init
BIN
assets/bullet1.png
Normal file
After Width: | Height: | Size: 192 B |
BIN
assets/bullet2.png
Normal file
After Width: | Height: | Size: 169 B |
BIN
assets/enemy1.png
Normal file
After Width: | Height: | Size: 223 B |
BIN
assets/enemy2.png
Normal file
After Width: | Height: | Size: 227 B |
BIN
assets/explosion1.png
Normal file
After Width: | Height: | Size: 170 B |
BIN
assets/explosion2.png
Normal file
After Width: | Height: | Size: 221 B |
BIN
assets/explosion3.png
Normal file
After Width: | Height: | Size: 256 B |
BIN
assets/explosion4.png
Normal file
After Width: | Height: | Size: 263 B |
BIN
assets/gameover.png
Normal file
After Width: | Height: | Size: 100 KiB |
BIN
assets/player.png
Normal file
After Width: | Height: | Size: 214 B |
BIN
docs/images/download_code_zip.png
Normal file
After Width: | Height: | Size: 19 KiB |
BIN
docs/images/extract_all.png
Normal file
After Width: | Height: | Size: 19 KiB |
BIN
docs/images/open_with_code.png
Normal file
After Width: | Height: | Size: 4.4 KiB |
BIN
docs/images/orange_player_on_screen.png
Normal file
After Width: | Height: | Size: 4.7 KiB |
BIN
docs/images/show_in_folder.png
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
docs/images/show_more_options.png
Normal file
After Width: | Height: | Size: 17 KiB |
BIN
docs/images/space_invaders_game.gif
Normal file
After Width: | Height: | Size: 192 KiB |
BIN
docs/images/two_rectangles.png
Normal file
After Width: | Height: | Size: 4.3 KiB |
53
docs/setup_danish.md
Normal file
@ -0,0 +1,53 @@
|
||||
|
||||
# Guide til at sætte kode-miljøet op
|
||||
|
||||
## Download VS Code
|
||||
|
||||
https://code.visualstudio.com/
|
||||
|
||||
Hent *Live Server*-udvidelsen til VS Code, fra udvidelses-menuen.
|
||||
|
||||
## Hent koden
|
||||
|
||||
Gå til https://git.sfja.dk/sfja/game-in-js og download koden som ZIP-fil.
|
||||
|
||||

|
||||
|
||||
Find ZIP-mappen på computeren og udpak ZIP-mappen's filer. Vælg for eksempel at lægge filerne på Desktop/Skrivebordet.
|
||||
|
||||

|
||||
|
||||
Herefter åben den ny-udpakkede mappe i VS Code.
|
||||
|
||||

|
||||
|
||||
## Start Live Server
|
||||
|
||||
Tryk på "Go Live" i bunden til højre i VS Code og åben http://localhost:5500/ i en web-browser som Chrome eller Firefox.
|
||||
|
||||
## Tegn en firkant
|
||||
|
||||
Åben filen `game.js`. Dette er allerede i filen:
|
||||
|
||||
```js
|
||||
import * as lib from "./lib/lib.js"
|
||||
|
||||
function loop() {
|
||||
lib.canvas.fillRect(100, 100, 200, 50, "red");
|
||||
}
|
||||
|
||||
lib.startGame(loop);
|
||||
```
|
||||
|
||||
Tilføj en linje i `loop`-funktionen:
|
||||
```js
|
||||
function loop() {
|
||||
// ...
|
||||
lib.canvas.fillRect(100, 200, 50, 50, "lightblue");
|
||||
}
|
||||
```
|
||||
|
||||
Der burde nu være 2 firkanter på skærmen.
|
||||
|
||||

|
||||
|
571
docs/space_invaders_danish.md
Normal file
@ -0,0 +1,571 @@
|
||||
|
||||
# Guide til at lave et Space Invaders-spil
|
||||
|
||||
Denne guide viser dig, hvordan du kan lave en Space Invaders-spil.
|
||||
|
||||

|
||||
|
||||
I Space Invaders er man et rumskip, er kan bevæge sig fra side til side. Man kigger op ad mod himlen.
|
||||
|
||||
Oppe i himlen nærmer der sig nogle rumskibe. Dem skal man forsøge at skyde ned.
|
||||
|
||||
## 1 Opsætning
|
||||
|
||||
Følg [Opsætningsguiden](setup_danish.md) og start med denne kode.
|
||||
|
||||
```js
|
||||
import * as lib from "./lib/lib.js"
|
||||
|
||||
function loop() {
|
||||
lib.canvas.fillRect(100, 100, 200, 50, "red");
|
||||
}
|
||||
|
||||
lib.startGame(loop);
|
||||
```
|
||||
|
||||
Den første import-linje henter kode-biblioteket, `lib` er en forkortelse for *library*.
|
||||
|
||||
Funktionen `loop` er et stykke kode, der bliver kørt hver frame (dvs. det bliver kørt igen og igen).
|
||||
|
||||
Linjen `lib.canvas.fillRect(100, 100, 200, 50, "red")` tegner en rød firkant på skærmen, med kordinaterne `(x: 100, y: 100)` og størrelsen `(width: 200, height: 50)`.
|
||||
|
||||
## 2 Tegn spilleren
|
||||
|
||||
Hent spiller-sprite'en.
|
||||
```js
|
||||
const playerSprite = await lib.texture.loadImage("assets/player.png", 64, 64);
|
||||
```
|
||||
|
||||
Giv spriten'en en orange farve.
|
||||
```js
|
||||
playerSprite.adjustColor(1, 0.5, 0);
|
||||
```
|
||||
`(1, 0.5, 0)` betyder 100% rød, 50% grøn og 0% blå.
|
||||
|
||||
Lav en variabel til spillerens x-position.
|
||||
```js
|
||||
let playerX = 0;
|
||||
```
|
||||
|
||||
Tegn spilleren ved at erstatte koden i `loop` med:
|
||||
```js
|
||||
function loop() {
|
||||
const cx = lib.canvas;
|
||||
|
||||
cx.clear("black");
|
||||
cx.putTexture(playerSprite, playerX, 300);
|
||||
}
|
||||
```
|
||||
|
||||
Der burde nu være en orange spiller på skærmen.
|
||||
|
||||

|
||||
|
||||
## 3 Kontroller spillerens bevægelse
|
||||
|
||||
Spilleren skal kunne flytte sig fra side til side med piletasterne.
