cganed folder
This commit is contained in:
849
jeux-de-waterloo/script.js
Normal file
849
jeux-de-waterloo/script.js
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const canvas = document.getElementById('map');
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const ctx = canvas.getContext('2d');
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const tileSize = 64;
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// Game started flag
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let gameStarted = false;
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// Start game function
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function startGame() {
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const startScreen = document.getElementById('startScreen');
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startScreen.classList.add('hidden');
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// Show welcome message
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setTimeout(() => {
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showMessage("Bienvenue dans l'arène ! Tu peux te déplacer en glissant ton doigt dans la direction que tu veux.", false);
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gameStarted = true;
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}, 300);
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}
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// Charger les tiles individuelles
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const tiles = {
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wall: new Image(),
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floor: new Image(),
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stair: new Image(),
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wind: new Image(),
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door: new Image(),
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};
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tiles.wall.src = 'tiles/wall.png';
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tiles.floor.src = 'tiles/sol.png';
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tiles.stair.src = 'tiles/stairs.png';
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tiles.wind.src = 'tiles/wind.png';
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tiles.door.src = 'tiles/door.png';
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// Animal sprites
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const animalImages = {
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lion: new Image(),
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elephant: new Image(),
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paon: new Image(),
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koala: new Image(),
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belier: new Image(),
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panda: new Image(),
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girafe: new Image(),
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bear: new Image(),
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pingouin: new Image(),
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singe: new Image()
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};
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animalImages.lion.src = 'tiles/lion.png';
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animalImages.elephant.src = 'tiles/elephant.png';
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animalImages.paon.src = 'tiles/paon.png';
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animalImages.koala.src = 'tiles/koala.png';
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animalImages.belier.src = 'tiles/belier.png';
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animalImages.panda.src = 'tiles/panda.png';
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animalImages.girafe.src = 'tiles/giraffe.png';
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animalImages.bear.src = 'tiles/bear.png';
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animalImages.pingouin.src = 'tiles/pingouin.png';
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animalImages.singe.src = 'tiles/singe.png';
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// Player sprite
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const player = {
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image: new Image(),
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x: 3, // Starting grid position
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y: 10,
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currentFloor: 2
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};
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player.image.src = 'tiles/player.png'; // You'll need to add this image
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const sky = {
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image: new Image(),
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x: 10,
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y : 5,
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currentFloor: 2,
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isMoving: false,
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targetX: 1,
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targetY: 3,
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barkAnimations: [] // Store active bark animations
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};
