27 October 2022

Mainkan Game Ular HP Jadul dengan SCSS dan HTML Pug

بِسْــــــــــــــــمِ اﷲِالرَّØ­ْÙ…َÙ†ِ الرَّØ­ِيم

Mainkan Game Ular HP Jadul dengan SCSS dan HTML Pug

ULAR Permainan ular dalam HP jadul menjadi satu permainan atau game paling ikonik yang terdapat pada HP jadul kala itu. HP dengan layar monokrom dan masih belum 4G kala itu menjadi primadona telekomunikasi jarak jauh yang dapat diandalkan. Lantas bagaimana bila kita ingin mewujudkan game tersebut dan dapat tampil di blog. Yuk kita kupas bersama-sama sambil belajar bagaimana menerapkan CSS3 dan HTML Pug ke dalam codepen.

Codepen, website yang berfungsi sebagai builder antara HTML, CSS dan Javascript. Sebenarnya sama sih dengan template blog. Karena blog juga menggunakan HTML, CSS dan Javascript. Karena kesamaan inilah, biasanya yanga dapat ditampilkan di codepen, dapat juga ditampilkan di blog. Mau coba. Sekarang saatnya utak-atik kode yang super duper rumit. Hem sebenarnya kalau dipelajari sedikit demi sedikit tidak terlalu rumit juga sih. Hanya karena kita kurang terbiasa jadi kelihatannya sulit.



Game ini mengajak para pemainnya untuk menjalankan seekor ular untuk memakan apa yang ada di depannya. Setelah memakan, tubuh ular tersebut akan semakin memanjang. Semakin lama permainan atau game semakin menantang. Sebab kalian akan mengendalikan ular yang panjang itu dan mencoba bagaimana caranya supaya bisa tetap makan tanpa harus menabrak tubuhnya. Sambil bernostalgia, ternyata game Snake di HP Nokia lawas ini bisa kembali dimainkan lewat iPhone. Komplit sudah, bisa dimainkan di HP jadul, Android, iPhone sekaligus di Web dengan SCSS dan HTML Pug.

Caranya berikut :

Langsung ke Codepen ya :

Form HTML
canvas(height=512 width=512)#gameCanvas


Form CSS - SCSS
html, body {
  height: 100%;
}

body {
  display:  flex;
  justify-content: center;
  align-items: center;
}

canvas {
  background: black;
  font-size: 2vw;
  box-shadow: 1em 1em .5em rgba(0,0,0,0.25);
  outline: 1px solid white;
  outline-offset: -2px;
}


Form JS
var cnv = document.getElementById('gameCanvas'),
    ctx = cnv.getContext('2d'),
    
    segmentLength = 10,
    startingSegments = 20,
    spawn = { x: 0, y:cnv.height/2 },
    snakeSpeed = 5,
    maxApples = 5,
    appleLife = 500,
    segmentsPerApple = 3,
    
    snakeWidth = 5,
    appleWidth = 5,
    cursorSize = 10,
    
    snakeColor =     [ 100, 255, 100, 1],
    appleColor =     [   0, 255,   0, 1],
    cursorColor =    [ 255, 255, 255, 1],
    cursorColorMod = [   0,-255,-255, 0],
    targetColor =    [   0,   0, 255, 1],
    targetColorMod = [ 255,   0,-255, 0],
    scoreColor =     [ 255, 255, 255, 1],
    
    cursorSpin = 0.075,
    
    snake,
    cursor,
    target,
    apples,
    score,
    gameState,
    deathMeans;

function distance(p1,p2){
	var dx = p2.x-p1.x;
	var dy = p2.y-p1.y;
  
	return Math.sqrt(dx*dx + dy*dy);
}

function lineIntersect(p0_x, p0_y, p1_x, p1_y, p2_x, p2_y, p3_x, p3_y) {
  var  s1_x = p1_x - p0_x,
      s1_y = p1_y - p0_y,
      s2_x = p3_x - p2_x,
      s2_y = p3_y - p2_y,
      s = (-s1_y * (p0_x - p2_x) + s1_x * (p0_y - p2_y)) / (-s2_x * s1_y + s1_x * s2_y),
      t = ( s2_x * (p0_y - p2_y) - s2_y * (p0_x - p2_x)) / (-s2_x * s1_y + s1_x * s2_y);

  if (s >= 0 && s <= 1 && t >= 0 && t <= 1) {
    return true;
  }

  return false;
}

function SGM(angle, x, y) {
  this.x = x || 0;
  this.y = y || 0;
  this.angle = angle || 0;
  this.parent = null;
};