|
||||
|
||||
Tilføj en konstant med spillerens fart.
|
||||
```js
|
||||
const playerSpeed = 300;
|
||||
```
|
||||
|
||||
Tilføj en funktion til at opdatere spiller-bevægelse.
|
||||
```js
|
||||
function loop() {
|
||||
updatePlayerMovement();
|
||||
// ...
|
||||
}
|
||||
|
||||
function updatePlayerMovement() {
|
||||
|
||||
}
|
||||
```
|
||||
`// ...` betyder resten af koden fra før.
|
||||
|
||||
Find ud af om piletasterne (← og →) bliver trykket ned.
|
||||
```js
|
||||
function updatePlayerMovement() {
|
||||
const goLeft = lib.isPressed("ArrowLeft");
|
||||
const goRight = lib.isPressed("ArrowRight");
|
||||
}
|
||||
```
|
||||
|
||||
Lav en if-statement, som tjekker, om spilleren skal til højre eller venstre.
|
||||
```js
|
||||
function updatePlayerMovement() {
|
||||
// ...
|
||||
|
||||
if (goLeft && !goRight) {
|
||||
// player should go left
|
||||
|
||||
} else if (goRight && !goLeft) {
|
||||
// player should go right
|
||||
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Flyt spilleren, hvis spilleren skal flytte.
|
||||
```js
|
||||
function updatePlayerMovement() {
|
||||
// ...
|
||||
|
||||
if (goLeft && !goRight) {
|
||||
// player should go left
|
||||
playerX -= playerSpeed * lib.frameDeltaT;
|
||||
|
||||
} else if (goRight && !goLeft) {
|
||||
// player should go right
|
||||
playerX += playerSpeed * lib.frameDeltaT;
|
||||
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Hvis spilleren går for langt til venstre eller for langt til højre, skal spilleren blive ved kanten. Tjek og spilleren går ud af banen og flyt spilleren tilbage.
|
||||
```js
|
||||
function updatePlayerMovement() {
|
||||
// ...
|
||||
|
||||
if (goLeft && !goRight) {
|
||||
// ...
|
||||
|
||||
if (playerX < 0) {
|
||||
playerX = 0;
|
||||
}
|
||||
} else if (goRight && !goLeft) {
|
||||
// ...
|
||||
|
||||
if (playerX >= lib.canvas.width - playerSprite.width) {
|
||||
playerX = lib.canvas.width - playerSprite.width;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Spilleren burde nu kunne flytte sig fra side til side på skærmen. (Sørg for at canvas'en er i focus).
|
||||
|
||||
## 4 Skyd
|
||||
|
||||
Spilleren skal kunne affyre skud ved at trykke på mellemrumstasten. Et skud bliver affyret fra spillerens rumskip og flyver opad.
|
||||
|
||||
Importer skud-sprite'en.
|
||||
```js
|
||||
const bulletSprite = await lib.texture.loadImage("assets/bullet1.png", 24, 24);
|
||||
```
|
||||
|
||||
Roter sprite'en 180° (det samme som 1 × π i [radianer](https://da.wikipedia.org/wiki/Radian)).
|
||||
```js
|
||||
bulletSprite.rotate(Math.PI);
|
||||
```
|
||||
|
||||
Lav en konstant for skud-hastighed.
|
||||
```js
|
||||
const bulletSpeed = 400;
|
||||
```
|
||||
|
||||
Lav en variable med et tomt array af skud.
|
||||
```js
|
||||
let bullets = [];
|
||||
```
|
||||
|
||||
Lav en cooldown-timer til skud med en konstant og en variabel.
|
||||
```js
|
||||
const bulletCoolDown = 0.5;
|
||||
|
||||
// the first shot should not have cooldown
|
||||
let bulletCooldownTimer = bulletCoolDown;
|
||||
```
|
||||
|
||||
Lav en *event handler* til når man trykker mellemrum.
|
||||
```js
|
||||
lib.onPress(" ", () => {
|
||||
});
|
||||
```
|
||||
|
||||
Lav timer-håndteringen.
|
||||
```js
|
||||
function loop() {
|
||||
bulletCooldownTimer += lib.frameDeltaT;
|
||||
|
||||
// ..
|
||||
}
|
||||
|
||||
lib.onPress(" ", () => {
|
||||
if (bulletCooldownTimer >= bulletCoolDown) {
|
||||
bulletCooldownTimer = 0;
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
Tilføj et skud til `bullets`-array'et. Skuddet *spawner* ved spillerens position.
|
||||
```js
|
||||
lib.onPress(" ", () => {
|
||||
if (bulletCooldownTimer >= bulletCoolDown) {
|
||||
// ...
|
||||
|
||||
bullets.push({ x: playerX + 20, y: 300 });
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
Tilføj en funktion til at opdatere skud.
|
||||
```js
|
||||
function loop() {
|
||||
// ...
|
||||
updateBulletMovement();
|
||||
// ...
|
||||
}
|
||||
|
||||
function updateBulletMovement() {
|
||||
}
|
||||
```
|
||||
|
||||
Loop igennem `bullets`-array'et.
|
||||
```js
|
||||
function updateBulletMovement() {
|
||||
for (const bullet of bullets) {
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Flyt hvert skud.
|
||||
```js
|
||||
function updateBulletMovement() {
|
||||
for (const bullet of bullets) {
|
||||
bullet.y -= bulletSpeed * lib.frameDeltaT;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Tegn hvert skud med et loop.
|
||||
```js
|
||||
function loop() {
|
||||
// ...
|
||||
|
||||
for (const bullet of bullets) {
|
||||
cx.putTexture(bulletSprite, bullet.x, bullet.y);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Spilleren burde nu kunne skyde ved at trykke på mellemrumstasten. Skuddene burde starte ved spilleren og flyve opad.
|
||||
|
||||
## 5 Fjender
|
||||
|
||||
Spilleren spiller mod fjender, som er rumskibe der kommer oppefra. Der er flere rækker fjender, som spilleren skal skyde ned.
|
||||
|
||||
Hent fjende-sprite'en og giv den en blå farve.
|
||||
```js
|
||||
const enemySprite = await lib.texture.loadImage("assets/enemy1.png", 48, 48);
|
||||
|
||||
enemySprite.adjustColor(0.2, 0.2, 1);
|
||||
```
|
||||
|
||||
Lav et `enemies`-array.
|
||||
```js
|
||||
let enemies = [];
|
||||
```
|
||||
|
||||
Lav en funktion til at spawne fjender.
