81 |
82 |
83 |
84 |
85 |
86 |
87 |
88 |
89 |
90 |
91 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | Apache License
2 | Version 2.0, January 2004
3 | http://www.apache.org/licenses/
4 |
5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
6 |
7 | 1. Definitions.
8 |
9 | "License" shall mean the terms and conditions for use, reproduction,
10 | and distribution as defined by Sections 1 through 9 of this document.
11 |
12 | "Licensor" shall mean the copyright owner or entity authorized by
13 | the copyright owner that is granting the License.
14 |
15 | "Legal Entity" shall mean the union of the acting entity and all
16 | other entities that control, are controlled by, or are under common
17 | control with that entity. For the purposes of this definition,
18 | "control" means (i) the power, direct or indirect, to cause the
19 | direction or management of such entity, whether by contract or
20 | otherwise, or (ii) ownership of fifty percent (50%) or more of the
21 | outstanding shares, or (iii) beneficial ownership of such entity.
22 |
23 | "You" (or "Your") shall mean an individual or Legal Entity
24 | exercising permissions granted by this License.
25 |
26 | "Source" form shall mean the preferred form for making modifications,
27 | including but not limited to software source code, documentation
28 | source, and configuration files.
29 |
30 | "Object" form shall mean any form resulting from mechanical
31 | transformation or translation of a Source form, including but
32 | not limited to compiled object code, generated documentation,
33 | and conversions to other media types.
34 |
35 | "Work" shall mean the work of authorship, whether in Source or
36 | Object form, made available under the License, as indicated by a
37 | copyright notice that is included in or attached to the work
38 | (an example is provided in the Appendix below).
39 |
40 | "Derivative Works" shall mean any work, whether in Source or Object
41 | form, that is based on (or derived from) the Work and for which the
42 | editorial revisions, annotations, elaborations, or other modifications
43 | represent, as a whole, an original work of authorship. For the purposes
44 | of this License, Derivative Works shall not include works that remain
45 | separable from, or merely link (or bind by name) to the interfaces of,
46 | the Work and Derivative Works thereof.
47 |
48 | "Contribution" shall mean any work of authorship, including
49 | the original version of the Work and any modifications or additions
50 | to that Work or Derivative Works thereof, that is intentionally
51 | submitted to Licensor for inclusion in the Work by the copyright owner
52 | or by an individual or Legal Entity authorized to submit on behalf of
53 | the copyright owner. For the purposes of this definition, "submitted"
54 | means any form of electronic, verbal, or written communication sent
55 | to the Licensor or its representatives, including but not limited to
56 | communication on electronic mailing lists, source code control systems,
57 | and issue tracking systems that are managed by, or on behalf of, the
58 | Licensor for the purpose of discussing and improving the Work, but
59 | excluding communication that is conspicuously marked or otherwise
60 | designated in writing by the copyright owner as "Not a Contribution."
61 |
62 | "Contributor" shall mean Licensor and any individual or Legal Entity
63 | on behalf of whom a Contribution has been received by Licensor and
64 | subsequently incorporated within the Work.
65 |
66 | 2. Grant of Copyright License. Subject to the terms and conditions of
67 | this License, each Contributor hereby grants to You a perpetual,
68 | worldwide, non-exclusive, no-charge, royalty-free, irrevocable
69 | copyright license to reproduce, prepare Derivative Works of,
70 | publicly display, publicly perform, sublicense, and distribute the
71 | Work and such Derivative Works in Source or Object form.
72 |
73 | 3. Grant of Patent License. Subject to the terms and conditions of
74 | this License, each Contributor hereby grants to You a perpetual,
75 | worldwide, non-exclusive, no-charge, royalty-free, irrevocable
76 | (except as stated in this section) patent license to make, have made,
77 | use, offer to sell, sell, import, and otherwise transfer the Work,
78 | where such license applies only to those patent claims licensable
79 | by such Contributor that are necessarily infringed by their
80 | Contribution(s) alone or by combination of their Contribution(s)
81 | with the Work to which such Contribution(s) was submitted. If You
82 | institute patent litigation against any entity (including a
83 | cross-claim or counterclaim in a lawsuit) alleging that the Work
84 | or a Contribution incorporated within the Work constitutes direct
85 | or contributory patent infringement, then any patent licenses
86 | granted to You under this License for that Work shall terminate
87 | as of the date such litigation is filed.