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sky.image.src = 'tiles/sky.png'; // You'll need to add this image
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// Bark animation class
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class BarkAnimation {
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constructor(x, y, text = 'WAOUF!') {
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this.x = x;
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this.y = y;
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this.text = text;
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this.opacity = 1;
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this.offsetY = 0;
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this.lifetime = 0;
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this.maxLifetime = 60; // frames (about 1 second at 60fps)
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}
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update() {
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this.lifetime++;
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this.offsetY -= 1; // Move up
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this.opacity = 1 - (this.lifetime / this.maxLifetime);
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return this.lifetime < this.maxLifetime;
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}
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draw(ctx) {
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ctx.save();
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ctx.globalAlpha = this.opacity;
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ctx.font = 'bold 30px Courier New';
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ctx.fillStyle = '#fff';
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ctx.strokeStyle = '#000';
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ctx.lineWidth = 3;
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ctx.textAlign = 'center';
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const text = this.text;
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ctx.strokeText(text, this.x, this.y + this.offsetY);
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ctx.fillText(text, this.x, this.y + this.offsetY);
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ctx.restore();
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}
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}
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// Game state
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const gameState = {
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animalPuzzles: [
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// Floor 2 - 1 animal
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{ x: 1, y: 8, floor: 2, animal: 'panda', solved: false },
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// Floor 1 - 8 animals
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{ x: 12, y: 3, floor: 1, animal: 'lion', solved: false }, // cuisine table
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{ x: 1, y: 5, floor: 1, animal: 'koala', solved: false }, // livre
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{ x: 4, y: 1, floor: 1, animal: 'elephant', solved: false }, // bureau
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{ x: 14, y: 10, floor: 1, animal: 'paon', solved: false }, // climatiseur
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{ x: 3, y: 8, floor: 1, animal: 'belier', solved: false }, // table basse
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{ x: 8, y: 2, floor: 1, animal: 'bear', solved: false }, // salle de bain
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{ x: 11, y: 1, floor: 1, animal: 'pingouin', solved: false }, // cuisine
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{ x: 7, y: 7, floor: 1, animal: 'singe', solved: false }, // canapé
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// Floor 0 - 1 animals
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{ x: 2, y: 8, floor: 0, animal: 'girafe', solved: false }, // salle grimpe sous sol
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],
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allPuzzlesSolved: false,
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skyMessageShown: false,
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treasureRevealed: false
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};
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// Multiple floors
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const maps = [
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// Floor 0 (Basement Floor)
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[
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['wall', 'wall', 'wall', 'wall', 'wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','wall','floor','door','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','wall','floor','wall','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','wall','wall','wall','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'wall', 'wall', 'wall', 'wall', 'door','wall','wall','wall','wall','stair','wall','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'wall', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','door','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'door', 'wall', 'floor', 'floor', 'floor','floor','floor','wall','wall','door','wall','wall','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','wall','floor','floor','floor','floor','wall','floor', 'floor','wall','door','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','wall','floor','floor','floor','floor','wall','floor', 'floor','wall','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','wall','floor','floor','floor','floor','wall','floor', 'floor','wall','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','wall','floor','floor','floor','floor','wall','floor', 'floor','wall','floor','wall'],
