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Combonaut.js
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Combonaut.js
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let targetanim1 = document.querySelector(".btn1anim");
let targetanim2 = document.querySelector(".btn_2");
let targetanim3 = document.querySelector(".btn_3");
let targetanim4 = document.querySelector(".btn_4");
let targetanim4box = document.querySelector(".rotating_btn_container4");
let targetanimshadow1 = document.querySelector(".btn1shadow");
let targetanimshadow2 = document.querySelector(".btn1shadow2");
let targetanimshadow3 = document.querySelector(".btn1shadow3");
let black_cover1 = document.querySelector(".cover_screen1");
let black_cover2 = document.querySelector(".cover_screen2");
let black_cover3 = document.querySelector(".cover_screen3");
let starter_btn = document.querySelector(".starter_btn");
let starter_btn_endless = document.querySelector(".starter_btn_endless");
let starter_btn_tutorial = document.querySelector(".starter_btn_tutorial");
let targetcontainer1 = document.querySelector(".obstacle_container1");
let targetcontainer2 = document.querySelector(".obstacle_container2");
let targetcontainershadow1 = document.querySelector(".obstacle_container1shadow");
let targetcontainershadow2 = document.querySelector(".obstacle_container2shadow");
let targetcontainerwarning1 = document.querySelector(".obstacle_container1warning");
let targetcontainerwarning2 = document.querySelector(".obstacle_container2warning");
let onetimebtn = document.querySelector(".onetimebtn");
let permanent_display = document.querySelector(".permanent_display");
let anim1type;
let anim2type;
let anim1delay;
let anim2delay;
let obstacle1top;
let obstacle1left;
let obstacle1scale;
let obstacle2top;
let obstacle2left;
let obstacle2scale;
let anim1wdur;
let anim2wdur;
let obstacleanimduration = 45000;
let targetScore = 1000000;
let button2_effect_target = document.querySelector(".btn_2");
let permanent_multiplier_value = 1;
let comboValue = 1;
let hoverTime = 0;
let clickCount = 0;
let inactivityTime = 0;
let offset_left = "-20%";
let offset_top = "-120%";
let offset_rotate = "90deg";
let offset_scale = "150%";
let offset_rotate2 = 0;
function runanims() {
starter_btn.style.animationPlayState = 'running';
starter_btn_endless.style.animationPlayState = 'running';
starter_btn_tutorial.style.animationPlayState = 'running';
targetanim1.style.animationPlayState = 'running';
targetanim2.style.animationPlayState = 'running';
targetanim3.style.animationPlayState = 'running';
targetanim4.style.animationPlayState = 'running';
targetanimshadow1.style.animationPlayState = 'running';
targetanimshadow2.style.animationPlayState = 'running';
targetanimshadow3.style.animationPlayState = 'running';
black_cover1.style.animationPlayState = 'running';
black_cover2.style.animationPlayState = 'running';
black_cover3.style.animationPlayState = 'running';
targetcontainer1.style.animationPlayState = 'running';
targetcontainer2.style.animationPlayState = 'running';
targetcontainershadow1.style.animationPlayState = 'running';
targetcontainershadow2.style.animationPlayState = 'running';
targetcontainerwarning1.style.animationPlayState = 'running';
targetcontainerwarning2.style.animationPlayState = 'running';
onetimebtn.style.animationPlayState = "running";
}
function startnormalanims() {
r.style.setProperty('--anim1type', 'obstacle1move 30s 8s infinite');
r.style.setProperty('--anim2type', 'obstacle2move 40s 24s infinite');
r.style.setProperty("--anim1wdur", "15s")
r.style.setProperty("--anim2wdur", "10s")
r.style.setProperty("--anim1wdel", "8s")
r.style.setProperty("--anim2wdel", "24s")
r.style.setProperty("--shadow1delay", "8.05s")
r.style.setProperty("--shadow2delay", "24.1s")
r.style.setProperty('--containerrotate', '90deg');
