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@daiyi
Last active April 5, 2017 14:39
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space invaders
<html>
<head>
<meta charset="UTF-8">
<script language="javascript" type="text/javascript" src="main.js"></script>
<link rel="stylesheet" href="main.css">
<title>space invaders</title>
</head>
<body>
<div id="page">
<div class="container">
<div id="game"></div>
<div id="score">0</div>
</div>
</div>
</body>
</html>
body {
padding: 0;
margin: 0;
height: 100%;
width: 100%;
font-family: monospace;
background: #222;
color: #ccc;
}
#page {
display: flex;
align-items: center;
justify-content: center;
height: 100%;
}
#game {
border-bottom: 3px solid #666;
padding: 3px;
}
#score {
padding: 5px 0
}
class Sprite {
constructor(x, y) {
this.x = x
this.y = y
this.symbol = 'O'
}
}
class Player extends Sprite {
constructor(...args) {
super(...args)
this.symbol = '@'
}
}
class Invader extends Sprite {
constructor(...args) {
super(...args)
this.symbol = 'X'
}
}
class Laser extends Sprite {
constructor(...args) {
super(...args)
this.symbol = '|'
}
}
class Game {
constructor(width=30, height=10, enemyShift=3) {
this.width = width
this.height = height
this.score = 0
this.isRunning = false
// empty grid of height = this.height and width = this.width
this.grid = Array(this.height).fill(null).map(row => Array(this.width).fill(null));
this.enemies = []
this.lasers = []
this.player = null
this.enemyShift = enemyShift
this.enemySpan = null
this.enemyDirection = 1
this.addEnemies()
this.addPlayer()
}
addEnemies() {
for (let x = 0; x < 1; x++) {
for (let y = this.enemyShift; y < (this.width - this.enemyShift); y += 2) {
let enemy = new Invader(x, y)
this.enemies.push(enemy)
this.addSpriteToGrid(enemy)
}
}
this.enemySpan = this.enemies.length
}
addPlayer() {
let player = new Player(this.height-1, this.enemyShift)
this.player = player
this.addSpriteToGrid(player)
}
addScore(amount) {
this.score += amount
this.drawScore()
}
shootLaser(x, y) {
let laser = new Laser(x, y)
this.lasers.push(laser)
this.addSpriteToGrid(laser)
}
gameIsRunning() {
return this.isRunning
}
gameOver() {
// killed all enemies!
if (this.enemies.length == 0) {
return true
}
// enemies have descended on the player
else if (this.enemies[this.enemies.length - 1].x >= this.height-1) {
return true
}
return false
}
addSpriteToGrid(sprite) {
this.grid[sprite.x][sprite.y] = sprite
this.draw()
}
removeSpriteFromGrid(sprite) {
this.clearGridSpace(sprite.x, sprite.y)
this.draw()
}
moveSprite(sprite, toX, toY) {
this.removeSpriteFromGrid(sprite)
sprite.x = toX
sprite.y = toY
this.addSpriteToGrid(sprite)
this.draw()
}
removeSpriteFromArray(sprite, arr) {
let i = arr.findIndex(el => {
return el.x == sprite.x && el.y == sprite.y
})
arr.splice(i, 1)
}
clearGridSpace(x, y) {
this.grid[x][y] = null
}
getSprite(x, y) {
return game.grid[x][y]
}
draw() {
if (this.gameOver()) {
let message = "game over ):"
if (this.enemies.length == 0) {
message = "win! "
}
message += `<br><br>score: ${this.score}`
document.getElementById('page').innerHTML = message
}
else if (this.gameIsRunning()) {
document.getElementById('game').innerHTML = spriteArrayToDOM(this.grid)
}
}
drawScore() {
document.getElementById('score').innerHTML = this.score
}
}
// Initialise game
// let game = new Game(20, 4)
let game = new Game()
// First draw when page loads
document.addEventListener("DOMContentLoaded", function(e) {
game.isRunning = true
});
// Move player with arrows
function handleKeyboardInput(e) {
let player = game.player
switch (e.keyCode) {
// left arrow
case 37:
(player.y > 0) ? game.moveSprite(player, player.x, player.y-1) : null;
break
// spacebar
case 32:
// up arrow
case 38:
game.shootLaser(player.x-1, player.y)
break
// right arrow
case 39:
(player.y < game.width-1) ?game.moveSprite(player, player.x, player.y+1) : null;
break
}
game.draw()
}
document.addEventListener("keydown", function (e) {
throttle(handleKeyboardInput, e);
}, false);
let moveEnemiesTimer = window.setInterval(moveEnemies, 1000)
function moveEnemies() {
if (game.gameOver()) {
window.clearInterval(moveEnemiesTimer)
}
const {enemySpan, width, enemies} = game;
enemies.forEach(enemy => {
game.moveSprite(enemy, enemy.x, enemy.y + game.enemyDirection)
})
game.enemyShift += game.enemyDirection
if (game.enemyShift + (enemySpan*2-1) >= width || game.enemyShift == 0) {
game.enemyDirection *= -1
enemies.forEach(enemy => {
game.moveSprite(enemy, enemy.x+1, enemy.y)
})
}
}
let moveLasersTimer = window.setInterval(moveLasers, 100)
function moveLasers() {
if (game.gameOver()) {
window.clearInterval(moveLasersTimer)
}
game.lasers = game.lasers.reduce((lasers, laser) => {
if (laser.x > 0) {
let toX = laser.x-1
let toY = laser.y
let spriteInNextSpace = game.getSprite(toX, toY)
if (spriteInNextSpace != null && spriteInNextSpace instanceof Invader) {
game.removeSpriteFromGrid(spriteInNextSpace)
game.removeSpriteFromGrid(laser)
game.removeSpriteFromArray(spriteInNextSpace, game.enemies)
game.addScore(1)
}
else {
game.moveSprite(laser, laser.x-1, laser.y)
lasers.push(laser)
}
}
else {
game.removeSpriteFromGrid(laser)
}
return lasers
}, [])
}
/* helpers */
let throttle = (function () {
let timeWindow = 90; // time in ms
let lastExecution = new Date((new Date()).getTime() - timeWindow);
return function (fn, e) {
if ((lastExecution.getTime() + timeWindow) <= (new Date()).getTime()) {
lastExecution = new Date();
fn(e)
}
};
}());
function spriteArrayToDOM(arr) {
return arr.reduce((acc, row) => {
return acc + row.reduce((acc, sprite) => {
return (sprite == null) ? acc + '&nbsp;' : acc + sprite.symbol
}, '') + '<br />'
}, '')
}
@daiyi
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daiyi commented Apr 2, 2017

to run:

  • save all files into the same directory
  • open index.html in your browser

if that doesn't work, run python -m SimpleHTTPServer in the folder and open localhost:8000 in the browser \o/

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