88 |
89 | 4. Redistribution. You may reproduce and distribute copies of the
90 | Work or Derivative Works thereof in any medium, with or without
91 | modifications, and in Source or Object form, provided that You
92 | meet the following conditions:
93 |
94 | (a) You must give any other recipients of the Work or
95 | Derivative Works a copy of this License; and
96 |
97 | (b) You must cause any modified files to carry prominent notices
98 | stating that You changed the files; and
99 |
100 | (c) You must retain, in the Source form of any Derivative Works
101 | that You distribute, all copyright, patent, trademark, and
102 | attribution notices from the Source form of the Work,
103 | excluding those notices that do not pertain to any part of
104 | the Derivative Works; and
105 |
106 | (d) If the Work includes a "NOTICE" text file as part of its
107 | distribution, then any Derivative Works that You distribute must
108 | include a readable copy of the attribution notices contained
109 | within such NOTICE file, excluding those notices that do not
110 | pertain to any part of the Derivative Works, in at least one
111 | of the following places: within a NOTICE text file distributed
112 | as part of the Derivative Works; within the Source form or
113 | documentation, if provided along with the Derivative Works; or,
114 | within a display generated by the Derivative Works, if and
115 | wherever such third-party notices normally appear. The contents
116 | of the NOTICE file are for informational purposes only and
117 | do not modify the License. You may add Your own attribution
118 | notices within Derivative Works that You distribute, alongside
119 | or as an addendum to the NOTICE text from the Work, provided
120 | that such additional attribution notices cannot be construed
121 | as modifying the License.
122 |
123 | You may add Your own copyright statement to Your modifications and
124 | may provide additional or different license terms and conditions
125 | for use, reproduction, or distribution of Your modifications, or
126 | for any such Derivative Works as a whole, provided Your use,
127 | reproduction, and distribution of the Work otherwise complies with
128 | the conditions stated in this License.
129 |
130 | 5. Submission of Contributions. Unless You explicitly state otherwise,
131 | any Contribution intentionally submitted for inclusion in the Work
132 | by You to the Licensor shall be under the terms and conditions of
133 | this License, without any additional terms or conditions.
134 | Notwithstanding the above, nothing herein shall supersede or modify
135 | the terms of any separate license agreement you may have executed
136 | with Licensor regarding such Contributions.
137 |
138 | 6. Trademarks. This License does not grant permission to use the trade
139 | names, trademarks, service marks, or product names of the Licensor,
140 | except as required for reasonable and customary use in describing the
141 | origin of the Work and reproducing the content of the NOTICE file.
142 |
143 | 7. Disclaimer of Warranty. Unless required by applicable law or
144 | agreed to in writing, Licensor provides the Work (and each
145 | Contributor provides its Contributions) on an "AS IS" BASIS,
146 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
147 | implied, including, without limitation, any warranties or conditions
148 | of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
149 | PARTICULAR PURPOSE. You are solely responsible for determining the
150 | appropriateness of using or redistributing the Work and assume any
151 | risks associated with Your exercise of permissions under this License.
152 |
153 | 8. Limitation of Liability. In no event and under no legal theory,
154 | whether in tort (including negligence), contract, or otherwise,
155 | unless required by applicable law (such as deliberate and grossly
156 | negligent acts) or agreed to in writing, shall any Contributor be
157 | liable to You for damages, including any direct, indirect, special,
158 | incidental, or consequential damages of any character arising as a
159 | result of this License or out of the use or inability to use the
160 | Work (including but not limited to damages for loss of goodwill,
161 | work stoppage, computer failure or malfunction, or any and all
162 | other commercial damages or losses), even if such Contributor
163 | has been advised of the possibility of such damages.
164 |
165 | 9. Accepting Warranty or Additional Liability. While redistributing
166 | the Work or Derivative Works thereof, You may choose to offer,
167 | and charge a fee for, acceptance of support, warranty, indemnity,
168 | or other liability obligations and/or rights consistent with this
169 | License. However, in accepting such obligations, You may act only
170 | on Your own behalf and on Your sole responsibility, not on behalf
171 | of any other Contributor, and only if You agree to indemnify,
172 | defend, and hold each Contributor harmless for any liability
173 | incurred by, or claims asserted against, such Contributor by reason
174 | of your accepting any such warranty or additional liability.
175 |
176 | END OF TERMS AND CONDITIONS
177 |
178 | APPENDIX: How to apply the Apache License to your work.