|
||||
```js
|
||||
function loop() {
|
||||
// ...
|
||||
if (enemies.length === 0) {
|
||||
spawnEnemies();
|
||||
}
|
||||
// ...
|
||||
}
|
||||
|
||||
function spawnEnemies() {
|
||||
}
|
||||
```
|
||||
|
||||
Loop igennem en 2d-plan med rækker og kolonner.
|
||||
```js
|
||||
function spawnEnemies() {
|
||||
const rows = 2;
|
||||
const columns = 5;
|
||||
|
||||
for (let y = 0; y < rows; ++y) {
|
||||
for (let x = 0; x < columns; ++x) {
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Spawn en fjende for hvert position i 2d-planet.
|
||||
```js
|
||||
function spawnEnemies() {
|
||||
// ...
|
||||
for (let y = 0; y < rows; ++y) {
|
||||
for (let x = 0; x < columns; ++x) {
|
||||
|
||||
enemies.push({
|
||||
x: x * 100 + 10,
|
||||
y: y * 80 + 10,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Tegn fjenderne i `enemies`-array'et.
|
||||
```js
|
||||
function loop() {
|
||||
// ...
|
||||
for (const enemy of enemies) {
|
||||
cx.putTexture(enemySprite, enemy.x, enemy.y);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 6 Skyd fjender
|
||||
|
||||
Når en spiller skyder et skud og skuddet rammer en fjende, så "dør" fjenden, hvilket betyder at fjenden forsvinder. Skuddet skal også selv forsvinde.
|
||||
|
||||
Tilføj en funktion til at håndtere skud-kollisioner.
|
||||
```js
|
||||
function loop() {
|
||||
// ...
|
||||
handleBulletCollisions();
|
||||
// ...
|
||||
}
|
||||
|
||||
function handleBulletCollisions() {
|
||||
}
|
||||
```
|
||||
|
||||
Man kan tjekke om 2 rektangler overlapper hinanden med en matematisk formel. Lav en funktion til at tjekke rektangel-kollision.
|
||||
```js
|
||||
function rectsAreColliding(
|
||||
aX, aY, aWidth, aHeight,
|
||||
bX, bY, bWidth, bHeight,
|
||||
) {
|
||||
return aX < bX + bWidth
|
||||
&& aX + aWidth >= bX
|
||||
&& aY < bY + bHeight
|
||||
&& aY + aHeight >= bY;
|
||||
}
|
||||
```
|
||||
|
||||
I `handleBulletCollisions`, lav 2 arrays til døde fjender og døde skud.
|
||||
```js
|
||||
function handleBulletCollisions() {
|
||||
let deadEnemies = [];
|
||||
let deadBullets = [];
|
||||
}
|
||||
```
|
||||
|
||||
Lav et loop, der løber igennem hver fjende, med fjenden's *index* i `enemies`-array'et
|
||||
```js
|
||||
function handleBulletCollisions() {
|
||||
//...
|
||||
for (let enemyIdx = 0; enemyIdx < enemies.length; ++enemyIdx) {
|
||||
|
||||
const enemy = enemies[enemyIdx];
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Inde i dette loop, lav et nyt loop, der løber igennem alle skud i `bullets`-array'et.
|
||||
```js
|
||||
function handleBulletCollisions() {
|
||||
//...
|
||||
for (let enemyIdx = 0; enemyIdx < enemies.length; ++enemyIdx) {
|
||||
//...
|
||||
for (let bulletIdx = 0; bulletIdx < bullets.length; ++bulletIdx) {
|
||||
|
||||
const bullet = bullets[bulletIdx];
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Inde i det inderste loop, tjek om et skud kollidere med en fjende.
|
||||
```js
|
||||
function handleBulletCollisions() {
|
||||
//...
|
||||
for (let enemyIdx = 0; enemyIdx < enemies.length; ++enemyIdx) {
|
||||
//...
|
||||
for (let bulletIdx = 0; bulletIdx < bullets.length; ++bulletIdx) {
|
||||
//...
|
||||
const isColliding = rectsAreColliding(
|
||||
bullet.x, bullet.y, 24, 24,
|
||||
enemy.x, enemy.y, 48, 48,
|
||||
);
|
||||
if (isColliding) {
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Hvis de kollidere, gem *index* for skuddet og fjenden.
|
||||
```js
|
||||
function handleBulletCollisions() {
|
||||
//...
|
||||
for (let enemyIdx = 0; enemyIdx < enemies.length; ++enemyIdx) {
|
||||
//...
|
||||
for (let bulletIdx = 0; bulletIdx < bullets.length; ++bulletIdx) {
|
||||
//...
|
||||
if (isColliding) {
|
||||
deadBullets.push(bulletIdx);
|
||||
deadEnemies.push(enemyIdx);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Til sidst, fjern alle døde skud og fjender fra `bullets`- og `enemies`-array'ene.
|
||||
```js
|
||||
function handleBulletCollisions() {
|
||||
//...
|
||||
for (const i of deadEnemies.toReversed()) {
|
||||
enemies.splice(i, 1)
|
||||
}
|
||||
for (const i of deadBullets.toReversed()) {
|
||||
bullets.splice(i, 1)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Nu burde fjender kunne skydes, så de forsvinder fra skærmen. Skuddet der rammer fjenden, burde også blive fjernet. Når alle fjender er skudt, bliver nye fjender spawnet.
|
||||
|
||||
## 7 Animer eksplisioner
|
||||
|
||||
Når man rammer en fjende, skal fjenden eksplodere med en animation.
|
||||
|
||||
Hent eksplosions-sprites og giv dem en gul-agtig farve.
|
||||
```js
|
||||
const explosionSprites = [
|
||||
await lib.texture.loadImage(`assets/explosion1.png`, 64, 64),
|
||||
await lib.texture.loadImage(`assets/explosion2.png`, 64, 64),
|
||||
await lib.texture.loadImage(`assets/explosion3.png`, 64, 64),
|
||||
await lib.texture.loadImage(`assets/explosion4.png`, 64, 64),
|
||||
];
|
||||
|
||||
for (const texture of explosionSprites) {
|
||||
texture.adjustColor(1, 0.75, 0);
|
||||
}
|
||||
```
|
||||
|
||||
Lav en variabel med et `explosions`-array og en konstant med varigheden af animationen.
