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Bomberman.js
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/*
@title: Bomberman
@author: Jahn
@tags: ['action','multiplayer']
@addedOn: 2024-07-02
*/
/*
Hey there! This is a Bomberman game I made over the course of three days!
Code and Art are completely original made by me.
The controls are the following:
Player 1 - Move: WASD
Player 2 - Move: IJKL
Every time you start the game, a new random map will be selected!
To place bombs, simply run into a collidable wall three times, you will hear a
noise progressively pitching up to notify you of your placing progress!
Bombs only damage the players the instant they explode
There are also two upgrades:
The range upgrade, which increases the range of the blast
and The amount upgrade, which lets you have more placed bombs at once!
These have a 25% chance of dropping from any broken wall!
Have fun, and I hope you enjoy the game!
*/
let gameOver = false;
let bombSpeed = 1000
let player1BombRange = 1;
let player1RemainingBombs = 1;
let player2BombRange = 1;
let player2RemainingBombs = 1;
const player1PlaceProgress0 = tune`
500: 20-500,
15500`
const player1PlaceProgress1 = tune`
500: 40-500,
15500`
const player1PlaceProgress2 = tune`
500: 60-500,
15500`
const player2PlaceProgress0 = tune`
500: 70-500,
15500`
const player2PlaceProgress1 = tune`
500: 80-500,
15500`
const player2PlaceProgress2 = tune`
500: 90-500,
15500`
const collectUpgrade = tune`
120: G4-220,
120: A4-220,
120: B4-220,
120: D5-220,
3360`
const gameOverTune = tune`
100: D4-100,
100: F4-100,
100: A4-100,
100: E5-100,
2800`
const bombWarning = tune`
500: B5~500,
15500`
const bombExplodeSound = tune`
500: 15-2000+30-2000+40-500,
15500`
const player1 = "p"
const player2 = "q"
const tomb = "r"
const wall = "w"
const brick = "b"
const background = "g"
const bomb1 = "x"
const bomb2 = "y"
const bomb3 = "z"
const explosionCenter = "0"
const explosionHorizontal = "1"
const explosionVertical = "2"
const amountUpgrade = "u"
const rangeUpgrade = "i"
setLegend(
[ player1, bitmap`
................
....33333333....
..333333333333..
..332233332233..
..332233332233..
..333333333333..
..333222222333..
....33333333....
......3333......
.33333333333333.
.33333333333333.
......3333......
..333333333333..
..333333333333..
.333........333.
.33..........33.` ],
[ player2, bitmap`
................
....55555555....
..555555555555..
..552255552255..
..552255552255..
..555555555555..
..555222222555..
....55555555....
......5555......
.55555555555555.
.55555555555555.
......5555......
..555555555555..
..555555555555..
.555........555.
.55..........55.` ],
[ wall, bitmap`
LL22222222222222
LL11111111111112
LL11111111111112
LL11111111111112
LL11111111111112
LL11111111111112
LL11111111111112
LL11111111111112
LL11111111111112
LL11111111111112
LL11111111111112
LL11111111111112
LL11111111111112
LL11111111111112
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL` ],
[ background, bitmap`
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDD`],
[ brick, bitmap`
1111111LLL111111
11111111L1111111
11111111L1111111
1111111LLL111111
LLLLLLLLLLLLLLLL
1111111111111LLL
11111111111111L1
11111111111111L1
11111111111111L1
1111111111111LLL
LLLLLLLLLLLLLLLL
11LLL11111111111
111L111111111111
111L111111111111
11LLL11111111111
LLLLLLLLLLLLLLLL`],
[ bomb1, bitmap`
................
.......33.......
.......CC.......
.......CC.......
.......CC.......
....000CC000....
..000000000000..
..000000000000..
.00000000000000.
.00000000000000.
.00000000000000.
.00000000000000.
.00000000000000.
..000000000000..
..000000000000..
....00000000....`],
[ bomb2, bitmap`
................
................
.......33.......
.......99.......
.......CC.......
....000CC000....
..000000000000..
..000000000000..
.00000000000000.
.00000000000000.
.00000000000000.
.00000000000000.
.00000000000000.
..000000000000..
..000000000000..
....00000000....`],
[ bomb3, bitmap`
................
................
................
................
.......33.......
....00099000....
..000000000000..
..000000000000..
.00000000000000.
.00000000000000.
.00000000000000.
.00000000000000.
.00000000000000.
..000000000000..
..000000000000..
....00000000....`],
[ explosionCenter, bitmap`
..399666666993..
