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CrusaderTheGame.js
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/*
@title: Crusader
@author: Skyfall
@tags: ['platformer']
@addedOn: 2024-07-18
First time? Check out the tutorial game:
https://sprig.hackclub.com/gallery/getting_started
*/
const player = "p"
const stoneWall = "S"
const coin = "c"
const coinHud = "C"
const spikeStage1 = "z"
const spikeStage2 = "Z"
const spikeGoingDown = ":"
const spikeRetreat = "?"
const spikePermanent = "0"
const lava = "q"
const background = "b"
const key = "k"
const portalLocked = "@"
const portalUnlocked = "^"
const tick = "t"
const cross = "x"
const deathSound = tune`
106.76156583629893: E5-106.76156583629893 + D5-106.76156583629893 + A4-106.76156583629893 + F4-106.76156583629893 + C5~106.76156583629893,
106.76156583629893: D5-106.76156583629893 + C5-106.76156583629893 + B4~106.76156583629893 + A4~106.76156583629893,
106.76156583629893: C5-106.76156583629893 + B4~106.76156583629893 + A4~106.76156583629893,
106.76156583629893: B4-106.76156583629893 + A4~106.76156583629893 + C5~106.76156583629893,
106.76156583629893: B4-106.76156583629893 + A4~106.76156583629893 + C5~106.76156583629893,
106.76156583629893: C5~106.76156583629893 + B4~106.76156583629893 + A4~106.76156583629893,
2775.800711743772`
const successSound = tune`
106.76156583629893: D5/106.76156583629893 + C5/106.76156583629893 + B4^106.76156583629893 + A4^106.76156583629893,
106.76156583629893: E5/106.76156583629893 + C5/106.76156583629893 + D5^106.76156583629893 + B4^106.76156583629893 + A4^106.76156583629893,
106.76156583629893: C5^106.76156583629893 + A4-106.76156583629893 + E5-106.76156583629893 + B4~106.76156583629893 + D5^106.76156583629893,
3096.085409252669`
const music = tune`
303.030303030303: E4^303.030303030303,
303.030303030303: E4^303.030303030303 + G4~303.030303030303,
303.030303030303: B4/303.030303030303 + E5-303.030303030303 + E4^303.030303030303 + G4~303.030303030303,
303.030303030303: B4/303.030303030303 + D5-303.030303030303 + D4^303.030303030303 + F4~303.030303030303 + E4~303.030303030303,
303.030303030303: A4/303.030303030303 + G4/303.030303030303 + D5-303.030303030303 + D4^303.030303030303 + F4~303.030303030303,
303.030303030303: G4/303.030303030303 + D5-303.030303030303 + D4^303.030303030303 + F4~303.030303030303 + E4~303.030303030303,
303.030303030303: G4/303.030303030303 + D5-303.030303030303 + D4^303.030303030303 + F4~303.030303030303 + E4~303.030303030303,
303.030303030303: G4/303.030303030303 + D5-303.030303030303 + E4^303.030303030303 + F4~303.030303030303,
303.030303030303: G4/303.030303030303 + C5-303.030303030303 + E4^303.030303030303 + F4~303.030303030303,
303.030303030303: G4~303.030303030303 + C5-303.030303030303 + E4^303.030303030303 + F4^303.030303030303,
303.030303030303: G4~303.030303030303 + C5-303.030303030303 + F4^303.030303030303,
303.030303030303: A4/303.030303030303 + D5-303.030303030303 + F4^303.030303030303 + G4~303.030303030303,
303.030303030303: A4~303.030303030303 + D5-303.030303030303 + G4^303.030303030303 + F4^303.030303030303,
303.030303030303: B4~303.030303030303 + E5-303.030303030303 + G4^303.030303030303 + F4~303.030303030303,
303.030303030303: B4/303.030303030303 + F5-303.030303030303 + G4^303.030303030303 + C5~303.030303030303 + A4^303.030303030303,
303.030303030303: B4/303.030303030303 + F5-303.030303030303 + A4^303.030303030303 + C5~303.030303030303 + G4~303.030303030303,
303.030303030303: B4/303.030303030303 + F5-303.030303030303 + A4^303.030303030303 + C5~303.030303030303 + G4~303.030303030303,
303.030303030303: C5~303.030303030303 + F5-303.030303030303 + A4^303.030303030303 + G4~303.030303030303,
303.030303030303: C5~303.030303030303 + F5-303.030303030303 + A4^303.030303030303 + G4~303.030303030303,