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['wall', 'wall', 'wall', 'wall', 'wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall'],
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],
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// Floor 1 (Ground floor)
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[
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['wall', 'wall', 'wall', 'wind', 'wall','wall','wall','wind','wall','wall','wall','wind','door','wall','wall','wind','wall','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'wall','floor','floor','floor','wall','floor','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'wall','floor','floor','floor','wall','floor','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'wall','floor','floor','floor','wall','floor','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'wall','wall','door','wall','wall','stair','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'door','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'wall', 'wall', 'wall', 'wall', 'wall','floor','wall','wall','wall','floor','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','floor','floor','floor','floor','floor', 'wall','wall','door','wall'],
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['wind', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','floor','floor','floor','floor','floor', 'floor','wind','floor','floor'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','stair','floor','floor','floor','floor', 'floor','wall','floor','floor'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','wall','floor','floor'],
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['wall', 'wall', 'wall', 'wind', 'wind','wall','wall','wall','wall','door','wall','wall','wind','wind','wall','wall','floor','floor'],
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],
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// Floor 2 (Upper floor)
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[
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['wall', 'wall', 'wall', 'wall', 'wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','floor','wall','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','floor','wall','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','stair','wall','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','wall','wall','floor','floor','floor', 'floor','floor','floor','wall'],
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['wall', 'wall', 'wall', 'wall', 'wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall'],
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]
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];
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let map = maps[player.currentFloor];
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// Stair connections: define which stair position leads to which floor
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// Format: { floor: { 'x,y': destinationFloor } }
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const stairConnections = {
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0: { // Basement floor stairs
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'10,1': 1, // Stair at x=10, y=1 goes to floor 1
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'10,2': 1,
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'10,3': 1,
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'10,4': 1,
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'9,7': 1, // Stair at x=9, y=7 goes to floor 1
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'9,8': 1,
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'9,9': 1,
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'16,11': 1, // Stair at x=16, y=11 goes to floor 1
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'17,11': 1
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},
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1: { // Ground floor stairs
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'10,1': 0, // These stairs go down to basement
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'10,2': 0,
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'10,3': 0,
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'10,4': 0,
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'9,7': 2, // These stairs go up to floor 2
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'9,8': 2,
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'9,9': 2,
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'16,11': 2, // These stairs go up to floor 2
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'17,11': 2
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},
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2: { // Upper floor stairs
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'10,1': 1, // All stairs on floor 2 go down to floor 1
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'10,2': 1,
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'10,3': 1,
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'10,4': 1,
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'9,7': 1,
