Files
waterloo-games/jeux-de-waterloo/script.js
2025-11-08 11:46:34 +01:00

854 lines
28 KiB
JavaScript

const canvas = document.getElementById('map');
const ctx = canvas.getContext('2d');
const tileSize = 64;
// Game started flag
let gameStarted = false;
// Start game function
function startGame() {
const startScreen = document.getElementById('startScreen');
startScreen.classList.add('hidden');
// Show welcome message
setTimeout(() => {
showMessage("Bienvenue dans l'arène ! Tu peux te déplacer en glissant ton doigt dans la direction que tu veux. N'oublie pas les câlins à Sky !", false);
gameStarted = true;
}, 300);
}
// Charger les tiles individuelles
const tiles = {
wall: new Image(),
floor: new Image(),
stair: new Image(),
wind: new Image(),
door: new Image(),
};
tiles.wall.src = 'tiles/wall.png';
tiles.floor.src = 'tiles/sol.png';
tiles.stair.src = 'tiles/stairs.png';
tiles.wind.src = 'tiles/wind.png';
tiles.door.src = 'tiles/door.png';
// Animal sprites
const animalImages = {
lion: new Image(),
elephant: new Image(),
paon: new Image(),
koala: new Image(),
belier: new Image(),
panda: new Image(),
girafe: new Image(),
bear: new Image(),
pingouin: new Image(),
singe: new Image()
};
animalImages.lion.src = 'tiles/lion.png';
animalImages.elephant.src = 'tiles/elephant.png';
animalImages.paon.src = 'tiles/paon.png';
animalImages.koala.src = 'tiles/koala.png';
animalImages.belier.src = 'tiles/belier.png';
animalImages.panda.src = 'tiles/panda.png';
animalImages.girafe.src = 'tiles/giraffe.png';
animalImages.bear.src = 'tiles/bear.png';
animalImages.pingouin.src = 'tiles/pingouin.png';
animalImages.singe.src = 'tiles/singe.png';
// Player sprite
const player = {
image: new Image(),
x: 3, // Starting grid position
y: 10,
currentFloor: 2
};
player.image.src = 'tiles/player.png'; // You'll need to add this image
const sky = {
image: new Image(),
x: 10,
y : 5,
currentFloor: 2,
isMoving: false,
targetX: 1,
targetY: 3,
barkAnimations: [] // Store active bark animations
};
sky.image.src = 'tiles/sky.png'; // You'll need to add this image
// Bark animation class
class BarkAnimation {
constructor(x, y, text = 'WAOUF!') {
this.x = x;
this.y = y;
this.text = text;
this.opacity = 1;
this.offsetY = 0;
this.lifetime = 0;
this.maxLifetime = 60; // frames (about 1 second at 60fps)
}
update() {
this.lifetime++;
this.offsetY -= 1; // Move up
this.opacity = 1 - (this.lifetime / this.maxLifetime);
return this.lifetime < this.maxLifetime;
}
draw(ctx) {
ctx.save();
ctx.globalAlpha = this.opacity;
ctx.font = 'bold 30px Courier New';
ctx.fillStyle = '#fff';
ctx.strokeStyle = '#000';
ctx.lineWidth = 3;
ctx.textAlign = 'center';
const text = this.text;
ctx.strokeText(text, this.x, this.y + this.offsetY);
ctx.fillText(text, this.x, this.y + this.offsetY);
ctx.restore();
}
}
// Game state
const gameState = {
animalPuzzles: [
// Floor 2 - 1 animal
{ x: 1, y: 8, floor: 2, animal: 'panda', solved: false },
// Floor 1 - 8 animals
{ x: 12, y: 3, floor: 1, animal: 'lion', solved: false }, // cuisine table
{ x: 1, y: 5, floor: 1, animal: 'koala', solved: false }, // livre
{ x: 4, y: 1, floor: 1, animal: 'elephant', solved: false }, // bureau
{ x: 14, y: 10, floor: 1, animal: 'paon', solved: false }, // climatiseur
{ x: 3, y: 8, floor: 1, animal: 'belier', solved: false }, // table basse
{ x: 8, y: 2, floor: 1, animal: 'bear', solved: false }, // salle de bain
{ x: 11, y: 1, floor: 1, animal: 'pingouin', solved: false }, // cuisine
{ x: 7, y: 7, floor: 1, animal: 'singe', solved: false }, // canapé
// Floor 0 - 1 animals
{ x: 2, y: 8, floor: 0, animal: 'girafe', solved: false }, // salle grimpe sous sol
],
allPuzzlesSolved: false,
skyMessageShown: false,
treasureRevealed: false
};
// Multiple floors
const maps = [
// Floor 0 (Basement Floor)
[
['wall', 'wall', 'wall', 'wall', 'wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','wall','floor','door','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','wall','floor','wall','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','wall','wall','wall','floor','floor', 'floor','floor','floor','wall'],
['wall', 'wall', 'wall', 'wall', 'wall', 'door','wall','wall','wall','wall','stair','wall','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'wall', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','door','floor','floor', 'floor','floor','floor','wall'],
