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Diffstat (limited to 'examples/src/main/scala/FlappyLine.scala')
-rw-r--r-- | examples/src/main/scala/FlappyLine.scala | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/examples/src/main/scala/FlappyLine.scala b/examples/src/main/scala/FlappyLine.scala new file mode 100644 index 0000000..92583b5 --- /dev/null +++ b/examples/src/main/scala/FlappyLine.scala @@ -0,0 +1,105 @@ + +import org.scalajs.dom +import scala.scalajs.js.annotation.JSExport +import scala.util.Random +import scalajs.js + +@JSExport +object FlappyLine extends{ + @JSExport + def main(canvas: dom.HTMLCanvasElement) = { + /*setup*/ + + val renderer = canvas.getContext("2d") + .asInstanceOf[dom.CanvasRenderingContext2D] + + canvas.width = canvas.parentElement.clientWidth + canvas.height = 400 + + renderer.font = "50px sans-serif" + renderer.textAlign = "center" + renderer.textBaseline = "middle" + + /*variables*/ + val obstacleGap = 200 // Gap between the approaching obstacles + val holeSize = 50 // Size of the hole in each obstacle you must go through + val gravity = 0.1 // Y acceleration of the player + + var playerY = canvas.height / 2.0 // Y position of the player; X is fixed + var playerV = 0.0 // Y velocity of the player + // Whether the player is dead or not; + // 0 means alive, >0 is number of frames before respawning + var dead = 0 + // What frame this is; used to keep track + // of where the obstacles should be positioned + var frame = -50 + // List of each obstacle, storing only the Y position of the hole. + // The X position of the obstacle is calculated by its position in the + // queue and in the current frame. + val obstacles = collection.mutable.Queue.empty[Int] + + + def runLive() = { + frame += 2 + + // Create new obstacles, or kill old ones as necessary + if (frame >= 0 && frame % obstacleGap == 0) + obstacles.enqueue(Random.nextInt(canvas.height - 2 * holeSize) + holeSize) + if (obstacles.length > 7){ + obstacles.dequeue() + frame -= obstacleGap + } + + // Apply physics + playerY = playerY + playerV + playerV = playerV + gravity + + + // Render obstacles, and check for collision + renderer.fillStyle = "darkblue" + for((holeY, i) <- obstacles.zipWithIndex){ + val holeX = i * obstacleGap - frame + canvas.width + renderer.fillRect(holeX, 0, 5, holeY - holeSize) + renderer.fillRect( + holeX, holeY + holeSize, 5, canvas.height - holeY - holeSize + ) + if (math.abs(holeX - canvas.width/2) < 5 && + math.abs(holeY - playerY) > holeSize){ + dead = 50 + } + } + + // Render player + renderer.fillStyle = "darkgreen" + renderer.fillRect(canvas.width / 2 - 5, playerY - 5, 10, 10) + + // Check for out-of-bounds player + if (playerY < 0 || playerY > canvas.height){ + dead = 50 + } + } + + + def runDead() = { + playerY = canvas.height / 2 + playerV = 0 + frame = -50 + obstacles.clear() + dead -= 1 + renderer.fillStyle = "darkred" + renderer.fillText("You Died", canvas.width / 2, canvas.height / 2) + } + + def run() = { + renderer.clearRect(0, 0, canvas.width, canvas.height) + if (dead > 0) runDead() + else runLive() + } + + dom.setInterval(run _, 20) + + canvas.onclick = (e: dom.MouseEvent) => { + playerV -= 5 + } + } +}
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