diff --git a/README.md b/README.md index 014259646..cbf1926b9 100644 --- a/README.md +++ b/README.md @@ -1,131 +1,8 @@ -# GitHub Game Off 2016 +"Hacking horse" is a runner written in JavaScript. All you need to do to run this game is to download all the files from the repository and have a web-browser. -![GitHub Game Off 2016 Theme is Hacking, Modding, or Augmenting](https://cloud.githubusercontent.com/assets/121322/19498019/d8827370-9543-11e6-82d8-6da822b6147b.png) +Why "Hacking horse"? — GitHUB: "You have the entire month of November to create a game loosely based on the theme hacking, modding and/or augmenting". The main word is "loosely". So after having read the wikipedia(https://en.wikipedia.org/wiki/Hacking and https://en.wikipedia.org/wiki/Pleasure_riding) we have decided to create a runner where the main character is a rider. +The controls of the game: use spacebar for jumping. -
- - English · - 日本語 · - Indonesia - -
+We hope you'll enjoy the riding! -## The Challenge - -You have the entire month of November to create a game *loosely* based on the theme **hacking, modding and/or augmenting**. - -What do we mean by **loosely** based on hacking, modding and/or augmenting? We literally mean, *loosely* based. Some examples might be: - -* an endless runner where you *hack* down binary trees in your path with a pixelated axe, -* a *modern* take on a classic e.g. a roguelike set in a 3D or VR world, or -* an *augmented* reality game bringing octopus/cat hybrids into the real world. - -Unleash your creativity. You can work alone or with a team and build for any platform or device. The use of open source game engines and libraries is encouraged but not required. - -We'll highlight some of our favorites on the GitHub blog, and the world will get to enjoy (and maybe even contribute to and/or learn from) your creations. - -## How to participate - -* [Sign up for a free personal account][github-signup] if you don't already have one. -* Fork [this repository][game-off-repo] to your personal account (or to a [free organization account][github-signup-org]). -* Clone the repository on your computer and build your game. -* Push your game source code to your forked repository before Dec 1st. -* Update the `README.md` file to include a description of your game, how/where to play/download it, how to build/compile it, what dependencies it has, etc. -* Submit your final game using this [form][wufoo-form]. - -## It's dangerous to go alone - -If you're **new to Git, GitHub, or version control**… - -* [Git Documentation](https://git-scm.com/documentation) - everything you need to know about version control, and how to get started with Git. -* [GitHub Help](https://help.github.com/) - everything you need to know about GitHub. -* Questions about GitHub? Please [contact our Support team][github-support] and they'll be delighted to help you. -* Questions specific to the GitHub Game Off? Please [create an issue][game-off-repo-issues]. This will be the official FAQ. - -The official Twitter hashtag for the Game Off is `#ggo16`. We look forward to playing with your creations. - -GLHF! <3 - -## お題 - -11月いっぱいを使って、ゲームを作ってください。作ってもらいたいゲームのテーマは大まかに言って、**hacking, modding and/or augmenting(ハック、改造もしくは拡張)**です。 - -"**大まか**に言ってhacking, modding and/or augmenting(ハック、改造もしくは拡張)"とはどういう意味でしょうか? 文字通り、*大まか*にテーマに沿っていればいいということです。 - -例えば、こんな例も含まれるということです: - -* ピクセル製の斧をつかってあなたが*叩き切った*(*hack* down)バイナリツリー上をランナーが走り続けるゲームとか -* ゲームの古典をベースに*現代的*(*modern*)な解釈をするとか(例えばローグライクゲームを3DやVRの世界で再現してみる) -* タコと猫のハイブリッドを現実世界に持ち込むような*拡張*現実(*augmented* reality)ゲームとか - -みなさんのクリエイティビティを最大限発揮できるように、1人で作業してもチームで作業しても問題ありませんし、作るゲームがどんなプラットフォーム向けでもどんなデバイス向けでも不問とします。