Skip to content

Instantly share code, notes, and snippets.

@drewkerr
Created July 22, 2018 13:07
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save drewkerr/011167b8cfc642f252a05860b95a22e4 to your computer and use it in GitHub Desktop.
Save drewkerr/011167b8cfc642f252a05860b95a22e4 to your computer and use it in GitHub Desktop.
Asteroids
// Credit: https://github.com/erkie/erkie.github.com
(function() {
function Asteroids() {
if ( ! window.ASTEROIDS )
window.ASTEROIDS = {
enemiesKilled: 0,
startedPlaying: (new Date()).getTime()
};
/*
Classes
*/
function Vector(x, y) {
if ( typeof x == 'Object' ) {
this.x = x.x;
this.y = x.y;
} else {
this.x = x;
this.y = y;
}
};
Vector.prototype = {
cp: function() {
return new Vector(this.x, this.y);
},
mul: function(factor) {
this.x *= factor;
this.y *= factor;
return this;
},
mulNew: function(factor) {
return new Vector(this.x * factor, this.y * factor);
},
add: function(vec) {
this.x += vec.x;
this.y += vec.y;
return this;
},
addNew: function(vec) {
return new Vector(this.x + vec.x, this.y + vec.y);
},
sub: function(vec) {
this.x -= vec.x;
this.y -= vec.y;
return this;
},
subNew: function(vec) {
return new Vector(this.x - vec.x, this.y - vec.y);
},
// angle in radians
rotate: function(angle) {
var x = this.x, y = this.y;
this.x = x * Math.cos(angle) - Math.sin(angle) * y;
this.y = x * Math.sin(angle) + Math.cos(angle) * y;
return this;
},
// angle still in radians
rotateNew: function(angle) {
return this.cp().rotate(angle);
},
// angle in radians... again
setAngle: function(angle) {
var l = this.len();
this.x = Math.cos(angle) * l;
this.y = Math.sin(angle) * l;
return this;
},
// RADIANS
setAngleNew: function(angle) {
return this.cp().setAngle(angle);
},
setLength: function(length) {
var l = this.len();
if ( l ) this.mul(length / l);
else this.x = this.y = length;
return this;
},
setLengthNew: function(length) {
return this.cp().setLength(length);
},
normalize: function() {
var l = this.len();
this.x /= l;
this.y /= l;
return this;
},
normalizeNew: function() {
return this.cp().normalize();
},
angle: function() {
return Math.atan2(this.y, this.x);
},
collidesWith: function(rect) {
return this.x > rect.x && this.y > rect.y && this.x < rect.x + rect.width && this.y < rect.y + rect.height;
},
len: function() {
var l = Math.sqrt(this.x * this.x + this.y * this.y);
if ( l < 0.005 && l > -0.005) return 0;
return l;
},
is: function(test) {
return typeof test == 'object' && this.x == test.x && this.y == test.y;
},
toString: function() {
return '[Vector(' + this.x + ', ' + this.y + ') angle: ' + this.angle() + ', length: ' + this.len() + ']';
}
};
function Line(p1, p2) {
this.p1 = p1;
this.p2 = p2;
};
Line.prototype = {
shift: function(pos) {
this.p1.add(pos);
this.p2.add(pos);
},
intersectsWithRect: function(rect) {
var LL = new Vector(rect.x, rect.y + rect.height);
var UL = new Vector(rect.x, rect.y);
var LR = new Vector(rect.x + rect.width, rect.y + rect.height);
var UR = new Vector(rect.x + rect.width, rect.y);
if (
this.p1.x > LL.x && this.p1.x < UR.x && this.p1.y < LL.y && this.p1.y > UR.y &&
this.p2.x > LL.x && this.p2.x < UR.x && this.p2.y < LL.y && this.p2.y > UR.y
) return true;
if ( this.intersectsLine(new Line(UL, LL)) ) return true;
if ( this.intersectsLine(new Line(LL, LR)) ) return true;
if ( this.intersectsLine(new Line(UL, UR)) ) return true;
if ( this.intersectsLine(new Line(UR, LR)) ) return true;
return false;
},
intersectsLine: function(line2) {
var v1 = this.p1, v2 = this.p2;
var v3 = line2.p1, v4 = line2.p2;
var denom = ((v4.y - v3.y) * (v2.x - v1.x)) - ((v4.x - v3.x) * (v2.y - v1.y));
var numerator = ((v4.x - v3.x) * (v1.y - v3.y)) - ((v4.y - v3.y) * (v1.x - v3.x));
