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  1. ZEP Script
  2. ZEP Script Guide
  3. Explore ZEP Script
  4. ZEP Script Example Code

Race

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Last updated 2 years ago

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1) File

2) main.js

const STATE_INIT = 3000;
const STATE_READY = 3001;
const STATE_PLAYING = 3002;
const STATE_JUDGE = 3004;
const STATE_END = 3005;
const STATE_INTRO = 3006;

let _players = App.players; 
let _state = STATE_INIT; 
let _start = false; 
let _stateTimer = 0; 
let _countDown = 10; 
let _finishCountDown = false;
let _finishCount = 30;
let _finishTimer = 0; 
let _delayTimer = 0; 
let _playerBaseSpeed = 120; 
let _rank = 1; 
let _rankList = []; 

// When all players pass the finish line   
function finishCheck(){
	
	let allPlayer = 0; 
	let finishedPlayer = 0; 

	for(let p of _players){

		if(!p)
			continue; 

		if(p.tag.isNotPlayer)
			continue; 

		if(p.tag.isFinish)
			finishedPlayer++;
		
		allPlayer++; 
	}

	if(finishedPlayer == allPlayer)
		return true 
	
	return false; 
}

// Check if the race map is normally set; if not, return the error message
function checkSetting(){

	let warningMsg = '';

	if (!Map.hasLocation("race_start_point")) {
		warningMsg = 'race_start_point';

	}
	if (!Map.hasLocation("race_end_point")) {
		warningMsg = 'race_end_point';

	}
	if (!Map.hasLocation("race_finish_point")) {
		warningMsg = 'race_finish_point';

	}
	
	return warningMsg; 
}

function startState(state){

	_state = state; 
  	_stateTimer = 0; 

  	switch (state) {
		
    	case STATE_INIT:
     		for(let p of _players){
				//Check the user who started Race app
				if(p.id == App.creatorID){
					if(p.isMobile)
					//Widget for mobile users
						p.tag.widget = p.showWidget("setting.html", "bottom", 440, 340);
					else
					//Widget for desktop users
						p.tag.widget = p.showWidget("setting.html", "middle", 440, 340);
					
					p.tag.widget.sendMessage({ 
						str_title         : 'Run',
						str_title_text1   : "A race to see who reaches the finish line the fastest",
						str_title_text2   : 'Click the Start Running button to start the game',
						str_title_start   : "Start",
						str_title_how     : "How to set up a map"
					});
					
					p.tag.widget.onMessage.Add(function (sender, msg) {
						//Delete the displayed widget when quitting the game
						if (msg.type == "cancle") {
							if(p.tag.widget_warning){
								p.tag.widget_warning.destroy();
								p.tag.widget_warning = null;
							}

							if(p.tag.widget){
								p.tag.widget.destroy();
								p.tag.widget = null;
							}
						
						} else {
							// Check the necessary settings for the map 									
							let warning = checkSetting();
		
							if(warning !== ''){
								if(p.tag.widget_warning){
									p.tag.widget_warning.destroy();
									p.tag.widget_warning = null;
								}
		
								if(p.isMobile)
									p.tag.widget_warning = App.showWidget("warning.html", "top", 440, 60);
								else 
									p.tag.widget_warning = App.showWidget("warning.html", "bottom", 440, 250);
								
								p.tag.widget_warning.sendMessage({
									str_warningText :  'Race track needs to be set up',
									str_warningText2 : ' needed)',
									str_warningText3 : 'Run',
									warningMsg: warning,
								})
							} else {
								if(p.tag.widget){
									p.tag.widget.destroy();
									p.tag.widget = null;
								}
								
								startState(STATE_INTRO);
								_start = true;
							}
						}
					})  
				}
			}
    		break;

		case STATE_INTRO: 
			App.showCenterLabel("\n minigame - RUN \n\n", 0xffffff, 0x000000, 120); ;
			break; 
		
		case STATE_READY:
			for(let p of _players){
				if(p.tag.start)
				   continue; 
				
