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game.js
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// Define Canvas
const mycanvas = document.getElementById("mycanvas");
const ctx = mycanvas.getContext("2d");
// Elements from game.html
const restart = document.getElementById("restart");
const pauseGame = document.getElementById("pause");
const dropdown = document.getElementById("dropdown");
const change = document.getElementById("change");
const scoredisplay = document.getElementById("scoredisplay");
// Bullet and enemy arrays
var bullets = [];
var enemies = [];
// Booleans
var gameOver = false;
var gamePaused = false;
// Spawn rate and movement speed of enemies
var spawn = 1000;
var movementSpeed = 1;
// Player score
var score = 0;
var requestId;
// Character and enemy models
const character = new Image(20, 20);
const projectile = new Image(10, 10);
const meteor = new Image(30, 30);
const explosion = new Image(30, 30);
character.src = "images/Character.png";
projectile.src = "images/Bullet.png";
meteor.src = "images/Enemy.png";
explosion.src = "images/Explode.png"
var spritePosition = 0;
// Event Listeners
change.addEventListener("click", assignDifficulty);
pauseGame.addEventListener("click", pause);
restart.addEventListener("click", reStart);
// Defining some context constants
ctx.font = "30px monospace";
ctx.fillStyle = "white";
ctx.textAlign = "center";
// Main player class
class Player {
constructor() {
this.initialize();
}
initialize() {
this.xPos = 200;
this.yPos = 400;
this.height = 20;
this.width = 20;
this.goLeft = false;
this.goRight = false;
this.goUp = false;
this.goDown = false;
this.shooting = false;
this.canShoot = true;
this.die = false;
}
move() {
if (this.goLeft && this.xPos > 0) {
this.xPos -= 7;
}
if (this.goRight && this.xPos < mycanvas.width - 20) {
this.xPos += 7
}
if (this.goUp && this.yPos > 400) {
this.yPos -= 7;
}
if (this.goDown && this.yPos < 400) {
this.yPos += 7;
}
}
shoot() {
if (this.shooting && this.canShoot) {
bullets.push(new Bullet(this.xPos, this.yPos));
setTimeout(() => {this.canShoot = true;}, 300);
this.canShoot = false;
}
}
draw() {
ctx.drawImage(character, this.xPos, this.yPos);
ctx.stroke();
}
}
const mainCharacter = new Player();
// Bullet Constructor
class Bullet {
constructor(xPos, yPos) {
this.xPos = xPos + 4;
this.yPos = yPos;
this.height = 10;
this.width = 2;
this.toRemove = false;
}
draw() {
ctx.drawImage(projectile, this.xPos, this.yPos);
ctx.stroke();
}
move() {
this.yPos -= 10;
if (this.yPos < -5) {
this.toRemove = true;
}
}
}
// Enemy Constructor
// Originally used function but updated to class
class Enemy {
constructor(xPos, yPos) {
this.xPos = xPos;
this.yPos = yPos;
this.height = 30;
this.width = 30;
this.toRemove = false;
}
draw() {
ctx.drawImage(meteor, this.xPos, this.yPos);
ctx.stroke();
}
move() {
this.xPos -= 0;
this.yPos += movementSpeed;
if (this.yPos > mycanvas.height - 20) {
this.toRemove = true;
gameOver = true; // game ends if enemy reaches the bottom
}
}
}
// Keystroke actions
// What happens when a key is pressed
// This needs to be updated since keyCodes are outdated (according to VSCode) but it works for now
document.addEventListener("keydown", function(evt) {
if (evt.key === "ArrowLeft" && gameOver === false) { // K_LEFT
mainCharacter.goLeft = true;
}
if (evt.key === "ArrowUp" && gameOver === false) { // K_UP
mainCharacter.goUp = true;
}
if (evt.key === "ArrowRight" && gameOver === false) { // K_RIGHT
mainCharacter.goRight = true;
}
if (evt.key === "ArrowDown" && gameOver === false) { // K_DOWN
mainCharacter.goDown = true;
}
if (evt.key === " " && gameOver === false) { // K_SPACE
mainCharacter.shooting = true;
}
if (evt.key === 'p'){ // P (PAUSE)
pause();
}
if (evt.key === 'r') { // R (RESTART)
reStart();
}
});
// What happens when a key is released
document.addEventListener("keyup", function(evt) {
if (evt.key === "ArrowLeft") { // K_LEFT
mainCharacter.goLeft = false;
}
if (evt.key === "ArrowUp") { // K_UP
mainCharacter.goUp = false;
}
if (evt.key === "ArrowRight") { // K_RIGHT
mainCharacter.goRight = false;
}
if (evt.key === "ArrowDown") { // K_DOWN
mainCharacter.goDown = false;