var numerator2 = ((v2.x - v1.x) * (v1.y - v3.y)) - ((v2.y - v1.y) * (v1.x - v3.x));
if ( denom == 0.0 ) {
return false;
}
var ua = numerator / denom;
var ub = numerator2 / denom;
return (ua >= 0.0 && ua <= 1.0 && ub >= 0.0 && ub <= 1.0);
}
};
/*
end classes, begin code
*/
var that = this;
var isIE = !!window.ActiveXObject; // IE gets less performance-intensive
var isIEQuirks = isIE && document.compatMode == "BackCompat";
// configuration directives are placed in local variables
var w = document.documentElement.clientWidth, h = document.documentElement.clientHeight;
if ( isIEQuirks ) {
w = document.body.clientWidth;
h = document.body.clientHeight;
}
var playerWidth = 20, playerHeight = 30;
var playerVerts = [[-1 * playerHeight/2, -1 * playerWidth/2], [-1 * playerHeight/2, playerWidth/2], [playerHeight/2, 0]];
var ignoredTypes = ['HTML', 'HEAD', 'BODY', 'SCRIPT', 'TITLE', 'META', 'STYLE', 'LINK'];
if ( window.ActiveXObject )
ignoredTypes = ['HTML', 'HEAD', 'BODY', 'SCRIPT', 'TITLE', 'META', 'STYLE', 'LINK', 'SHAPE', 'LINE', 'GROUP', 'IMAGE', 'STROKE', 'FILL', 'SKEW', 'PATH', 'TEXTPATH', 'INS']; // Half of these are for IE g_vml
var hiddenTypes = ['BR', 'HR'];
var FPS = 50;
// units/second
var acc = 300;
var maxSpeed = 600;
var rotSpeed = 360; // one rotation per second
var bulletSpeed = 700;
var particleSpeed = 400;
var timeBetweenFire = 150; // how many milliseconds between shots
var timeBetweenBlink = 250; // milliseconds between enemy blink
var timeBetweenEnemyUpdate = isIE ? 10000 : 2000;
var bulletRadius = 2;
var maxParticles = isIE ? 20 : 40;
var maxBullets = isIE ? 10 : 20;
// generated every 10 ms
this.flame = {r: [], y: []};
// blink style
this.toggleBlinkStyle = function () {
if (this.updated.blink.isActive) {
removeClass(document.body, 'ASTEROIDSBLINK');
} else {
addClass(document.body, 'ASTEROIDSBLINK');
}
this.updated.blink.isActive = !this.updated.blink.isActive;
};
addStylesheet(".ASTEROIDSBLINK .ASTEROIDSYEAHENEMY", "outline: 2px dotted red;");
this.pos = new Vector(100, 100);
this.lastPos = false;
this.vel = new Vector(0, 0);
this.dir = new Vector(0, 1);
this.keysPressed = {};
this.firedAt = false;
this.updated = {
enemies: false, // if the enemy index has been updated since the user pressed B for Blink
flame: new Date().getTime(), // the time the flame was last updated
blink: {time: 0, isActive: false}
};
this.scrollPos = new Vector(0, 0);
this.bullets = [];
// Enemies lay first in this.enemies, when they are shot they are moved to this.dying
this.enemies = [];
this.dying = [];
this.totalEnemies = 0;
// Particles are created when something is shot
this.particles = [];
// things to shoot is everything textual and an element of type not specified in types AND not a navigation element (see further down)
function updateEnemyIndex() {
for ( var i = 0, enemy; enemy = that.enemies[i]; i++ )
removeClass(enemy, "ASTEROIDSYEAHENEMY");
var all = document.body.getElementsByTagName('*');
that.enemies = [];
for ( var i = 0, el; el = all[i]; i++ ) {
// elements with className ASTEROIDSYEAH are part of the "game"
if ( indexOf(ignoredTypes, el.tagName.toUpperCase()) == -1 && el.prefix != 'g_vml_' && hasOnlyTextualChildren(el) && el.className != "ASTEROIDSYEAH" && el.offsetHeight > 0 ) {
el.aSize = size(el);
that.enemies.push(el);
addClass(el, "ASTEROIDSYEAHENEMY");
// this is only for enemycounting
if ( ! el.aAdded ) {
el.aAdded = true;
that.totalEnemies++;
}
}
}
};
updateEnemyIndex();
// createFlames create the vectors for the flames of the ship
var createFlames;
(function () {
var rWidth = playerWidth,
rIncrease = playerWidth * 0.1,
yWidth = playerWidth * 0.6,
yIncrease = yWidth * 0.2,