r.style.setProperty('--obstacle1top', '300%');
r.style.setProperty('--obstacle1left', '80%');
r.style.setProperty('--obstacle1scale', '200%');
r.style.setProperty('--obstacle2top', '50%');
r.style.setProperty('--obstacle2left', '0%');
r.style.setProperty('--obstacle2scale', '150%');
obstacleanimduration = 45000;
}
function starthardanims() {
r.style.setProperty('--anim1type', 'obstacle1movehard 7.5s 10s infinite');
r.style.setProperty('--anim2type', 'obstacle2movehard 10s 20s infinite');
r.style.setProperty("--anim1wdur", "2s")
r.style.setProperty("--anim2wdur", "2s")
r.style.setProperty("--anim1wdel", "9s")
r.style.setProperty("--anim2wdel", "19s")
r.style.setProperty("--shadow1delay", "10.05s")
r.style.setProperty("--shadow2delay", "20.05s")
r.style.setProperty('--containerrotate', '0%');
r.style.setProperty('--obstacle1top', '-40%');
r.style.setProperty('--obstacle1left', '200%');
r.style.setProperty('--obstacle1scale', '80%');
r.style.setProperty('--obstacle2top', '-200%');
r.style.setProperty('--obstacle2left', '-30%');
r.style.setProperty('--obstacle2scale', '80%');
obstacleanimduration = 45000;
}
function starthard2anims() {
starthardanims();
r.style.setProperty('--anim1type', 'obstacle1movehard2 15s 10s infinite');
r.style.setProperty('--anim2type', 'obstacle2movehard2 25s 20s infinite ease-in');
r.style.setProperty("--anim1wdur", "2s")
r.style.setProperty("--anim2wdur", "4s")
r.style.setProperty("--anim1wdel", "9s")
r.style.setProperty("--anim2wdel", "19s")
r.style.setProperty("--shadow1delay", "10.05s")
r.style.setProperty("--shadow2delay", "20.05s")
r.style.setProperty('--containerrotate', '0%');
r.style.setProperty('--obstacle1top', '150%');
r.style.setProperty('--obstacle1left', '0%');
r.style.setProperty('--obstacle1scale', '80%');
r.style.setProperty('--obstacle2top', '-230%');
r.style.setProperty('--obstacle2left', '-30%');
r.style.setProperty('--obstacle2scale', '80%');
obstacleanimduration = 45000;
}
setTimeout(starthardanims, obstacleanimduration);
function select_obstacleset(){
obstacle_setID = Math.floor(Math.random() * 3 + 1);
}
function runchoosenset() {
if (obstacle_setID == 1) {console.log("set1");
startnormalanims();
} else if (obstacle_setID == 2) {console.log("set2");
starthardanims();
} else if (obstacle_setID == 3) {console.log("set3");
starthard2anims();
}
else {console.log("this cant happen");
}
}
function deployobstacle() {
select_obstacleset();
runchoosenset();
}
function obstacle_loop (){
setInterval(deployobstacle, obstacleanimduration)
}
var normal_mode = false;
var endless_mode = false;
var tutorial = false;
var disableCombo = false;
let progress1 = document.querySelector(".progress1");
let progress2 = document.querySelector(".progress2");
let progress3 = document.querySelector(".progress3");
let progress4 = document.querySelector(".progress4");
let progress5 = document.querySelector(".progress5");
let progress6 = document.querySelector(".progress6");
let progress7 = document.querySelector(".progress7");
let progress8 = document.querySelector(".progress8");
let progress9 = document.querySelector(".progress9");
let progress10 = document.querySelector(".progress10");
let progress1check = false;
let progress2check = false;
let progress3check = false;
let progress4check = false;
let progress5check = false;
let progress6check = false;
let progress7check = false;
let progress8check = false;
let progress9check = false;
let progress10check = false;
const tutorialText = document.querySelector(".tutorialtext");
const onetimebtn1 = document.querySelector("#onetimebtn_1");
const onetimebtn2 = document.querySelector("#onetimebtn_2");
const onetimebtn3 = document.querySelector("#onetimebtn_3");
const onetimebtn4 = document.querySelector("#onetimebtn_4");
var enable_deadly_check = false;
