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/player.png
Normal file
After Width: | Height: | Size: 214 B |
143
game.js
Normal file
@ -0,0 +1,143 @@
|
||||
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 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;
|
||||
})),
|
||||
);
|
||||
|
||||
playerSprite.width = 64;
|
||||
playerSprite.height = 64;
|
||||
playerSprite.multiplyPixelColor(1, 0.5, 0);
|
||||
|
||||
bulletSprite.width = 32;
|
||||
bulletSprite.height = 32;
|
||||
bulletSprite.rotate(Math.PI);
|
||||
|
||||
enemySprite.width = 64;
|
||||
enemySprite.height = 64;
|
||||
enemySprite.multiplyPixelColor(0.2, 0.2, 1)
|
||||
|
||||
const playerSpeed = 300;
|
||||
const bulletSpeed = 400;
|
||||
|
||||
let playerX = 0;
|
||||
|
||||
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 explosions = [];
|
||||
const explosionDuration = 0.5;
|
||||
|
||||
function loop() {
|
||||
|
||||
const goLeft = lib.isPressed("ArrowLeft");
|
||||
const goRight = lib.isPressed("ArrowRight");
|
||||
if (goLeft && !goRight) {
|
||||
playerX -= playerSpeed * lib.frameDeltaT;
|
||||
if (playerX < 0) {
|
||||
playerX = 0;
|
||||
}
|
||||
} else if (goRight && !goLeft) {
|
||||
playerX += playerSpeed * lib.frameDeltaT;
|
||||
if (playerX >= lib.canvas.width - playerSprite.width) {
|
||||
playerX = lib.canvas.width - playerSprite.width;
|
||||
}
|
||||
}
|
||||
|
||||
for (const bullet of bullets) {
|
||||
bullet.y -= bulletSpeed * lib.frameDeltaT
|
||||
}
|
||||
bulletCooldownTimer += lib.frameDeltaT;
|
||||
|
||||
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];
|
||||
|
||||
if (bullet.x < enemy.x + 64 && bullet.x + 32 >= enemy.x
|
||||
&& bullet.y < enemy.y + 64 && bullet.y + 32 >= enemy.y) {
|
||||
deadBullets.push(bulletIdx);
|
||||
deadEnemies.push(enemyIdx);
|
||||
explosions.push({ x: bullet.x, y: bullet.y, time: 0 });
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
for (const i of deadEnemies.toReversed()) {
|
||||
enemies.splice(i, 1)
|
||||
}
|
||||
for (const i of deadBullets.toReversed()) {
|
||||
bullets.splice(i, 1)
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
|
||||
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) {
|
||||
const idx = Math.floor(explosionSprites.length * (explosion.time / explosionDuration));
|
||||
const texture = explosionSprites[idx];
|
||||
cx.putTexture(texture, explosion.x - 32, explosion.y - 32);
|
||||
}
|
||||
}
|
||||
|
||||
lib.onPress(" ", () => {
|
||||
if (bulletCooldownTimer < bulletCoolDown)
|
||||
return;
|
||||
bullets.push({ x: playerX + 16, y: 300 });
|
||||
bulletCooldownTimer = 0;
|
||||
})
|
||||
|
||||
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>
|
68
lib.js
Normal file
@ -0,0 +1,68 @@
|
||||
|
||||
export * as canvas from "./lib/canvas.js"
|
||||
export * as texture from "./lib/texture.js"
|
||||
|
||||
export let frameDeltaT = 0;
|
||||
|
||||
/**
|
||||
* Start a game.
|
||||
*
|
||||
* @param {() => void} initFunction Run once at start
|
||||
* @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);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
41
lib/canvas.js
Normal file
@ -0,0 +1,41 @@
|
||||
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);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Texture} texture
|
||||
* @param {number} x
|
||||
* @param {number} y
|
||||
*/
|
||||
export function putTexture(texture, x, y) {
|
||||
texture.draw(ctx, x, y);
|
||||
}
|
102
lib/texture.js
Normal file
@ -0,0 +1,102 @@
|
||||
|
||||
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
|
||||
*/
|
||||
multiplyPixelColor(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;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {string} path
|
||||
* @returns {Promise<Texture>}
|
||||
*/
|
||||
export function loadImage(path) {
|
||||
const image = document.createElement("img");
|
||||
image.src = path;
|
||||
return new Promise((resolve) => {
|
||||
image.onload = () => {
|
||||
resolve(Texture.fromImage(image));
|
||||
}
|
||||
});
|
||||
}
|