['wall', 'door', 'wall', 'floor', 'floor', 'floor','floor','floor','wall','wall','door','wall','wall','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','wall','floor','floor','floor','floor','wall','floor', 'floor','wall','door','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','wall','floor','floor','floor','floor','wall','floor', 'floor','wall','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','wall','floor','floor','floor','floor','wall','floor', 'floor','wall','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','wall','floor','floor','floor','floor','wall','floor', 'floor','wall','floor','wall'],
['wall', 'wall', 'wall', 'wall', 'wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall'],
],
// Floor 1 (Ground floor)
[
['wall', 'wall', 'wall', 'wind', 'wall','wall','wall','wind','wall','wall','wall','wind','door','wall','wall','wind','wall','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'wall','floor','floor','floor','wall','floor','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'wall','floor','floor','floor','wall','floor','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'wall','floor','floor','floor','wall','floor','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'wall','wall','door','wall','wall','stair','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'door','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'wall', 'wall', 'wall', 'wall', 'wall','floor','wall','wall','wall','floor','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','floor','floor','floor','floor','floor', 'wall','wall','door','wall'],
['wind', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','floor','floor','floor','floor','floor', 'floor','wind','floor','floor'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','stair','floor','floor','floor','floor', 'floor','wall','floor','floor'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','wall','floor','floor'],
['wall', 'wall', 'wall', 'wind', 'wind','wall','wall','wall','wall','door','wall','wall','wind','wind','wall','wall','floor','floor'],
],
// Floor 2 (Upper floor)
[
['wall', 'wall', 'wall', 'wall', 'wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','floor','floor','floor','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','floor','wall','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','floor','wall','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','stair','wall','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'floor', 'floor', 'floor', 'floor', 'floor','floor','floor','wall','wall','wall','floor','floor','floor', 'floor','floor','floor','wall'],
['wall', 'wall', 'wall', 'wall', 'wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall','wall'],
]
];
let map = maps[player.currentFloor];
// Stair connections: define which stair position leads to which floor
// Format: { floor: { 'x,y': destinationFloor } }
const stairConnections = {
0: { // Basement floor stairs
'10,1': 1, // Stair at x=10, y=1 goes to floor 1
'10,2': 1,
'10,3': 1,
'10,4': 1,
'9,7': 1, // Stair at x=9, y=7 goes to floor 1
'9,8': 1,
'9,9': 1,
'16,11': 1, // Stair at x=16, y=11 goes to floor 1
'17,11': 1
},
1: { // Ground floor stairs
'10,1': 0, // These stairs go down to basement
'10,2': 0,
'10,3': 0,
'10,4': 0,
'9,7': 2, // These stairs go up to floor 2
'9,8': 2,
'9,9': 2,
'16,11': 2, // These stairs go up to floor 2
'17,11': 2
},
2: { // Upper floor stairs
'10,1': 1, // All stairs on floor 2 go down to floor 1
'10,2': 1,
'10,3': 1,
'10,4': 1,
'9,7': 1,
'9,8': 1,
'9,9': 1,
'16,11': 1
}
};
// Set canvas size based on map dimensions
canvas.width = map[0].length * tileSize; // number of columns * tile size
canvas.height = map.length * tileSize; // number of rows * tile size
// Check if player can move to a position
function canMoveTo(x, y) {
if (y < 0 || y >= map.length || x < 0 || x >= map[0].length) {
return false;
}
const tile = map[y][x];
// Player can walk on floor, door, and stair tiles
return tile === 'floor' || tile === 'door' || tile === 'stair';
}
// Check if player is on stairs and handle floor change
function checkStairs() {
const currentTile = map[player.y][player.x];
if (currentTile === 'stair') {
const stairKey = `${player.x},${player.y}`;
const floorConnections = stairConnections[player.currentFloor];
if (floorConnections && floorConnections[stairKey] !== undefined) {
const targetFloor = floorConnections[stairKey];
player.currentFloor = targetFloor;
map = maps[player.currentFloor];
// Update canvas size for new floor
canvas.width = map[0].length * tileSize;
canvas.height = map.length * tileSize;
render();
}
}
}
// Une fonction pour dessiner la carte une fois que toutes les images sont chargées
function drawMap() {
for(let y = 0; y < map.length; y++) {
for(let x = 0; x < map[y].length; x++) {
const tileKey = map[y][x];
const tileImage = tiles[tileKey];