const music_endless = new Audio("sounds/music_loop_endless.mp3");
music_endless.loop=true;
var vol = 1;
const music_tutorial = new Audio("sounds/tutorial_loop.mp3");
music_tutorial.loop=true;
const music_scoreTarget = new Audio("sounds/score_target_loop.mp3");
music_scoreTarget.loop=true;
$(".starter_btn").click(function() {
start_all();
r.style.setProperty('--meter_left_offset', "-200%");
runanims();
disableBar = true;
normal_mode = true;
document.querySelector(".fever_deco").style.opacity = '0%';
music_scoreTarget.play();
}
)
$(".starter_btn_endless").click(function() {
start_all();
endless_mode = true;
r.style.setProperty('--permanent_opacity', "100%");
runanims();
disableBar = false;
enable_deadly_check = false;
permanent_applyBuffer = true;
music_endless.volume = vol;
music_endless.play();
}
)
function fadeout() {
setInterval(function() {
if (vol > 0.05) {
vol -= 0.05;
music_endless.volume = vol;
}
else {
clearInterval(fadeout);
}
}, 250);
}
$(".starter_btn_tutorial").click(function() {
start_all();
tutorial = true;
disableCombo = true;
disableBar = true;
stop_onetimebtn = true;
enable_deadly_check = false;
music_tutorial.play();
targetanim4.style.animation = 'none';
targetanim4.style.opacity = '0%';
targetanim4box.style.animation = 'none';
r.style.setProperty('--meter_left_offset', '-200%');
document.querySelector(".fever_deco").style.opacity = '0%';
tutorialText.innerHTML = "Welcome to Combonaut! Here are the rules, try to keep up.";
setTimeout(() => {
if (stop_onetimebtn == true) {
console.log("went off")
r.style.setProperty('--animstate', 'paused');
}
}, 2000);
setInterval(() => {
if (disableCombo == true) {
inactivityTime = 1;
comboValue = 1;
}
}, 100);
r.style.setProperty('--tutorial_position', 'absolute');
r.style.setProperty('--tutorial_opacity', '0%');
r.style.setProperty('--tutorial_top', '0.25vw');
r.style.setProperty('--tutorialtxt_opacity', '100%');
progress1.style.animationPlayState = 'running';
starter_btn.style.animationPlayState = 'running';
starter_btn_endless.style.animationPlayState = 'running';
starter_btn_tutorial.style.animationPlayState = 'running';
black_cover1.style.animationPlayState = 'running';
black_cover2.style.animationPlayState = 'running';
black_cover3.style.animationPlayState = 'running';
const btn_1 = ".btn_1"
const btn_2 = ".btn_2"
const btn_3 = ".btn_3"
const btn_4 = ".btn_4"
function remove_btn(x) {
document.querySelector(".btn_" + x).style.animation = 'none';
document.querySelector(".btn_" + x).style.opacity = '0%';
document.querySelector(".btn_" + x).style.pointerEvents = 'none';
}
function readd_btn(x) {
document.querySelector(".btn_" + x).style.animation = 'initial';
document.querySelector(".btn_" + x).style.opacity = 'initial';
document.querySelector(".btn_" + x).style.pointerEvents = 'all';
}
$(".progress1").click(function() {
tutorialText.innerHTML = "Each circle has a slightly different effect, and correct way of interacting with it.<br> Yellow circles need to be SLASHED, try scoring 500 points so that you may proceed.";
progress1.style.animation = 'progress_btn_leave 1s ease-in';
targetanim1.style.animationPlayState = 'running';
setInterval(function() {
if (current_amount >= 500 && progress1check == false) {
progress2.style.animationPlayState = 'running';
progress1check = true;
remove_btn(1);
}
}, 500);
});
$(".progress2").click(function() {
tutorialText.innerHTML = "Red circles need to be HOVERED over, to provide points consistently.<br> 750 points to continue.";
progress2.style.animation = 'progress_btn_leave 1s ease-in';
targetanim2.style.animationPlayState = 'running';
setInterval(function() {
if (current_amount >= 750 && progress2check == false) {
progress3.style.animationPlayState = 'running';
progress2check = true;
remove_btn(2);
}
}, 500);
});
$(".progress3").click(function() {
