2025-09-08 00:27:12 +02:00

195 lines
4.7 KiB
JavaScript

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);