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New Game: Tinker_jump_master #4862

Merged
merged 13 commits into from
Jul 18, 2024
38 changes: 38 additions & 0 deletions Games/Tinker_jump_master/README.md
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# **Tinker_Jump_Master**

---

<br>

## **Description 📃**
- Tinker Jump is game where the Tinker(Doodler) have to jump multiple platforms in order to reach high.

## **functionalities 🎮**
- Control by left and right key to jump into the platform.
- Score points as you reach high.
- Track your score as you play
- Game ends if you fail to jump in the platform.
- Responsive design for easy play on different devices.
- Press Space to restart the game when game ends.
<br>

## **How to play? 🕹️**

- Jump into the platform by clicking left and right.
- Jump as high as you can to score more points.
- Each successful jump on the platform will earn you points
- Aim to achieve the highest score.
- The game ends when you fail to jump into the platform.
- Your final score will be displayed on the screen
<br>

## **Screenshots 📸**
<br>

![image](../../assets/.png)

<br>


## **Working video 📹**
<!-- add your working video over here -->
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Binary file added Games/Tinker_jump_master/assets/start_bg.png
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13 changes: 13 additions & 0 deletions Games/Tinker_jump_master/game.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport", content="width=device-width, initial-scale=1.0">
<title>Tinker Jump</title>
<link rel="stylesheet" href="tinkerjump.css">
<script src="tjump.js"></script>
</head>
<body>
<canvas id="board"></canvas>
</body>
</html>
22 changes: 22 additions & 0 deletions Games/Tinker_jump_master/index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Tinker Jump</title>
<link rel="stylesheet" href="start.css">
</head>
<body>
<div class="main">
<div class="form-box">
<h1 class="text">Tinker Jump</h1>
<br>
<br>
<br>
<div class="start-btn">
<a href="game.html">Start</a>
</div>
</div>
</div>
</body>
</html>
65 changes: 65 additions & 0 deletions Games/Tinker_jump_master/start.css
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* {
margin: 0;
padding: 0;
box-sizing: border-box;
font-family: 'Times New Roman', Times, serif;
}

html, body {
height: 100%;
}

.main {
height: 100vh;
width: 100%;
background-image: linear-gradient(rgba(0,0,0,0.4),rgba(0,0,0,0.4)), url(assets/start_bg.png);
background-position: center;
background-size: cover;
display: flex;
justify-content: center;
align-items: center;
}

.form-box {
width: 80%;
max-width: 600px;
padding: 20px;
background-color: rgba(196, 125, 31, 0.329);
text-align: center;
border-radius: 8px;
}

.text {
font-size: 3.5rem;
margin-bottom: 40px;
color: aliceblue;
font-family: 'Courier New', Courier, monospace;
}

.start-btn a {
text-decoration: none;
color: white;
padding: 10px 20px;
font-size: 1.25rem;
border: 2px solid rgba(0, 0, 0, 0.265);
border-radius: 8px;
background-color: rgb(204, 7, 14);
display: inline-block;
transition: background-color 0.2s linear, border 0.2s linear;
}

.start-btn a:hover {
background-color: rgba(134, 4, 4, 0.943);
border: 2px solid rgb(19, 18, 18);
}

@media (max-width: 600px) {
.text {
font-size: 2rem;
}

.start-btn a {
font-size: 1rem;
padding: 8px 16px;
}
}
8 changes: 8 additions & 0 deletions Games/Tinker_jump_master/tinkerjump.css
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body {
text-align: center;
}

#board {
/* background-color: green; */
background-image: url("assets/doodlejumpbg.png");
}
217 changes: 217 additions & 0 deletions Games/Tinker_jump_master/tjump.js
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//board
let board;
let boardWidth = 360;
let boardHeight = 576;
let context;

//doodler
let doodlerWidth = 46;
let doodlerHeight = 46;
let doodlerX = boardWidth/2 - doodlerWidth/2;
let doodlerY = boardHeight*7/8 - doodlerHeight;
let doodlerRightImg;
let doodlerLeftImg;

let doodler = {
img : null,
x : doodlerX,
y : doodlerY,
width : doodlerWidth,
height : doodlerHeight
}

//physics
let velocityX = 0;
let velocityY = 0; //doodler jump speed
let initialVelocityY = -8; //starting velocity Y
let gravity = 0.4;

//platforms
let platformArray = [];
let platformWidth = 60;
let platformHeight = 18;
let platformImg;

let score = 0;
let maxScore = 0;
let gameOver = false;

window.onload = function() {
board = document.getElementById("board");
board.height = boardHeight;
board.width = boardWidth;
context = board.getContext("2d"); //used for drawing on the board