SGM.prototype.endX = function() {
  return this.x + Math.cos(this.angle) * segmentLength;
};

SGM.prototype.endY = function() {
  return this.y + Math.sin(this.angle) * segmentLength;
};

SGM.prototype.pointAt = function(x, y) {
  var dx = x - this.x,
      dy = y - this.y;

  this.angle = Math.atan2(dy, dx);
};

SGM.prototype.target = function(x, y) {
  this.targetX = x;
  this.targetY = y;
  this.arrived = false;
  this.totalDist = distance({x:this.endX(), y: this.endY()}, {x: this.targetX, y: this.targetY});
  this.currentDist = parseInt(this.totalDist);
};

SGM.prototype.gotoTarget = function() {
  if(!this.arrived) {
    if(this.targetX > this.x + segmentLength || this.targetX < this.x - segmentLength || this.targetY > this.y + segmentLength || this.targetY < this.y - segmentLength) {
      this.pointAt(this.targetX, this.targetY);
    }
    else {
      this.arrived = true;
    }
    
    this.currentDist = distance({x:this.endX(), y: this.endY()}, {x: this.targetX, y: this.targetY});
  }
  
  this.x += (this.endX() - this.x) / snakeSpeed;
  this.y += (this.endY() - this.y) / snakeSpeed;

  this.parent.drag(this.x, this.y);
};

SGM.prototype.drag = function(x, y) {
  this.pointAt(x, y);

  this.x = x - Math.cos(this.angle) * segmentLength;
  this.y = y - Math.sin(this.angle) * segmentLength;

  if(this.parent) {
    this.parent.drag(this.x, this.y);
  }
};

SGM.prototype.render = function(context) {
  context.lineTo(this.endX(), this.endY());
};

function IKR(x, y) {
  this.ix = x || 0;
  this.iy = y || 0;
  this.sgms = [];
  this.lastArm = null;
};

IKR.prototype.addSeg = function(angle) {
  var arm = new SGM(angle);

  if(this.lastArm !== null) {
    arm.x = this.lastArm.endX();
    arm.y = this.lastArm.endY();

    arm.parent = this.lastArm;
  }
  else {
    arm.x = this.ix;
    arm.y = this.iy;
  }

  this.sgms.push(arm);
  this.lastArm = arm;
};

IKR.prototype.grow = function() {
  var tail = this.sgms[0],
      arm = new SGM(tail.angle);
  
  arm.x = tail.x - Math.cos(tail.angle) * segmentLength;
  arm.y = tail.y - Math.sin(tail.angle) * segmentLength;
  
  tail.parent = arm;
  this.sgms.unshift(arm);
}

IKR.prototype.drag = function(x, y) {
  this.lastArm.drag(x, y);
};

function CUR(x,y) {
  this.x = x;
  this.y = y;
  this.rotation = 0;
};

CUR.prototype.render = function(context) {
  context.save();
  
  context.translate(this.x, this.y);
  context.rotate(this.rotation);
  
  context.beginPath();
  
  context.moveTo(0, -cursorSize);
  context.lineTo(0, -cursorSize/2);
  context.moveTo(0, cursorSize/2);
  context.lineTo(0, cursorSize);
  
  context.moveTo(-cursorSize, 0);
  context.lineTo(-cursorSize/2, 0);
  context.moveTo(cursorSize/2, 0);
  context.lineTo(cursorSize, 0);
  
  context.stroke();
  context.restore();
  
  this.rotation = (this.rotation + cursorSpin) % 360;
};

function Apple(x, y) {
  this.x = x;
  this.y = y;
  this.life = appleLife;
  this.rotation = 0;
}

Apple.prototype.update = function() {
  this.life--;
};

Apple.prototype.render = function(context) {
  context.beginPath();
  context.arc(this.x, this.y, appleWidth, 0, Math.PI*2);
  context.fill();
  
  if(gameState !== 'dead') {
    context.save();
    
    context.fillStyle = 'white';
    context.font = '8px sans-serif';
    context.fillText(this.life, this.x+10, this.y+10);
    
    context.restore();
  