|
||||
```js
|
||||
const explosionDuration = 0.5;
|
||||
|
||||
let explosions = [];
|
||||
```
|
||||
|
||||
Når en fjende bliver ramt, skal der spawnes en eksplosion. I `handleBulletCollisions`-funktionen, tilføj en eksplosion, når der sker en kollision.
|
||||
```js
|
||||
function handleBulletCollisions() {
|
||||
// ...
|
||||
for (let enemyIdx = 0; enemyIdx < enemies.length; ++enemyIdx) {
|
||||
// ...
|
||||
for (let bulletIdx = 0; bulletIdx < bullets.length; ++bulletIdx) {
|
||||
// ...
|
||||
if (isColliding) {
|
||||
// ...
|
||||
explosions.push({
|
||||
x: enemy.x + 24,
|
||||
y: enemy.y + 24,
|
||||
time: 0,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
Lav en `updateExplosions`-funktion til at opdatere eksplosioner.
|
||||
```js
|
||||
function loop() {
|
||||
// ...
|
||||
updateExplosions();
|
||||
// ...
|
||||
}
|
||||
|
||||
function updateExplosions() {
|
||||
}
|
||||
```
|
||||
|
||||
Lav et array til eksplosioner, som er blevet færdige i dens animation.
|
||||
```js
|
||||
function updateExplosions() {
|
||||
let deadExplosions = [];
|
||||
}
|
||||
```
|
||||
|
||||
Lav et loop, der løber igennem hvert *index* i `explosion`-array'et.
|
||||
```js
|
||||
function updateExplosions() {
|
||||
let deadExplosions = [];
|
||||
|
||||
for (let i = 0; i < explosions.length; ++i) {
|
||||
const explosion = explosions[i];
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Håndter animationens timer.
|
||||
```js
|
||||
function updateExplosions() {
|
||||
// ...
|
||||
for (let i = 0; i < explosions.length; ++i) {
|
||||
// ...
|
||||
explosion.time += lib.frameDeltaT;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Tilføj eksplosionen til `deadExplosions`-array'et, hvis timeren er udløbet.
|
||||
```js
|
||||
function updateExplosions() {
|
||||
// ...
|
||||
for (let i = 0; i < explosions.length; ++i) {
|
||||
// ...
|
||||
if (explosion.time > explosionDuration) {
|
||||
deadExplosions.push(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Fjern *døde* eksplosioner.
|
||||
```js
|
||||
function updateExplosions() {
|
||||
// ...
|
||||
for (const i of deadExplosions.toReversed()) {
|
||||
explosions.splice(i, 1)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Til sidst, tegn eksplosionerne.
|
||||
```js
|
||||
function loop() {
|
||||
// ...
|
||||
for (const explosion of explosions) {
|
||||
|
||||
// goes from 0.0 to 1.0
|
||||
const animationFraction = explosion.time / explosionDuration;
|
||||
|
||||
// goes from 0.0 to 4.0
|
||||
const spriteIdxFraction = animationFraction * explosionSprites.length;
|
||||
|
||||
// is either of 0, 1, 2 or 3
|
||||
const spriteIdx = Math.floor(spriteIdxFraction);
|
||||
|
||||
const texture = explosionSprites[spriteIdx];
|
||||
|
||||
cx.putTexture(texture, explosion.x - 32, explosion.y - 32);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Nu burde der være eksplosions-animationer, når en fjende bliver skudt.
|
||||
|
312
game.js
Normal file
@ -0,0 +1,312 @@
|
||||
"use strict";
|
||||
import * as lib from "./lib/lib.js"
|
||||
|
||||
// === SPRITES ===
|
||||
|
||||
const playerSprite = await lib.texture.loadImage("assets/player.png", 64, 64);
|
||||
playerSprite.adjustColor(1, 0.5, 0);
|
||||
|
||||
const enemySprite = await lib.texture.loadImage("assets/enemy1.png", 48, 48);
|
||||
enemySprite.adjustColor(0.2, 0.2, 1);
|
||||
|
||||
const bulletSprite = await lib.texture.loadImage("assets/bullet1.png", 24, 24);
|
||||
bulletSprite.rotate(Math.PI);
|
||||
|
||||
const enemybulletSprite = await lib.texture.loadImage("assets/bullet1.png", 24, 24)
|
||||
|
||||
const powerupSprite = await lib.texture.loadImage("assets/player.png", 64, 64);
|
||||
powerupSprite.adjustColor(0, 1, 0);
|
||||
|
||||
|
||||
const explosionSprites = [
|
||||
await lib.texture.loadImage(`assets/explosion1.png`, 64, 64),
|
||||
await lib.texture.loadImage(`assets/explosion2.png`, 64, 64),
|
||||
await lib.texture.loadImage(`assets/explosion3.png`, 64, 64),
|
||||
await lib.texture.loadImage(`assets/explosion4.png`, 64, 64),
|
||||
];
|
||||
|
||||
|
||||
for (const texture of explosionSprites) {
|
||||
texture.adjustColor(1, 0.75, 0);
|
||||
}
|
||||
const gameoverSprite = await lib.texture.loadImage("assets/gameover.png", 480, 360);
|
||||
// === DATA ===
|
||||
let firstUpdate = true;
|
||||
let gamerunning = true;
|
||||
|
||||
let playerspeedstart = 300
|
||||
let playerSpeed = playerspeedstart;
|
||||
let player = { x: 0, y: 360 - 64 - 10 };
|
||||
|
||||
let enemies = [];
|
||||
|
||||
const bulletSpeed = 400;
|
||||
let bullets = [];
|
||||
|
||||
const bulletCoolDown = 0.5;
|
||||
let bulletCooldownTimer = 0;
|
||||
|
||||
const explosionDuration = 0.5;
|
||||
let explosions = [];
|
||||
|
||||
let enemybullets = [];
|
||||
|
||||
const enemybulletSpeedStart = 400
|
||||
let enemybulletSpeed = enemybulletSpeedStart;
|
||||
|
||||
const enemybulletCoolDownStart = 1.5;
|
||||
let enemybulletCoolDown = enemybulletCoolDownStart;
|
||||