				//Locate all players to "race_start_point"
				p.spawnAtLocation("race_start_point"); 

				p.moveSpeed = 0; 
			   	p.sendUpdated();
			}
			break;
		
		case STATE_PLAYING:	
			
			App.showCenterLabel("Start!!", 0xffffff, 0x000000, 120); ;
			
			for(let p of _players){
				if(p.tag.start)
				continue; 
				p.moveSpeed = _playerBaseSpeed; 
				p.sendUpdated();
			}
			break

		// Process the game result
		case STATE_JUDGE:
			for(let i =0 ; i <_rankList.length; i++){
				let rank = ''; 
				if(i == 0)
					rank = '1st'; 
				else if(i == 1)
					rank = '2nd';
				else if(i == 2)
					rank = '3rd'; 
				else
					rank = `${i + 1}th`;
				//Display the ranking when the game ends
				App.sayToAll(`${rank} : ${_rankList[i].name} !`);
			}
			for(let p of _players){
				p.moveSpeed = 80; 
				p.sendUpdated();
			}
			_start = false;

			break

		// Process the game end
		case STATE_END:
			for(let p of _players){
				//Spawn all players to "race_end_point" when the game ends
				p.spawnAtLocation("race_end_point"); 
				
				if(p.tag.isNotPlayer)
					p.tag.isNotPlayer = false;
			}
			_start = false;
			
			break
  }
}

App.onLeavePlayer.add(function(p){
	_players = App.players;

	p.moveSpeed = 80; 
	p.sendUpdated();

})

// Process when a player enters the Space
App.onJoinPlayer.Add(function (p) {
	p.tag = {};
  
	//Process when a player enters after the game has started
	if (_start) {
		p.tag.isNotPlayer = true;  

	} else {
		p.tag.isNotPlayer = false; 
		p.tag.speedTimer = 0;
		p.tag.isFinish = false;  
		p.tag.speedChnage = false; 
	  	p.sendUpdated();
	}
	//Locate a player who enters after the game has started to "race_end_point"
	if(p.tag.isNotPlayer)
		p.spawnAtLocation("race_end_point"); 

	_players = App.players;
  });

App.onStart.Add(function(){
	startState(_state);

	//When a player passes through the locations "speed_set_40", "speed_set_60", "speed_set_140", and "speed_set_160" 
	//its speed becomes the value of the location for 2secs and become normal (_playerBaseSpeed) again
	//e.g. passing "speed_set_40" turns the player's speed to 40 
	let speed = [40,60,140,160]; 

	for(let i =0; i<speed.length; i++){
		App.addOnLocationTouched(`speed_set_${speed[i]}`, function(p){

			if(_state !== STATE_PLAYING)
				return; 

			p.moveSpeed = speed[i]; 
			p.tag.speedTimer = 0; 
			p.tag.speedChnage = true;

			//A label saying "Speed increased" or "Speed reduced" appears to the player when the speed has changed
			let str = '';
			if(i == 0)
				str = 'Speed greatly reduced';
			else if(i == 1)
				str = 'Speed reduced';
			else if(i == 2)
				str = 'Speed increased';
			else
				str = 'Speed greatly increased';

			p.showCenterLabel(`${str}`, 0xffffff, 0x000000, 120); 
			p.sendUpdated();	
		})
	}

	//"speed_set_random" means the player's speed will become one of 40, 60, 140, or 160 in a random way for 2 secs
	App.addOnLocationTouched(`speed_set_random`, function(p){
		if(_state !== STATE_PLAYING)
			return; 

		p.moveSpeed = speed[Math.floor(Math.random() * 4)]; 
		//A label saying "Speed increased" or "Speed reduced" appears to the player when the speed has changed
		let str = '';
		if(p.moveSpeed == 40)
			str = 'Speed greatly reduced';
		else if(p.moveSpeed == 60)
			str = 'Speed reduced';
		else if(p.moveSpeed == 140)
			str = 'Speed increased';
		else
			str = 'Speed greatly increased';

		p.showCenterLabel(`${str}`, 0xffffff, 0x000000, 120); 
		p.tag.speedTimer = 0; 
		p.tag.speedChnage = true;
		p.sendUpdated();
	})