179 |
180 | To apply the Apache License to your work, attach the following
181 | boilerplate notice, with the fields enclosed by brackets "[]"
182 | replaced with your own identifying information. (Don't include
183 | the brackets!) The text should be enclosed in the appropriate
184 | comment syntax for the file format. We also recommend that a
185 | file or class name and description of purpose be included on the
186 | same "printed page" as the copyright notice for easier
187 | identification within third-party archives.
188 |
189 | Copyright [yyyy] [name of copyright owner]
190 |
191 | Licensed under the Apache License, Version 2.0 (the "License");
192 | you may not use this file except in compliance with the License.
193 | You may obtain a copy of the License at
194 |
195 | http://www.apache.org/licenses/LICENSE-2.0
196 |
197 | Unless required by applicable law or agreed to in writing, software
198 | distributed under the License is distributed on an "AS IS" BASIS,
199 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
200 | See the License for the specific language governing permissions and
201 | limitations under the License.
202 |
--------------------------------------------------------------------------------
/src/index.js:
--------------------------------------------------------------------------------
1 | /*
2 | *****Super marario js
3 | **tulio calil
4 | */
5 |
6 | //Canvas configuration
7 | var canvasConfig = {
8 | height: 500,
9 | width: 1000
10 | }
11 | //Setup the canvas on the html page
12 | var canvas = document.getElementById("jogo");
13 | canvas.height = canvasConfig.height;
14 | canvas.width = canvasConfig.width;
15 | //Get the canvas context
16 | var contexto = canvas.getContext("2d");
17 |
18 | //Config the objets that will rendered
19 | //on the scene
20 | var objectsScene = {};
21 | var animationSceneRender = true;
22 | var objSceneCount = 0;
23 | //Audio load
24 | var backgroundAudio = new Audio('audio/smb_background.mp3');
25 | var audioJump = new Audio('audio/smb_jump-small.wav');
26 | var audioCoin = new Audio('audio/smb_coin.wav');
27 | //Show some debug options on scren and on console
28 | var debug = false;
29 | //if menu is enabled or not
30 | var menu = true;
31 | //get the floor limit, i will use this for the
32 | //death system in the future
33 | var floor = canvasConfig.height - 128;
34 | //Player sprite config
35 | var playerSprite = new Image;
36 | playerSprite.src = "src/engine/graphics/mario/jump/jumping.png";
37 | var menuLogo = new Image;
38 | menuLogo.src = "src/engine/graphics/menu/logo_menu.png";
39 | var iconSelector = new Image;
40 | iconSelector.src = "src/engine/graphics/menu/selector_icon.png";
41 | var background = new Image;
42 | background.src = "src/engine/graphics/fundo.jpg";
43 | var misteryBlock = new Image;
44 | misteryBlock.src = "src/engine/graphics/block.png";
45 |
46 | //I will update this after, make the sprite and
47 | //config in one object like the coin object
48 | var misteryBlockConfig = {
49 | width: 40,
50 | height: 40,
51 | posX: 750,
52 | posY: 300,
53 | }
54 |
55 | //Animation controller for player
56 | //I will update this after, make the sprite and
57 | //config in one object like the coin object
58 | var playerAnim = {
59 | framesRight:["src/engine/graphics/mario/walk/right/1.gif",
60 | "src/engine/graphics/mario/walk/right/2.gif",
61 | "src/engine/graphics/mario/walk/right/3.gif",],
62 | framesLeft:["src/engine/graphics/mario/walk/left/1.gif",
63 | "src/engine/graphics/mario/walk/left/2.gif",
64 | "src/engine/graphics/mario/walk/left/3.gif",],
65 | framesJump: ["src/engine/graphics/mario/jump/jumping.png",
66 | "src/engine/graphics/mario/jump/jumping_left.png"],
67 | index: 0,
68 | height: 60,
69 | width: 40,
70 | direction: 1,
71 | }
72 |
73 | preLoad(playerAnim.framesRight);
74 | preLoad(playerAnim.framesLeft);
75 | preLoad(playerAnim.framesJump);
76 |
77 | //Object that receive the player input
78 | //and store to use in the controller
79 | var keyMapController = {};
80 | //Player object, store the positions,
81 | //if grounded, points and more options.