また、オープンソースのゲームエンジンやライブラリを使用することは歓迎しますが、必須ではありません。 - -ご応募いただいたゲームのうちいくつかはGitHubのブログで取り上げる予定です。世界中があなたが作ったゲームを楽しんでくれると思います。(そしてあなたのゲームに対して貢献もしてくれるかもしれませんし、同時にあなたのゲームから何かを学び取ることもあるでしょう) - -## 参加方法 - -* まだGitHubのアカウントを持っていない場合、[GitHubにサインアップしてアカウントを作ってください。(無料のもので問題ありません)][github-signup] -* [このリポジトリ][game-off-repo]を自分のアカウントにフォークしてください。(もしくは[オーガニゼーションにフォークしても問題ありません。もちろん無料プランでいいです。][github-signup-org]) -* 自身のコンピュータにリポジトリをクローンして、ゲームを開発してください。 -* ゲームのソースコードをフォークした自分のリポジトリに12月1日になる前にプッシュしてください。 -* `README.md`ファイルを更新して、ゲームの説明、プレイの仕方、ダウンロードの仕方、またはビルド/コンパイルの方法、依存しているライブラリ等の説明、等々、必要な情報を含めてください。 -* 最後にこの[フォーム][wufoo-form]を使ってゲームをサブミットしてください。 - -## ヒトリデハキケンジャ コレヲ サズケヨウ - -もし**GitやGitHub、バージョン管理そのものについて初心者なのであれば**... - -* [Git Documentation](https://git-scm.com/documentation) - バージョンコントロールについてと、Gitを使い始めるために必要な情報はここにあります。(日本語で読める情報としては[Pro Gitの日本語版](https://git-scm.com/book/ja/v2)があります) -* [GitHub Help](https://help.github.com/) - GitHubについてはこちらを参照してください。 -* GitHubについて質問したいことがあれば、ぜひ[ここから問い合わせてください!(ただし英語でお願いします :bow: )][github-support] サポートチームが助けてくれます。 -* GitHub Game Offに関する質問については、[ここにIssueを作って聞いてください。(英語でお願いします)][game-off-repo-issues]. これが公式のFAQになっていく予定です。 - -このGame OffのためのTwitterの公式ハッシュタグは`#ggo16`です。皆さんのゲームで遊べるのを楽しみにしています。 - -GLHF! <3 - -## Tantangan - -Sepanjang bulan November, Anda dapat membuat sebuah permainan *bebas* dengan bertemakan **peretasan, modifikasi dan/atau penggandaan**. - -Apa yang kami maksud dengan **bebas** berdasarkan pada peretasan, modifikasi dan/atau penggandaan? Maksud kami, benar-benar bebas, secara harfiah tidak ada syarat dan ketentuan. Contohnya seperti: - -* Permainan berlari tanpa ujung di mana anda menebang (*hack*) pohon biner di sepanjang jalur anda dengan kapak piksel, -* Permainan versi modern dari permainan klasik, misalnya sebuah *roguelike* yang diatur di dalam dunia 3D atau dunia VR, atau -* Sebuah permainan realitas tertambah (*augmented reality*) yang membawa gurita dan kucing ke dalam dunia nyata. - -Tunjukan kreativitas anda. Anda dapat bekerja sendiri atau dengan tim dan membangun untuk berbagai padanan ataupun perangkat. Anda dianjurkan, tetapi tidak diharuskan untuk menggunakan mesin permainan dari sumber terbuka dan berbagai pustaka. - -Kami akan tetap memantau beberapa blog GitHub favorit kami, dan dunia dapat menikmati (dan bahkan mungkin berkontribusi dan/atau untuk belajar) dengan kreasi anda. - -## Bagaimana cara berpartisipasi - -* [Daftarkan akun][github-signup] jika anda belum punya. -* *Fork* [repositori ini][game-off-repo] untuk akun pribadi (atau untuk sebuah [akun organisasi gratis][github-signup-org]). -* *Clone* repositori pada komputer anda dan buat permainan anda. -* *Push* kode sumber(*source code*) permainan anda untuk repositori hasil *fork* anda sebelum tanggal 1 Desember. -* Perbaharui berkas `README.md` untuk memasukkan penjelasan dari permainan anda, bagaimana/dimana untuk memainkan/mengunduhnya, bagaimana cara *build/compile* permainan anda, ketergantungan apa yang dimiliki, dan lain-lain. -* Ajukan versi terakhir permainan anda menggunakan [formulir][wufoo-form] ini. - -## Berbahaya jika anda bekerja sendirian - -Jika anda masih **pemula dalam menggunakan Git, GitHub, atau manajemen revisi**… - -* [Dokumentasi Git](https://git-scm.com/documentation) - semua yang perlu anda ketahui tentang manajemen revisi, dan bagaimana cara menggunakan Git. -* [Bantuan GitHub](https://help.github.com/) - semua yang perlu anda ketahui tentang GitHub. -* Ada pertanyaan tentang GitHub? Mohon [hubungi tim pendukung kami][github-support] dan dengan senang hati mereka akan membantu anda. -* Punya pertanyaan spesifik mengenai GitHub Game Off? Mohon [buat sebuah issue][game-off-repo-issues]. ini akan