..399666666993..
3333966939693333
3339923292233333
9999392222999339
6639223622239996
6666262222629366
6692222222222266
6662222222262396
6693222222226996
9993262222262936
9933922223299999
3333332992993339
3333399639933333
..339966699333..
..399666669993..`],
[ explosionHorizontal, bitmap`
................
..333.....333...
3333333333333333
9993333333339999
9999999999999999
6666666999996666
6666666666666666
6666666666666666
6666666666666666
6666666996666666
6666999999996666
9999999999999999
9933333333333999
3333333333333333
.3333...333333..
................`],
[ explosionVertical, bitmap`
..399666666993..
.3399666666993..
.33396666669933.
.33396666669333.
.33399666669333.
..339966666933..
..339966666933..
..339996669933..
.3339996669933..
.3339966669933..
.33399666699333.
.33399666699333.
.33396666669933.
.3399666666993..
..399666666993..
..399666666993..`],
[ tomb, bitmap`
................
....LLLLLLLL....
..LLLLLLLLLLLL..
..LLLLLLLLLLLL..
.LLLLLLLLLLLLLL.
.L0000L000L000L.
.L0LL0LL0LL0L0L.
.L0000LL0LL0L0L.
.L0L0LLL0LL000L.
.L0LL0LL0LL0LLL.
.L0LL0L000L0LLL.
.LLLLLLLLLLLLLL.
.LLLLLLLLLLLLLL.
.LLLLLLLLLLLLLL.
.LLLLLLLLLLLLLL.
.LLLLLLLLLLLLLL.`],
[ amountUpgrade, bitmap`
................
................
.........3......
........C.......
......0000......
.....000000.....
....00000000....
....00000000....
....00000000....
....00000004....
.....0000004....
......00044444..
.........DD4DD..
...........4....
...........D....
................`],
[ rangeUpgrade, bitmap`
................
................
................
...3.........3..
..3.333333333...
...99999999969..
...66666666696..
..6.66666666.6..
...6666666666...
...96666666469..
...3999999949...
....3333344444..
...33....DD4DD..
...........4....
...........D....
................`]
)
setSolids([player1, player2, wall, brick, bomb1, bomb2, bomb3, tomb])
const levels = [
map`
wbbwbbwbbwbwbbw
wbbbbbbbbbbbbbw
wbwbwbwbwbwbwbw
w..bbbbbbbbb..w
wpwbwbwbwbwbwqw
w..bbbbbbbbb..w
wbwbwbwbwbwbwbw
wbbbbbbbbbbbbbw
wbwbwbwbwbwbwbw
wbbbbbbbbbbbbbw
wbbwbwbwbwbwbbw
wbbbbbbbbbbbbbw`,
map`
wbbbwbbbwbbbw.q
bbwbbbwbbbwbb.w
wbbbwbbbwbbbwbb
bbwbbbwbbbwbbbw
wbbbwbbbwbbbwbb
bbwbbbwbbbwbbbw
wbbbwbbbwbbbwbb
bbwbbbwbbbwbbbw
wbbbwbbbwbbbwbb
bbwbbbwbbbwbbbw
w.bbwbbbwbbbwbb
p.wbbbwbbbwbbbw`,
map`
wbbwbbbwbbbw.qw
wbbwbbbwbbbwb.w
wbbbbbwwwbbbbbw
wbwwwbbbbbwwwbw
wbbwbbbwbbbwbbw
wbbwbwbbbwbwbbw
wbbwbwbbbwbwbbw
wbbwbbbwbbbwbbw
wbwwwbbbbbwwwbw
wbbbbbwwwbbbbbw
w.bwbbbwbbbwbbw
wp.wbbbwbbbwbbw`,
map`
bbbbbbw.wbbbbbb
bbbbwb.q.bwbbbb
bbbbbbw.wbbbbbb
wbbbbbbbbbbbbbw
bwbbwbbwbbwbbwb
bbbwbbbbbbbwbbb
bbbwbbbbbbbwbbb
bwbbwbbwbbwbbwb
wbbbbbbbbbbbbbw
bbbbbbw.wbbbbbb
bbbbwb.p.bwbbbb
bbbbbbw.wbbbbbb`,
map`
bbbbbbbbbbbbbbb
bbwwbb.q.bbwwbb
bbbbbbbbbbbbbbb
bbbbbbbwbbbbbbb
wbbbbbbbbbbbbbw
wbbbbwwwwwbbbbw
wbbbbwwwwwbbbbw
wbbbbbbbbbbbbbw
bbbbbbbwbbbbbbb
bbbbbbbbbbbbbbb
bbwwbb.p.bbwwbb
bbbbbbbbbbbbbbb`,
map`
wwwwwwwwwwwwwww
bwbbbbbbbbbbbbb
.p.bbwwwwwbbbbb
w.wbbbbbbbbbbbb
bbbbbbwbwbbbbbb
bbbwbbwbwbbwbbb
bbbwbbwbwbbwbbb
bbbbbbwbwbbbbbb
bbbbbbbbbbbbw.w
bbbbbwwwwwbb.q.