halfR = rWidth / 2,
halfY = yWidth / 2,
halfPlayerHeight = playerHeight / 2;
createFlames = function () {
// Firstly create red flames
that.flame.r = [[-1 * halfPlayerHeight, -1 * halfR]];
that.flame.y = [[-1 * halfPlayerHeight, -1 * halfY]];
for ( var x = 0; x < rWidth; x += rIncrease ) {
that.flame.r.push([-random(2, 7) - halfPlayerHeight, x - halfR]);
}
that.flame.r.push([-1 * halfPlayerHeight, halfR]);
// ... And now the yellow flames
for ( var x = 0; x < yWidth; x += yIncrease ) {
that.flame.y.push([-random(2, 7) - halfPlayerHeight, x - halfY]);
}
that.flame.y.push([-1 * halfPlayerHeight, halfY]);
};
})();
createFlames();
/*
Math operations
*/
function radians(deg) {
return deg * 0.0174532925;
};
function random(from, to) {
return Math.floor(Math.random() * (to + 1) + from);
};
/*
Misc operations
*/
function code(name) {
var table = {'up': 38, 'down': 40, 'left': 37, 'right': 39, 'esc': 27};
if ( table[name] ) return table[name];
return name.charCodeAt(0);
};
function boundsCheck(vec) {
if ( vec.x > w )
vec.x = 0;
else if ( vec.x < 0 )
vec.x = w;
if ( vec.y > h )
vec.y = 0;
else if ( vec.y < 0 )
vec.y = h;
};
function size(element) {
var el = element, left = 0, top = 0;
do {
left += el.offsetLeft || 0;
top += el.offsetTop || 0;
el = el.offsetParent;
} while (el);
return {x: left, y: top, width: element.offsetWidth || 10, height: element.offsetHeight || 10};
};
// Taken from:
// http://www.quirksmode.org/blog/archives/2005/10/_and_the_winner_1.html
function addEvent( obj, type, fn ) {
if (obj.addEventListener)
obj.addEventListener( type, fn, false );
else if (obj.attachEvent) {
obj["e"+type+fn] = fn;
obj[type+fn] = function() { obj["e"+type+fn]( window.event ); };
obj.attachEvent( "on"+type, obj[type+fn] );
}
}
function removeEvent( obj, type, fn ) {
if (obj.removeEventListener)
obj.removeEventListener( type, fn, false );
else if (obj.detachEvent) {
obj.detachEvent( "on"+type, obj[type+fn] );
obj[type+fn] = null;
obj["e"+type+fn] = null;
}
}
function applyVisibility(vis) {
for ( var i = 0, p; p = window.ASTEROIDSPLAYERS[i]; i++ ) {
p.gameContainer.style.visibility = vis;
}
}
function getElementFromPoint(x, y) {
// hide canvas so it isn't picked up
applyVisibility('hidden');
var element = document.elementFromPoint(x, y);
if ( ! element ) {
applyVisibility('visible');
return false;
}
if ( element.nodeType == 3 )
element = element.parentNode;
// show the canvas again, hopefully it didn't blink
applyVisibility('visible');
return element;
};
function addParticles(startPos) {
var time = new Date().getTime();
var amount = maxParticles;
for ( var i = 0; i < amount; i++ ) {
that.particles.push({
// random direction
dir: (new Vector(Math.random() * 20 - 10, Math.random() * 20 - 10)).normalize(),
pos: startPos.cp(),
cameAlive: time
});
}
};
function setScore() {
that.points.innerHTML = window.ASTEROIDS.enemiesKilled * 10;
};
function hasOnlyTextualChildren(element) {
if ( element.offsetLeft < -100 && element.offsetWidth > 0 && element.offsetHeight > 0 ) return false;
if ( indexOf(hiddenTypes, element.tagName) != -1 ) return true;
if ( element.offsetWidth == 0 && element.offsetHeight == 0 ) return false;
for ( var i = 0; i < element.childNodes.length; i++ ) {
// <br /> doesn't count... and empty elements
if (
indexOf(hiddenTypes, element.childNodes[i].tagName) == -1
&& element.childNodes[i].childNodes.length != 0
) return false;
}
return true;
};
function indexOf(arr, item, from){
if ( arr.indexOf ) return arr.indexOf(item, from);
var len = arr.length;
for (var i = (from < 0) ? Math.max(0, len + from) : from || 0; i < len; i++){
if (arr[i] === item) return i;
}
return -1;
};
// taken from MooTools Core