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'9,8': 1,
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'9,9': 1,
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'16,11': 1
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}
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};
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// Set canvas size based on map dimensions
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canvas.width = map[0].length * tileSize; // number of columns * tile size
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canvas.height = map.length * tileSize; // number of rows * tile size
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// Check if player can move to a position
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function canMoveTo(x, y) {
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if (y < 0 || y >= map.length || x < 0 || x >= map[0].length) {
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return false;
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}
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const tile = map[y][x];
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// Player can walk on floor, door, and stair tiles
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return tile === 'floor' || tile === 'door' || tile === 'stair';
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}
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// Check if player is on stairs and handle floor change
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function checkStairs() {
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const currentTile = map[player.y][player.x];
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if (currentTile === 'stair') {
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const stairKey = `${player.x},${player.y}`;
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const floorConnections = stairConnections[player.currentFloor];
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if (floorConnections && floorConnections[stairKey] !== undefined) {
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const targetFloor = floorConnections[stairKey];
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player.currentFloor = targetFloor;
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map = maps[player.currentFloor];
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// Update canvas size for new floor
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canvas.width = map[0].length * tileSize;
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canvas.height = map.length * tileSize;
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render();
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}
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}
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}
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// Une fonction pour dessiner la carte une fois que toutes les images sont chargées
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function drawMap() {
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for(let y = 0; y < map.length; y++) {
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for(let x = 0; x < map[y].length; x++) {
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const tileKey = map[y][x];
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const tileImage = tiles[tileKey];
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if(tileImage.complete) { // vérifier que l'image est chargée
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ctx.drawImage(tileImage, x * tileSize, y * tileSize, tileSize, tileSize);
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} else {
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// Réessayer plus tard si image pas encore chargée
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tileImage.onload = () => {
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ctx.drawImage(tileImage, x * tileSize, y * tileSize, tileSize, tileSize);
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};
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}
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}
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}
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}
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// Draw a single tile at position
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function drawTile(x, y) {
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const tileKey = map[y][x];
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const tileImage = tiles[tileKey];
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if(tileImage.complete) {
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ctx.drawImage(tileImage, x * tileSize, y * tileSize, tileSize, tileSize);
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}
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// Draw animal sprite if this tile has a solved puzzle
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const puzzle = gameState.animalPuzzles.find(
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p => p.x === x && p.y === y && p.floor === player.currentFloor && p.solved
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);
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if (puzzle && animalImages[puzzle.animal].complete) {
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ctx.drawImage(animalImages[puzzle.animal], x * tileSize, y * tileSize, tileSize, tileSize);