menjadi pertanyaan umum resmi. - -Tagar Twitter resmi untuk Game Off adalah `#ggo16`. Kami berharap *kami* dapat memainkan kreasi anda. - -GLHF! <3 - - -[game-off-repo]: https://github.com/github/game-off-2016/ -[game-off-repo-issues]: https://github.com/github/game-off-2016/issues -[git-documentation]: https://git-scm.com/documentation -[github-help]: https://help.github.com/ -[github-signup]: https://github.com/signup/free -[github-signup-org]: https://github.com/organizations/new -[github-support]: https://github.com/contact?form%5Bsubject%5D=GitHub%20Game%20Off -[wufoo-form]: https://gameoff.wufoo.com/forms/game-off-2016/ +Creators: Oleksandr Korzhenevskyi and Vitalii Lazuka. diff --git a/hacking.css b/hacking.css new file mode 100644 index 000000000..3b514b43c --- /dev/null +++ b/hacking.css @@ -0,0 +1,194 @@ +*, *:before, *:after { + box-sizing: border-box; + margin: 0px; + transition: transform .5s; + transition-timing-function: cubic-bezier(.63,1.45,0,1.2); + font-family: "Lobster Two", cursive; + font-style: italic; + text-shadow: 0px 0px 3px gold; +} +.wrapper { + position: relative; +} +#layer{ + margin-left:auto; + margin-right: auto; + height: 653px; + width: 1023px; +} +#menu.main { + height: 653px; + width: 1023px; + background: #022100; /* For browsers that do not support gradients */ + background: -webkit-radial-gradient(circle, #008659, #022100); /* For Safari 5.1 to 6.0 */ + background: -o-radial-gradient(circle, #008659, #022100); /* For Opera 11.1 to 12.0 */ + background: -moz-radial-gradient(circle, #008659, #022100); /* For Firefox 3.6 to 15 */ + background: radial-gradient(circle, #008659, #022100); /* Standard syntax (must be last) */ + left: 50%; + margin-left: -512px; + position: absolute; +} +#main { + display: none; + height: 60%; + overflow: hidden; + position: relative; + top: 20%; left: 0; bottom: 0; right: 0; + text-align: center; +} +#name { + color: yellow; + //text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000; + text-align: center; + font-size: 40pt; +} + +.button { + display: block; + width: 150px; + margin-left: auto; + margin-right: auto; + margin-top: 40px; + margin-bottom: 20px; + height: 50px; + line-height: 30px; + background: #5eff7e; + background-image: -webkit-linear-gradient(top, #5eff7e, #7bff0f); + background-image: -moz-linear-gradient(top, #5eff7e, #7bff0f); + background-image: -ms-linear-gradient(top, #5eff7e, #7bff0f); + background-image: -o-linear-gradient(top, #5eff7e, #7bff0f); + background-image: linear-gradient(to bottom, #5eff7e, #7bff0f); + -webkit-border-radius: 17; + -moz-border-radius: 17; + border-radius: 17px; + font-family: Arial; + color: #0e6b00; + font-size: 20px; + padding: 10px 20px 10px 20px; + border: solid #70ff85 2px; + text-decoration: none; + text-align: center; +} +.button:hover { + background: #7bff0f; + background-image: -webkit-linear-gradient(top, #7bff0f, #5eff7e); + background-image: -moz-linear-gradient(top, #7bff0f, #5eff7e); + background-image: -ms-linear-gradient(top, #7bff0f, #5eff7e); + background-image: -o-linear-gradient(top, #7bff0f, #5eff7e); + background-image: linear-gradient(to bottom, #7bff0f, #5eff7e); + transition: background-image 2s; + text-decoration: none; +} + +#game-over { + display: none; + text-align: center; + top: 92px; + z-index: 10; + width: 600px; + height: 360px; + overflow: auto; + position: absolute; + left: 50%; + margin-left: -300px; + background-color: rgba(94, 255, 126, 0.5); +} + +#game-over h2 { + color: yellow; + text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000; + margin: auto; +} + +#credits h1{ + text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000; + font-size: 