Feature/Implement invincibility and combo systems #16
6 changed files with 313 additions and 7 deletions
21
index.html
21
index.html
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@ -24,6 +24,23 @@
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text-shadow: 2px 2px 4px rgba(0,0,0,0.5);
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z-index: 100;
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}
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#combo {
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position: absolute;
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top: 100px;
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left: 50%;
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transform: translateX(-50%);
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color: #FFD700;
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font-size: 32px;
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font-weight: bold;
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text-shadow: 2px 2px 4px rgba(0,0,0,0.8);
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z-index: 100;
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display: none;
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animation: comboPulse 0.5s ease-in-out;
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}
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@keyframes comboPulse {
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0%, 100% { transform: translateX(-50%) scale(1); }
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50% { transform: translateX(-50%) scale(1.2); }
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}
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#gameOver {
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position: absolute;
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top: 50%;
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@ -119,9 +136,12 @@
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<body>
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<div id="ui">
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<div>Score: <span id="score">0</span></div>
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<div>High Score: <span id="highScore">0</span></div>
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<div>Health: <span id="health">100</span></div>
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</div>
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<div id="combo">1x COMBO!</div>
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<div id="version">v<span id="versionNumber">-</span></div>
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<div id="perfMonitor">
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@ -132,6 +152,7 @@
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<div id="gameOver">
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<h1>Game Over!</h1>
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<p id="newHighScore" style="display: none; color: #FFD700; font-size: 28px; margin-bottom: 10px;">🏆 New High Score! 🏆</p>
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<p>Final Score: <span id="finalScore">0</span></p>
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<button id="restartBtn">Play Again</button>
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</div>
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57
src/components/Invincibility.js
Normal file
57
src/components/Invincibility.js
Normal file
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@ -0,0 +1,57 @@
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/**
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* Invincibility component - tracks invincibility state and timer
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*/
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export class Invincibility {
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/**
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* @param {number} [duration=1.5] - Duration of invincibility in seconds
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* @param {boolean} [startActive=false] - Whether to start invincible (default false)
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*/
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constructor(duration = 1.5, startActive = false) {
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/** @type {number} Time remaining in seconds */
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this.timeRemaining = startActive ? duration : 0;
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/** @type {number} Total duration */
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this.duration = duration;
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/** @type {boolean} Whether entity is currently invincible */
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this.isInvincible = startActive;
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}
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/**
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* Update invincibility timer
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* @param {number} deltaTime - Time since last frame in seconds
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* @returns {boolean} True if still invincible
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*/
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update(deltaTime) {
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if (!this.isInvincible) return false;
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this.timeRemaining -= deltaTime;
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if (this.timeRemaining <= 0) {
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this.isInvincible = false;
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this.timeRemaining = 0;
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return false;
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}
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return true;
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}
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/**
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* Activate invincibility
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* @param {number} [duration] - Optional custom duration
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*/
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activate(duration = null) {
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this.duration = duration || this.duration;
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this.timeRemaining = this.duration;
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this.isInvincible = true;
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}
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/**
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* Check if currently invincible
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* @returns {boolean}
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*/
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getIsInvincible() {
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return this.isInvincible && this.timeRemaining > 0;
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}
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}
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@ -3,7 +3,9 @@ import { Velocity } from '../components/Velocity.js';
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import { MeshComponent } from '../components/MeshComponent.js';
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import { Collidable } from '../components/Collidable.js';
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import { Health } from '../components/Health.js';
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import { Invincibility } from '../components/Invincibility.js';
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import { PlayerTag, CoinTag, ObstacleTag, BoundaryConstrained } from '../components/Tags.js';
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import { GameConfig } from './GameConfig.js';
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/**
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* EntityFactory - creates pre-configured game entities with appropriate components.