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}
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}
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// Draw all solved animals on current floor
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function drawAnimals() {
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gameState.animalPuzzles.forEach(puzzle => {
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if (puzzle.solved && puzzle.floor === player.currentFloor) {
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const animalImg = animalImages[puzzle.animal];
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if (animalImg.complete) {
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ctx.drawImage(animalImg, puzzle.x * tileSize, puzzle.y * tileSize, tileSize, tileSize);
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}
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}
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});
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}
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// Draw player
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function drawPlayer() {
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if (player.image.complete) {
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ctx.drawImage(player.image, player.x * tileSize, player.y * tileSize, tileSize, tileSize);
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}
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}
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// Draw sky
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function drawSky() {
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// Only draw sky if on the same floor as player
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if (sky.currentFloor === player.currentFloor && sky.image.complete) {
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ctx.drawImage(sky.image, sky.x * tileSize, sky.y * tileSize, tileSize, tileSize);
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}
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}
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// Draw bark animations
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function drawBarkAnimations() {
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// Update and draw all active bark animations
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sky.barkAnimations = sky.barkAnimations.filter(bark => {
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const isAlive = bark.update();
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if (isAlive) {
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bark.draw(ctx);
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}
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return isAlive;
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});
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}
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// Create a bark animation at Sky's position
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function createBark() {
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// Pixel position centered horizontally above Sky
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const barkX = (sky.x + 0.5) * tileSize; // center of tile
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const barkY = sky.y * tileSize - 10; // slightly above
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// Distance check (Manhattan) for heart proximity
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const distance = Math.abs(player.x - sky.x) + Math.abs(player.y - sky.y);
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const isPlayerNear = (player.currentFloor === sky.currentFloor) && (distance <= 2);
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// Choose text
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const text = isPlayerNear ? '❤️' : 'WAOUF!';
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// Push animation with pixel coordinates
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sky.barkAnimations.push(new BarkAnimation(barkX, barkY, text));
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}
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// Start random barking
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let barkInterval = null;
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function startRandomBarking() {
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if (barkInterval) return; // Already barking
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function scheduleBark() {
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createBark();
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// Schedule next bark between 1-3 seconds
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const nextBarkTime = 500 + Math.random() * 1000; // 1000ms to 3000ms
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barkInterval = setTimeout(scheduleBark, nextBarkTime);
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}
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scheduleBark();
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}
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function stopRandomBarking() {
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if (barkInterval) {
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clearTimeout(barkInterval);
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barkInterval = null;
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}
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}