30pt; +} + +#credits .role { + color: #FFFB71; +} + +#credits .actor { + color: #46FF17; +} + + +#credits { + display: none; + margin-left: -512px; + position: absolute; + top: 0px; + height: auto; + width: 1023px; + left: 50%; + background-color: rgba(0,0,0,0.95); + color: white; + padding-bottom: 30px; +} +#credits>div>a:hover { + cursor: pointer; + text-decoration: none; +} +#credits>div>a>h1:nth-of-type(2):hover { + color: white; + text-shadow: 0px 0px 10px orange; +} +#credits>div { + background-attachment: fixed; + background-position: center; + background-repeat: no-repeat; + background-size: auto 100% ; +} +#credits>div:nth-of-type(1) { + height: 100px; + line-height: 100px; + font-size: 30px; + text-align: center; +} +#credits>div:nth-of-type(2) { + width: 80%; + margin: auto; + height: 400px; + background-image: url("media/san.jpg"); +} +#credits>div:nth-of-type(3) { + height: 100px; +} +#credits>div:nth-of-type(4) { + width: 80%; + margin: auto; + height: 400px; + background-image: url("media/vit.jpg"); +} +#credits>a { + text-align: left; + position: absolute; + bottom: 10px; + right: 10px; +} +#credits>a:hover { + text-decoration: none; +} +#credits>a>span:before { + content: "<< "; + margin-left: -10px; + opacity: 0; + transition: opacity .5s; +} + +#credits>a:hover>span:before { + content: "<< "; + opacity: 1; +} + +#strange{ + position: absolute; + top: 0px; + width: 100%; + height: 100%; + display: none; + background-image: url("media/Strange_Dark_Dimension_EW.jpg"); + background-size: cover; + text-align: center; +} diff --git a/hacking.js b/hacking.js new file mode 100644 index 000000000..19cd4f037 --- /dev/null +++ b/hacking.js @@ -0,0 +1,534 @@ +(function () { + // define variables + var canvas = document.getElementById('canvas'); + var ctx = canvas.getContext('2d'); + var player, score, stop; + var enemies = []; + /** + * Get a random number between range + * @param {integer} + * @param {integer} + */ + function rand(low, high) { + return Math.floor( Math.random() * (high - low + 1) + low ); + } + + + /** + * Asset pre-loader object. Loads all images + */ + var assetLoader = (function() { + // images dictionary + this.imgs = { + 'forest' : 'media/Forest.jpg', + 'rider' : 'media/Rider.png', + 'log' : 'media/Log.png', + 'bush' : 'media/Bush.png' + }; + + var assetsLoaded = 0; // how many assets have been loaded + var numImgs = Object.keys(this.imgs).length; // total number of image assets + this.totalAssest = numImgs; // total number of assets + + /** + * Ensure all assets are loaded before using them + * @param {number} dic - Dictionary name ('imgs', 'sounds', 'fonts') + * @param {number} name - Asset name in the dictionary + */ + function assetLoaded(dic, name) { + // don't count assets that have already loaded + if (this[dic][name].status !== 'loading') { + return; + } + + this[dic][name].status = 'loaded'; + assetsLoaded++; + + // finished callback + if (assetsLoaded === this.totalAssest && typeof this.finished === 'function') { + this.finished(); + } + } + + /** + * Create assets, set callback for asset loading, set asset source + */ + this.downloadAll = function() { + var _this = this; + var src; + + // load images + for (var img in this.imgs) { + if (this.imgs.hasOwnProperty(img)) { + src = this.imgs[img]; + + // create a closure for event binding + (function(_this, img) { + _this.imgs[img] = new Image(); + _this.imgs[img].status = 'loading'; + _this.imgs[img].name = img; + _this.imgs[img].onload = function() { assetLoaded.call(_this, 'imgs', img) }; + _this.imgs[img].src = src; + })(_this, img); + } + } + } + + return { + imgs: this.imgs, + totalAssest: this.totalAssest, + downloadAll: this.downloadAll + }; + })(); + + assetLoader.finished = function() { + //if (confirm("Ready to start?")) + //startGame(); + // else { + // history.pushState(null, "foo", 'file:///D:/Hacking%20horse/index.html'); + // location.href = "http://lurkmore.so/images/thumb/4/4d/Intlich.jpg/300px-Intlich.jpg"; + // } + mainMenu(); + } + +function mainMenu() { + $('#main').show(300); + } + + $('.play').click(function() { + $('#menu').hide(1000, startGame()); + }); + $('.credits').click(function() { + $('#credits').show(500, function() {$('#menu').hide();}); + }); + $('.back').click(function() { + $('#credits').hide(500); + $('#menu').show(); + + }); + + + /** + * Creates a Spritesheet + * @param {string} - Path to the image. + * @param {number} - Width (in px) of each frame. + * @param {number} - Height (in px) of each frame. + */ + function SpriteSheet(path, frameWidth, frameHeight) { + this.image = new Image(); + this.frameWidth = frameWidth; + this.frameHeight = frameHeight; + + // calculate the number of frames in a row after the image loads + var self = this; + this.image.onload = function() { + self.framesPerRow = Math.floor(self.image.width / self.frameWidth); + }; + + this.image.src = path; + } + + /** + * Creates an animation from a spritesheet. + * @param {SpriteSheet} - The spritesheet used to create the animation. + * @param {number} - Number of frames to wait for before transitioning the animation. + * @param {array} - Range or sequence of frame numbers for the animation. + * @param {boolean} - Repeat the animation once completed. + */ + function Animation(spritesheet, frameSpeed, startFrame, endFrame) { + + var animationSequence = []; // array holding the order of the animation + var currentFrame = 0; // the current frame to draw + var counter = 0; // keep track of frame rate + + // start and end range for frames + for (var frameNumber = startFrame; frameNumber <= endFrame; frameNumber++) + animationSequence.push(frameNumber); + + /** + * Update the animation + */ + this.update = function() { + + // update to the next frame if it is time + if (counter == (frameSpeed - 1)) + currentFrame = (currentFrame + 1) % animationSequence.length; + + // update the counter + counter = (counter + 1) % frameSpeed; + }; + + /** + * Draw the current frame + * @param {integer} x - X position to draw + * @param {integer} y - Y position to draw + */ + this.draw = function(x, y) { + // get the row and col of the frame + var row = Math.floor(animationSequence[currentFrame] / spritesheet.framesPerRow); + var col = Math.floor(animationSequence[currentFrame] % spritesheet.framesPerRow); + + ctx.drawImage( + spritesheet.image, + col * spritesheet.frameWidth, row * spritesheet.frameHeight, + spritesheet.frameWidth, spritesheet.frameHeight, + x, y, + spritesheet.frameWidth, spritesheet.frameHeight); + }; + } + + /** + * Create a parallax background + */ + var background = (function() { + var forest = {}; + + /** + * Draw the backgrounds to the screen at different speeds + */ + this.draw = function() { + // Pan background + forest.x -= this.speed; + + // draw images side by side to loop + ctx.drawImage(assetLoader.imgs.forest, forest.x, forest.y); + ctx.drawImage(assetLoader.imgs.forest, forest.x + canvas.width, forest.y); + + // If the image scrolled off the screen, reset + if (forest.x + assetLoader.imgs.forest.width <= 0) + forest.x = 0; + }; + + /** + * Reset background to zero + */ + this.reset = function() { + forest.x = 0; + forest.y = 0; + this.speed = 5; + } + + return { + draw: this.draw, + reset: this.reset + }; + })(); + + /** + * A vector for 2d space. + * @param {integer} x - Center x coordinate. + * @param {integer} y - Center y