303.030303030303: C5~303.030303030303 + F5-303.030303030303 + G4^303.030303030303 + A4^303.030303030303 + F4~303.030303030303,
303.030303030303: C5~303.030303030303 + F5-303.030303030303 + G4^303.030303030303 + F4~303.030303030303,
303.030303030303: D5/303.030303030303 + F5-303.030303030303 + G4^303.030303030303 + B4~303.030303030303 + F4~303.030303030303,
303.030303030303: D5/303.030303030303 + E5-303.030303030303 + G4^303.030303030303 + B4~303.030303030303 + F4^303.030303030303,
303.030303030303: C5/303.030303030303 + E5-303.030303030303 + F4^303.030303030303 + B4~303.030303030303,
303.030303030303: C5/303.030303030303 + E5-303.030303030303 + F4^303.030303030303 + A4~303.030303030303,
303.030303030303: B4/303.030303030303 + E5-303.030303030303 + F4^303.030303030303 + A4~303.030303030303,
303.030303030303: B4/303.030303030303 + E5-303.030303030303 + F4^303.030303030303 + A4~303.030303030303,
303.030303030303: A4~303.030303030303 + D5-303.030303030303 + E4^303.030303030303,
303.030303030303: A4~303.030303030303 + D5-303.030303030303 + E4^303.030303030303,
303.030303030303: G4/303.030303030303 + D5-303.030303030303 + E4^303.030303030303 + A4~303.030303030303,
303.030303030303: G4/303.030303030303 + C5-303.030303030303 + E4^303.030303030303 + A4~303.030303030303,
303.030303030303: F4/303.030303030303 + E4/303.030303030303 + C5-303.030303030303 + B4-303.030303030303 + A4-303.030303030303`
let deathSoundPlaying = false
let successSoundPlaying = false
setLegend(
[tick, bitmap`
..............DD
.............DD.
.............DD.
............DD..
............DD..
...........DD...
...........DD...
..........DD....
..........DD....
...DD....DD.....
....DD...DD.....
....DD..DD......
.....DD.DD......
......DDD.......
......DDD.......
.......D........`],
[cross, bitmap`
................
.33..........33.
..33........33..
...33......33...
....33....33....
.....33..33.....
......3333......
.......33.......
......3333......
.....33..33.....
....33....33....
...33......33...
..33........33..
.33..........33.
.3............3.
................`],
[coinHud, bitmap`
LLLL66666666....
LLL6666666666...
LL666FFFFFF666..
L666FFFFFFFF666.
666FFFFFFFFFF666
66FFFFF66FFFFF66
66FFFFF66FFFFF66
66FFFFF66FFFFF66
66FFFFF66FFFFF66
66FFFFF66FFFFF66
66FFFFF66FFFFF66
666FFFFFFFFFF666
.666FFFFFFFF666.
..666FFFFFF666..
...6666666666...
....66666666....`],
[lava, bitmap`
................
..999..99..9999.
9999999999999999
9999999999999999
9999999999999999
9999999999999999
9999999999999999
9999999999999999
9999999999999999
9999999999999999
9999999999999999
9999999999999999
9999999999999999
9999999999999999
9999999999999999
9999999999999999`],
[player, bitmap`
................
................
................
................
.......000......
.....00..00.....
...00.....0.....
...0......0.....
..0..0....0.....
..0..000000.....
..0.............
.0..............
.0..............
.0..............
.0..............
.00000...00.....`],
[stoneWall, bitmap`
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL
LLLLLLLLLLLLLLLL`],
[coin, bitmap`
....66666666....
...6666666666...
..666FFFFFF666..
.666FFFFFFFF666.
666FFFFFFFFFF666
66FFFFF66FFFFF66
66FFFFF66FFFFF66
66FFFFF66FFFFF66
66FFFFF66FFFFF66
66FFFFF66FFFFF66
66FFFFF66FFFFF66
666FFFFFFFFFF666
.666FFFFFFFF666.
..666FFFFFF666..
...6666666666...
....66666666....`],
[portalLocked, bitmap`
.....LLLLLL.....
...LLLLLLLLLL...
..LLLLLLLLLLLL..
..LLHHHHHHHHLL..
.LLHHHHHHHHHHLL.
.LLHHH1111HHHLL.
LLHHHH1HH1HHHHLL
LLHHHH1HH1HHHHLL
LLHHH666666HHHLL
LLHHH666666HHHLL
LLHHH666666HHHLL
LLHHH666666HHHLL
LLHHH666666HHHLL
LLHHH666666HHHLL
LLHHHHHHHHHHHHLL
LLHHHHHHHHHHHHLL`],
[portalUnlocked, bitmap`
.....LLLLLL.....
...LLLLLLLLLL...
..LLLLLLLLLLLL..
..LLHHHHHHHHLL..
.LLHHHHHHHHHHLL.
.LLHHHHHHHHHHLL.