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// Update animal counter display// Update animal counter display
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function updateAnimalCounter() {
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const foundCount = gameState.animalPuzzles.filter(p => p.solved).length;
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const counterElement = document.getElementById('foundCount');
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if (counterElement) {
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counterElement.textContent = foundCount;
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}
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}
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// Render everything (used for initial load and floor changes)
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function render() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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drawMap();
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drawAnimals();
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drawSky();
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drawPlayer();
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drawBarkAnimations();
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updateAnimalCounter();
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}
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||||
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||||
// Update player position (more efficient - only redraws affected tiles)
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||||
function updatePlayer(oldX, oldY) {
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// Redraw the old position (just the tile, which includes any animal sprite)
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drawTile(oldX, oldY);
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||||
// Redraw sky if they were on the same tile
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if (sky.currentFloor === player.currentFloor && sky.x === oldX && sky.y === oldY) {
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drawSky();
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}
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// Draw the tile at new position first (which includes any animal sprite)
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||||
drawTile(player.x, player.y);
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// Redraw sky if they're on the same tile now
|
||||
if (sky.currentFloor === player.currentFloor && sky.x === player.x && sky.y === player.y) {
|
||||
drawSky();
|
||||
}
|
||||
// Draw player on top
|
||||
drawPlayer();
|
||||
// Draw bark animations
|
||||
drawBarkAnimations();
|
||||
// Update counter
|
||||
updateAnimalCounter();
|
||||
}
|
||||
|
||||
// Check if player is on an animal puzzle tile
|
||||
function checkAnimalPuzzle() {
|
||||
const puzzle = gameState.animalPuzzles.find(
|
||||
p => p.x === player.x && p.y === player.y && p.floor === player.currentFloor && !p.solved
|
||||
);
|
||||
|
||||
if (puzzle) {
|
||||
currentPuzzle = puzzle;
|
||||
showMessage("Un animal a été trouvé ici ! Lequel ?", true);
|
||||
}
|
||||
}
|
||||
|
||||
// Check if player is next to Sky
|
||||
function checkNearSky() {
|
||||
if (player.currentFloor !== sky.currentFloor) return false;
|
||||
|
||||
const dx = Math.abs(player.x - sky.x);
|
||||
const dy = Math.abs(player.y - sky.y);
|
||||
|
||||
return (dx === 1 && dy === 0) || (dx === 0 && dy === 1);
|
||||
}
|
||||
|
||||
// Check if all puzzles are solved
|
||||
function checkAllPuzzlesSolved() {
|
||||
return gameState.animalPuzzles.every(p => p.solved);
|
||||
}
|
||||
|
||||
// Messages personnalisés pour chaque animal
|
||||
const animalMessages = {
|
||||
lion: "La savane te reconnaît, ta puissance se fait entendre comme un rugissement au milieu des tempêtes. 🦁",
|
||||
elephant: "Ta mémoire est ton armure, chaque pas sur ce territoire est une preuve de ta sagesse silencieuse. 🐘",
|
||||
paon: "Sous la lumière, tu déploies ta beauté, chaque plume racontant ta vérité sans craindre le regard des autres. 🦚",
|
||||
koala: "Même suspendue entre deux mondes, tu trouves douceur et réconfort, là où d'autres n'oseraient se poser. 🐨",
|
||||
belier: "Rien ne t'arrête, tu tiens bon face au vent et défends ce qui t'est cher par ta simple présence. 🐏",
|
||||
panda: "La paix t'accompagne, tu trouves le calme au cœur des forêts, là où tu peux enfin respirer. 🐼",
|
||||
girafe: "Depuis les nuages, tu observes, toujours en avant-garde, cherchant ce qui se cache là où personne ne va. 🦒",
|
||||
bear: "Dans la nuit profonde, tu sais où trouver refuge, seule, mais jamais abattue. 🐻",
|
||||
pingouin: "Même dans le froid, tu restes debout, ta joie n'est jamais perdue même lorsque la glace s'étend partout. 🐧",
|
||||
singe: "Agile et rusée, tu t'adaptes à chaque branche, n'abandonnant jamais ton sourire malgré les obstacles. 🐒"
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
// Show message to player
|
||||
let currentPuzzle = null;
|
||||
function showMessage(text, showButtons = false) {
|
||||
const messageBox = document.getElementById('messageBox');
|
||||
const messageText = document.getElementById('messageText');
|
||||
const animalButtons = document.getElementById('animalButtons');
|
||||
const closeButton = document.getElementById('closeButton');
|
||||
|
||||
messageText.textContent = text;
|
||||
messageBox.classList.remove('hidden');
|
||||
|
