SOURCE / PINNED RELEASE
Made of little things.
Stick Runner
- Release
- 50f4e4cd86f6…
- Author-recorded commit
- 2960bafd6cd9…
- License
- LICENSE
- Author’s source reference
- nostr://npub1ny7l44q0au5xkv3mjgt6zks5f0e2ydefslq4nhh2ve2xypgc2mqqat8qx2/wss%3A%2F%2Fgit.napplet.soy%2F/n-938fb0aa7b7
Archive hash verified: 3dacab6eb59b4481…. The source-to-build association is the author’s claim; it has not been independently rebuilt.
import { CONFIG_DOMAIN } from '@napplet/sdk';
import { runtimeHasDomain } from './domain-availability.js';
import { startSettings } from './napplet-settings.js';
import { Game, VIEW_H, VIEW_W } from './game/game.js';
import './styles.css';
// Stick Runner keeps its own sunset colours; it never follows the host theme.
const app = requireElement<HTMLElement>('#app');
const stage = requireElement<HTMLDivElement>('#stage');
const screen = requireElement<HTMLDivElement>('#screen');
const canvas = requireElement<HTMLCanvasElement>('#game');
const menu = requireElement<HTMLDivElement>('#menu');
const menuResult = requireElement<HTMLDivElement>('#menuResult');
const menuButton = requireElement<HTMLButtonElement>('#menuButton');
const playButton = requireElement<HTMLButtonElement>('#playButton');
const restartButton = requireElement<HTMLButtonElement>('#restartButton');
const touch = requireElement<HTMLDivElement>('#touch');
const tooSmall = requireElement<HTMLDivElement>('#tooSmall');
function requireElement<T extends HTMLElement>(selector: string): T {
const element = document.querySelector<T>(selector);
if (!element) throw new Error(`Missing required element: ${selector}`);
return element;
}
const game = new Game(canvas);
// ---------- touch buttons ----------
const touchScreen = matchMedia('(pointer: coarse)').matches && !matchMedia('(any-pointer: fine)').matches;
let alwaysShowTouch = false;
function updateTouchMode(): void {
const show = touchScreen || alwaysShowTouch;
touch.hidden = !show;
app.classList.toggle('touch-mode', show);
fitScreen();
}
function holdButton(selector: string, control: 'left' | 'right' | 'jump'): void {
const button = requireElement<HTMLButtonElement>(selector);
const release = () => {
game.controls[control] = false;
button.classList.remove('held');
};
button.addEventListener('pointerdown', (event) => {
event.preventDefault();
button.setPointerCapture(event.pointerId);
game.controls[control] = true;
button.classList.add('held');
});
button.addEventListener('pointerup', release);
button.addEventListener('pointercancel', release);
button.addEventListener('lostpointercapture', release);
button.addEventListener('contextmenu', (event) => event.preventDefault());
}
holdButton('#touchLeft', 'left');
holdButton('#touchRight', 'right');
holdButton('#touchJump', 'jump');
// ---------- fitting the game to the frame ----------
/** Keep the game's wide shape and make it as big as the frame allows. */
function fitScreen(): void {
const width = stage.clientWidth;
const height = stage.clientHeight - (touch.hidden ? 0 : touch.offsetHeight + 8);
const scale = Math.max(0.1, Math.min(width / VIEW_W, height / VIEW_H));
const cssW = Math.floor(VIEW_W * scale);
const cssH = Math.floor(VIEW_H * scale);
screen.style.width = `${cssW}px`;
screen.style.height = `${cssH}px`;
game.resize(cssW, cssH);
tooSmall.hidden = stage.clientWidth >= 240 && stage.clientHeight >= 170;
}
new ResizeObserver(fitScreen).observe(stage);
// ---------- the menu ----------
type MenuMode = 'start' | 'pause' | 'won';
let menuMode: MenuMode = 'start';
function openMenu(mode: MenuMode, result = ''): void {
menuMode = mode;
game.paused = true;
releaseAll();
menu.hidden = false;
menuButton.hidden = true;
menuResult.hidden = result === '';
menuResult.textContent = result;
playButton.textContent = mode === 'start' ? 'Play' : mode === 'pause' ? 'Keep playing' : 'Play again';
restartButton.hidden = mode !== 'pause';
playButton.focus();
}
function closeMenu(): void {
menu.hidden = true;
menuButton.hidden = false;
game.paused = false;
canvas.focus();
}
playButton.addEventListener('click', () => {
if (menuMode === 'won') game.restartGame();
closeMenu();
});
restartButton.addEventListener('click', () => {
game.restartGame();
closeMenu();
});
menuButton.addEventListener('click', () => openMenu('pause'));
game.onWin = (seconds, falls) => {
const fallText = falls === 0 ? 'without falling once!' : `and fell in the pit ${falls} ${falls === 1 ? 'time' : 'times'}.`;
// Let the stickman cheer for a moment before the menu pops up.
setTimeout(() => openMenu('won', `🏆 Rog beat Level 2 in ${seconds.toFixed(1)} seconds ${fallText}`), 900);
};
// ---------- keyboard ----------
const KEYS: Record<string, 'left' | 'right' | 'jump'> = {
ArrowLeft: 'left',
KeyA: 'left',
ArrowRight: 'right',
KeyD: 'right',
Space: 'jump',
ArrowUp: 'jump',
KeyW: 'jump',
};
function releaseAll(): void {
game.controls.left = false;
game.controls.right = false;
game.controls.jump = false;
}
window.addEventListener('keydown', (event) => {
if (event.code === 'Escape' || event.code === 'KeyM') {
event.preventDefault();
if (menu.hidden) openMenu('pause');
else if (menuMode !== 'won') closeMenu();
return;
}
// While the menu is open, keys work the buttons instead of the stickman.
if (!menu.hidden) return;
const control = KEYS[event.code];
if (!control) return;
event.preventDefault();
game.controls[control] = true;
});
window.addEventListener('keyup', (event) => {
const control = KEYS[event.code];
if (control) game.controls[control] = false;
});
window.addEventListener('blur', releaseAll);
document.addEventListener('visibilitychange', () => {
if (document.hidden && menu.hidden) openMenu('pause');
});
canvas.addEventListener('pointerdown', () => canvas.focus());
// Optional setting: show the touch buttons even with a keyboard. Without the config domain it stays off.
if (runtimeHasDomain(CONFIG_DOMAIN)) {
startSettings((values) => {
alwaysShowTouch = values.touchButtons === true;
updateTouchMode();
});
}
updateTouchMode();
openMenu('start');
game.start();