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@ -52,6 +54,8 @@ export class EntityFactory {
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this.world.addComponent(entity, new MeshComponent(mesh));
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this.world.addComponent(entity, new Collidable(0, 'player')); // Player center point (original behavior)
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this.world.addComponent(entity, new Health(100));
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// Invincibility starts inactive until first damage
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this.world.addComponent(entity, new Invincibility(GameConfig.INVINCIBILITY_DURATION, false));
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this.world.addComponent(entity, new PlayerTag());
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this.world.addComponent(entity, new BoundaryConstrained(this.groundSize));
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158
src/game/Game.js
158
src/game/Game.js
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@ -1,5 +1,6 @@
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import { World } from '../ecs/World.js';
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import { EntityFactory } from './EntityFactory.js';
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import { GameConfig } from './GameConfig.js';
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// Systems
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import { InputSystem } from '../systems/InputSystem.js';
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@ -9,11 +10,13 @@ import { BoundarySystem } from '../systems/BoundarySystem.js';
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import { CoinSystem } from '../systems/CoinSystem.js';
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import { ObstacleSystem } from '../systems/ObstacleSystem.js';
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import { CollisionSystem } from '../systems/CollisionSystem.js';
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import { InvincibilitySystem } from '../systems/InvincibilitySystem.js';
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import { RenderSystem } from '../systems/RenderSystem.js';
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// Components
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import { Transform } from '../components/Transform.js';
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import { Health } from '../components/Health.js';
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import { Invincibility } from '../components/Invincibility.js';
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/**
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* Main Game class - manages the game loop and coordinates all systems.
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@ -24,11 +27,14 @@ import { Health } from '../components/Health.js';
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export class Game {
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constructor() {
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/** @type {number} Size of the game play area */
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this.groundSize = 30;
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this.groundSize = GameConfig.GROUND_SIZE;
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/** @type {number} Current game score */
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this.score = 0;
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/** @type {number} High score (loaded from localStorage) */
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this.highScore = this.loadHighScore();
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/** @type {boolean} Whether the game is currently active */
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this.gameActive = true;
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@ -69,6 +75,20 @@ export class Game {
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lastShakeTime: 0
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};
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// Combo system state
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/** @type {number} Current combo multiplier (1x, 2x, 3x, etc.) */
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this.comboMultiplier = 1;
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/** @type {number} Time since last coin collection (for combo) */
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this.comboTimer = 0;
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/** @type {number} Last time a coin was collected */
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this.lastCoinTime = 0;
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// Health regeneration state
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/** @type {number} Time since last health regeneration */
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this.healthRegenTimer = 0;
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this.init();
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this.setupEventListeners();
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this.animate();
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@ -177,6 +197,9 @@ export class Game {
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// Game-specific behavior
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this.world.addSystem(new CoinSystem());
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// Invincibility system (before collision to update state)
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this.world.addSystem(new InvincibilitySystem());
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// Collision detection
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this.collisionSystem = new CollisionSystem();
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this.collisionSystem.onCollision((entity1, entity2, layer1, layer2) => {
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@ -193,13 +216,13 @@ export class Game {
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this.playerEntity = this.entityFactory.createPlayer();
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// Create coins
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for (let i = 0; i < 10; i++) {
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for (let i = 0; i < GameConfig.INITIAL_COIN_COUNT; i++) {
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const coin = this.entityFactory.createCoin(this.coins.length);
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this.coins.push(coin);
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}
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// Create obstacles
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for (let i = 0; i < 8; i++) {
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for (let i = 0; i < GameConfig.INITIAL_OBSTACLE_COUNT; i++) {
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const obstacle = this.entityFactory.createObstacle();
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this.obstacles.push(obstacle);
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}
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@ -230,8 +253,36 @@ export class Game {
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this.coins.splice(index, 1);
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}
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// Update score
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this.score += 10;
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// Update combo system
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const currentTime = performance.now() / 1000; // Convert to seconds
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const timeSinceLastCoin = currentTime - this.lastCoinTime;
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if (timeSinceLastCoin <= GameConfig.COMBO_TIME_WINDOW && this.lastCoinTime > 0) {
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// Maintain combo
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this.comboMultiplier = Math.min(
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this.comboMultiplier + 1,
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GameConfig.COMBO_MULTIPLIER_MAX
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);
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this.comboTimer = GameConfig.COMBO_TIME_WINDOW;
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} else {
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// Reset combo