coordinate. + * @param {integer} dx - Change in x. + * @param {integer} dy - Change in y. + */ + function Vector(x, y, dx, dy) { + // position + this.x = x || 0; + this.y = y || 0; + // direction + this.dx = dx || 0; + this.dy = dy || 0; + } + + /** + * Advance the vectors position by dx,dy + */ + Vector.prototype.advance = function() { + this.x += this.dx; + this.y += this.dy; + }; + + /** + * Get the minimum distance between two vectors + * @param {Vector} + * @return minDist + */ + Vector.prototype.checkDist = function(vec) { + var flag = true; + if (vec.x <= this.x+this.width/2 && vec.x >= this.x - vec.width/3) + { + if(vec.y - this.y <= this.height*2/3) + { + flag = false; + } + } + return flag; + }; + + var player = (function(player) { + // add properties directly to the player imported object + player.width = 312; + player.height = 238; + player.speed = 10; + + // jumping + player.gravity = 0.9; + player.dy = 0; + player.jumpDy = -11; + player.isJumping = false; + + // spritesheets + player.sheet = new SpriteSheet('media/Rider.png', player.width, player.height); + player.walkAnim = new Animation(player.sheet, 7, 0, 4); + player.jumpAnim = new Animation(player.sheet, 7, 5, 5); + player.anim = player.walkAnim; + + Vector.call(player, 0, 0, 0, player.dy); + + var jumpCounter = 0; // how long the jump button can be pressed down + + /** + * Update the player's position and animation + */ + player.update = function() { + //console.log(player.isJumping); + if (player.y >= 310 && player.isJumping){ + player.isJumping = false; + player.dy = 0; + player.y = 310; + } + + // jump if not currently jumping or falling + if (KEY_STATUS.space && player.dy === 0 && !player.isJumping) { + player.isJumping = true; + player.dy = player.jumpDy; + jumpCounter = 12; + } + + // jump higher if the space bar is continually pressed + if (KEY_STATUS.space && jumpCounter) { + player.dy = player.jumpDy; + } + + jumpCounter = Math.max(jumpCounter-1, 0); + + this.advance(); + + // add gravity + if (player.isFalling || player.isJumping) { + player.dy += player.gravity; + } + + // change animation if falling + if (player.dy === 0 && !player.isJumping) { + player.anim = player.walkAnim; + } + // change animation is jumping + else { + player.anim = player.jumpAnim; + } + + player.anim.update(); + }; + + /** + * Draw the player at it's current position + */ + player.draw = function() { + player.anim.draw(player.x, player.y); + }; + + /** + * Reset the player's position + */ + player.reset = function() { + player.x = 64; + player.y = 310; + player.speed = 10; + }; + + return player; + })(Object.create(Vector.prototype)); + + function Sprite(x, y, width, height, type) { + this.x = x; + this.y = y; + this.width = width; + this.height = height; + this.type = type; + Vector.call(this, x, y, 0, 0); + + /** + * Update the Sprite's position by the player's speed + */ + this.update = function() { + this.dx = -player.speed; + this.advance(); + }; + + /** + * Draw the sprite at it's current position + */ + this.draw = function() { + ctx.save(); + ctx.translate(0.5,0.5); + ctx.drawImage(assetLoader.imgs[this.type], this.x, this.y); + ctx.restore(); + }; + } + Sprite.prototype = Object.create(Vector.prototype); + + + /** + * Update the players position and draw + */ + function updatePlayer() { + player.update(); + player.draw(); + + // game over + if (player.y + player.height >= canvas.height) { + gameOver(); + } + } + + function updateEnemies() { + // animate enemies + for (var i = 0; i < enemies.length; i++) { + enemies[i].update(); + enemies[i].draw(); + + // // player ran into enemy + if (player.checkDist(enemies[i]) === false) { + gameOver(); + } + } + + // remove