LLHHHHHHHHHHHHLL
LLHHHHHHHHHHHHLL
LLHHHHHHHHHHHHLL
LLHHHHHHHHHHHHLL
LLHHHHHHHHHHHHLL
LLHHHHHHHHHHHHLL
LLHHHHHHHHHHHHLL
LLHHHHHHHHHHHHLL
LLHHHHHHHHHHHHLL
LLHHHHHHHHHHHHLL`],
[spikeStage1, bitmap`
................
................
................
................
................
................
................
................
................
................
................
..33...33...33..
.333..3333..333.
.3333.3333.3333.
3333333333333333
3333333333333333`],
[spikeStage2, bitmap`
................
................
................
................
................
................
................
................
................
..33...33...33..
..33...33...33..
.3333.3333.3333.
.3333.3333.3333.
.3333.3333.3333.
3333333333333333
3333333333333333`],
[spikeGoingDown, bitmap`
................
................
................
................
................
................
................
................
................
................
................
................
................
..33...33...33..
.3333.3333.3333.
3333333333333333`],
[spikeRetreat, bitmap``],
[spikePermanent, bitmap`
................
................
................
................
................
................
................
................
................
..33...33...33..
..33...33...33..
.3333.3333.3333.
.3333.3333.3333.
.3333.3333.3333.
3333333333333333
9999999999999999`],
[background, bitmap`
2222222222222222
2222222222222222
2222222222222222
2222222222222222
2222222222222222
2222222222222222
2222222222222222
2222222222222222
2222222222222222
2222222222222222
2222222222222222
2222222222222222
2222222222222222
2222222222222222
2222222222222222
2222222222222222`],
[key, bitmap`
................
................
.....9999.......
.....9..9.......
.....9..9.......
.....9999.......
........9.......
........9.......
........9.......
........999.....
........9.......
........9.......
........999.....
................
................
................`],
)
setSolids([stoneWall, player, portalLocked])
let level = 0
const levels = [
map`
SSSSSSSSSSSSSSS
S.............S
S............@S
S......c...SSSS
Sc.....S......S
SS............S
S.S.......S...S
S...SSSS......S
S.......S.....S
S.........SSSSS
S....p...z..kcS
SSSSSSSSSSSSSSS`,
map`
SSSSSSSSSSSSSSS
S.............S
S.............S
S...S..S..S..@S
S.S..........SS
S..S..........S
S....S.......cS
S...........zkS
S......SSSS.SSS
S.p..S........S
SqSqqqqqqqqqqqS
SSSSSSSSSSSSSSS`,
map`
SSSSSSSSSSSSSSS
..............@
............SSS
......SSSS.....
...............
..SSSS.......k.
.............S.
.......SSSS....
...............
p...........SSS
SSqqqSqqSS.::.c
SSSSSSSSSSSSSSS`,
map`
SSSSSSSSSSSSSSS
SSSSSSSSSSSSSSS
SSSSSSSSSSSSSSS
SSSSSSSSSSSSSSS
SSSSSSSSSSSSSSS
SSSSSSSSSSSSSSS
SSSSSSSSSSSSSSS
SSSSSSSSSSSSSSS
SSSSSSSSSSSSSSS
SSSSSSSSSSSSSSS
SSSSSSSSSSSSSSS
SSSSSSSSSSSSSSS`
]
const lastLevelId = levels.length - 1
setBackground(background)
setPushables({
[player]: []
})
let isJumping = false;
let jumpingGracePeriod = false;
let initialGameState = {
isDead: false,
hasKey: false,
coinsObtained: 0,
initialCoinCount: null,
}
let gameState = Object.create(initialGameState)
loadLevel()
updateHud()
onInput("a", () => {
let playerTile = getFirst(player)
if (!playerTile) return
if (!gameState.isDead) {
playerTile.x -= 1
}
})
onInput("d", () => {
let playerTile = getFirst(player)
if (!playerTile) return
if (!gameState.isDead) {
playerTile.x += 1
}
})
onInput("w", () => {
let playerTile = getFirst(player)
if (!playerTile) return
if (!isJumping && !gameState.isDead) {
isJumping = true
jumpingGracePeriod = true
setTimeout(() => {
jumpingGracePeriod = false
}, 300)
let tile1 = getTile(playerTile.x, playerTile.y - 1)[0]
let tile2 = getTile(playerTile.x, playerTile.y - 2)[0]
if (!tile1 && !tile2) {
getFirst(player).y -= 2
} else {
getFirst(player).y -= 1
}
}
})
afterInput(() => {
// Check if dead
let touchingSpike = isTouchingAny([spikeStage1, spikeStage2, spikeGoingDown, spikePermanent, lava])
if (touchingSpike !== false) {
gameState.isDead = true
if (!deathSoundPlaying) {
deathSoundPlaying = true