||||
if (showButtons) {
|
||||
animalButtons.classList.remove('hidden');
|
||||
closeButton.classList.add('hidden');
|
||||
} else {
|
||||
animalButtons.classList.add('hidden');
|
||||
closeButton.classList.remove('hidden');
|
||||
}
|
||||
}
|
||||
|
||||
// Select animal for puzzle
|
||||
function selectAnimal(animal) {
|
||||
if (!currentPuzzle) return;
|
||||
|
||||
if (currentPuzzle.animal === animal) {
|
||||
// Correct answer
|
||||
currentPuzzle.solved = true;
|
||||
closeMessage();
|
||||
|
||||
// Show personalized message for the animal
|
||||
const personalizedMessage = animalMessages[animal] || `Bravo ! Le ${animal} est bien placé !`;
|
||||
showMessage(personalizedMessage, false);
|
||||
|
||||
// Check if all puzzles solved
|
||||
if (checkAllPuzzlesSolved() && !gameState.allPuzzlesSolved) {
|
||||
gameState.allPuzzlesSolved = true;
|
||||
setTimeout(() => {
|
||||
closeMessage();
|
||||
showMessage("Bravo, tu as replacé tous les animaux ! Va maintenant voir Sky pour trouver le trésor !", false);
|
||||
}, 2000);
|
||||
}
|
||||
} else {
|
||||
// Wrong answer - restart game
|
||||
closeMessage();
|
||||
showMessage("Non, tu t'es trompeé !! Retour à la case départ ! ", false);
|
||||
setTimeout(() => {
|
||||
restartGame();
|
||||
}, 2000);
|
||||
}
|
||||
|
||||
currentPuzzle = null;
|
||||
}
|
||||
|
||||
// Close message
|
||||
function closeMessage() {
|
||||
const messageBox = document.getElementById('messageBox');
|
||||
messageBox.classList.add('hidden');
|
||||
}
|
||||
|
||||
// Restart game
|
||||
function restartGame() {
|
||||
// Reset player position
|
||||
player.x = 3;
|
||||
player.y = 10;
|
||||
player.currentFloor = 2;
|
||||
|
||||
// Reset sky position
|
||||
sky.x = 1;
|
||||
sky.y = 3;
|
||||
sky.currentFloor = 2;
|
||||
sky.isMoving = false;
|
||||
|
||||
// Reset game state
|
||||
gameState.animalPuzzles.forEach(p => p.solved = false);
|
||||
gameState.allPuzzlesSolved = false;
|
||||
gameState.skyMessageShown = false;
|
||||
gameState.treasureRevealed = false;
|
||||
|
||||
// Stop sky random movement if active
|
||||
if (skyRandomMovementInterval) {
|
||||
clearInterval(skyRandomMovementInterval);
|
||||
skyRandomMovementInterval = null;
|
||||
}
|
||||
|
||||
// Stop barking
|
||||
stopRandomBarking();
|
||||
|
||||
// Clear existing bark animations
|
||||
sky.barkAnimations = [];
|
||||
|
||||
// Reset map and render
|
||||
map = maps[player.currentFloor];
|
||||
canvas.width = map[0].length * tileSize;
|
||||
canvas.height = map.length * tileSize;
|
||||
closeMessage();
|
||||
render();
|
||||
|
||||
// Restart Sky's random movement
|
||||
startSkyRandomMovement();
|
||||
|
||||
// Restart barking
|
||||
setTimeout(() => {
|
||||
startRandomBarking();
|
||||
}, 2000);
|
||||
}
|
||||
|
||||
// Random movement for Sky
|
||||
let skyRandomMovementInterval = null;
|
||||
|
||||
function startSkyRandomMovement() {
|
||||
if (skyRandomMovementInterval) return; // Already moving
|
||||
|
||||
skyRandomMovementInterval = setInterval(() => {
|
||||
if (sky.isMoving || gameState.treasureRevealed) return;
|
||||
|
||||
// Random direction
|
||||
const directions = ['up', 'down', 'left', 'right'];
|
||||
const randomDir = directions[Math.floor(Math.random() * directions.length)];
|
||||
|
||||
let newX = sky.x;
|
||||
let newY = sky.y;
|
||||
|
||||
switch(randomDir) {
|
||||
case 'up':
|
||||
newY--;
|
||||
break;
|
||||
case 'down':
|
||||
newY++;
|
||||
break;
|
||||
case 'left':
|
||||
newX--;
|
||||
break;
|
||||
case 'right':
|
||||
newX++;
|
||||
break;
|
||||
}
|
||||
|
||||
// Check if Sky can move to that position (same rules as player)
|
||||
const currentMap = maps[sky.currentFloor];
|
||||
if (newY >= 0 && newY < currentMap.length && newX >= 0 && newX < currentMap[0].length) {
|
||||
const tile = currentMap[newY][newX];
|
||||
if (tile === 'floor' || tile === 'door' || tile === 'stair') {
|
||||
const oldX = sky.x;
|
||||
const oldY = sky.y;
|
||||
sky.x = newX;
|
||||
sky.y = newY;
|
||||
|
||||
// Render if player is on same floor
|
||||
if (player.currentFloor === sky.currentFloor) {
|
||||
// Redraw old position
|
||||
drawTile(oldX, oldY);
|
||||
// Redraw new position with sky
|
||||
drawTile(sky.x, sky.y);
|
||||
drawSky();
|
||||
drawPlayer();
|
||||
}
|
||||
}
|
||||
}
|
||||
}, 500); // Move every 500ms
|
||||
}
|
||||
|
||||
function stopSkyRandomMovement() {
|
||||
if (skyRandomMovementInterval) {
|
||||
clearInterval(skyRandomMovementInterval);
|
||||
skyRandomMovementInterval = null;
|
||||
}
|
||||
}
|
||||
|
||||
// Move Sky automatically
|
||||
function moveSkyToTreasure() {
|
||||
sky.isMoving = true;
|
||||
|
||||
// Path: go to stairs at (9, 7), then to final position
|
||||
const path = [
|
||||
{ x: 9, y: 7, floor: 2 }, // Stairs on floor 2
|
||||
{ x: 9, y: 7, floor: 1 }, // After taking stairs to floor 1
|
||||
{ x: 13, y: 3, floor: 1 }, // After taking stairs to floor 1
|
||||
{ x: 10, y: 4, floor: 1 }, // After taking stairs to floor 1
|
||||
{ x: 10, y: 4, floor: 0 }, // After taking stairs to floor 1
|
||||
{ x: 10, y: 5, floor: 0 }, // After taking stairs to floor 1
|
||||
{ x: 12, y: 4, floor: 0 } // Final treasure position
|
||||
];
|
||||
|
||||
let pathIndex = 0;
|
||||
|
||||
const moveInterval = setInterval(() => {
|
||||
if (pathIndex >= path.length) {
|
||||
clearInterval(moveInterval);
|
||||
sky.isMoving = false;
|
||||
gameState.treasureRevealed = true;
|
||||
render();
|
||||
return;
|
||||
}
|
||||
|
||||
const target = path[pathIndex];
|
||||
|
||||
// Change floor if needed
|
||||
if (target.floor !== sky.currentFloor) {