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this.comboMultiplier = 1;
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this.comboTimer = GameConfig.COMBO_TIME_WINDOW;
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}
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this.lastCoinTime = currentTime;
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// Calculate score with combo multiplier
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const baseScore = GameConfig.COMBO_BASE_SCORE;
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const scoreGain = baseScore * this.comboMultiplier;
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this.score += scoreGain;
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// Check for new high score
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if (this.score > this.highScore) {
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this.highScore = this.score;
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this.saveHighScore(this.highScore);
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}
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this.updateUI();
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// Spawn new coin
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@ -240,12 +291,23 @@ export class Game {
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}
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handleObstacleCollision(playerEntity, obstacleEntity) {
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// Check if player is invincible
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const invincibility = this.world.getComponent(playerEntity, Invincibility);
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if (invincibility && invincibility.getIsInvincible()) {
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return; // No damage if invincible
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}
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const health = this.world.getComponent(playerEntity, Health);
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const playerTransform = this.world.getComponent(playerEntity, Transform);
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const obstacleTransform = this.world.getComponent(obstacleEntity, Transform);
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// Damage player
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const isDead = health.damage(1);
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// Damage player (using config damage amount)
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const isDead = health.damage(GameConfig.OBSTACLE_DAMAGE);
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// Activate invincibility frames
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if (invincibility) {
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invincibility.activate(GameConfig.INVINCIBILITY_DURATION);
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}
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// Push player back
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const pushDirection = playerTransform.position.clone().sub(obstacleTransform.position);
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@ -254,6 +316,10 @@ export class Game {
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playerTransform.position.add(pushDirection.multiplyScalar(0.3));
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playerTransform.position.y = 0.5;
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// Reset combo on damage
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this.comboMultiplier = 1;
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this.comboTimer = 0;
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this.updateUI();
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if (isDead) {
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@ -275,6 +341,23 @@ export class Game {
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updateUI() {
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document.getElementById('score').textContent = this.score;
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// Update high score
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const highScoreEl = document.getElementById('highScore');
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if (highScoreEl) {
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highScoreEl.textContent = this.highScore;
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}
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// Update combo display
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const comboEl = document.getElementById('combo');
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if (comboEl) {
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if (this.comboMultiplier > 1 && this.comboTimer > 0) {
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comboEl.textContent = `${this.comboMultiplier}x COMBO!`;
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comboEl.style.display = 'block';
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} else {
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comboEl.style.display = 'none';
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}
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}
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const health = this.world.getComponent(this.playerEntity, Health);
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if (health) {
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document.getElementById('health').textContent = Math.max(0, health.currentHealth);
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@ -284,6 +367,15 @@ export class Game {
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gameOver() {
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this.gameActive = false;
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document.getElementById('finalScore').textContent = this.score;
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// Show "New High Score!" if applicable
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const newHighScoreEl = document.getElementById('newHighScore');
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if (newHighScoreEl && this.score === this.highScore && this.score > 0) {
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newHighScoreEl.style.display = 'block';
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} else if (newHighScoreEl) {
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newHighScoreEl.style.display = 'none';
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}
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document.getElementById('gameOver').style.display = 'block';
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}
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@ -303,6 +395,14 @@ export class Game {
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this.gameActive = true;
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this.lastTime = performance.now(); // Reset timer to prevent deltaTime spike
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// Reset combo system
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this.comboMultiplier = 1;
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this.comboTimer = 0;
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this.lastCoinTime = 0;
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// Reset health regeneration timer
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this.healthRegenTimer = 0;
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// Recreate entities
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this.createGameEntities();
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@ -427,6 +527,32 @@ export class Game {
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});
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}
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/**
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* Load high score from localStorage
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* @returns {number} High score value
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*/
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loadHighScore() {
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try {
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const saved = localStorage.getItem(GameConfig.STORAGE_HIGH_SCORE);
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return saved ? parseInt(saved, 10) : 0;
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} catch (error) {
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console.debug('Failed to load high score:', error);