let enemybulletCooldownTimer = bulletCoolDown;
|
||||
|
||||
let lvl = 1;
|
||||
|
||||
const gameoverScreenDelay = 1;
|
||||
let gameoverScreenTimer = 0;
|
||||
// === LOGIC ===
|
||||
|
||||
function loop() {
|
||||
if (gamerunning) {
|
||||
tick();
|
||||
}
|
||||
render();
|
||||
gameoverScreenTimer += lib.frameDeltaT;
|
||||
}
|
||||
|
||||
function tick() {
|
||||
bulletCooldownTimer += lib.frameDeltaT;
|
||||
enemybulletCooldownTimer -= lib.frameDeltaT;
|
||||
|
||||
updatePlayerMovement();
|
||||
updateBulletMovement();
|
||||
updateEnemyBulletMovement();
|
||||
spawnenemybullets()
|
||||
handleBulletCollisions();
|
||||
handleenemyBulletCollisions()
|
||||
|
||||
updateExplosions();
|
||||
|
||||
|
||||
if (firstUpdate) {
|
||||
spawnEnemies();
|
||||
}
|
||||
if (enemies.length === 0) {
|
||||
spawnEnemies();
|
||||
newLevel();
|
||||
}
|
||||
firstUpdate = false;
|
||||
}
|
||||
|
||||
function newLevel() {
|
||||
lvl = lvl + 1
|
||||
enemybulletSpeed = enemybulletSpeed + 50
|
||||
enemybulletCoolDown = enemybulletCoolDown * 0.9
|
||||
playerSpeed = playerSpeed + 35
|
||||
}
|
||||
|
||||
function resetLevel() {
|
||||
enemies = [];
|
||||
|
||||
bullets = [];
|
||||
bulletCooldownTimer = 0;
|
||||
|
||||
enemybullets = [];
|
||||
enemybulletCooldownTimer = enemybulletCoolDownStart;
|
||||
|
||||
lvl = 1;
|
||||
playerSpeed = playerspeedstart
|
||||
enemybulletSpeed = enemybulletSpeedStart;
|
||||
enemybulletCoolDown = enemybulletCoolDownStart;
|
||||
|
||||
gamerunning = true;
|
||||
firstUpdate = true;
|
||||
}
|
||||
|
||||
function gameOver() {
|
||||
console.log("ej du dårlig. nåede du kun til lvl " + lvl + "? 😂")
|
||||
gameoverScreenTimer = 0;
|
||||
gamerunning = false
|
||||
}
|
||||
|
||||
function render() {
|
||||
const cx = lib.canvas;
|
||||
|
||||
cx.clear("black");
|
||||
|
||||
cx.putTexture(playerSprite, player.x, player.y);
|
||||
// cx.strokeRect(player.x, player.y, 64, 64, "red");
|
||||
|
||||
for (const bullet of bullets) {
|
||||
cx.putTexture(bulletSprite, bullet.x, bullet.y);
|
||||
}
|
||||
for (const enemy of enemies) {
|
||||
cx.putTexture(enemySprite, enemy.x, enemy.y);
|
||||
}
|
||||
for (const bullet of enemybullets) {
|
||||
cx.putTexture(enemybulletSprite, bullet.x, bullet.y);
|
||||
// cx.strokeRect(bullet.x, bullet.y, 24, 24, "red");
|
||||
}
|
||||
for (const explosion of explosions) {
|
||||
const animationFraction = explosion.time / explosionDuration;
|
||||
const spriteIdxFraction = animationFraction * explosionSprites.length;
|
||||
const spriteIdx = Math.floor(spriteIdxFraction);
|
||||
const texture = explosionSprites[spriteIdx];
|
||||
cx.putTexture(texture, explosion.x - 32, explosion.y - 32);
|
||||
}
|
||||
|
||||
cx.putText("LvL "+lvl, 0, 0, "white");
|
||||
|
||||
if (!gamerunning) {
|
||||
if (gameoverScreenTimer >= gameoverScreenDelay) {
|
||||
cx.putTexture(gameoverSprite, 0, 0);
|
||||
cx.putText("ej du dårlig.", 150 - 3, 150 - 3, "black");
|
||||
cx.putText("ej du dårlig.", 150, 150, "white");
|
||||
cx.putText("nåede du kun til lvl " + lvl + "? 😂", 70 - 3, 174 - 3, "black");
|
||||
cx.putText("nåede du kun til lvl " + lvl + "? 😂", 70, 174, "white");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function spawnEnemies() {
|
||||
const rows = 2;
|
||||
const columns = 5;
|
||||
|
||||
for (let y = 0; y < rows; ++y) {
|
||||
for (let x = 0; x < columns; ++x) {
|
||||
|
||||
enemies.push({
|
||||
x: x * 100 + 10,
|
||||
y: y * 80 + 10,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function updatePlayerMovement() {
|
||||
const goleft = lib.isPressed("ArrowLeft") || lib.isPressed("a");
|
||||
|
||||
const goright = lib.isPressed("ArrowRight") || lib.isPressed("d");
|
||||
|
||||
if (goleft && !goright) {
|
||||
player.x -= playerSpeed * lib.frameDeltaT;
|
||||
|
||||
if (player.x < 0) {
|
||||
player.x = 0;
|
||||
}
|
||||
}
|
||||
else if (goright && !goleft) {
|
||||
player.x += playerSpeed * lib.frameDeltaT;
|
||||
|
||||
if (player.x >= lib.canvas.width - playerSprite.width) {
|
||||
player.x = lib.canvas.width - playerSprite.width;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function updateBulletMovement() {
|
||||
for (const bullet of bullets) {
|
||||
bullet.y -= bulletSpeed * lib.frameDeltaT;
|
||||
}
|
||||
}
|
||||
function updateEnemyBulletMovement() {
|
||||
for (const bullet of enemybullets) {
|
||||
bullet.y += enemybulletSpeed * lib.frameDeltaT;
|
||||
}
|
||||
}
|
||||
function spawnenemybullets() {
|
||||
if (enemybulletCooldownTimer < 0) {
|
||||
enemybulletCooldownTimer = enemybulletCoolDown / 2
|
||||
+ (enemybulletCoolDown / 2) * Math.random();
|
||||
|
||||
let enemyidx = Math.floor(enemies.length * Math.random())
|
||||
let enemy = enemies[enemyidx]
|
||||
enemybullets.push({ x: enemy.x + 12, y: enemy.y + 12 });
|
||||
}
|
||||
|
||||
}
|
||||
function handleBulletCollisions() {
|
||||
let deadEnemies = [];
|
||||
let deadBullets = [];
|
||||
for (let enemyIdx = 0; enemyIdx < enemies.length; ++enemyIdx) {