    CUR.prototype.render.call(this, context);
  }
};

function init() {
  snake = new IKR(spawn.x, spawn.y);
  cursor = new CUR(-20, -20);
  target = new CUR(spawn.x + segmentLength * (startingSegments + 5), spawn.y);
  apples = [];
  score = 0;

  for(var i = 0; i < startingSegments; i++) {
    snake.addSeg();
  }
  
  snake.lastArm.target(target.x, target.y);
  
  gameState = 'play';
}

init();

cnv.addEventListener('mousemove', function(e) {
  switch(gameState) {
    case 'play':
      cursor.x = e.offsetX;
      cursor.y = e.offsetY;
    break;
  }
});

cnv.addEventListener('mousedown', function(e) {
  switch(gameState) {
    case 'play':
      target.x = e.offsetX;
      target.y = e.offsetY;
      snake.lastArm.target(target.x, target.y);
    break;
    case 'dead':
      init();
    break;
  }
});

function badPlacement(apple) {
  for(var s = 0; s < snake.sgms.length; s++) {
    var seg = snake.sgms[s];
    
    if(Math.min(distance(apple, {x:seg.endX(), y:seg.endY()}), distance(apple, {x:seg.x,y:seg.y})) < appleWidth*2) {
      return true;
    }
  }
  return false;
}

function addScoreSegments() {
 for(var i = 0; i < segmentsPerApple; i++) {
   snake.grow();
 } 
}

function update() {
  if(gameState !== 'dead') {
    snake.lastArm.gotoTarget();
    
    if(snake.lastArm.endX() > cnv.width - 2 || snake.lastArm.endX() < 2 || snake.lastArm.endY() > cnv.height - 2 || snake.lastArm.endY() < 2) {
      gameState = 'dead';
      deathMeans = 'You hit the wall...';
      return;
    } 

    for(var s = 0; s < snake.sgms.length-2; s++) {
      var seg = snake.sgms[s];
      
      if(lineIntersect(snake.lastArm.x, snake.lastArm.y, snake.lastArm.endX(), snake.lastArm.endY(), seg.x, seg.y, seg.endX(), seg.endY())) {
        gameState = 'dead';
        deathMeans = 'You bit yourself!';
        return;
      }
      
      for(var a in apples) {
        var apple = apples[a];
        
        if(Math.min(distance(apple, {x:seg.endX(), y:seg.endY()}), distance(apple, {x:seg.x,y:seg.y})) < appleWidth*2) {
          score += Math.round(apple.life/2); // half  score if absorbed by the tail
          apples.splice(a, 1);
          addScoreSegments();
        }
      }
    }
    
    for(var a in apples) {
      var apple = apples[a];
      
      apple.update();
      
      if(apple.life <= 0) {
        apples.splice(a,1);
        continue;
      }
      
      if(distance(apple,{x:snake.lastArm.endX(),y:snake.lastArm.endY()})  < appleWidth*2) {
        score += apple.life;
        apples.splice(a,1);
        
        addScoreSegments();
      }
    }
    
    if(apples.length < maxApples && Math.random()<.1) {
      var offset = appleWidth*10,
          apple = new Apple(
            offset/2+Math.floor(Math.random()*(cnv.width-offset)),
            offset/2+Math.floor(Math.random()*(cnv.height-offset))
          );
      
      
      while(badPlacement(apple)) {
        apple.x = offset/2+Math.floor(Math.random()*(cnv.width-offset));
        apple.y = offset/2+Math.floor(Math.random()*(cnv.height-offset));
      }
      
      apples.push(apple);
    }
  }
}

function drawTarget(targetModFactor) {
  if(!snake.lastArm.arrived) {
    ctx.strokeStyle = 'rgba('+
      (targetColor[0] + targetColorMod[0]*targetModFactor).toFixed(0) + ',' +
      (targetColor[1] + targetColorMod[1]*targetModFactor).toFixed(0) + ',' +
      (targetColor[2] + targetColorMod[2]*targetModFactor).toFixed(0) + ',' +
      (targetColor[3] + targetColorMod[3]*targetModFactor).toFixed(0)
      +')';
    ctx.lineWidth = 1;
    target.render(ctx);
  }
}

function drawSnake() {
  ctx.beginPath();
  ctx.strokeStyle = ctx.fillStyle = 'rgba('+ snakeColor[0] +','+ snakeColor[1] +','+ snakeColor[2] +','+ snakeColor[3]+')';
  ctx.lineWidth = snakeWidth;

  ctx.moveTo(snake.sgms[0].x, snake.sgms[0].y);

  for(var s in snake.sgms) {
    snake.sgms[s].render(ctx);
  }

  ctx.stroke();
  
  ctx.beginPath();
  ctx.arc(snake.lastArm.endX(), snake.lastArm.endY(), appleWidth*.75, 0, Math.PI*2);
  ctx.fill();
}

function drawCursor(targetModFactor) {
  ctx.strokeStyle = 'rgba('+
    (cursorColor[0] + cursorColorMod[0]*targetModFactor).toFixed(0) + ',' +
    (cursorColor[1] + cursorColorMod[1]*targetModFactor).toFixed(0) + ',' +
    (cursorColor[2] + cursorColorMod[2]*targetModFactor).toFixed(0) + ',' +
    (cursorColor[3] + cursorColorMod[3]*targetModFactor).toFixed(0)
    +')';
  ctx.lineWidth = 1;
  cursor.render(ctx);
}

function drawApples() {
  ctx.fillStyle = 'rgba('+
    appleColor[0] +','+
    appleColor[1] +','+
    appleColor[2] +','+
    appleColor[3]
    +')';

  for(var a in apples) {
    var apple = apples[a],
        appleTargetMod = 1 - apple.life / appleLife;
    ctx.strokeStyle = 'rgba('+
      (cursorColor[0] + cursorColorMod[0]*appleTargetMod).toFixed(0) + ',' +
      (cursorColor[1] + cursorColorMod[1]*appleTargetMod).toFixed(0) + ',' +
      (cursorColor[2] + cursorColorMod[2]*appleTargetMod).toFixed(0) + ',' +
      (cursorColor[3] + cursorColorMod[3]*appleTargetMod).toFixed(0)
      +')';
    ctx.lineWidth = 1;
    apple.render(ctx);
  }
}

function render() {
  var targetModFactor = 1 - snake.lastArm.currentDist / snake.lastArm.totalDist;
  
  switch(gameState) {
    case 'play':
      ctx.clearRect(0, 0, cnv.width, cnv.height);

      drawTarget(targetModFactor);
      
      drawSnake();
      
      drawApples();
      
      drawCursor(targetModFactor);

      
      ctx.fillStyle = 'rgba('+
        scoreColor[0] +','+
        scoreColor[1] +','+
        scoreColor[2] +','+
        scoreColor[3]
      +')';
      ctx.textAlign = 'left';
      ctx.textBaseline = 'top';
      ctx.fillText('Score: '+score, 10, 10);
    break;
      
    case 'dead':
      ctx.clearRect(0, 0, cnv.width, cnv.height);
      
      drawSnake();
      
      drawApples();
      ctx.fillStyle = 'rgba(255,0,0,0.5)';
      ctx.fillRect(100, 100, cnv.width - 200, cnv.height - 200);
      ctx.textAlign = 'center';
      ctx.textBaseline = 'middle';
      ctx.fillStyle = ctx.strokeStyle = 'white';
      ctx.font = 'bold 30px sans-serif'
      ctx.fillText('DEAD', cnv.width/2, cnv.height/2-70);
      
      ctx.font = 'bold 25px sans-serif'
      ctx.fillText(deathMeans, cnv.width/2, cnv.height/2-30);
      
      ctx.font = '20px sans-serif';
      ctx.fillText('Score:', cnv.width/2, cnv.height/2+15);
      ctx.font = 'bold 60px sans-serif';
      ctx.fillText(score, cnv.width/2, cnv.height/2+60);
      ctx.font = 'lighter 10px sans-serif';
      ctx.lineWidth = 1;
      ctx.strokeRect(103, 103, cnv.width - 206, cnv.height - 206);
    break;
  }
}

function animate() {
  update();
  render();
  requestAnimationFrame(animate);
}

snake.lastArm.target(target.x, target.y);
animate();


Kalau sudah tinggal save project dan kita dapat memainkan game snake jadul pada desktop lewat codepen. Contohnya saya lampirkan dibawah ini :



Bagikan ke teman-teman kamu
Label Postingan : CSS , Javascript

Terima kasih ya udah mempraktekkan tutorial blog di web alifacode.com dengan judul Mainkan Game Ular HP Jadul dengan SCSS dan HTML Pug . Semoga tutorial blog ini dapat bermanfaat. Salam Blogger.

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