//draw doodler
// context.fillStyle = "green";
// context.fillRect(doodler.x, doodler.y, doodler.width, doodler.height);

//load images
doodlerRightImg = new Image();
doodlerRightImg.src = "assets/doodler-right.png";
doodler.img = doodlerRightImg;
doodlerRightImg.onload = function() {
context.drawImage(doodler.img, doodler.x, doodler.y, doodler.width, doodler.height);
}

doodlerLeftImg = new Image();
doodlerLeftImg.src = "assets/doodler-left.png";

platformImg = new Image();
platformImg.src = "assets/platform.png";

velocityY = initialVelocityY;
placePlatforms();
requestAnimationFrame(update);
document.addEventListener("keydown", moveDoodler);
}

function update() {
requestAnimationFrame(update);
if (gameOver) {
return;
}
context.clearRect(0, 0, board.width, board.height);

//doodler
doodler.x += velocityX;
if (doodler.x > boardWidth) {
doodler.x = 0;
}
else if (doodler.x + doodler.width < 0) {
doodler.x = boardWidth;
}

velocityY += gravity;
doodler.y += velocityY;
if (doodler.y > board.height) {
gameOver = true;
}
context.drawImage(doodler.img, doodler.x, doodler.y, doodler.width, doodler.height);

//platforms
for (let i = 0; i < platformArray.length; i++) {
let platform = platformArray[i];
if (velocityY < 0 && doodler.y < boardHeight*3/4) {
platform.y -= initialVelocityY; //slide platform down
}
if (detectCollision(doodler, platform) && velocityY >= 0) {
velocityY = initialVelocityY; //jump
}
context.drawImage(platform.img, platform.x, platform.y, platform.width, platform.height);
}

// clear platforms and add new platform
while (platformArray.length > 0 && platformArray[0].y >= boardHeight) {
platformArray.shift(); //removes first element from the array
newPlatform(); //replace with new platform on top
}

//score
updateScore();
context.fillStyle = "black";
context.font = "16px sans-serif";
context.fillText(score, 5, 20);

if (gameOver) {
context.fillText("Game Over: Press 'Space' to Restart", boardWidth/7, boardHeight*7/8);
}
}

function moveDoodler(e) {
if (e.code == "ArrowRight" || e.code == "KeyD") { //move right
velocityX = 4;
doodler.img = doodlerRightImg;
}
else if (e.code == "ArrowLeft" || e.code == "KeyA") { //move left
velocityX = -4;
doodler.img = doodlerLeftImg;
}
else if (e.code == "Space" && gameOver) {
//reset
doodler = {
img : doodlerRightImg,
x : doodlerX,
y : doodlerY,
width : doodlerWidth,
height : doodlerHeight
}

velocityX = 0;
velocityY = initialVelocityY;
score = 0;
maxScore = 0;
gameOver = false;
placePlatforms();
}
}

function placePlatforms() {
platformArray = [];

//starting platforms
let platform = {
img : platformImg,
x : boardWidth/2,
y : boardHeight - 50,
width : platformWidth,
height : platformHeight
}

platformArray.push(platform);

// platform = {
// img : platformImg,
// x : boardWidth/2,
// y : boardHeight - 150,
// width : platformWidth,
// height : platformHeight
// }
// platformArray.push(platform);

for (let i = 0; i < 6; i++) {
let randomX = Math.floor(Math.random() * boardWidth*3/4); //(0-1) * boardWidth*3/4
let platform = {
img : platformImg,
x : randomX,
y : boardHeight - 75*i - 150,
width : platformWidth,
height : platformHeight
}

platformArray.push(platform);
}
}

function newPlatform() {
let randomX = Math.floor(Math.random() * boardWidth*3/4); //(0-1) * boardWidth*3/4
let platform = {
img : platformImg,
x : randomX,
y : -platformHeight,
width : platformWidth,
height : platformHeight
}

platformArray.push(platform);
}

function detectCollision(a, b) {
return a.x < b.x + b.width && //a's top left corner doesn't reach b's top right corner
a.x + a.width > b.x && //a's top right corner passes b's top left corner
a.y < b.y + b.height && //a's top left corner doesn't reach b's bottom left corner
a.y + a.height > b.y; //a's bottom left corner passes b's top left corner
}

function updateScore() {
let points = Math.floor(50*Math.random()); //(0-1) *50 --> (0-50)
if (velocityY < 0) { //negative going up
maxScore += points;
if (score < maxScore) {
score = maxScore;
}
}
else if (velocityY >= 0) {
maxScore -= points;
}
}
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