tutorialText.innerHTML = "Green circles need to be CLICKED, no rocket science here.<br> 1500 points to proceed.";
progress3.style.animation = 'progress_btn_leave 1s ease-in';
targetanim3.style.animationPlayState = 'running';
targetanim3.style.animation = "btn3loop infinite 60s";
setInterval(function() {
if (current_amount >= 1500 && progress3check == false) {
progress4.style.animationPlayState = 'running';
progress3check = true;
remove_btn(3);
}
}, 500);
});
$(".progress4").click(function() {
tutorialText.innerHTML = "Alright, it's time for the more advanced stuff: The POINTS MULTIPLIER!";
r.style.setProperty('--tutorial_position', 'relative');
r.style.setProperty('--tutorial_anim', 'comboAnim 2s forwards ease-out');
r.style.setProperty('--tutorial_top', 'initial');
progress4.style.animation = 'progress_btn_leave 1s ease-in';
setInterval(function() {
if (progress4check == false) {
progress5.style.animationPlayState = 'running';
progress4check = true;
remove_btn(1);
}
}, 500);
});
$(".progress5").click(function() {
tutorialText.innerHTML = "The Points Multiplier is the key to scoring BIG. To increase your Multiplier, interact with any of the circles for a while. But be careful - NOT INTERACTING with any of the buttons resets your multiplier, so try to keep your Score Multiplier REFRESHED, by briefly interacting with any of the buttons before the Refresh Period runs out.";
readd_btn(1);
targetanim1.style.animationPlayState = 'running';
targetanim1.style.animation = "btn1loop infinite 15s";
disableCombo = false;
r.style.setProperty('--tutorial_position', 'relative');
r.style.setProperty('--tutorial_anim', 'comboAnim 2s forwards');
progress5.style.animation = 'progress_btn_leave 1s ease-in';
setInterval(function() {
if (comboValue >= 3 && progress5check == false) {
progress6.style.animationPlayState = 'running';
progress5check = true;
remove_btn(1);
}
}, 500);
});
$(".progress6").click(function() {
tutorialText.innerHTML = "Try to reach the Points Multiplier of x10. Remember to try and at least briefly interact with a circle about every single second, it may not increase the Multiplier but it's better to have it refreshed rather than completely reset to x1.";
readd_btn(1);
targetanim2.style.animation = "btn2loop infinite 20s";
targetanim2.style.animationPlayState = 'running';
targetanim2.style.pointerEvents = 'all';
targetanim1.style.animation = "btn1loop infinite 15s"
targetanim3.style.animation = "btn3loop infinite 60s";
r.style.setProperty('--tutorial_position', 'relative');
r.style.setProperty('--tutorial_anim', 'comboAnim 2s forwards');
progress6.style.animation = 'progress_btn_leave 1s ease-in';
setInterval(function() {
if (comboValue >= 10 && progress6check == false) {
progress7.style.animationPlayState = 'running';
progress6check = true;
remove_btn(4);
remove_btn(1);
remove_btn(2);
remove_btn(3);
}
}, 500);
});
$(".progress7").click(function() {
targetanim4.style.opacity = '0%';
tutorialText.innerHTML = "Great job! You really are getting the hang of this. Increasing your combo doesn't always need to require such good moves though, sometimes you can just WHALE on the Blue circle, which gives you +1 Multiplier on each CLICK!";
targetanim4.style.animationPlayState = 'running';
targetanim4.style.animation = "btn4loop infinite 25s";
targetanim4.style.opacity = '100%';
targetanim4.style.pointerEvents = "all";
targetanim4box.style.animation = "container_movement 25s ease-in-out infinite";
r.style.setProperty('--tutorial_position', 'relative');
r.style.setProperty('--tutorial_anim', 'comboAnim 2s forwards');
progress7.style.animation = 'progress_btn_leave 1s ease-in';
setInterval(function() {
if (comboValue >= 5 && progress7check == false) {
progress8.style.animationPlayState = 'running';
progress7check = true;
}
}, 1000);
});
$(".progress8").click(function() {
disableBar = false;