function addClass(element, className) {
if ( element.className.indexOf(className) == -1)
element.className = (element.className + ' ' + className).replace(/\s+/g, ' ').replace(/^\s+|\s+$/g, '');
};
// taken from MooTools Core
function removeClass(element, className) {
element.className = element.className.replace(new RegExp('(^|\\s)' + className + '(?:\\s|$)'), '$1');
};
function addStylesheet(selector, rules) {
var stylesheet = document.createElement('style');
stylesheet.type = 'text/css';
stylesheet.rel = 'stylesheet';
stylesheet.id = 'ASTEROIDSYEAHSTYLES';
try {
stylesheet.innerHTML = selector + "{" + rules + "}";
} catch ( e ) {
stylesheet.styleSheet.addRule(selector, rules);
}
document.getElementsByTagName("head")[0].appendChild(stylesheet);
};
function removeStylesheet(name) {
var stylesheet = document.getElementById(name);
if ( stylesheet ) {
stylesheet.parentNode.removeChild(stylesheet);
}
};
/*
== Setup ==
*/
this.gameContainer = document.createElement('div');
this.gameContainer.className = 'ASTEROIDSYEAH';
document.body.appendChild(this.gameContainer);
this.canvas = document.createElement('canvas');
this.canvas.setAttribute('width', w);
this.canvas.setAttribute('height', h);
this.canvas.className = 'ASTEROIDSYEAH';
with ( this.canvas.style ) {
width = w + "px";
height = h + "px";
position = "fixed";
top = "0px";
left = "0px";
bottom = "0px";
right = "0px";
zIndex = "10000";
}
// Is IE
if ( typeof G_vmlCanvasManager != 'undefined' ) {
this.canvas = G_vmlCanvasManager.initElement(this.canvas);
if ( ! this.canvas.getContext ) {
alert("So... you're using IE? Please join me at http://github.com/erkie/erkie.github.com if you think you can help");
}
} else {
if ( ! this.canvas.getContext ) {
alert('This program does not yet support your browser. Please join me at http://github.com/erkie/erkie.github.com if you think you can help');
}
}
addEvent(this.canvas, 'mousedown', function(e) {
e = e || window.event;
var message = document.createElement('span');
message.style.position = 'absolute';
message.style.border = '1px solid #999';
message.style.background = 'white';
message.style.color = "black";
message.innerHTML = 'Press Esc to quit';
document.body.appendChild(message);
var x = e.pageX || (e.clientX + document.documentElement.scrollLeft);
var y = e.pageY || (e.clientY + document.documentElement.scrollTop);
message.style.left = x - message.offsetWidth/2 + 'px';
message.style.top = y - message.offsetHeight/2 + 'px';
setTimeout(function() {
try {
message.parentNode.removeChild(message);
} catch ( e ) {}
}, 1000);
});
var eventResize = function() {
if ( ! isIE ) {
that.canvas.style.display = "none";
w = document.documentElement.clientWidth;
h = document.documentElement.clientHeight;
that.canvas.setAttribute('width', w);
that.canvas.setAttribute('height', h);
with ( that.canvas.style ) {
display = "block";
width = w + "px";
height = h + "px";
}
} else {
w = document.documentElement.clientWidth;
h = document.documentElement.clientHeight;
if ( isIEQuirks ) {
w = document.body.clientWidth;
h = document.body.clientHeight;
}
that.canvas.setAttribute('width', w);
that.canvas.setAttribute('height', h);
}
forceChange = true;
};
addEvent(window, 'resize', eventResize);
this.gameContainer.appendChild(this.canvas);
this.ctx = this.canvas.getContext("2d");
this.ctx.fillStyle = "black";
this.ctx.strokeStyle = "black";
// navigation wrapper element
if ( ! document.getElementById('ASTEROIDS-NAVIGATION') ) {
this.navigation = document.createElement('div');
this.navigation.id = "ASTEROIDS-NAVIGATION";
this.navigation.className = "ASTEROIDSYEAH";
with ( this.navigation.style ) {
fontFamily = "sans-serif";
position = "fixed";
zIndex = "10001";
bottom = "0px";
right = "10px";
textAlign = "left";
background = 'black';
color = 'white';
padding = '1em';
borderTopLeftRadius = "0.5em";
borderTopRightRadius = "0.5em";
}
this.gameContainer.appendChild(this.navigation);
// points
this.points = document.createElement('span');
this.points.id = 'ASTEROIDS-POINTS';
with ( this.points.style ) {
font = '28pt sans-serif';
fontWeight = 'bold';
}
this.points.className = "ASTEROIDSYEAH";
this.navigation.appendChild(this.points);
} else {
this.navigation = document.getElementById('ASTEROIDS-NAVIGATION');
this.points = document.getElementById('ASTEROIDS-POINTS');
}
// Because IE quirks does not understand position: fixed we set to absolute and just reposition it everything frame
if ( isIEQuirks ) {
this.gameContainer.style.position =
this.canvas.style.position =
this.navigation.style.position
= "absolute";
}
setScore();
// For ie
if ( typeof G_vmlCanvasManager != 'undefined' ) {
var children = this.canvas.getElementsByTagName('*');
for ( var i = 0, c; c = children[i]; i++ )
addClass(c, 'ASTEROIDSYEAH');
}
/*
== Events ==
*/
var eventKeydown = function(event) {
event = event || window.event;
if ( event.ctrlKey || event.shiftKey )
return;
that.keysPressed[event.keyCode] = true;
switch ( event.keyCode ) {
case code(' '):
that.firedAt = 1;
break;
}
// check here so we can stop propagation appropriately
if ( indexOf([code('up'), code('down'), code('right'), code('left'), code(' '), code('B'), code('W'), code('A'), code('S'), code('D')], event.keyCode) != -1 ) {
if ( event.ctrlKey || event.shiftKey )
return;
if ( event.preventDefault )
event.preventDefault();
if ( event.stopPropagation)
event.stopPropagation();
event.returnValue = false;
event.cancelBubble = true;
return false;
}
};
addEvent(document, 'keydown', eventKeydown);
var eventKeypress = function(event) {
event = event || window.event;
if ( indexOf([code('up'), code('down'), code('right'), code('left'), code(' '), code('W'), code('A'), code('S'), code('D')], event.keyCode || event.which) != -1 ) {
if ( event.ctrlKey || event.shiftKey )
return;
if ( event.preventDefault )
event.preventDefault();
if ( event.stopPropagation )
event.stopPropagation();
event.returnValue = false;
event.cancelBubble = true;
return false;
}
};
addEvent(document, 'keypress', eventKeypress);
var eventKeyup = function(event) {
event = event || window.event;
that.keysPressed[event.keyCode] = false;
if ( indexOf([code('up'), code('down'), code('right'), code('left'), code(' '), code('B'), code('W'), code('A'), code('S'), code('D')], event.keyCode) != -1 ) {
if ( event.preventDefault )
event.preventDefault();
if ( event.stopPropagation )
event.stopPropagation();
event.returnValue = false;
event.cancelBubble = true;
return false;
}
};
addEvent(document, 'keyup', eventKeyup);
/*
Context operations
*/
this.ctx.clear = function() {
this.clearRect(0, 0, w, h);
};
this.ctx.clear();
this.ctx.drawLine = function(xFrom, yFrom, xTo, yTo) {
this.beginPath();
this.moveTo(xFrom, yFrom);
this.lineTo(xTo, yTo);
this.lineTo(xTo + 1, yTo + 1);
this.closePath();
this.fill();
};
this.ctx.tracePoly = function(verts) {
this.beginPath();
this.moveTo(verts[0][0], verts[0][1]);
for ( var i = 1; i < verts.length; i++ )
this.lineTo(verts[i][0], verts[i][1]);
this.closePath();
};
var THEPLAYER = false;
if ( window.KICKASSIMG ) {
THEPLAYER = document.createElement('img');
THEPLAYER.src = window.KICKASSIMG;
}
this.ctx.drawPlayer = function() {
if ( ! THEPLAYER ) {
this.save();
this.translate(that.pos.x, that.pos.y);
this.rotate(that.dir.angle());
this.tracePoly(playerVerts);
this.fillStyle = "white";
this.fill();
this.tracePoly(playerVerts);