enemies that have gone off screen + if (enemies[0] && enemies[0].x < -enemies[0].width) { + enemies.splice(0, 1); + } + } + + /** + * Spawn new enemy sprites off screen + */ + function spawnEnemySprites() { + if (score > 100 && Math.random() > 0.9 && enemies.length < 3) { + if(enemies.length >= 1) + { + if(enemies[enemies.length - 1].x + enemies[enemies.length - 1].width + player.width < canvas.width+100) + (score>1500 && Math.random() > 0.5) ? enemies.push(new Sprite(canvas.width + 50, 442, 146, 110, 'bush')) + :enemies.push(new Sprite(canvas.width + 50, 460, 200, 92, 'log')); + } + else { + (score>1500 && Math.random() > 0.5) ? enemies.push(new Sprite(canvas.width + 50, 442, 146, 110, 'bush')) + :enemies.push(new Sprite(canvas.width + 50, 460, 200, 92, 'log')); + } + } + } + + + /** + * Game loop + */ + function animate() { + if(!stop) { + + requestAnimFrame( animate ); + ctx.clearRect(0, 0, canvas.width, canvas.height); + + background.draw(); + + if (score % Math.floor(32 / player.speed) === 0) { + spawnEnemySprites(); + } + if(score % 100 === 0) + { + player.speed += 0.2; + background.speed += 0.1; + } + updateEnemies(); + updatePlayer(); + ctx.fillText('Score: ' + score + 'm', canvas.width - 140, 30); + score++; + } + } + + /** + * Request Animation Polyfill + */ + var requestAnimFrame = (function(){ + return window.requestAnimationFrame || + window.webkitRequestAnimationFrame || + window.mozRequestAnimationFrame || + window.oRequestAnimationFrame || + window.msRequestAnimationFrame || + function(callback, element){ + window.setTimeout(callback, 1000 / 60); + }; + })(); + + /** + * Keep track of the spacebar events + */ + var KEY_CODES = { + 32: 'space' + }; + var KEY_STATUS = {}; + for (var code in KEY_CODES) { + if (KEY_CODES.hasOwnProperty(code)) { + KEY_STATUS[KEY_CODES[code]] = false; + } + } + document.onkeydown = function(e) { + var keyCode = (e.keyCode) ? e.keyCode : e.charCode; + if (KEY_CODES[keyCode]) { + e.preventDefault(); + KEY_STATUS[KEY_CODES[keyCode]] = true; + } + }; + document.onkeyup = function(e) { + var keyCode = (e.keyCode) ? e.keyCode : e.charCode; + if (KEY_CODES[keyCode]) { + e.preventDefault(); + KEY_STATUS[KEY_CODES[keyCode]] = false; + } + }; + + + /** + * Start the game - reset all variables and entities, spawn platforms and water. + */ + function startGame() { + document.getElementById('game-over').style.display = 'none'; + player.reset(); + stop = false; + score = 0; + ctx.font = '16px arial, sans-serif'; + ctx.fillStyle="#FFFFFF"; + enemies = []; + background.reset(); + + animate(); + } + + /** + * End the game and restart + */ +function gameOver() { + stop = true; + $('#score').html(score); + $('#game-over').show(200); +} + +/** + * Click handlers for the different menu screens + */ +// … +$('.yes').click(function() { + $('#game-over').hide(); + startGame(); +}); + +$('.no').click(function() { + $('#game-over').hide(500); + $('#strange').show(500); + setTimeout(function() { + $('#strange').hide(500, startGame()); + }, 2500); + +}); + + assetLoader.downloadAll(); +})(); \ No newline at end of file diff --git a/index.html b/index.html new file mode 100644 index 000000000..3e9dcf0da --- /dev/null +++ b/index.html @@ -0,0 +1,61 @@ + + + + + Hacking horse + + + + + +
+ + + +
+ +

You're browser does not support the required functionality to play this game.

+

Please update to a modern browser such as Google Chrome to play.

+
+
+ +
+

You ran meters!

+

Try again?

+
Yes
+
No
+
+ + +
+
Our fabulous team
+
+
+ +

Developer:

+

Oleksandr Korzhenevskyi

+
+
+
+
+ +

Co-developer:

+

Vitalii Lazuka

+
+
+ Back +
+ +
+
+ +
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