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);