|
||||
|
||||
const enemy = enemies[enemyIdx];
|
||||
|
||||
for (let bulletIdx = 0; bulletIdx < bullets.length; ++bulletIdx) {
|
||||
|
||||
const bullet = bullets[bulletIdx];
|
||||
const isColliding = rectsAreColliding(
|
||||
bullet.x, bullet.y, 24, 24,
|
||||
enemy.x, enemy.y, 48, 48,
|
||||
);
|
||||
if (isColliding) {
|
||||
deadBullets.push(bulletIdx);
|
||||
deadEnemies.push(enemyIdx);
|
||||
explosions.push({
|
||||
x: enemy.x + 24,
|
||||
y: enemy.y + 24,
|
||||
time: 0,
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
for (const i of deadEnemies.toReversed()) {
|
||||
enemies.splice(i, 1)
|
||||
}
|
||||
for (const i of deadBullets.toReversed()) {
|
||||
bullets.splice(i, 1)
|
||||
}
|
||||
}
|
||||
function handleenemyBulletCollisions() {
|
||||
for (let bulletIdx = 0; bulletIdx < enemybullets.length; ++bulletIdx) {
|
||||
|
||||
const bullet = enemybullets[bulletIdx];
|
||||
const isColliding = rectsAreColliding(
|
||||
bullet.x, bullet.y, 24, 24,
|
||||
player.x, player.y, 64, 64,
|
||||
);
|
||||
if (isColliding) {
|
||||
gameOver();
|
||||
}
|
||||
}
|
||||
}
|
||||
function updateExplosions() {
|
||||
let deadExplosions = [];
|
||||
for (let i = 0; i < explosions.length; ++i) {
|
||||
const explosion = explosions[i];
|
||||
explosion.time += lib.frameDeltaT;
|
||||
if (explosion.time > explosionDuration) {
|
||||
deadExplosions.push(i);
|
||||
}
|
||||
}
|
||||
for (const i of deadExplosions.toReversed()) {
|
||||
explosions.splice(i, 1)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function rectsAreColliding(
|
||||
aX, aY, aWidth, aHeight,
|
||||
bX, bY, bWidth, bHeight,
|
||||
) {
|
||||
return aX < bX + bWidth
|
||||
&& aX + aWidth >= bX
|
||||
&& aY < bY + bHeight
|
||||
&& aY + aHeight >= bY;
|
||||
}
|
||||
|
||||
lib.onPress(" ", () => {
|
||||
if (!gamerunning) {
|
||||
resetLevel();
|
||||
return;
|
||||
}
|
||||
if (bulletCooldownTimer >= bulletCoolDown) {
|
||||
bulletCooldownTimer = 0;
|
||||
bullets.push({ x: player.x + 20, y: 300 });
|
||||
}
|
||||
});
|
||||
|
||||
lib.onPress("r", () => {
|
||||
resetLevel();
|
||||
});
|
||||
|
||||
lib.startGame(loop);
|
32
index.html
Normal file
@ -0,0 +1,32 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>My Game</title>
|
||||
<link rel="icon" type="image/png" href="assets/player.png" />
|
||||
<script type="module" src="game.js" defer></script>
|
||||
<style>
|
||||
* {
|
||||
box-sizing: border-box;
|
||||
color-scheme: light dark;
|
||||
}
|
||||
|
||||
body {
|
||||
margin: 0;
|
||||
height: 100vh;
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
}
|
||||
|
||||
#game {
|
||||
background-color: black;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<canvas id="game" width="480" height="360"></canvas>
|
||||
<script></script>
|
||||
</body>
|
||||
</html>
|
69
lib/canvas.js
Normal file
@ -0,0 +1,69 @@
|
||||
import { Texture } from "./texture.js";
|
||||
|
||||
/** @type {HTMLCanvasElement} */
|
||||
const htmlCanvas = document.querySelector("#game");
|
||||
const ctx = htmlCanvas.getContext("2d");
|
||||
ctx.imageSmoothingEnabled = false;
|
||||
|
||||
export const width = htmlCanvas.width;
|
||||
export const height = htmlCanvas.height;
|
||||
|
||||
/**
|
||||
* Clear canvas with a color.
|
||||
* @param {string} color
|
||||
*/
|
||||
export function clear(color) {
|
||||
ctx.fillStyle = color;
|
||||
ctx.fillRect(0, 0, width, height);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw a filled rectangle.
|
||||
* @param {number} x
|
||||
* @param {number} y
|
||||
* @param {number} width
|
||||
* @param {number} height
|
||||
* @param {string} color
|
||||
*/
|
||||
export function fillRect(x, y, width, height, color) {
|
||||
ctx.fillStyle = color;
|
||||
ctx.fillRect(x, y, width, height);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw a rectangle outline.
|
||||
* @param {number} x
|
||||
* @param {number} y
|
||||
* @param {number} width
|
||||
* @param {number} height
|
||||
* @param {string} color
|
||||
*/
|
||||
export function strokeRect(x, y, width, height, color) {
|
||||
ctx.strokeStyle = color;
|
||||
ctx.lineWidth = 1;
|
||||
ctx.strokeRect(x, y, width, height);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Texture} texture
|
||||
* @param {number} x
|
||||
* @param {number} y
|
||||
*/
|
||||
export function putTexture(texture, x, y) {
|
||||
texture.draw(ctx, x, y);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {string} text
|
||||
* @param {number} x
|
||||
* @param {number} y
|
||||
* @param {string} color
|
||||
*/
|
||||
export function putText(text, x, y, color) {
|
||||
const fontSize = 24;
|
||||
ctx.fillStyle = color;
|
||||
ctx.font = `bold ${fontSize}px monospace`;
|
||||
ctx.fillText(text, x, y + fontSize);
|
||||
}
|
67
lib/lib.js
Normal file
@ -0,0 +1,67 @@
|
||||
|
||||
export * as canvas from "./canvas.js"
|
||||
export * as texture from "./texture.js"
|
||||
|
||||
export let frameDeltaT = 0;
|
||||
|
||||
/**
|
||||
* Start a game.