r.style.setProperty('--meter_left_offset', '-14%');
tutorialText.innerHTML = "Now it's getting real HOT in here... uh, anyway here's the MULTIMETER! Now this is where it gets seriously fast. Filling the Meter grants you +1 PERMANENT MULTIPLIER, alongside with 10000 points, multiplied by your current points multiplier AND your Permanent Multiplier, but there is a more DEADLY side to this thing as well.";
r.style.setProperty('--tutorial_position', 'relative');
r.style.setProperty('--tutorial_anim', 'comboAnim 2s forwards');
progress8.style.animation = 'progress_btn_leave 1s ease-in';
setInterval(function() {
if (progress8check == false) {
setTimeout(() => {
progress9.style.animationPlayState = 'running';
}, 2000);
progress8check = true;
}
}, 500);
});
$(".progress9").click(function() {
readd_btn(1);
targetanim2.style.animation = "btn2loop infinite 20s";
targetanim2.style.animationPlayState = 'running';
targetanim2.style.pointerEvents = 'all';
targetanim1.style.animation = "btn1loop infinite 15s"
targetanim3.style.animation = "btn3loop infinite 60s";
tutorialText.innerHTML = "Fill the Multimeter to proceed. Remember that in the actual game - The ENDLESS Mode, once you reach 1000000 score, the Bar will actually END YOUR (endless) GAME upon filling up, so learn to keep the meter from filling up completely.";
r.style.setProperty('--tutorial_position', 'relative');
r.style.setProperty('--tutorial_anim', 'comboAnim 2s forwards');
progress9.style.animation = 'progress_btn_leave 1s ease-in';
setInterval(function() {
if (permanent_multiplier_value >= 2 && progress9check == false) {
progress10.style.animationPlayState = 'running';
progress9check = true;
}
}, 500);
});
$(".progress10").click(function() {
tutorialText.innerHTML = "Congratulations! You are now ready for the real deal, try finishing the TARGET SCORE mode now, as that will be a good basic scoring practice. Good luck!";
r.style.setProperty('--tutorial_position', 'relative');
r.style.setProperty('--tutorial_anim', 'comboAnim 2s forwards');
progress10.style.animation = 'progress_btn_leave 1s ease-in';
setInterval(function() {
if (progress10check == false) {
var win_screen = document.getElementsByClassName('winstate')[0];
win_screen.innerHTML = "CONGRATULATIONS<br> You finished the introduction!";
winstate();
endscreen_triggered = true;
progress10check = true;
}
}, 500);
});
}
)
var r = document.querySelector(':root');
function start_all() {
current_amount = 0;
document.querySelector(".info").style.top = '100%';
document.querySelector(".info").style.opacity = '0%';
document.querySelector(".title_top").style.opacity = '0%';
document.querySelector(".title_top").style.top = '-15%';
r.style.setProperty('--animstate', "running");
document.querySelector(".btns_container").style.animationPlayState = 'running';
$(function() {
let playdelay = false;
let intervalId;
let isHovering = false;
let debounceInterval = 50; // Debounce interval time in milliseconds
// Track mouse movement over btn_2 to reset inactivityTime and trigger hover behavior
$(".btn_2").mousemove(function() {
checkScore();
if (!isHovering) {
isHovering = true;
intervalId = setInterval(function() {
current_amount += 3 * (comboValue * permanent_multiplier_value);
update_score();
if (endless_mode == true || disableBar == false) {
increase_bar();
}
score_increase ="+" + 3 * (comboValue * permanent_multiplier_value);
triggerCustomEffect();
if (playdelay == false) {
playdelay = true;
const sound_click = new Audio("sounds/collect2.wav");
sound_click.volume = 0.25;
sound_click.play();
setTimeout(function() {
playdelay = false;
}, 100);
}
if (hoverTime < 5) {
hoverTime++;
handleHover(true);
}
}, debounceInterval); // Debounce the interval start
}
resetInactivity();
});
$(".btn_2").mouseout(function() {
checkScore();
if (intervalId) {
clearInterval(intervalId);
intervalId = null;