2025-08-15 13:25:52 +02:00

161 lines
4.0 KiB
JavaScript

import * as lib from "./lib.js"
const playerSprite = await lib.texture.loadImage("assets/player.png", 64, 64);
const bulletSprite = await lib.texture.loadImage("assets/bullet1.png", 24, 24);
const enemySprite = await lib.texture.loadImage("assets/enemy1.png", 48, 48);
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),
];
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);
for (const texture of explosionSprites) {
texture.adjustColor(1, 0.75, 0);
}
const playerSpeed = 300;
const bulletSpeed = 400;
let playerX = 0;
let bullets = [];
const bulletCoolDown = 0.5;
let bulletCooldownTimer = bulletCoolDown;
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) {
playerX = 0;
}
} else if (goRight && !goLeft) {
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];
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: 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 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 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");
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 + 20, y: 300 });
bulletCooldownTimer = 0;
})
lib.startGame(loop);