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.gitignore vendored
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node_modules
public/app.js
.Thumbs.db
node_modules

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1. Install dependencies with `npm install --global`.
2. Run the browser watch with `gulp`.
3. hack hack hack, until the time is over.

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// npm install -g gulp
// npm install --save-dev browser-sync
var gulp = require('gulp');
var coffee = require('gulp-coffee');
var concat = require('gulp-concat');
var uglify = require('gulp-uglify');
var sourcemaps = require('gulp-sourcemaps');
var browserSync = require('browser-sync');
var reload = browserSync.reload;
gulp.task('server', function() {
browserSync({
server: {
baseDir: 'public'
}
});
});
gulp.task('compile', function() {
return gulp.src(['src/entities/*.coffee', 'src/items/*.coffee', , 'src/tiles/*.coffee', 'src/tools.coffee', 'src/app.coffee', 'src/game.coffee', 'src/hud.coffee', 'src/speechbubble.coffee'])
.pipe(sourcemaps.init())
.pipe(coffee({bare: true}))
.pipe(concat('app.js'))
.pipe(sourcemaps.write())
.pipe(gulp.dest('public'));
});
gulp.task('default', ['server'], function() {
gulp.watch(['src/**/*.coffee'], ['compile']);
gulp.watch(['*.html', 'styles.css', 'app.js', 'images/*'], {cwd: 'public'}, reload);
});

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Title: Entire game on one screen
* TODO
** make video with audio comment :ruben:
** submit to ludum dare :ruben:
** write ludum dare final blogpost :ruben:
** write post-mortem ludum dare blogpost :aaron:ruben:

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{
"name": "arg-games-ld31",
"description": "ARG-Games Lumdum Date 31 Entry",
"version": "0.0.1",
"dependencies": {
"gulp": "*",
"gulp-coffee": "*",
"gulp-concat": "*",
"gulp-uglify": "*",
"gulp-sourcemaps": "*",
"browser-sync": "*"
}
}

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app = playground(
width: 8*20,
height: 8*15,
scaleToFit: true,
smoothing: false,
create: ->
@loadImages "layers", "active", "progress", "selected", "entities", "hud", "actions", "speechbubbles", "deadtiles", "layerdetails", "entitydetails", "buildinfo", "cursor", "info", "end", "intro1", "intro2", "intro3", "intro4", "titlescreen"
@currentHoveredTile = new Tile
ready: ->
@game.start()
@setState @game
render: ->
@layer.clear "#00f"
@game.render()
layerIndexToName: (index)->
resTypes = (k for own k of @game.resources)
resTypes[index]
)

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class Base
constructor: ->
@frame = 0
window.setInterval @changeAnimation, 500
tick: (tile)->
sprite: ->
[@frame*8, 0, 8, 8]
spritedetail: ->
[0, 0, 16, 16]
isMoveable: ->
false
changeAnimation: =>
if @frame == 3
@frame = 0
else
@frame += 1
spaceProvided: 30
energyProvided: 7
isDockable: true

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class Miner
constructor: ->
@frame = 0
window.setInterval @changeAnimation, 500
tick: (tile) ->
tile.click "left"
tile.click "left"
tile.click "left"
tile.click "left"
sprite: ->
[@frame*8, 16, 8, 8]
spritedetail: ->
[0, 16*2, 16, 16]
isMoveable: ->
true
changeAnimation: =>
if @frame == 1
@frame = 0
else
@frame += 1
spaceProvided: 5
energyProvided: 0
isDockable: false

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class Silo
constructor: ->
@frame = 0
window.setInterval @changeAnimation, 500
tick: (tile)->
sprite: ->
[@frame*8, 8, 8, 8]
spritedetail: ->
[0, 16, 16, 16]
isMoveable: ->
false
changeAnimation: =>
if @frame == 1
@frame = 0
else
@frame += 1
spaceProvided: 15
energyProvided: 0
isDockable: true