82 | var player = {
83 | posX: 1,
84 | posY: 1,
85 | grounded: false,
86 | velocity: 5,
87 | points: 0,
88 | walking: false,
89 | blockCollider: false,
90 | }
91 |
92 | //Update interval for controller
93 | //and animations
94 | setInterval(function(){
95 | controllerListener();
96 | }, 30);
97 | setInterval(function(){
98 | animation();
99 | }, 50);
100 |
101 | //Start the game when load complete.
102 | window.onload = function() {
103 | if(!menu){
104 | startGame();
105 | }else{
106 | drawMenu();
107 | }
108 | };
109 |
110 | function startGame(){
111 | draw(player.posX,player.posY);
112 | gravity();
113 | backgroundAudio.load();
114 | backgroundAudio.play();
115 | }
116 |
117 | function enableGravity(x) {
118 | return new Promise(resolve => {
119 | setTimeout(() => {
120 | player.posY += x;
121 | if(playerAnim.direction === 1 && player.walking){
122 | // player.posX += x*0.4;
123 | }else if(playerAnim.direction === -1 && player.walking){
124 | // player.posX -= x*0.4;
125 | }
126 | draw(player.posX, player.posY);
127 | gravity();
128 | }, 10);
129 | });
130 | }
131 |
132 | function jump(y) {
133 | return new Promise(resolve => {
134 | setTimeout(() => {
135 | player.posY -= y;
136 | draw(player.posX, player.posY);
137 | jumping();
138 | }, 10);
139 | });
140 | }
141 |
142 |
143 | function jumping() {
144 | if(player.posY > floor-100){
145 | player.grounded = false;
146 | //check if colission with block
147 | if(!checkBlockCollision()){
148 | player.blockCollider = false;
149 | jump(3);
150 | }else{
151 | player.blockCollider = true;
152 | }
153 | }else{
154 | gravity();
155 | }
156 | }
157 |
158 | //I will modificate this function cause
159 | //acutuly he check just one object (misteryBlock)
160 | //and i its need to check all, include the coins
161 | function checkBlockCollision(){
162 | var xmin = (misteryBlockConfig.posX - misteryBlockConfig.width);
163 | var xmax = (misteryBlockConfig.posX + misteryBlockConfig.width) -10;
164 | var ymin = (misteryBlockConfig.posY - misteryBlockConfig.height);
165 | var ymax = (misteryBlockConfig.posY + misteryBlockConfig.height);
166 |
167 | var xminH = (misteryBlockConfig.posX - misteryBlockConfig.width) - 5;
168 | var xmaxH = (misteryBlockConfig.posX + misteryBlockConfig.width) -10;
169 | var yminH = (misteryBlockConfig.posY - misteryBlockConfig.height);
170 | var ymaxH = (misteryBlockConfig.posY + misteryBlockConfig.height) -5;
171 |
172 | var collision = false;
173 | if(player.posX >= xminH && player.posX <= xmaxH){
174 | if(player.posY >= yminH && player.posY <= ymaxH){
175 | console.log("lado");
176 | collision = true;
177 | player.walking = false;
178 | gravity();
179 | }
180 | }
181 | if(!collision){
182 | if(player.posX >= xmin && player.posX <= xmax){
183 | if(player.posY >= ymin && player.posY <= ymax){
184 | //hit the misteryBlock and drop coins
185 | if(!player.grounded){
186 | //instantiate the coin
187 | var a = new Coin(misteryBlockConfig.posX, misteryBlockConfig.posY-misteryBlockConfig.height, misteryBlockConfig.posY-70);
188 | var coin = a.dropCoin();
189 | objectsScene[objSceneCount] = coin;
190 | objSceneCount++;
191 | audioCoin.load();
192 | audioCoin.play();
193 | player.points += 200;
194 | collision = true;
195 | player.walking = false;
196 | gravity();
197 | }
198 | }
199 | }
200 | }
201 | return collision;
202 | }
203 |
204 | function gravity() {
205 | if(player.posY < floor){
206 | enableGravity(3);
207 | }else{
208 | //set the grounded state, sprite and direction
209 | player.grounded = true;
210 | player.walking = false;
211 | if(playerAnim.direction === -1 && !player.walking){
212 | playerSprite.src = playerAnim.framesLeft[2];
213 | }else if(playerAnim.direction === 1 && !player.walking){
214 | playerSprite.src = playerAnim.framesRight[2];
215 | }