}
if (evt.key === " ") { // K_SPACE
mainCharacter.shooting = false;
}
});
// Pause function
// If game is already paused, pause button will resume the game
// Otherwise it pauses the game until button is pressed again
function pause() {
console.log(gamePaused)
switch (gamePaused) {
case true:
wave1 = setInterval(enemySpawn, spawn);
requestId = window.requestAnimationFrame(gameLoop);
pauseGame.value = "pause";
break;
case false:
clearInterval(wave1);
window.cancelAnimationFrame(requestId);
pauseGame.value = "resume";
break;
}
gamePaused = !gamePaused;
}
// Restart function
function reStart() {
clearInterval(wave1);
window.cancelAnimationFrame(requestId);
initialSettings();
wave1 = setInterval(enemySpawn, spawn);
gameLoop();
}
function assignDifficulty() {
switch (dropdown.value) {
case "SuperEasy":
spawn = 1000;
movementSpeed = 1;
break;
case "Easy":
spawn = 100;
movementSpeed = 1;
break;
case "Medium":
spawn = 1;
movementSpeed = 1;
break;
case "Hard":
spawn = 1;
movementSpeed = 10;
break;
case "Impossible":
spawn = 1;
movementSpeed = 100;
break;
}
reStart();
}
// Spawns enemies
function enemySpawn() {
var tempRand = (Math.random() * mycanvas.width) % (mycanvas.width - 20);
enemies.push(new Enemy(tempRand, 0));
}
// Removes garbage bullets and enemies
function garbagecollector() {
for (var i = 0; i < bullets.length; i++) {
if (bullets[i].toRemove) {
bullets.splice(i, 1);
}
}
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].toRemove) {
// animate(enemies[i].xPos, enemies[i].yPos);
enemies.splice(i, 1);
}
}
}
// Collision detection
function isColliding(thing1, thing2){
var isLeft = thing2.xPos + thing2.width < thing1.xPos;
var isRight = thing2.xPos > thing1.xPos + thing1.width;
var isBelow = thing2.yPos + thing2.height < thing1.yPos;
var isAbove = thing2.yPos > thing1.yPos + thing1.height;
return !(isRight||isLeft||isAbove||isBelow);
}
// Animation function that doesn't work yet
function animate(x, y) {
let startTime = Date.now();
let lastFrame = startTime;
let previousSpritePosition = spritePosition;
function drawFrame() {
if (spritePosition >= 90) {
spritePosition = 0;
}
let currentTime = Date.now();
let elapsedTime = currentTime - lastFrame;
ctx.globalCompositeOperation = "destination-over";
ctx.clearRect(x, y, 30, 30);
ctx.drawImage(explosion, previousSpritePosition, 0, 30, 30, x, y, 30, 30);
if (elapsedTime >= 75) {
ctx.drawImage(explosion, spritePosition, 0, 30, 30, x, y, 30, 30);
previousSpritePosition = spritePosition;
spritePosition += 30;
lastFrame = currentTime;
}
ctx.globalCompositeOperation = "source-over";
let totalElapsed = currentTime - startTime;
if (totalElapsed < 500) {
requestAnimationFrame(drawFrame);
}
}
drawFrame();
}
// Removes ALL enemies and bullets regardless of if they're garbage
// Gets called when player collides with bullet
function clearScreen() {
enemies = [];
bullets = [];
ctx.clearRect(0, 0, mycanvas.width, mycanvas.height);
}
// This gets called whenever we re/start a game.
function initialSettings() {
score = 0;
gameOver = false;
gamePaused = false;
clearScreen();
mainCharacter.initialize();
}
// Draws player, bullets & enemies, handles collisions
function updateGame() {
mainCharacter.move();
mainCharacter.draw();
mainCharacter.shoot();
bullets.forEach(bullet => {
bullet.move();
bullet.draw();
enemies.forEach(enemy => {
if (isColliding(enemy, bullet)) {
enemy.toRemove = true;
bullet.toRemove = true;
animate(enemy.xPos, enemy.yPos);
score += 100;
}
});
});
enemies.forEach(enemy => {
enemy.move();
enemy.draw();
if (isColliding(enemy, mainCharacter)) {
gameOver = true;
}
});
}
// main game loop
function gameLoop() {
ctx.beginPath();
ctx.clearRect(0, 0, mycanvas.width, mycanvas.height);
if (gameOver) {
clearScreen();
clearInterval(wave1);
ctx.fillText("Game Over", mycanvas.width / 2, mycanvas.height / 2);
return;
}
requestId = window.requestAnimationFrame(gameLoop);
updateGame();
garbagecollector();
scoredisplay.innerHTML = "score: " + score;
}
// export { initialSettings, enemySpawn, gameLoop, spawn }
ctx.globalCompositeOperation = "source-over";
initialSettings();
var wave1 = setInterval(enemySpawn, spawn);
gameLoop();