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class Solarpanel
tick: (tile)->
sprite: ->
[0, 8*3, 8, 8]
spritedetail: ->
[0, 16*3, 16, 16]
isMoveable: ->
false
spaceProvided: 0
energyProvided: 15
isDockable: true

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app.game =
start: ->
for i in [0..20*15-1]
@map[i] = new Tile(i)
@map[20*5+10].entity = new Base
@mouseX = 0
@mouseY = 0
@currentHoveredTile = new Tile(-1)
@currentSelectedTile = null
window.setInterval @tick, 1000
@hud.start()
@speechbubble.start()
@cutScene = false
@intro = false
@titleScreen = true
# TODO: Refactor this whole crap ... I can't belive I am writing this ...
startCutScene: ->
if @titleScreen
@titleScreen = false
@cutScene = true
app.game.cutSceneImage = app.images.intro1
window.setTimeout app.game.cutScene2, 1500
cutScene2: =>
app.game.cutSceneImage = app.images.intro2
window.setTimeout app.game.cutScene3, 2000
cutScene3: =>
app.game.cutSceneImage = app.images.intro3
window.setTimeout app.game.cutScene4, 1500
cutScene4: =>
app.game.cutSceneImage = app.images.intro4
window.setTimeout app.game.cutSceneEnd, 1500
cutSceneEnd: =>
app.game.cutScene = false
app.game.intro = true
app.game.startIntro()
startIntro: ->
@speechbubble.setFix 90, 27
@speechbubble.say 'help', 2000
@timeout = window.setTimeout @intro2, 3000
intro2: =>
app.game.speechbubble.say 'damn', 2000
app.game.timeout = window.setTimeout app.game.intro3, 3000
intro3: =>
app.game.speechbubble.say 'need', 3500
app.game.timeout = window.setTimeout app.game.intro4, 4500
intro4: =>
app.game.speechbubble.say 'collect', 3500
app.game.timeout = window.setTimeout app.game.introEnd, 3500
introEnd: =>
@intro = false
app.game.speechbubble.setMouse()
render: ->
if @titleScreen
app.layer.drawImage app.images.titlescreen, 0, 0, 20*8, 15*8
return
if @cutScene
app.layer.drawImage @cutSceneImage, 0, 0, 20*8, 15*8
return
if @gameEndCheck()
app.layer.drawImage app.images.end, 0, 0, 20*8, 15*8
return
for tile, i in @map
y = Math.floor(i/20)
x = i-(y*20)
tile.render(x, y)
@hud.render()
@speechbubble.render()
mousedown: (event)->
tile = posToTile(Math.floor(event.x/8), Math.floor(event.y/8))
# Can't click on dead tiles
return unless tile and tile.isBuildable
if @isMouseInView event.x/8, event.y/8
switch event.button
when 'left'
if event.x > 143 and event.x < 151 and event.y > 95 and event.y < 106
app.game.hud.showBuildInfo()
else
tile.click(event.button)
@currentSelectedTile.deselect() if @currentSelectedTile
tile.select()
@currentSelectedTile = tile
when 'right'
@currentSelectedTile.deselect() if @currentSelectedTile
@currentSelectedTile = null
mousemove: (event)->
@mouseX = event.x
@mouseY = event.y
if @isMouseInView event.x, event.y
tile = posToTile(Math.floor(event.x/8), Math.floor(event.y/8))
if tile
if tile != @currentHoveredTile
tile.moveIn()
@currentHoveredTile.moveOut() if @currentHoveredTile
@currentHoveredTile = tile
else
@currentHoveredTile.moveOut() if @currentHoveredTile
@currentHoveredTile = null
isMouseInView: (mouseX, mouseY) ->
if mouseX < app.width and mouseX >= 0 and mouseY < app.height and mouseY >= 0
return true
false
keyup: (event) ->
switch event.key
when "enter" then @startCutScene()
when "m" then @createMiner()
when "e" then @createSolarpanel()
when "i" then app.game.hud.showBuildInfo()
when "s" then @createSilo()
when "c" then @cheatah()
when "1" then @releaseRes 'stardust'
when "2" then @releaseRes 'dirt'
when "3" then @releaseRes 'bedrock'
when "4" then @releaseRes 'oxodum'
when "5" then @releaseRes 'lubinit'
when "6" then @releaseRes 'darkana'
when "7" then @releaseRes 'bio'
when "8" then @releaseRes 'notch'
when "9" then @releaseRes 'lava'
when "space"
@currentSelectedTile.deselect() if @currentSelectedTile
@currentSelectedTile = null
releaseRes: (string) ->
@resources[string] = 0
tick: =>
tile.tick() for tile in app.game.map
createMiner: ->
if @currentSelectedTile and !@currentSelectedTile.entity
if @checkResource('lubinit', 5, true)
@currentSelectedTile.entity = new Miner
else
@speechbubble.say 'nores'
else
@speechbubble.say 'nosel'
createSilo: ->
if @currentSelectedTile
if @checkPosition(@currentSelectedTile)
if @checkResource('dirt', 5, true)
@currentSelectedTile.entity = new Silo
else
@speechbubble.say 'nores'
else
@speechbubble.say 'toofar'
else
@speechbubble.say 'nosel'
# TODO: OMG refactor this ...
createSolarpanel: ->
if @currentSelectedTile
if @checkPosition(@currentSelectedTile)
if @checkResource('notch', 30, true)
@currentSelectedTile.entity = new Solarpanel
else
@speechbubble.say 'nores'
else
@speechbubble.say 'toofar'
else
@speechbubble.say 'nosel'
checkResource: (type, amount, drain = false) ->
if @resources[type] >= amount
@resources[type] -= amount if drain
return true
false
checkPosition: (tile)->
return false if tile.entity
# Check all 4 directions
[x, y] = posToXY(tile.position)
# Left
return true if app.game.map[xyToPos(x-1, y)].entity \
and app.game.map[xyToPos(x-1, y)].entity.isDockable \
and x > 0
# Right
return true if app.game.map[xyToPos(x+1, y)].entity \
and app.game.map[xyToPos(x+1, y)].entity.isDockable \
and x < 19
# Top
return true if app.game.map[xyToPos(x, y-1)].entity \
and app.game.map[xyToPos(x, y-1)].entity.isDockable \
and y > 0
# Bottom
return true if app.game.map[xyToPos(x, y+1)].entity \
and app.game.map[xyToPos(x, y+1)].entity.isDockable \
and y < 14
false
cheatah: ->
for type, amount of @resources
@resources[type] = 100
map: []
miners: []
maxTileAmount: 75
availableSiloStorage: ->
space = 0
for tile in app.game.map
space += tile.entity.spaceProvided if tile.entity
space
usedSiloStorage: ->
space = 0
space += amount for resource, amount of @resources
space
solarpanelCount: ->
energy = 0
for tile in app.game.map
# FIXME: Thats not a sane solution hahahah :D
energy += 1 if tile.entity and tile.entity.energyProvided > 10
energy
gameEndCheck: ->
return true if @solarpanelCount() >= 4
false
resources:
stardust: 0
dirt: 0
bedrock: 0
oxodum: 0
lubinit: 0
darkana: 0
bio: 0
notch: 0
lava: 0

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app.game.hud =
start: ->
resTypes = (k for own k of app.game.resources)
@position = x: 45, y: 103
@buildinfo = false
@itemArrow = new AnimatedItem maxFrames: 10, image: app.images.actions, speed: 50
@resources = []
for restype, i in resTypes
@resources[restype] = new Tilelayer(
type: restype,
depth: i
)
render: ->
panelusage = 'resources'
app.layer.drawImage app.images.hud, 0, 11*8
app.layer.drawImage app.images.info, 143, 95
# cursor
# app.layer.drawImage app.images.cursor, app.game.mouseX, app.game.mouseY
if @buildinfo
app.layer.drawRegion app.images.buildinfo, [0, 0, 106, 10], 1, 1
app.layer.drawRegion app.images.buildinfo, [0, 10, 106, 10], 1, 12
app.layer.drawRegion app.images.buildinfo, [0, 20, 106, 10], 1, 23
app.layer.drawRegion app.images.buildinfo, [0, 30, 106, 10], 1, 34
currentSelectedTile = app.game.currentSelectedTile
if currentSelectedTile != null
panelusage = 'tile'
if currentSelectedTile.entity
panelusage = 'entity'
app.layer.drawRegion app.images.entitydetails, currentSelectedTile.entity.spritedetail(), 12, 95
else
app.layer.drawRegion app.images.layerdetails, currentSelectedTile.getCurrentLayer().spritedetail, 12, 95
# silo capacity
usedSiloStoragePercent = Math.round((100 / app.game.availableSiloStorage()) * app.game.usedSiloStorage())
for f in [0..100]
resourcePanelColor = "#333"
if f <= usedSiloStoragePercent
colorStep = Math.round((usedSiloStoragePercent/100)*5)
resourcePanelColor = ["#0a0", "#0a0", "#aa0", "#f60", "#a00", "#f00"][colorStep]
x = 44+f
y = 112
app.layer.setPixel(resourcePanelColor, x, y)
# Energy production (47)
length = Math.round(((25*app.game.solarpanelCount())*45)/100)
for i in [0..length]
app.layer.setPixel("#228ca5", 49+i, 91)
app.layer.setPixel("#8ddaed", 50+i, 92)
app.layer.setPixel("#228ca5", 49+i, 93)
switch panelusage
when 'tile'
@showResources()
when 'entity'
#app.layer.drawRegion app.images.entities, currentSelectedTile.entity.sprite(), 44, 102
if currentSelectedTile.entity.isMoveable()
app.layer.drawRegion @itemArrow.image, @itemArrow.sprite(), 44, 102
when 'resources'
@showResources()
showBuildInfo: ->
clearTimeout(@timeout) if @timeout
@buildinfo = true
@timeout = window.setTimeout @hideBuildInfo, 6000
hideBuildInfo: ->
app.game.hud.buildinfo = false
showResources: ->
# resources
i = 0
for type, amount of app.game.resources
if amount > 0
tileLayer = @resources[type]
spritePosition = {
x: i*9+@position.x
y: @position.y
}
app.layer.drawRegion app.images.layers, tileLayer.hudSprite, spritePosition.x, spritePosition.y
amountByTwenty = Math.floor(amount/20)
amountLeft = amount - amountByTwenty*20
for e in [0..amountLeft]
color = "#0a0"
color = "#0f0" if e == amountLeft
if e < 6
x = spritePosition.x-1+e
y = spritePosition.y-1
else if e < 10
x = spritePosition.x+4
y = spritePosition.y-1+e-5
else if e < 15
x = spritePosition.x+14-e
y = spritePosition.y+4
else
x = spritePosition.x-1
y = spritePosition.y+19-e
app.layer.setPixel(color, x, y)
for f in [0..amountByTwenty]
if f > 0
color = "#0000ff"
x = spritePosition.x-2+f
y = spritePosition.y+7
app.layer.setPixel(color, x, y)
i++

