game-platform/game.js
2025-08-14 16:40:37 +02:00

144 lines
3.7 KiB
JavaScript

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);