216 | draw(player.posX, player.posY);
217 | }
218 | }
219 |
220 | onkeydown = onkeyup = function(e){
221 | e = e || event;
222 | keyMapController[e.keyCode] = e.type == 'keydown';
223 |
224 | if(e.type === 'keyup'){
225 | if(player.grounded){
226 | player.walking = false;
227 | if(playerAnim.direction === -1 && !player.walking){
228 | playerSprite.src = playerAnim.framesLeft[2];
229 | }else if(playerAnim.direction === 1 && !player.walking){
230 | playerSprite.src = playerAnim.framesRight[2];
231 | }
232 | draw(player.posX, player.posY);
233 | }
234 | }
235 | }
236 |
237 | //animte objects in objectsScene
238 | function animation(){
239 | if(!menu){
240 | Object.keys(objectsScene).forEach(function (key) {
241 | var posYTemp = objectsScene[key].posy;
242 | if(objectsScene[key].index < objectsScene[key].frames.length){
243 | objectsScene[key].img.src = objectsScene[key].frames[objectsScene[key].index];
244 | objectsScene[key].index ++;
245 | }else{
246 | objectsScene[key].index = 0;
247 | }
248 | if(objectsScene[key].finalPosY != 0){
249 | console.log(objectsScene[key].posy, objectsScene[key].finalPosY);
250 | if(objectsScene[key].posy < objectsScene[key].finalPosY){
251 | objectsScene[key].posy += 3;
252 | if(objectsScene[key].posy >= objectsScene[key].finalPosY){
253 | delete objectsScene[key];
254 | }
255 | }else if(objectsScene[key].posy > objectsScene[key].finalPosY){
256 | objectsScene[key].posy -= 3;
257 | if(objectsScene[key].posy <= objectsScene[key].finalPosY){
258 | delete objectsScene[key];
259 | }
260 | }
261 | }
262 | draw(player.posX, player.posY);
263 | });
264 | }
265 | }
266 |
267 | function draw(x,y) {
268 | contexto.restore();
269 | contexto.drawImage(background, 0, 0, canvasConfig.width, canvasConfig.height);
270 | contexto.drawImage(playerSprite, x, y, playerAnim.width, playerAnim.height);
271 |
272 | //mistery block
273 | contexto.drawImage(misteryBlock, misteryBlockConfig.posX,
274 | misteryBlockConfig.posY, misteryBlockConfig.width, misteryBlockConfig.height);
275 |
276 | contexto.font = '20px pressStart';
277 | contexto.fillStyle = 'white';
278 | contexto.fillText ('Mario', 20, 30);
279 | contexto.fillText (("000000" + player.points).slice(-6), 20, 55);
280 |
281 | //draw objects in the objectsScene
282 | Object.keys(objectsScene).forEach(function (key) {
283 | contexto.drawImage(objectsScene[key].img, objectsScene[key].posx, objectsScene[key].posy, 40, 40);
284 | });
285 |
286 | //Debug show player position on the canvas
287 | if(debug){
288 | contexto.fillText ('posX ' + player.posX, 20, 76);
289 | contexto.fillText ('posY ' + player.posY, 20, 96);
290 | }
291 | contexto.save()
292 | }
293 |
294 | //Draw the menu screen
295 | function drawMenu() {
296 | if(menu){
297 | contexto.drawImage(background, 0, 0, canvasConfig.width, canvasConfig.height);
298 | contexto.drawImage(playerSprite, 10, 355, playerAnim.width, playerAnim.height);
299 | contexto.drawImage(menuLogo, 200, 5, 600, 280);
300 | contexto.drawImage(iconSelector, 345, 334, 20, 20);
301 |
302 | contexto.font = '20px pressStart';
303 | contexto.fillStyle = 'white';
304 | contexto.fillText ('MARIO', 20, 30);
305 | contexto.fillText ('2019 TULIO CALIL', 485, 307);
306 | contexto.fillText ('1 PLAYER GAME', 385, 355);
307 | contexto.fillStyle = 'grey';
308 | contexto.fillText ('2 PLAYER GAME', 385, 395);
309 | contexto.fillStyle = 'white';
310 | contexto.fillText (("000000" + player.points).slice(-6), 20, 55);
311 | }
312 | }
313 |
314 | //Listener the key status on the
315 | //keyObjectController to do the actions
316 | function controllerListener() {
317 | //Right
318 | if(!menu){
319 | if(keyMapController[68]){
320 | if(player.grounded){
321 | player.walking = true;
322 | player.posX += player.velocity;
323 | playerAnim.direction = 1;
324 | if(playerAnim.index