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return 0;
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}
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}
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/**
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* Save high score to localStorage
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* @param {number} score - Score to save
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*/
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saveHighScore(score) {
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try {
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localStorage.setItem(GameConfig.STORAGE_HIGH_SCORE, score.toString());
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} catch (error) {
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console.debug('Failed to save high score:', error);
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}
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}
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onWindowResize() {
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this.camera.aspect = window.innerWidth / window.innerHeight;
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this.camera.updateProjectionMatrix();
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@ -472,6 +598,24 @@ export class Game {
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}
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if (this.gameActive) {
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// Update combo timer
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this.comboTimer = Math.max(0, this.comboTimer - deltaTime);
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if (this.comboTimer <= 0 && this.comboMultiplier > 1) {
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this.comboMultiplier = 1;
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this.updateUI();
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}
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// Update health regeneration
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this.healthRegenTimer += deltaTime;
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if (this.healthRegenTimer >= GameConfig.HEALTH_REGEN_INTERVAL) {
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const health = this.world.getComponent(this.playerEntity, Health);
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if (health && health.currentHealth < health.maxHealth) {
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health.heal(GameConfig.HEALTH_REGEN_AMOUNT);
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this.updateUI();
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}
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this.healthRegenTimer = 0;
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}
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// Update ECS world with actual deltaTime
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this.world.update(deltaTime);
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31
src/game/GameConfig.js
Normal file
31
src/game/GameConfig.js
Normal file
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@ -0,0 +1,31 @@
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/**
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* GameConfig - Centralized game configuration constants
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* Easy to tweak difficulty, balance, and gameplay parameters
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*/
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export const GameConfig = {
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// Gameplay
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OBSTACLE_DAMAGE: 3, // Increased from 1 to balance invincibility frames and health regen
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COIN_SCORE: 10,
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HEALTH_REGEN_INTERVAL: 10, // Heal 1 HP every 10 seconds
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HEALTH_REGEN_AMOUNT: 1,
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// Combo System
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COMBO_TIME_WINDOW: 3, // Seconds between coin collections to maintain combo
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COMBO_MULTIPLIER_MAX: 5, // Maximum combo multiplier (5x)
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COMBO_BASE_SCORE: 10, // Base score per coin
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// Invincibility
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INVINCIBILITY_DURATION: 1.5, // Seconds of invincibility after damage
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INVINCIBILITY_FLASH_RATE: 0.1, // Seconds between flash toggles
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// Difficulty
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INITIAL_OBSTACLE_COUNT: 8,
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INITIAL_COIN_COUNT: 10,
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// Arena
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GROUND_SIZE: 30,
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// Storage Keys
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STORAGE_HIGH_SCORE: 'threejs-game-highscore'
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};
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49
src/systems/InvincibilitySystem.js
Normal file
49
src/systems/InvincibilitySystem.js
Normal file
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@ -0,0 +1,49 @@
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import { System } from '../ecs/System.js';
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import { Invincibility } from '../components/Invincibility.js';
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import { MeshComponent } from '../components/MeshComponent.js';
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import { GameConfig } from '../game/GameConfig.js';
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/**
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* InvincibilitySystem - handles invincibility flashing effect
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*/
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export class InvincibilitySystem extends System {
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constructor() {
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super();
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this.flashTimer = 0;
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}
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/**
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* Update invincibility timers and flash effect
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* @param {number} deltaTime - Time since last frame in seconds
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*/
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update(deltaTime) {
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const entities = this.getEntities(Invincibility, MeshComponent);
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this.flashTimer += deltaTime;
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for (const entityId of entities) {
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const invincibility = this.getComponent(entityId, Invincibility);
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const meshComp = this.getComponent(entityId, MeshComponent);
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if (!invincibility || !meshComp) continue;
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// Update invincibility timer
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invincibility.update(deltaTime);
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// Flash effect - toggle visibility based on flash rate
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if (invincibility.getIsInvincible()) {
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const flashInterval = Math.floor(this.flashTimer / GameConfig.INVINCIBILITY_FLASH_RATE);
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meshComp.mesh.visible = flashInterval % 2 === 0;
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} else {
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||||
// Always visible when not invincible
|
||||
meshComp.mesh.visible = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Reset flash timer periodically to prevent overflow
|
||||
if (this.flashTimer > 10) {
|
||||
this.flashTimer = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue