161 lines
4.0 KiB
JavaScript
161 lines
4.0 KiB
JavaScript
import * as lib from "./lib.js"
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const playerSprite = await lib.texture.loadImage("assets/player.png", 64, 64);
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const bulletSprite = await lib.texture.loadImage("assets/bullet1.png", 24, 24);
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const enemySprite = await lib.texture.loadImage("assets/enemy1.png", 48, 48);
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const explosionSprites = [
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await lib.texture.loadImage(`assets/explosion1.png`, 64, 64),
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await lib.texture.loadImage(`assets/explosion2.png`, 64, 64),
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await lib.texture.loadImage(`assets/explosion3.png`, 64, 64),
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await lib.texture.loadImage(`assets/explosion4.png`, 64, 64),
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];
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const enemyBullet = bulletSprite.copy();
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playerSprite.adjustColor(1, 0.5, 0);
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bulletSprite.rotate(Math.PI);
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enemySprite.adjustColor(0.2, 0.2, 1);
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enemyBullet.adjustColor(0, 1, 0);
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for (const texture of explosionSprites) {
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texture.adjustColor(1, 0.75, 0);
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}
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const playerSpeed = 300;
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const bulletSpeed = 400;
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let playerX = 0;
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let bullets = [];
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const bulletCoolDown = 0.5;
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let bulletCooldownTimer = bulletCoolDown;
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let enemies = [];
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let explosions = [];
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const explosionDuration = 0.5;
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function loop() {
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tick();
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render();
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}
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function tick() {
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bulletCooldownTimer += lib.frameDeltaT;
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if (enemies.length === 0) {
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spawnEnemies();
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}
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updatePlayerMovement();
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updateBulletMovement();
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handleBulletCollisions();
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updateExplosions();
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}
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function updatePlayerMovement() {
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const goLeft = lib.isPressed("ArrowLeft");
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const goRight = lib.isPressed("ArrowRight");
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if (goLeft && !goRight) {
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playerX -= playerSpeed * lib.frameDeltaT;
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if (playerX < 0) {
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playerX = 0;
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}
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} else if (goRight && !goLeft) {
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playerX += playerSpeed * lib.frameDeltaT;
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if (playerX >= lib.canvas.width - playerSprite.width) {
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playerX = lib.canvas.width - playerSprite.width;
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}
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}
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}
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function updateBulletMovement() {
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for (const bullet of bullets) {
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bullet.y -= bulletSpeed * lib.frameDeltaT;
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}
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}
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function handleBulletCollisions() {
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let deadEnemies = []
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let deadBullets = []
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for (let enemyIdx = 0; enemyIdx < enemies.length; ++enemyIdx) {
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const enemy = enemies[enemyIdx];
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for (let bulletIdx = 0; bulletIdx < bullets.length; ++bulletIdx) {
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const bullet = bullets[bulletIdx];
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if (bullet.x < enemy.x + 48 && bullet.x + 24 >= enemy.x
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&& bullet.y < enemy.y + 48 && bullet.y + 24 >= enemy.y) {
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deadBullets.push(bulletIdx);
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deadEnemies.push(enemyIdx);
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explosions.push({ x: enemy.x + 24, y: enemy.y + 24, time: 0 });
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}
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}
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}
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for (const i of deadEnemies.toReversed()) {
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enemies.splice(i, 1)
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}
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for (const i of deadBullets.toReversed()) {
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bullets.splice(i, 1)
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}
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}
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function updateExplosions() {
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let deadExplosions = []
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for (let i = 0; i < explosions.length; ++i) {
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const explosion = explosions[i];
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explosion.time += lib.frameDeltaT;
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if (explosion.time > explosionDuration) {
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deadExplosions.push(i);
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}
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}
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for (const i of deadExplosions.toReversed()) {
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explosions.splice(i, 1)
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}
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}
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function spawnEnemies() {
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for (let y = 0; y < 2; ++y) {
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for (let x = 0; x < 5; ++x) {
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enemies.push({ x: 10 + 100 * x, y: y * 80 });
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}
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}
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}
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function render() {
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const cx = lib.canvas;
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cx.clear("black");
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cx.putTexture(playerSprite, playerX, 300);
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for (const bullet of bullets) {
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cx.putTexture(bulletSprite, bullet.x, bullet.y);
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}
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for (const enemy of enemies) {
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cx.putTexture(enemySprite, enemy.x, enemy.y);
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}
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for (const explosion of explosions) {
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const idx = Math.floor(explosionSprites.length * (explosion.time / explosionDuration));
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const texture = explosionSprites[idx];
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cx.putTexture(texture, explosion.x - 32, explosion.y - 32);
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}
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}
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lib.onPress(" ", () => {
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if (bulletCooldownTimer < bulletCoolDown)
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return;
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bullets.push({ x: playerX + 20, y: 300 });
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bulletCooldownTimer = 0;
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})
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lib.startGame(loop);
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