Vector.js

Vector is an open source javascript library for creating interactive graphics. View the repository, run the tests, or meet the team.

Mouse Path Game Open in Sandbox

Description

Stay inside the bounds of the outlined circle with your cursor for as long as possible! When the timer hits 0 the game is over.

Script

/**
* @title Mouse Path Game
* @description Stay inside the bounds of the outlined circle with your cursor for as long as possible! When the timer hits 0 the game is over.
* @tags [games]
* @weight 1
*/
import { Interactive, getScriptName } from '../../index.js';
var startTime;
let interval = 0;
let distance = 1;
let xDiff = distance;
let yDiff = distance;
let mX = 0;
let mY = 0;
let score = 250;
let interactive = new Interactive(getScriptName());
interactive.height = 736;
interactive.width = 736;
interactive.border = true;
interactive.root.addEventListener('mousemove', e => {
    mX = e.clientX - interactive.root.getBoundingClientRect().left;
    mY = e.clientY - interactive.root.getBoundingClientRect().top;
});
let scoreLabel = interactive.text(10, 25, "Time: ");
scoreLabel.root.setAttribute('font-weight', 'bold');
scoreLabel.root.setAttribute('font-size', '20');
let pointsLabel = interactive.text(120, 27, score.toString());
pointsLabel.root.setAttribute('font-size', '20');
pointsLabel.root.setAttribute('font-weight', 'bold');
let gameOverText = interactive.text(interactive.width / 2 - 180, interactive.height / 2, "");
gameOverText.root.setAttribute('font-size', '50');
gameOverText.root.setAttribute('font-weight', 'bold');
gameOverText.root.setAttribute('visibility', 'hidden');
let restartButton = interactive.button(interactive.width / 2 - 50, interactive.height / 2 + 50, "Start");
restartButton.onclick = function (event) {
    startGame();
};
let x = 300;
let y = 200;
let control = interactive.control(x, y);
control.onchange = function () {
    control.updateDependents();
};
control.root.setAttribute('visibility', 'hidden');
let radius = 40;
let circle;
let circles = [];
let d = 10;
let n = 25;
/**
 * starts the game
 */
function startGame() {
    startTime = new Date().getTime();
    score = 250;
    window.requestAnimationFrame(step);
    interval = startTimer(updateDiffs);
    restartButton.root.setAttribute('visibility', 'hidden');
    gameOverText.root.setAttribute('visibility', 'hidden');
    //reset circles
    while (circles.length > 0) {
        circles[0].remove();
        circles.shift();
    }
    control.translate(300, 200);
    circle = interactive.circle(300, 200, radius);
    circle.fill = percentageToColor(0);
    circle.addDependency(control);
    circle.update = function () {
        circle.cx = control.x;
        circle.cy = control.y;
    };
    circles = [circle];
    for (let i = 1; i < n; i++) {
        let prev = circles[circles.length - 1];
        let circle = interactive.circle(x, y, radius);
        circle.fill = percentageToColor((i + (n / 360)) * 0.01);
        circle.update = function () {
            if (Math.hypot(circle.cy - prev.cy, circle.cx - prev.cx) >= d - 1) {
                let angle = Math.atan2(circle.cy - prev.cy, circle.cx - prev.cx);
                circle.cx = prev.cx + (d - .5) * Math.cos(angle);
                circle.cy = prev.cy + (d - .5) * Math.sin(angle);
            }
        };
        circle.addDependency(prev);
        circles.push(circle);
    }
}
/**
 * animation cycle
 */
var start = null;
function step(timestamp) {
    // initialize start time
    if (!start)
        start = timestamp;
    // set up the next animation frame
    movePath();
    let head = circles[circles.length - 1];
    head.style.stroke = 'black';
    head.style.strokeWidth = '3';
    if (((head.cx + radius >= mX) && (head.cy + radius >= mY)) &&
        ((head.cx - radius <= mX) && (head.cy - radius <= mY))) {
        score++;
    }
    else {
        if (score > 1500) {
            score -= 10;
        }
        else {
            score -= 5;
        }
    }
    pointsLabel.contents = score.toString();
    if (score > 0) {
        window.requestAnimationFrame(step);
    }
    else {
        score = 0;
        pointsLabel.contents = score.toString();
        var endTime = new Date().getTime();
        let diff = endTime - startTime;
        clearInterval(interval);
        gameOverText.contents = 'You lasted ' + diff / 1000 + ' seconds!';
        gameOverText.x = interactive.width / 2 - gameOverText.getBoundingBox().width / 2;
        gameOverText.remove();
        interactive.appendChild(gameOverText);
        gameOverText.root.removeAttribute('visibility');
        restartButton.root.removeAttribute('visibility');
        restartButton.label.contents = 'Restart';
    }
}
/**
 * Makes the game harder as time goes on.
 */
function updateDiffs() {
    let m1 = getRandomInt(0, 2);
    if (m1 == 0) {
        xDiff *= -1;
    }
    else {
        yDiff *= -1;
    }
    if (circles.length > 5) {
        let c = circles.pop();
        c.remove();
    }
    distance += 0.25;
    xDiff = Math.sign(xDiff) * distance;
    yDiff = Math.sign(yDiff) * distance;
}
/**
 * Moves the cursor path
 */
function movePath() {
    if ((control.x >= interactive.width - 50) || (control.x <= 0 + 50) ||
        (control.y >= interactive.height - 50) || (control.y <= 0 + 50)) {
        if (control.x >= interactive.width - 50) {
            xDiff *= -1;
        }
        else if (control.x <= 0 + 50) {
            xDiff *= -1;
        }
        if (control.y >= interactive.height - 50) {
            yDiff *= -1;
        }
        else if (control.y <= 0 + 50) {
            yDiff *= -1;
        }
    }
    control.x += xDiff;
    control.y += yDiff;
    control.onchange();
}
/**
 * Returns a random int beween min and max
 * The maximum is exclusive and the minimum is inclusive
 */
function getRandomInt(min, max) {
    min = Math.ceil(min);
    max = Math.floor(max);
    return Math.floor(Math.random() * (max - min)) + min;
}
/**
* Calls fn every 2000 seconds and returns the id of the interval.
* @param fn function to call every 2000 milliseconds
*/
function startTimer(fn) {
    return window.setInterval(fn, 2000);
}
/**
 * Takes in a percentage, and converts that to a color on the HSL scale
 * @param percentage percentage of the color scale you want
 * @param maxHue maximum hue value
 * @param minHue minimum hue value
 */
function percentageToColor(percentage, maxHue = 360, minHue = 0) {
    const hue = percentage * (maxHue - minHue) + minHue;
    return `hsl(${hue}, 100%, 50%)`;
}
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