|
||||
*
|
||||
* @param {() => void} loopFunction Run every frame
|
||||
*/
|
||||
export function startGame(loopFunction) {
|
||||
let before = Date.now();
|
||||
setInterval(() => {
|
||||
const now = Date.now();
|
||||
frameDeltaT = (now - before) / 1000;
|
||||
before = now;
|
||||
|
||||
loopFunction();
|
||||
}, 16);
|
||||
}
|
||||
|
||||
const keysPressed = new Set();
|
||||
const keyPressHandlers = new Map();
|
||||
const keyReleaseHandlers = new Map();
|
||||
|
||||
document.body.addEventListener("keydown", (ev) => {
|
||||
keysPressed.add(ev.key);
|
||||
keyPressHandlers.get(ev.key)?.();
|
||||
});
|
||||
|
||||
document.body.addEventListener("keyup", (ev) => {
|
||||
keysPressed.delete(ev.key);
|
||||
keyReleaseHandlers.get(ev.key)?.();
|
||||
});
|
||||
|
||||
/**
|
||||
* If a key is currently being pressed.
|
||||
* @param {string} key
|
||||
* @returns {boolean}
|
||||
*/
|
||||
export function isPressed(key) {
|
||||
return keysPressed.has(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* When a key is pressed (key down).
|
||||
* @param {string} key
|
||||
* @param {() => void} handlerFunction
|
||||
*/
|
||||
export function onPress(key, handlerFunction) {
|
||||
keyPressHandlers.set(key, handlerFunction);
|
||||
}
|
||||
|
||||
/**
|
||||
* When a key is released (key up).
|
||||
* @param {string} key
|
||||
* @param {() => void} handlerFunction
|
||||
*/
|
||||
export function onRelease(key, handlerFunction) {
|
||||
keyReleaseHandlers.set(key, handlerFunction);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
120
lib/texture.js
Normal file
@ -0,0 +1,120 @@
|
||||
|
||||
export class Texture {
|
||||
/**
|
||||
*
|
||||
* @param {HTMLCanvasElement} canvas
|
||||
*/
|
||||
constructor(canvas) {
|
||||
this.canvas = canvas;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {HTMLImageElement} imageElement
|
||||
* @returns {Texture}
|
||||
*/
|
||||
static fromImage(imageElement) {
|
||||
const canvas = new OffscreenCanvas(imageElement.width, imageElement.height);
|
||||
const ctx = canvas.getContext("2d");
|
||||
ctx.drawImage(imageElement, 0, 0);
|
||||
return new Texture(canvas);
|
||||
}
|
||||
|
||||
get width() {
|
||||
return this.canvas.width;
|
||||
}
|
||||
get height() {
|
||||
return this.canvas.height;
|
||||
}
|
||||
|
||||
set width(value) {
|
||||
const newCanvas = new OffscreenCanvas(value, this.canvas.height);
|
||||
const ctx = newCanvas.getContext("2d");
|
||||
ctx.imageSmoothingEnabled = false;
|
||||
ctx.drawImage(this.canvas, 0, 0, value, this.canvas.height);
|
||||
this.canvas = newCanvas;
|
||||
}
|
||||
set height(value) {
|
||||
const newCanvas = new OffscreenCanvas(this.canvas.width, value);
|
||||
const ctx = newCanvas.getContext("2d");
|
||||
ctx.imageSmoothingEnabled = false;
|
||||
ctx.drawImage(this.canvas, 0, 0, this.canvas.width, value);
|
||||
this.canvas = newCanvas;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {CanvasRenderingContext2D} ctx
|
||||
* @param {number} x
|
||||
* @param {number} y
|
||||
*/
|
||||
draw(ctx, x, y) {
|
||||
ctx.drawImage(this.canvas, x, y);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {number} red
|
||||
* @param {number} green
|
||||
* @param {number} blue
|
||||
*/
|
||||
adjustColor(red, green, blue) {
|
||||
const ctx = this.canvas.getContext("2d");
|
||||
const data = ctx.getImageData(0, 0, this.canvas.width, this.canvas.height);
|
||||
for (let y = 0; y < data.height; ++y) {
|
||||
for (let x = 0; x < data.width; ++x) {
|
||||
const idx = y * (data.width * 4) + x * 4;
|
||||
data.data[idx] *= red;
|
||||
data.data[idx + 1] *= green;
|
||||
data.data[idx + 2] *= blue;
|
||||
}
|
||||
}
|
||||
ctx.putImageData(data, 0, 0);
|
||||
}
|
||||
|
||||
rotate(angle) {
|
||||
const { width, height } = this;
|
||||
const newCanvas = new OffscreenCanvas(width, height);
|
||||
const newCtx = newCanvas.getContext("2d");
|
||||
newCtx.imageSmoothingEnabled = false;
|
||||
newCtx.save();
|
||||
newCtx.translate(width / 2, height / 2)
|
||||
newCtx.rotate(angle)
|
||||
newCtx.drawImage(this.canvas, -width / 2, -height / 2, width, height);
|
||||
newCtx.restore();
|
||||
this.canvas = newCanvas;
|
||||
}
|
||||
|
||||
copy() {
|
||||
const { width, height } = this;
|
||||
const newCanvas = new OffscreenCanvas(width, height);
|
||||
const newCtx = newCanvas.getContext("2d");
|
||||
newCtx.imageSmoothingEnabled = false;
|
||||
newCtx.drawImage(this.canvas, -width / 2, -height / 2, width, height);
|
||||
return new Texture(newCanvas);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {string} path
|
||||
* @param {number} [width]
|
||||
* @param {number} [height]
|
||||
* @returns {Promise<Texture>}
|
||||
*/
|
||||
export function loadImage(path, width, height) {
|
||||
const image = document.createElement("img");
|
||||
image.src = path;
|
||||
return new Promise((resolve) => {
|
||||
image.onload = () => {
|
||||
const texture = Texture.fromImage(image);
|
||||
if (width !== undefined) {
|
||||
texture.width = width;
|
||||
}
|
||||
if (height !== undefined) {
|
||||
texture.height = height;
|
||||
}
|
||||
resolve(texture);
|
||||
}
|
||||
});
|
||||
}
|
194
reference/space_invaders.js
Normal file
@ -0,0 +1,194 @@
|
||||
import * as lib from "./lib/lib.js"