if(tileImage.complete) { // vérifier que l'image est chargée
ctx.drawImage(tileImage, x * tileSize, y * tileSize, tileSize, tileSize);
} else {
// Réessayer plus tard si image pas encore chargée
tileImage.onload = () => {
ctx.drawImage(tileImage, x * tileSize, y * tileSize, tileSize, tileSize);
};
}
}
}
}
// Draw a single tile at position
function drawTile(x, y) {
const tileKey = map[y][x];
const tileImage = tiles[tileKey];
if(tileImage.complete) {
ctx.drawImage(tileImage, x * tileSize, y * tileSize, tileSize, tileSize);
}
// Draw animal sprite if this tile has a solved puzzle
const puzzle = gameState.animalPuzzles.find(
p => p.x === x && p.y === y && p.floor === player.currentFloor && p.solved
);
if (puzzle && animalImages[puzzle.animal].complete) {
ctx.drawImage(animalImages[puzzle.animal], x * tileSize, y * tileSize, tileSize, tileSize);
}
}
// Draw all solved animals on current floor
function drawAnimals() {
gameState.animalPuzzles.forEach(puzzle => {
if (puzzle.solved && puzzle.floor === player.currentFloor) {
const animalImg = animalImages[puzzle.animal];
if (animalImg.complete) {
ctx.drawImage(animalImg, puzzle.x * tileSize, puzzle.y * tileSize, tileSize, tileSize);
}
}
});
}
// Draw player
function drawPlayer() {
if (player.image.complete) {
ctx.drawImage(player.image, player.x * tileSize, player.y * tileSize, tileSize, tileSize);
}
}
// Draw sky
function drawSky() {
// Only draw sky if on the same floor as player
if (sky.currentFloor === player.currentFloor && sky.image.complete) {
ctx.drawImage(sky.image, sky.x * tileSize, sky.y * tileSize, tileSize, tileSize);
}
}
// Draw bark animations
function drawBarkAnimations() {
// Update and draw all active bark animations
sky.barkAnimations = sky.barkAnimations.filter(bark => {
const isAlive = bark.update();
if (isAlive) {
bark.draw(ctx);
}
return isAlive;
});
}
// Create a bark animation at Sky's position
function createBark() {
// Pixel position centered horizontally above Sky
const barkX = (sky.x + 0.5) * tileSize; // center of tile
const barkY = sky.y * tileSize - 10; // slightly above
// Distance check (Manhattan) for heart proximity
const distance = Math.abs(player.x - sky.x) + Math.abs(player.y - sky.y);
const isPlayerNear = (player.currentFloor === sky.currentFloor) && (distance <= 2);
// Choose text
const text = isPlayerNear ? '❤️' : 'WAOUF!';
// Push animation with pixel coordinates
sky.barkAnimations.push(new BarkAnimation(barkX, barkY, text));
}
// Start random barking
let barkInterval = null;
function startRandomBarking() {
if (barkInterval) return; // Already barking
function scheduleBark() {
createBark();
// Schedule next bark between 1-3 seconds
const nextBarkTime = 500 + Math.random() * 1000; // 1000ms to 3000ms
barkInterval = setTimeout(scheduleBark, nextBarkTime);
}
scheduleBark();
}
function stopRandomBarking() {
if (barkInterval) {
clearTimeout(barkInterval);
barkInterval = null;
}
}
// Update animal counter display// Update animal counter display
function updateAnimalCounter() {
const foundCount = gameState.animalPuzzles.filter(p => p.solved).length;
const counterElement = document.getElementById('foundCount');
if (counterElement) {
counterElement.textContent = foundCount;
}
}
// Render everything (used for initial load and floor changes)
function render() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawMap();
drawAnimals();
drawSky();
drawPlayer();
drawBarkAnimations();
updateAnimalCounter();
}
// Update player position (more efficient - only redraws affected tiles)
function updatePlayer(oldX, oldY) {
// Redraw the old position (just the tile, which includes any animal sprite)
drawTile(oldX, oldY);
// Redraw sky if they were on the same tile
if (sky.currentFloor === player.currentFloor && sky.x === oldX && sky.y === oldY) {
drawSky();
}
// Draw the tile at new position first (which includes any animal sprite)
drawTile(player.x, player.y);
// 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 ! Sam est enfin libre ! 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: 4, floor: 2 }, // Stairs on floor 2
{ x: 9, y: 9, floor: 2 }, // Stairs on floor 2
{ x: 9, y: 9, floor: 1 }, // After taking stairs to floor 1
{ x: 12, y: 9, floor: 1 }, // After taking stairs to floor 1
{ x: 13, y: 2, 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: 15, y: 5, floor: 0 }, // After taking stairs to floor 1
{ x: 15, y: 3, 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 ! N'oublie pas d'appeler Sam maintenant qu'il est libéré afin que vous découvriez le trésor ensemble!", 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;