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class AnimatedItem
constructor: (options) ->
{@maxFrames, @image, @speed} = options
@frame = 0
window.setInterval @changeAnimation, @speed
sprite: ->
[@frame*8, 0, 8, 8]
changeAnimation: =>
if @frame == @maxFrames
@frame = 0
else
@frame += 1

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app.game.speechbubble =
start: ->
@sprite = [0, 0, 27, 13]
@positioning = 'mouse'
setFix: (x, y) ->
@x = x
@y = y
@positioning = 'fixed'
setMouse: ->
@positioning = 'mouse'
say: (text, timeout = 1000) ->
clearTimeout(@timeout) if @timeout
switch text
when 'help' then @sprite = [0, 0, 27, 13]
when 'toofar' then @sprite = [0, 13, 90, 13]
when 'nores' then @sprite = [0, 26, 90, 13]
when 'nosel' then @sprite = [0, 39, 90, 13]
when 'damn' then @sprite = [0, 52, 90, 13]
when 'need' then @sprite = [0, 65, 90, 13]
when 'collect' then @sprite = [0, 78, 90, 13]
@visible = true
@timeout = window.setTimeout @hide, timeout
hide: =>
app.game.speechbubble.visible = false
render: ->
switch @positioning
when 'mouse'
x = app.game.mouseX+5
y = app.game.mouseY-15
when 'fixed'
x = @x
y = @y
app.layer.drawRegion app.images.speechbubbles, @sprite, x, y if @visible

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class Tile
constructor: (position)->
@position = position
@layers = []
for restype, i in allResourceTypes()
@layers.push new Tilelayer(
type: restype,
depth: i,
amount: Math.round(Math.random()*app.game.maxTileAmount)+1
)
@currentLayer = 0
@empty = false
@entity = null
@isActive = false
@isBuildable = !(Math.round(Math.random()*10) == 5)
@isBuildable = true if @position == 20*5+10
@randomSeed = Math.round(Math.random()*10)
click: (button)->
# Some tiles are not buildable
return unless @isBuildable
if button == "left" and !@empty
if (app.game.availableSiloStorage() - app.game.usedSiloStorage()) > 0
if @layers[@currentLayer].collect()
name = app.layerIndexToName(@currentLayer)
app.game.resources[name] += 1
else
@currentLayer += 1
if @currentLayer == allResourceTypes().length-1
# If we reach the bottom, the entity on top dies.
@entity = null
@empty = true
tick: ->
@entity.tick @ if @entity
moveIn: ->
@isActive = true
moveOut: ->
@isActive = false
select: ->
@isSelected = true
deselect: ->
@isSelected = false
getCurrentLayer: ->
@layers[@currentLayer]
render: (x, y)->
tileLayer = @getCurrentLayer()
app.layer.drawRegion app.images.layers, tileLayer.sprite, x*8, y*8
unless @isBuildable
app.layer.drawRegion app.images.deadtiles, [8*@randomSeed, 0, 8, 8], x*8, y*8
return
if @entity
app.layer.drawRegion app.images.entities, @entity.sprite(), x*8, y*8
if (@entity and @entity.isMoveable()) or @isActive
# Draw the status indicator.
app.layer.drawImage app.images.progress, x*8, y*8
numPercent = Math.floor((tileLayer.amount*6)/app.game.maxTileAmount)
for i in [0..numPercent]
color = ["#f00", "#a00", "#f60", "#aa0", "#0a0", "#0a0"][numPercent]
color = ["#f00", "#f00", "#f80", "#ff0", "#0f0", "#0f0"][numPercent] if i == numPercent
app.layer.setPixel(color, x*8+1+i, y*8+6)
if @isActive
app.layer.drawImage app.images.active, x*8, y*8
if @isSelected
app.layer.drawImage app.images.selected, x*8, y*8

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class Tilelayer
constructor: (options)->
{@type, @depth, @amount} = options
@randomFactor = getRandomInt 0, 4
@sprite = [@randomFactor*8, @depth*8, 8, 8]
@spritedetail = [0, @depth*16, 16, 16]
@hudSprite = [@randomFactor*8, @depth*8, 4, 4]
collect: ->
return false if @amount == 0
@amount -= 1

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getRandomInt = (min, max) ->
Math.floor(Math.random() * (max - min + 1)) + min;
allResourceTypes = ->
(k for own k of app.game.resources)
posToTile = (x, y)->
app.game.map[xyToPos(x, y)]
posToXY = (pos)->
y = Math.floor(pos/20)
x = pos-(y*20)
[x, y]
xyToPos = (x, y)->
y*20 + x