|
||||
sky.currentFloor = target.floor;
|
||||
map = maps[player.currentFloor];
|
||||
}
|
||||
|
||||
// Move towards target
|
||||
if (sky.x < target.x) sky.x++;
|
||||
else if (sky.x > target.x) sky.x--;
|
||||
else if (sky.y < target.y) sky.y++;
|
||||
else if (sky.y > target.y) sky.y--;
|
||||
|
||||
// Check if reached target
|
||||
if (sky.x === target.x && sky.y === target.y) {
|
||||
pathIndex++;
|
||||
}
|
||||
|
||||
render();
|
||||
}, 500);
|
||||
}
|
||||
|
||||
// Move player function (used by both keyboard and touch)
|
||||
function movePlayer(direction) {
|
||||
// Don't allow movement until game has started
|
||||
if (!gameStarted) return;
|
||||
|
||||
let newX = player.x;
|
||||
let newY = player.y;
|
||||
|
||||
switch(direction) {
|
||||
case 'up':
|
||||
newY--;
|
||||
break;
|
||||
case 'down':
|
||||
newY++;
|
||||
break;
|
||||
case 'left':
|
||||
newX--;
|
||||
break;
|
||||
case 'right':
|
||||
newX++;
|
||||
break;
|
||||
}
|
||||
|
||||
// Check if move is valid
|
||||
if (canMoveTo(newX, newY)) {
|
||||
const oldX = player.x;
|
||||
const oldY = player.y;
|
||||
player.x = newX;
|
||||
player.y = newY;
|
||||
updatePlayer(oldX, oldY);
|
||||
checkStairs();
|
||||
|
||||
// Check for animal puzzles
|
||||
checkAnimalPuzzle();
|
||||
|
||||
// Check if near Sky after all puzzles solved
|
||||
if (gameState.allPuzzlesSolved && !gameState.skyMessageShown && checkNearSky()) {
|
||||
gameState.skyMessageShown = true;
|
||||
stopSkyRandomMovement(); // Stop Sky from moving randomly
|
||||
showMessage("Wouaf Wouaf ! Suis moi pour trouver le trésor final !", false);
|
||||
setTimeout(() => {
|
||||
closeMessage();
|
||||
moveSkyToTreasure();
|
||||
}, 2000);
|
||||
}
|
||||
|
||||
// Check if found Sky at treasure location
|
||||
if (gameState.treasureRevealed && checkNearSky()) {
|
||||
showMessage("Sky est au pied du trésor mais ces petites papattes sont trop courtes, va donc l'aider à le retrouver dans la vraie arène !", false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Handle keyboard input
|
||||
document.addEventListener('keydown', (e) => {
|
||||
switch(e.key) {
|
||||
case 'ArrowUp':
|
||||
movePlayer('up');
|
||||
e.preventDefault();
|
||||
break;
|
||||
case 'ArrowDown':
|
||||
movePlayer('down');
|
||||
e.preventDefault();
|
||||
break;
|
||||
case 'ArrowLeft':
|
||||
movePlayer('left');
|
||||
e.preventDefault();
|
||||
break;
|
||||
case 'ArrowRight':
|
||||
movePlayer('right');
|
||||
e.preventDefault();
|
||||
break;
|
||||
}
|
||||
});
|
||||
|
||||
// Touch controls for mobile
|
||||
let touchStartX = 0;
|
||||
let touchStartY = 0;
|
||||
let touchEndX = 0;
|
||||
let touchEndY = 0;
|
||||
|
||||
canvas.addEventListener('touchstart', (e) => {
|
||||
e.preventDefault();
|
||||
touchStartX = e.changedTouches[0].screenX;
|
||||
touchStartY = e.changedTouches[0].screenY;
|
||||
}, { passive: false });
|
||||
|
||||
canvas.addEventListener('touchend', (e) => {
|
||||
e.preventDefault();
|
||||
touchEndX = e.changedTouches[0].screenX;
|
||||
touchEndY = e.changedTouches[0].screenY;
|
||||
handleSwipe();
|
||||
}, { passive: false });
|
||||
|
||||
function handleSwipe() {
|
||||
const deltaX = touchEndX - touchStartX;
|
||||
const deltaY = touchEndY - touchStartY;
|
||||
const minSwipeDistance = 30; // Minimum distance for a swipe
|
||||
|
||||
// Determine if horizontal or vertical swipe
|
||||
if (Math.abs(deltaX) > Math.abs(deltaY)) {
|
||||
// Horizontal swipe
|
||||
if (Math.abs(deltaX) > minSwipeDistance) {
|
||||
if (deltaX > 0) {
|
||||
movePlayer('right');
|
||||
} else {
|
||||
movePlayer('left');
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Vertical swipe
|
||||
if (Math.abs(deltaY) > minSwipeDistance) {
|
||||
if (deltaY > 0) {
|
||||
movePlayer('down');
|
||||
} else {
|
||||
movePlayer('up');
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Attendre que toutes les images soient chargées avant de dessiner
|
||||
let imagesLoaded = 0;
|
||||
const totalImages = Object.keys(tiles).length + Object.keys(animalImages).length + 2; // tiles + animals + player + sky
|
||||
|
||||
function checkAllImagesLoaded() {
|
||||
imagesLoaded++;
|
||||
if(imagesLoaded === totalImages) {
|
||||
render();
|
||||
// Start Sky's random movement when game loads
|
||||
setTimeout(() => {
|
||||
startSkyRandomMovement();
|
||||
}, 100);
|
||||
// Start animation loop for bark animations
|
||||
startAnimationLoop();
|
||||
// Start random barking
|
||||
setTimeout(() => {
|
||||
startRandomBarking();
|
||||
}, 2000); // Start barking after 2 seconds
|
||||
}
|
||||
}
|
||||
|
||||
// Animation loop for continuous bark animations
|
||||
function startAnimationLoop() {
|
||||
function animate() {
|
||||
// Redraw everything if there are active animations
|
||||
if (sky.barkAnimations.length > 0) {
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
drawMap();
|
||||
drawAnimals();
|
||||
drawSky();
|
||||
drawPlayer();
|
||||
drawBarkAnimations();
|
||||
}
|
||||
requestAnimationFrame(animate);
|
||||
}
|
||||
animate();
|
||||
}
|
||||
|
||||
for (const key in tiles) {
|
||||
tiles[key].onload = checkAllImagesLoaded;
|
||||
}
|
||||
|
||||
for (const key in animalImages) {
|
||||
animalImages[key].onload = checkAllImagesLoaded;
|
||||
}
|
||||
|
||||
player.image.onload = checkAllImagesLoaded;
|
||||
sky.image.onload = checkAllImagesLoaded;
|
||||
|
||||
// Make functions globally accessible for HTML onclick
|
||||
window.selectAnimal = selectAnimal;
|
||||
window.closeMessage = closeMessage;
|
||||
window.startGame = startGame;
|
||||
Reference in New Issue
Block a user