playTune(deathSound, 1)
}
addText("You died!", {
x: 2,
y: 0,
color: color`3`
})
return
}
// Check if at portal
if (isTouchingAny([portalUnlocked]) !== false) {
level += 1
loadLevel()
if (!successSoundPlaying) {
successSoundPlaying = true
playTune(successSound)
successSoundPlaying = false
}
}
// Check for coins
let touchingCoin = isTouchingAny([coin])
if (touchingCoin !== false) {
console.log(touchingCoin.x, touchingCoin.y)
removeSpriteFromTile(touchingCoin.x, touchingCoin.y, coin)
if (!successSoundPlaying) {
successSoundPlaying = true
playTune(successSound)
successSoundPlaying = false
}
}
gameState.coinsObtained = gameState.initialCoinCount - getAll(coin).length
// Check for key
let touchingKey = isTouchingAny([key])
if (touchingKey !== false) {
gameState.hasKey = true;
removeSpriteFromTile(touchingKey.x, touchingKey.y, key)
getAll(portalLocked).forEach((portal) => portal.type = portalUnlocked)
if (!successSoundPlaying) {
successSoundPlaying = true
playTune(successSound)
}
}
// Update HUD
updateHud()
})
setInterval(() => {
// Check for key
let touchingKey = isTouchingAny([key])
if (touchingKey !== false) {
gameState.hasKey = true;
removeSpriteFromTile(touchingKey.x, touchingKey.y, key)
getAll(portalLocked).forEach((portal) => portal.type = portalUnlocked)
if (!successSoundPlaying) {
successSoundPlaying = true
playTune(successSound)
successSoundPlaying = false
}
}
}, 50)
setInterval(() => {
let playerTile = getFirst(player)
if (!playerTile) return
let tile = getTile(playerTile.x, playerTile.y + 1)[0]
if (tile && tile.type === stoneWall && !jumpingGracePeriod) {
isJumping = false
} else {
if (!jumpingGracePeriod) {
// Get the instance again to update it
getFirst(player).y += 1
}
}
let touchingSpike = isTouchingAny([spikeStage1, spikeStage2, spikePermanent, lava])
if (touchingSpike !== false) {
gameState.isDead = true
if (!deathSoundPlaying) {
deathSoundPlaying = true
playTune(deathSound, 1)
deathSoundPlaying = false
}
addText("You died!", {
x: 2,
y: 0,
color: color`3`
})
return
}
}, 250)
setInterval(() => {
let spikes = [getAll(spikeStage1), getAll(spikeStage2), getAll(spikeGoingDown), getAll(spikeRetreat)].flat()
spikes.forEach((spike) => {
if (spike.type === spikeStage1) {
spike.type = spikeStage2
} else if (spike.type === spikeStage2) {
spike.type = spikeGoingDown
} else if (spike.type === spikeGoingDown) {
spike.type = spikeRetreat
} else {
spike.type = spikeStage1
}
})
}, 1500)
function updateHud() {
// 1 is for the slash, 2 is for extra margin
const coinTextX = 2
const coinIconX = gameState.coinsObtained.toString().length + 1 + gameState.initialCoinCount.toString().length + 1;
const coinY = 0
const keyIconX = 2
const keyY = 15
removeSpriteFromTile(coinIconX, coinY, coinHud)
removeSpriteFromTile(keyIconX, keyY, key)
clearText()
// Add completion text
if (level === lastLevelId) {
addText("You win!", {
y: 6,
color: color`6`
})
addText("More levels coming", {
y: 8,
color: color`2`
})
addText("soon(tm)", {
y: 9,
color: color`2`
})
return
}
addText(`${gameState.coinsObtained.toString()}/${gameState.initialCoinCount}`, {
x: coinTextX,
y: coinY,
color: gameState.coinsObtained === gameState.initialCoinCount ? color`6` : color`3`
})
addSprite(coinIconX, coinY, coinHud)
addText(gameState.hasKey ? "Got key!" : "No key :(", {
x: 2,
y: 15,
color: gameState.hasKey ? color`D` : color`3`
})
}
function loadLevel() {
setMap(levels[level])
gameState = Object.create(initialGameState)
gameState.initialCoinCount = getAll(coin).length
}
// Utils
function isTouchingAny(tileTypes) {
let playerTile = getFirst(player)
if (!playerTile) return false;
let tiles = tileTypes.map((tileType) => getAll(tileType)).flat()
let result = false
tiles.forEach((tile) => {
if ((tile.x == playerTile.x) && (tile.y == playerTile.y)) {
// Doesn't work without a variable for some reason. It should!
result = {
x: tile.x,
y: tile.y,
}
}
})
return result
}
function removeSpriteFromTile(x, y, spriteType) {
let spritesToRemove = getTile(x, y).filter(sprite => sprite.type === spriteType)
spritesToRemove.forEach(sprite => sprite.remove())
}