bbbbbbbbbbbbbwb
wwwwwwwwwwwwwww`
]
setBackground(background)
setMap(levels[Math.floor(Math.random() * levels.length)])
setPushables({
[ player1 ]: [],
[ player2 ]: []
})
function spawnBomb(x, y, range) {
let tile = addSpriteReturn(x, y, bomb1);
setTimeout(function(){updateBombState(tile)}, bombSpeed);
setTimeout(function(){bombExplode(x, y, range)}, bombSpeed*3);
}
function updateBombState(tile) {
tile.remove();
if(tile.type==bomb1) {
playTune(bombWarning);
let newTile = addSpriteReturn(tile.x,tile.y,bomb2);
setTimeout(function(){updateBombState(newTile)}, bombSpeed)
}
if(tile.type==bomb2) {
playTune(bombWarning);
let newTile = addSpriteReturn(tile.x,tile.y,bomb3);
setTimeout(function(){updateBombState(newTile)}, bombSpeed)
}
if(tile.type==bomb3) {
playTune(bombExplodeSound);
tile.remove();
}
}
function isInBounds(x, y) {
return(x>=0&&x<15&&y>=0&&y<12)
}
function bombExplode(x, y, range) {
tryExplode(x, y, explosionCenter)
for(let i = 1; i<=range; i++) {
if(isInBounds(x+i, y)) if(tryExplode(x+i, y, explosionHorizontal)==false) break;
}
for(let i = 1; i<=range; i++) {
if(isInBounds(x-i, y)) if(tryExplode(x-i, y, explosionHorizontal)==false) break;
}
for(let i = 1; i<=range; i++) {
if(isInBounds(x, y+i)) if(tryExplode(x, y+i, explosionVertical)==false) break;
}
for(let i = 1; i<=range; i++) {
if(isInBounds(x, y-i)) if(tryExplode(x, y-i, explosionVertical)==false) break;
}
}
function tryExplode(x, y, sprite) {
if(gameOver) return false;
if(getTile(x,y).filter(tile => tile.type==player1).length>0) {
gameOver=true;
setTimeout(function(){
playTune(gameOverTune)
addText("Player 2 Wins!", {x: 3, y: 7, color: color`5`})
}, 700);
let tile = getFirst(player1);
addSprite(tile.x, tile.y, tomb)
tile.remove();
return false;
}
if(getTile(x,y).filter(tile => tile.type==player2).length>0) {
gameOver=true;
setTimeout(function(){
playTune(gameOverTune)
addText("Player 1 Wins!", {x: 3, y: 7, color: color`3`})
}, 700);
let tile = getFirst(player2);
addSprite(tile.x, tile.y, tomb)
tile.remove();
return false;
}
if(getTile(x,y).filter(tile => tile.type==wall).length==0) {
const length = getTile(x,y).filter(tile => tile.type==brick).length;
getTile(x,y).forEach(tile => tile.remove());
if(length>0) {
const randomNumber = Math.floor(Math.random() * 100);
if (randomNumber < 20) {
const randomNumber2 = Math.floor(Math.random() * 100)
if(randomNumber2>=50) {
addSprite(x,y,amountUpgrade);
} else {
addSprite(x,y,rangeUpgrade);
}
}
}
let explosion = addSpriteReturn(x,y,sprite);
setTimeout(function(){explosion.remove();}, bombSpeed)
return true;
}
return false;
}
function addSpriteReturn(x, y, sprite) {
addSprite(x, y, sprite);
let filtered = getTile(x,y).filter(tile => tile.type==sprite);
return filtered[filtered.length-1];
}
function removeSprites(x, y, type) {
getTile(x,y).filter(tile => tile.type==type).forEach(tile => tile.remove());
}
function hasSprite(x, y, type) {
return getTile(x,y).filter(tile => tile.type==type).length>0;
}
let player1Moved = false;
let player2Moved = false;
onInput("w", () => {
if(gameOver) return;
getFirst(player1).y-=1
player1Moved = true;
})
onInput("a", () => {
if(gameOver) return;
getFirst(player1).x-=1
player1Moved = true;
})
onInput("s", () => {
if(gameOver) return;
getFirst(player1).y+=1
player1Moved = true;
})
onInput("d", () => {
if(gameOver) return;
getFirst(player1).x+=1
player1Moved = true;
})
onInput("i", () => {
if(gameOver) return;
getFirst(player2).y-=1
