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| (function() {
'use strict';
angular
.module('app.level')
.controller('LevelController', LevelController);
LevelController.$inject = ['levelService', 'playerService', 'enemyService', '$scope', '$timeout', 'messageService', 'progressService', 'inventoryService'];
/* @ngInject */
function LevelController(levelService, playerService, enemyService, $scope, $timeout, messageService, progressService, inventoryService) {
var vm = this;
vm.title = 'LevelController';
vm.currentLevel = levelService.treeOne;
vm.currentLevel.checkLength();
vm.player = playerService.player;
vm.enemySpawn = false;
vm.mainMessage = messageService.mainMessage;
vm.abilities = vm.player.abilities;
vm.itemDictionary = inventoryService.itemDictionary;
//ability functions
vm.activateAbility = function(ability) {
var message = '';
if (!vm.abilities[ability].active && vm.abilities[ability].cd === 0) {
vm.abilities[ability].special();
message = vm.abilities[ability].name + ' has been used.';
messageService.updateMainMessage(message);
var id = '#' + vm.abilities[ability].slug;
var elem = id + ' .abilitybg';
angular.element(elem).css('width', '100%');
abilityTimer(ability, elem);
}
else if (vm.abilities[ability].cd > 0) {
message = vm.abilities[ability].name + ' is on cooldown!';
messageService.updateMainMessage(message, true);
}
else {
message = vm.abilities[ability].name + ' already active!';
messageService.updateMainMessage(message, true);
}
};
function abilityTimer(ability, elem) {
if (vm.abilities[ability].active) {
vm.player.damage = vm.player.calculateTotalDamage();
vm.player.armorValue = vm.player.calculateTotalArmor();
if (vm.abilities[ability].timer > 0) {
vm.abilities[ability].timer = vm.abilities[ability].timer - 1;
var percent = (vm.abilities[ability].timer / vm.abilities[ability].max)*100;
angular.element(elem).css('width', percent + '%');
$timeout(function() {
abilityTimer(ability, elem);
}, 125);
}
else {
angular.element(elem).css('width', '0%');
vm.abilities[ability].timer = 0;
vm.abilities[ability].active = false;
abilityCooldown(ability, elem);
}
}
}
vm.initPotion = function() {
var potionUsed = vm.player.usePotion();
if (potionUsed) {
potionCooldown();
}
};
function potionCooldown() {
if (vm.player.potionCD > 0) {
vm.player.potionCD = vm.player.potionCD - 1;
var percent = (vm.player.potionCD / 300)*100 - 1;
angular.element('.potioncd .abilitybg').css('width', percent + '%');
$timeout(function() {
potionCooldown();
}, 125);
}
else {
vm.player.potionCD = 0;
}
}
function abilityCooldown(ability, elem) {
var cdMax = vm.abilities[ability].cdMax;
vm.abilities[ability].cd = cdMax;
angular.element(elem).addClass('abilitycooldown');
abilityCooldownLoop(ability, elem);
}
function abilityCooldownLoop(ability, elem) {
if (vm.abilities[ability].cd > 0) {
vm.abilities[ability].cd = vm.abilities[ability].cd - 1;
var percent = (vm.abilities[ability].cd / vm.abilities[ability].cdMax)*100;
angular.element(elem).css('width', percent + '%');
$timeout(function() {
abilityCooldownLoop(ability, elem);
}, 125);
}
else {
vm.abilities[ability].cd = 0;
angular.element(elem).removeClass('abilitycooldown');
angular.element(elem).css('width', '0%');
}
}
function resetAbilities() {
vm.abilities.resetAbilities();
vm.player.potionCD = 0;
}
function prevReset() {
vm.player.prev = false;
vm.player.prevCheck = false;
}
//sets everything to default when called
vm.resetLevel = function() {
enemyService.currentEnemy = undefined;
vm.currentLevel = levelService.currentLevel;
prevReset();
resetAbilities();
specialEnd();
vm.unitArray = [playerService.player];
vm.player.active = true;
createAscii();
initLevel();
var spawn = [];
spawn[0] = vm.currentLevel.playerSpawn[0];
spawn[1] = vm.currentLevel.playerSpawn[1];
vm.player.position = spawn;
};
vm.resetLevel();
//used for levels that end early
function specialEnd() {
if (vm.currentLevel.specialEnd) {
vm.player.specialEnd = vm.currentLevel.specialEnd;
} else {
vm.player.specialEnd = undefined;
}
}
//init level
function initLevel() {
messageService.emptyLog();
resetRenderArea();
//runs if enemies are immobile and spawn at start, like the trees lvl 1
if (typeof vm.currentLevel.spawnAtStart !== 'undefined') {
for (var i = 0; i < vm.currentLevel.spawnAtStart.length; i++) {
if (i + 1 === vm.currentLevel.spawnAtStart.length) {
if (vm.currentLevel.enemyArray.length > 1) {
spawnEnemyAtStart(vm.currentLevel.spawnAtStart[i], true);
}
else {
spawnEnemyAtStart(vm.currentLevel.spawnAtStart[i]);
}
} else {
spawnEnemyAtStart(vm.currentLevel.spawnAtStart[i]);
}
}
}
//otherwise default spawn is on
else {
vm.enemySpawn = true;
}
}
function createAscii() {
var ascii = [];
for (var i = 0; i < vm.currentLevel.defaultAscii.length; i++) {
ascii[i] = vm.currentLevel.defaultAscii[i];
}
vm.currentLevel.ascii = ascii;
levelRenderArea();
}
//moves level to left after certain distance has been travelled
function levelRenderArea() {
var length = vm.currentLevel.ascii[0].length;
var width = window.innerWidth;
var value = 50;
if (width < 500) {
value = 10;
}
else if (width < 1000) {
value = 30;
}
if (vm.player.position[0] > value && vm.player.position[0] < length - value) {
var left = (vm.player.position[0] - value)*8;
var elem = document.getElementById('levelwrap');
elem.style.left = '-' + left + 'px';
}
}
function resetRenderArea() {
var elem = document.getElementById('levelwrap');
elem.style.left = 'auto';
}
//function for default spawning, runs if rng works
var enemyCount = 0;
function createEnemy() {
var random = Math.round(Math.random()*100);
if ((random > vm.currentLevel.spawnChance) && (enemyCount < vm.currentLevel.enemyMax)) {
enemyCount = enemyCount + 1;
var random = Math.floor(Math.random()*100);
for (var i = 0; i < vm.currentLevel.unitSpawnChance.length; i++) {
if (random < vm.currentLevel.unitSpawnChance[i]) {
var unit = new vm.currentLevel.enemyArray[i]();
if (typeof vm.currentLevel.specialSpawn !== 'undefined') {
if (vm.player.position[0] < vm.currentLevel.specialSpawn[0]) {
var specialCheck = Math.floor(Math.random()*100);
if (specialCheck < vm.currentLevel.specialSpawnChance) {
regularSpawn(unit, 'specialSpawn');
}
else {
regularSpawn(unit, 'enemySpawn');
}
}
else {
regularSpawn(unit, 'enemySpawn');
}
}
else {
regularSpawn(unit, 'enemySpawn');
}
return;
}
}
}
}
//spawn
function regularSpawn(unit, type) {
var spawn = [];
spawn[0] = vm.currentLevel[type][0];
spawn[1] = vm.currentLevel[type][1];
unit.position = spawn;
vm.unitArray.push(unit);
}
//function for spawning immobile enemies at start of level
function spawnEnemyAtStart(position, extra) {
var entity;
if (extra) {
entity = new vm.currentLevel.enemyArray[1]();
}
else {
entity = new vm.currentLevel.enemyArray[0]();
}
var spawn = [];
var currentTile = vm.currentLevel.ascii[position[1]][position[0]];
if (currentTile === '_') {
entity.prev = true;
entity.prevCheck = true;
}
spawn[0] = position[0];
spawn[1] = position[1];
entity.position = spawn;
vm.unitArray.push(entity);
}
//updates map when units move/die
function updateMap(unit, unitOld, map, unitSymbol, prevCheck) {
//checks if previous title unit was on is replaceable so it can replace with correct char
if (!prevCheck) {
map[unitOld[1]] = setCharAt(map[unitOld[1]], unitOld[0], ' ');
map[unit[1]] = setCharAt(map[unit[1]], unit[0], unitSymbol);
}
else {
map[unitOld[1]] = setCharAt(map[unitOld[1]], unitOld[0], '_');
map[unit[1]] = setCharAt(map[unit[1]], unit[0], unitSymbol);
}
}
//sets character based on function arguments
function setCharAt(str,index,chr) {
if (typeof str !== 'undefined') {
if(index > str.length-1) return str;
return str.substr(0,index) + chr + str.substr(index+1);
}
}
//if it has an extra collission box for large ascii art, delete the extra on death as well
function checkBig(unit) {
if (typeof unit.colBox !== 'undefined') {
for (var j = 0; j < unit.colBox[1]; j++) {
for (var i = 0; i < unit.colBox[0]; i++) {
setCharAt();
vm.currentLevel.ascii[unit.position[1] - j] = setCharAt(vm.currentLevel.ascii[unit.position[1] - j], unit.position[0] + i, ' ');
vm.currentLevel.ascii[unit.position[1] - j] = setCharAt(vm.currentLevel.ascii[unit.position[1] - j], unit.position[0] - i, ' ');
}
}
}
}
//kills unit that reach end
function autoKill(unit) {
if (unit.position[0] === 0) {
unit.alive = false;
}
}
function teleportPlayer() {
vm.player.position = [0, 24];
vm.currentLevel.ascii[24] = setCharAt(vm.currentLevel.ascii[24], 110, ' ');
spawnBuddiesLoop();
resetRenderArea();
}
function spawnBuddiesLoop() {
var random = [];
for (var i = 0; i < 3; i++) {
(function spawnBuddies(i, random) {
var unit = new vm.currentLevel.enemyArray[0]();
random[i] = Math.floor(Math.random()*60) + 40;
var spawn = [];
spawn[0] = random[i];
spawn[1] = 24;
unit.position = spawn;
vm.unitArray.push(unit);
})(i, random);
}
console.log(random);
}
//master loop for levels
function levelLoop() {
var dead = false;
vm.messageLog = messageService.messageLog;
vm.player.attackSpeed = vm.player.weapon.attackSpeed;
vm.player.damage = vm.player.calculateTotalDamage();
vm.player.armorValue = vm.player.calculateTotalArmor();
if (vm.player.active) {
if (vm.currentLevel.slug === 'theEnd') {
if (typeof vm.currentEnemy !== 'undefined') {
if (vm.currentEnemy.playerWarp) {
vm.currentEnemy.playerWarp = false;
teleportPlayer();
}
}
}
if (!vm.player.alive) {
vm.player.alive = true;
messageService.updateMainMessage('You have been slain.', true);
return;
}
for (var i = 0; i < vm.unitArray.length; i++) {
vm.unitArray[i].collisionCheck(vm.currentLevel.ascii, vm.unitArray);
if (i > 0) {
autoKill(vm.unitArray[i]);
}
if (!vm.unitArray[i].alive) {
if (vm.unitArray[i].slug === 'Lich') {
vm.player.lichKilled = true;
}
checkBig(vm.unitArray[i]);
var lootMessage = '';
if (vm.unitArray[i].foundLoot) {
lootMessage = vm.unitArray[i].deathMessage + ' ' + vm.unitArray[i].lootMessage;
}
else {
lootMessage = vm.unitArray[i].deathMessage;
}
messageService.addMessage(lootMessage);
enemyCount = enemyCount - 1;
var newArray = [];
for (var j = 0; j < vm.unitArray.length; j++) {
if (j !== i) {
newArray.push(vm.unitArray[j]);
}
else {
updateMap(vm.unitArray[i].position, vm.unitArray[i].positionOld, vm.currentLevel.ascii, ' ', vm.unitArray[i].prevCheck);
dead = true;
}
}
vm.unitArray = newArray;
}
if (typeof vm.unitArray[i] !== 'undefined') {
updateMap(vm.unitArray[i].position, vm.unitArray[i].positionOld, vm.currentLevel.ascii, vm.unitArray[i].symbol, vm.unitArray[i].prevCheck);
}
vm.currentEnemy = enemyService.currentEnemy;
}
if (vm.enemySpawn) {
createEnemy();
}
levelRenderArea();
$timeout(levelLoop, 125);
}
else if (vm.player.levelComplete && vm.player.alive) {
if (vm.currentLevel.unlock) {
progressService.progress.levels[vm.currentLevel.unlock] = true;
}
}
}
activate();
////////////////
function activate() {
levelLoop();
}
}
})(); |