	//When a player passes the finish line
	App.addOnLocationTouched("race_finish_point", function(p){
		if(p.tag.isFinish)
			return; 

		if(p.tag.isNotPlayer)
			return;

		_delayTimer = 0; 

		// When the first runner passes the finish line, a 30-second countdown begins
		if(!_finishCountDown)
			_finishCountDown = true;

		// Check if any player passes the finish line first time 
		p.tag.isFinish = true; 
		_rankList.push(p); 
		_rank++;
	})
});
 
App.onUpdate.Add(function(dt){
	_stateTimer += dt; 

	if(_start){
		for(let p of _players){
			if(p.tag.isNotPlayer)
				p.showCenterLabel("game is in progress, please wait..",0xffffff, 0x000000, 120);
		}
	}

	switch (_state) {
		case STATE_INIT:
		break;
		case STATE_INTRO: 
			if(_stateTimer >= 3){
				startState(STATE_READY);
			}
			break; 
		case STATE_READY:
			//A 10-second countdown begins at the start line
			App.showCenterLabel(`${_countDown}  seconds later the race will start. `,0xffffff, 0x000000, 120); 

			if(_stateTimer >= 1){
				_stateTimer = 0; 
				_countDown --; 
			} 
			
			//The race begins when the countdown is over (when "_countDown" becomes 0)  
			if(_countDown <= 0)
				startState(STATE_PLAYING); 
			break;
		case STATE_PLAYING:
			
			for(let p of _players){

				if(finishCheck() && _rankList.length == 0){
					p.showCenterLabel("There is no winner",0xffffff, 0x000000, 120);
					p.spawnAtLocation("race_end_point"); 
					startState(STATE_END);
				}
				// else if(finishCheck())
				// 	startState(STATE_JUDGE);
				
				if(p.tag.isNotPlayer)
					continue; 
				if(p.tag.speedChnage)
					p.tag.speedTimer += dt; 
				
				//The speed returns to normal (_playerBaseSpeed) after 2 secs whichever tile players pass 
				if(p.tag.speedTimer >= 2 && p.tag.speedChnage){
					p.moveSpeed = _playerBaseSpeed; 
					p.tag.speedChnage = false; 
					p.sendUpdated(); 
				}
			}
			
			if(_finishCountDown)
				{	
					_delayTimer += dt; 
					//When the first player passes the finish line, a label showing the name and a countdown number appears above the player avatar's head
					if(_delayTimer <=1.5)
						App.showCenterLabel(`${_rankList[_rankList.length -1].name}  ${_rank - 1} place ! \n\n ${_finishCount} seconds later the race will end`,0xffffff, 0x000000, 120);
					else
						App.showCenterLabel(`${_finishCount} seconds later the race will end`,0xffffff, 0x000000, 120);

					_finishTimer += dt; 

					if(_finishTimer >= 1){
						_finishCount--; 
						_finishTimer = 0; 
					}
					// When the countdown is over or every player has finished, move to the next state
					if(_finishCount == 0 || finishCheck()){
						startState(STATE_JUDGE); 
					}
				}
			break; 
		case STATE_JUDGE:
			//A label appears that says who the winner is for 5 sec
			if(_stateTimer <= 5){
				App.showCenterLabel(`- Winner - \n\n ${_rankList[0].name}`,0xffffff, 0x000000, 120);
			} 
			//A label appears that says "You will soon be transported to the waiting room" for 5 sec
			else if(_stateTimer > 5 && _stateTimer <= 10 ){
				App.showCenterLabel("You will soon be transported to the waiting room",0xffffff, 0x000000, 120);
			}
			else {
				startState(STATE_END);
			}
			break;
		case STATE_END:
			
			break;
	}
});

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