player2Moved = true;
})
onInput("j", () => {
if(gameOver) return;
getFirst(player2).x-=1
player2Moved = true;
})
onInput("k", () => {
if(gameOver) return;
getFirst(player2).y+=1
player2Moved = true;
})
onInput("l", () => {
if(gameOver) return;
getFirst(player2).x+=1
player2Moved = true;
})
let player1CollisionAmount = 0;
let player2CollisionAmount = 0;
let player1PreviousX = getFirst(player1).x;
let player1PreviousY = getFirst(player1).y;
let player2PreviousX = getFirst(player2).x;
let player2PreviousY = getFirst(player2).y;
afterInput(() => {
if(gameOver) return;
doUpgradeCollision();
if(player1Moved) {
//Check if the player tried to move, but couldn't (collided), and if he still has remaining bombs
if(player1PreviousX==getFirst(player1).x && player1PreviousY==getFirst(player1).y && player1RemainingBombs>0) {
player1CollisionAmount++;
//Play the different stages of bomb placing sounds
if(player1CollisionAmount==1) playTune(player1PlaceProgress0);
if(player1CollisionAmount==2) playTune(player1PlaceProgress1);
if(player1CollisionAmount==3) playTune(player1PlaceProgress2);
//Place the bombs and start a timeout for a function to replenish the remaining bomb amount
if(player1CollisionAmount>=3) {
player1RemainingBombs--;
spawnBomb(getFirst(player1).x, getFirst(player1).y, player1BombRange);
setTimeout(function(){player1RemainingBombs++;}, bombSpeed*4);
player1CollisionAmount=0;
}
} else {
//Player didn't collide, reset the collision amount
player1CollisionAmount=0;
}
}
if(player2Moved) {
//Check if the player tried to move, but couldn't (collided), and if he still has remaining bombs
if(player2PreviousX==getFirst(player2).x && player2PreviousY==getFirst(player2).y && player2RemainingBombs>0) {
player2CollisionAmount++;
//Play the different stages of bomb placing sounds
if(player2CollisionAmount==1) playTune(player2PlaceProgress0);
if(player2CollisionAmount==2) playTune(player2PlaceProgress1);
if(player2CollisionAmount==3) playTune(player2PlaceProgress2);
//Place the bombs and start a timeout for a function to replenish the remaining bomb amount
if(player2CollisionAmount>=3) {
player2RemainingBombs--;
spawnBomb(getFirst(player2).x, getFirst(player2).y, player2BombRange);
setTimeout(function(){player2RemainingBombs++;}, bombSpeed*4);
player2CollisionAmount=0;
}
} else {
//Player didn't collide, reset the collision amount
player2CollisionAmount=0;
}
}
player1PreviousX = getFirst(player1).x;
player1PreviousY = getFirst(player1).y;
player2PreviousX = getFirst(player2).x;
player2PreviousY = getFirst(player2).y;
player1Moved = false;
player2Moved = false;
})
function doUpgradeCollision() {
//Player 1 Check
if(hasSprite(getFirst(player1).x, getFirst(player1).y, amountUpgrade)) {
removeSprites(getFirst(player1).x, getFirst(player1).y, amountUpgrade);
player1RemainingBombs++;
playTune(collectUpgrade);
}
if(hasSprite(getFirst(player1).x, getFirst(player1).y, rangeUpgrade)) {
removeSprites(getFirst(player1).x, getFirst(player1).y, rangeUpgrade);
player1BombRange++;
playTune(collectUpgrade);
}
//Player 2 Check
if(hasSprite(getFirst(player2).x, getFirst(player2).y, amountUpgrade)) {
removeSprites(getFirst(player2).x, getFirst(player2).y, amountUpgrade);
player2RemainingBombs++;
playTune(collectUpgrade);
}
if(hasSprite(getFirst(player2).x, getFirst(player2).y, rangeUpgrade)) {
removeSprites(getFirst(player2).x, getFirst(player2).y, rangeUpgrade);
player2BombRange++;
playTune(collectUpgrade);
}
}