|
||||
|
||||
const playerSprite = await lib.texture.loadImage("assets/player.png", 64, 64);
|
||||
playerSprite.adjustColor(1, 0.5, 0);
|
||||
|
||||
const bulletSprite = await lib.texture.loadImage("assets/bullet1.png", 24, 24);
|
||||
bulletSprite.rotate(Math.PI);
|
||||
|
||||
const enemySprite = await lib.texture.loadImage("assets/enemy1.png", 48, 48);
|
||||
enemySprite.adjustColor(0.2, 0.2, 1);
|
||||
|
||||
const explosionSprites = [
|
||||
await lib.texture.loadImage(`assets/explosion1.png`, 64, 64),
|
||||
await lib.texture.loadImage(`assets/explosion2.png`, 64, 64),
|
||||
await lib.texture.loadImage(`assets/explosion3.png`, 64, 64),
|
||||
await lib.texture.loadImage(`assets/explosion4.png`, 64, 64),
|
||||
];
|
||||
for (const texture of explosionSprites) {
|
||||
texture.adjustColor(1, 0.75, 0);
|
||||
}
|
||||
|
||||
const playerSpeed = 300;
|
||||
let playerX = 0;
|
||||
|
||||
const bulletSpeed = 400;
|
||||
const bulletCoolDown = 0.5;
|
||||
let bullets = [];
|
||||
// the first shot should not have cooldown
|
||||
let bulletCooldownTimer = bulletCoolDown;
|
||||
|
||||
let enemies = [];
|
||||
|
||||
const explosionDuration = 0.5;
|
||||
let explosions = [];
|
||||
|
||||
function loop() {
|
||||
bulletCooldownTimer += lib.frameDeltaT;
|
||||
|
||||
updatePlayerMovement();
|
||||
updateBulletMovement();
|
||||
handleBulletCollisions();
|
||||
updateExplosions();
|
||||
|
||||
if (enemies.length === 0) {
|
||||
spawnEnemies();
|
||||
}
|
||||
|
||||
const cx = lib.canvas;
|
||||
|
||||
cx.clear("black");
|
||||
cx.putTexture(playerSprite, playerX, 300);
|
||||
|
||||
for (const bullet of bullets) {
|
||||
cx.putTexture(bulletSprite, bullet.x, bullet.y);
|
||||
}
|
||||
|
||||
for (const enemy of enemies) {
|
||||
cx.putTexture(enemySprite, enemy.x, enemy.y);
|
||||
}
|
||||
|
||||
|
||||
for (const explosion of explosions) {
|
||||
|
||||
// goes from 0.0 to 1.0
|
||||
const animationFraction = explosion.time / explosionDuration;
|
||||
|
||||
// goes from 0.0 to 4.0
|
||||
const spriteIdxFraction = animationFraction * explosionSprites.length;
|
||||
|
||||
// is either of 0, 1, 2 or 3
|
||||
const spriteIdx = Math.floor(spriteIdxFraction);
|
||||
|
||||
const texture = explosionSprites[spriteIdx];
|
||||
|
||||
cx.putTexture(texture, explosion.x - 32, explosion.y - 32);
|
||||
}
|
||||
}
|
||||
|
||||
function spawnEnemies() {
|
||||
const rows = 2;
|
||||
const columns = 5;
|
||||
|
||||
for (let y = 0; y < rows; ++y) {
|
||||
for (let x = 0; x < columns; ++x) {
|
||||
|
||||
enemies.push({
|
||||
x: x * 100 + 10,
|
||||
y: y * 80 + 10,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function updatePlayerMovement() {
|
||||
const goLeft = lib.isPressed("ArrowLeft");
|
||||
const goRight = lib.isPressed("ArrowRight");
|
||||
|
||||
if (goLeft && !goRight) {
|
||||
// player should go left
|
||||
playerX -= playerSpeed * lib.frameDeltaT;
|
||||
|
||||
if (playerX < 0) {
|
||||
playerX = 0;
|
||||
}
|
||||
} else if (goRight && !goLeft) {
|
||||
// player should go right
|
||||
playerX += playerSpeed * lib.frameDeltaT;
|
||||
|
||||
if (playerX >= lib.canvas.width - playerSprite.width) {
|
||||
playerX = lib.canvas.width - playerSprite.width;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function updateBulletMovement() {
|
||||
for (const bullet of bullets) {
|
||||
bullet.y -= bulletSpeed * lib.frameDeltaT;
|
||||
}
|
||||
}
|
||||
|
||||
function handleBulletCollisions() {
|
||||
let deadEnemies = [];
|
||||
let deadBullets = [];
|
||||
|
||||
for (let enemyIdx = 0; enemyIdx < enemies.length; ++enemyIdx) {
|
||||
|
||||
const enemy = enemies[enemyIdx];
|
||||
|
||||
for (let bulletIdx = 0; bulletIdx < bullets.length; ++bulletIdx) {
|
||||
|
||||
const bullet = bullets[bulletIdx];
|
||||
|
||||
const isColliding = rectsAreColliding(
|
||||
bullet.x, bullet.y, 24, 24,
|
||||
enemy.x, enemy.y, 48, 48,
|
||||
);
|
||||
if (isColliding) {
|
||||
deadBullets.push(bulletIdx);
|
||||
deadEnemies.push(enemyIdx);
|
||||
|
||||
explosions.push({
|
||||
x: enemy.x + 24,
|
||||
y: enemy.y + 24,
|
||||
time: 0,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (const i of deadEnemies.toReversed()) {
|
||||
enemies.splice(i, 1)
|
||||
}
|
||||
for (const i of deadBullets.toReversed()) {
|
||||
bullets.splice(i, 1)
|
||||
}
|
||||
}
|
||||
|
||||
function rectsAreColliding(
|
||||
aX, aY, aWidth, aHeight,
|
||||
bX, bY, bWidth, bHeight,
|
||||
) {
|
||||
return aX < bX + bWidth
|
||||
&& aX + aWidth >= bX
|
||||
&& aY < bY + bHeight
|
||||
&& aY + aHeight >= bY;
|
||||
}
|
||||
|
||||
function updateExplosions() {
|
||||
let deadExplosions = [];
|
||||
|
||||
for (let i = 0; i < explosions.length; ++i) {
|
||||
const explosion = explosions[i];
|
||||
|
||||
explosion.time += lib.frameDeltaT;
|
||||
|
||||
if (explosion.time > explosionDuration) {
|
||||
deadExplosions.push(i);
|
||||
}
|
||||
}
|
||||
|
||||
for (const i of deadExplosions.toReversed()) {
|
||||
explosions.splice(i, 1)
|
||||
}
|
||||
}
|
||||
|
||||
lib.onPress(" ", () => {
|
||||
if (bulletCooldownTimer >= bulletCoolDown) {
|
||||
bulletCooldownTimer = 0;
|
||||
|
||||
bullets.push({ x: playerX + 20, y: 300 });
|
||||
}
|
||||
});
|
||||
|
||||
lib.startGame(loop);
|