.deathheight = this.bottom + 48;
}
function resetGameScreenPosition(me) {
me = me || window.gamescreen;
me.left = me.top = 0;
me.bottom = innerHeight;
me.right = innerWidth;
me.height = innerHeight / unitsize;
me.width = innerWidth / unitsize;
me.unitheight = innerHeight;
me.unitwidth = innerWidth;
}
// Variables regarding the state of the game
// This is called in setMap to reset everything
function resetGameState(nocount) {
// HTML is reset here
clearAllTimeouts();
// Also reset data
resetData();
window.nokeys = window.spawning = window.spawnon =
window.notime = window.editing = window.qcount = window.lastscroll = 0;
window.paused = window.gameon = true;
// Shifting location shouldn't wipe the gamecount (for key histories)
if(!nocount) window.gamecount = 0;
// And quadrants
resetQuadrants();
// Keep a history of pressed keys
window.gamehistory = [];
// Keep a history of pressed keys
window.gamehistory = [];
// Clear audio
pauseAllSounds();
sounds = {};
}
function scrollWindow(x, y) {
x = x || 0; y = y || 0;
var xinv = -x, yinv = -y;
gamescreen.left += x; gamescreen.right += x;
gamescreen.top += y; gamescreen.bottom += y;
shiftAll(characters, xinv, yinv);
shiftAll(solids, xinv, yinv);
shiftAll(scenery, xinv, yinv);
shiftAll(quads, xinv, yinv);
shiftElements(texts, xinv, yinv);
updateQuads(xinv);
if(window.playediting) scrollEditor(x, y);
}
function shiftAll(stuff, x, y) {
for(var i = stuff.length - 1; i >= 0; --i)
shiftBoth(stuff[i], x, y);
}
function shiftElements(stuff, x, y) {
for(var i = stuff.length - 1, elem; i >= 0; --i) {
elem = stuff[i];
elementShiftLeft(elem, x);
elementShiftTop(elem, y);
}
}
// Similar to scrollWindow, but saves mario's x-loc
function scrollMario(x, y, see) {
var saveleft = mario.left,
savetop = mario.top;
y = y || 0;
scrollWindow(x,y);
setLeft(mario, saveleft, see);
setTop(mario, savetop + y * unitsize, see);
updateQuads();
}
// Calls log if window.verbosity has the type enabled
function mlog(type) {
if(verbosity[type]) {
log.apply(console, arguments);
}
}