refactor slightly

This commit is contained in:
sfj 2025-08-15 13:20:56 +02:00
parent d940db331a
commit c214c06827
2 changed files with 80 additions and 43 deletions

97
game.js
View File

@ -1,31 +1,28 @@
import * as lib from "./lib.js"
const playerSprite = await lib.texture.loadImage("assets/player.png");
const bulletSprite = await lib.texture.loadImage("assets/bullet1.png");
const enemySprite = await lib.texture.loadImage("assets/enemy1.png");
const { loadImage } = lib.texture;
const explosionSprites = await Promise.all(
[1, 2, 3, 4]
.map((id) => lib.texture.loadImage(`assets/explosion${id}.png`))
.map((texture) => texture.then(texture => {
texture.width = 64;
texture.height = 64;
texture.multiplyPixelColor(1, 1, 0)
return texture;
})),
);
const playerSprite = await loadImage("assets/player.png", 64, 64);
const bulletSprite = await loadImage("assets/bullet1.png", 24, 24);
const enemySprite = await loadImage("assets/enemy1.png", 48, 48);
playerSprite.width = 64;
playerSprite.height = 64;
playerSprite.multiplyPixelColor(1, 0.5, 0);
const explosionSprites = [
await loadImage(`assets/explosion1.png`, 64, 64),
await loadImage(`assets/explosion2.png`, 64, 64),
await loadImage(`assets/explosion3.png`, 64, 64),
await loadImage(`assets/explosion4.png`, 64, 64),
];
bulletSprite.width = 32;
bulletSprite.height = 32;
const enemyBullet = bulletSprite.copy();
playerSprite.adjustColor(1, 0.5, 0);
bulletSprite.rotate(Math.PI);
enemySprite.adjustColor(0.2, 0.2, 1);
enemyBullet.adjustColor(0, 1, 0);
enemySprite.width = 64;
enemySprite.height = 64;
enemySprite.multiplyPixelColor(0.2, 0.2, 1)
for (const texture of explosionSprites) {
texture.adjustColor(1, 0.75, 0);
}
const playerSpeed = 300;
const bulletSpeed = 400;
@ -36,26 +33,33 @@ let bullets = [];
const bulletCoolDown = 0.5;
let bulletCooldownTimer = bulletCoolDown;
let enemies = [
{ x: 10, y: 0 },
{ x: 110, y: 0 },
{ x: 210, y: 0 },
{ x: 310, y: 0 },
{ x: 410, y: 0 },
{ x: 10, y: 100 },
{ x: 110, y: 100 },
{ x: 210, y: 100 },
{ x: 310, y: 100 },
{ x: 410, y: 100 },
];
let enemies = [];
let explosions = [];
const explosionDuration = 0.5;
function loop() {
tick();
render();
}
function tick() {
bulletCooldownTimer += lib.frameDeltaT;
if (enemies.length === 0) {
spawnEnemies();
}
updatePlayerMovement();
updateBulletMovement();
handleBulletCollisions();
updateExplosions();
}
function updatePlayerMovement() {
const goLeft = lib.isPressed("ArrowLeft");
const goRight = lib.isPressed("ArrowRight");
if (goLeft && !goRight) {
playerX -= playerSpeed * lib.frameDeltaT;
if (playerX < 0) {
@ -67,12 +71,15 @@ function loop() {
playerX = lib.canvas.width - playerSprite.width;
}
}
}
function updateBulletMovement() {
for (const bullet of bullets) {
bullet.y -= bulletSpeed * lib.frameDeltaT
bullet.y -= bulletSpeed * lib.frameDeltaT;
}
bulletCooldownTimer += lib.frameDeltaT;
}
function handleBulletCollisions() {
let deadEnemies = []
let deadBullets = []
for (let enemyIdx = 0; enemyIdx < enemies.length; ++enemyIdx) {
@ -82,11 +89,11 @@ function loop() {
for (let bulletIdx = 0; bulletIdx < bullets.length; ++bulletIdx) {
const bullet = bullets[bulletIdx];
if (bullet.x < enemy.x + 64 && bullet.x + 32 >= enemy.x
&& bullet.y < enemy.y + 64 && bullet.y + 32 >= enemy.y) {
if (bullet.x < enemy.x + 48 && bullet.x + 24 >= enemy.x
&& bullet.y < enemy.y + 48 && bullet.y + 24 >= enemy.y) {
deadBullets.push(bulletIdx);
deadEnemies.push(enemyIdx);
explosions.push({ x: bullet.x, y: bullet.y, time: 0 });
explosions.push({ x: enemy.x + 24, y: enemy.y + 24, time: 0 });
}
}
@ -97,7 +104,9 @@ function loop() {
for (const i of deadBullets.toReversed()) {
bullets.splice(i, 1)
}
}
function updateExplosions() {
let deadExplosions = []
for (let i = 0; i < explosions.length; ++i) {
const explosion = explosions[i];
@ -109,7 +118,17 @@ function loop() {
for (const i of deadExplosions.toReversed()) {
explosions.splice(i, 1)
}
}
function spawnEnemies() {
for (let y = 0; y < 2; ++y) {
for (let x = 0; x < 5; ++x) {
enemies.push({ x: 10 + 100 * x, y: y * 80 });
}
}
}
function render() {
const cx = lib.canvas;
cx.clear("black");
@ -134,7 +153,7 @@ function loop() {
lib.onPress(" ", () => {
if (bulletCooldownTimer < bulletCoolDown)
return;
bullets.push({ x: playerX + 16, y: 300 });
bullets.push({ x: playerX + 20, y: 300 });
bulletCooldownTimer = 0;
})

View File

@ -58,7 +58,7 @@ export class Texture {
* @param {number} green
* @param {number} blue
*/
multiplyPixelColor(red, green, 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) {
@ -80,23 +80,41 @@ export class Texture {
newCtx.save();
newCtx.translate(width / 2, height / 2)
newCtx.rotate(angle)
newCtx.drawImage(this.canvas, -width / 2 , -height / 2, width, height);
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 | undefined} width
* @param {number | undefined} height
* @returns {Promise<Texture>}
*/
export function loadImage(path) {
export function loadImage(path, width, height) {
const image = document.createElement("img");
image.src = path;
return new Promise((resolve) => {
image.onload = () => {
resolve(Texture.fromImage(image));
const texture = Texture.fromImage(image);
if (width !== undefined) {
texture.width = width;
}
if (height !== undefined) {
texture.height = height;
}
resolve(texture);
}
});
}