this.stroke();
this.restore();
} else {
this.save();
this.translate(that.pos.x, that.pos.y);
this.rotate(that.dir.angle()+Math.PI/2);
this.drawImage(THEPLAYER, -THEPLAYER.width/2, -THEPLAYER.height/2);
this.restore();
}
};
var PI_SQ = Math.PI*2;
this.ctx.drawBullets = function(bullets) {
for ( var i = 0; i < bullets.length; i++ ) {
this.beginPath();
this.arc(bullets[i].pos.x, bullets[i].pos.y, bulletRadius, 0, PI_SQ, true);
this.closePath();
this.fill();
}
};
var randomParticleColor = function() {
return (['red', 'yellow'])[random(0, 1)];
};
this.ctx.drawParticles = function(particles) {
var oldColor = this.fillStyle;
for ( var i = 0; i < particles.length; i++ ) {
this.fillStyle = randomParticleColor();
this.drawLine(particles[i].pos.x, particles[i].pos.y, particles[i].pos.x - particles[i].dir.x * 10, particles[i].pos.y - particles[i].dir.y * 10);
}
this.fillStyle = oldColor;
};
this.ctx.drawFlames = function(flame) {
if ( THEPLAYER ) return;
this.save();
this.translate(that.pos.x, that.pos.y);
this.rotate(that.dir.angle());
var oldColor = this.strokeStyle;
this.strokeStyle = "red";
this.tracePoly(flame.r);
this.stroke();
this.strokeStyle = "yellow";
this.tracePoly(flame.y);
this.stroke();
this.strokeStyle = oldColor;
this.restore();
};
/*
Game loop
*/
// Attempt to focus window if possible, so keyboard events are posted to us
try {
window.focus();
} catch ( e ) {}
addParticles(this.pos);
addClass(document.body, 'ASTEROIDSYEAH');
var isRunning = true;
var lastUpdate = new Date().getTime();
var forceChange = false;
this.update = function() {
// ==
// logic
// ==
var nowTime = new Date().getTime();
var tDelta = (nowTime - lastUpdate) / 1000;
lastUpdate = nowTime;
// update flame and timer if needed
var drawFlame = false;
if ( nowTime - this.updated.flame > 50 ) {
createFlames();
this.updated.flame = nowTime;
}
this.scrollPos.x = window.pageXOffset || document.documentElement.scrollLeft;
this.scrollPos.y = window.pageYOffset || document.documentElement.scrollTop;
// update player
// move forward
if ( (this.keysPressed[code('up')]) || (this.keysPressed[code('W')]) ) {
this.vel.add(this.dir.mulNew(acc * tDelta));
drawFlame = true;
} else {
// decrease speed of player
this.vel.mul(0.96);
}
// rotate counter-clockwise
if ( (this.keysPressed[code('left')]) || (this.keysPressed[code('A')]) ) {
forceChange = true;
this.dir.rotate(radians(rotSpeed * tDelta * -1));
}
// rotate clockwise
if ( (this.keysPressed[code('right')]) || (this.keysPressed[code('D')]) ) {
forceChange = true;
this.dir.rotate(radians(rotSpeed * tDelta));
}
// fire
if ( this.keysPressed[code(' ')] && nowTime - this.firedAt > timeBetweenFire ) {
this.bullets.unshift({
'dir': this.dir.cp(),
'pos': this.pos.cp(),
'startVel': this.vel.cp(),
'cameAlive': nowTime
});
this.firedAt = nowTime;
if ( this.bullets.length > maxBullets ) {
this.bullets.pop();
}
}
// add blink
if ( this.keysPressed[code('B')] ) {
if ( ! this.updated.enemies ) {
updateEnemyIndex();
this.updated.enemies = true;
}
forceChange = true;
this.updated.blink.time += tDelta * 1000;
if ( this.updated.blink.time > timeBetweenBlink ) {
this.toggleBlinkStyle();
this.updated.blink.time = 0;
}
} else {
this.updated.enemies = false;
}
if ( this.keysPressed[code('esc')] ) {
destroy.apply(this);
return;
}
// cap speed
if ( this.vel.len() > maxSpeed ) {
this.vel.setLength(maxSpeed);
}
// add velocity to player (physics)
this.pos.add(this.vel.mulNew(tDelta));
// check bounds X of player, if we go outside we scroll accordingly
if ( this.pos.x > w ) {
window.scrollTo(this.scrollPos.x + 50, this.scrollPos.y);
this.pos.x = 0;
} else if ( this.pos.x < 0 ) {
window.scrollTo(this.scrollPos.x - 50, this.scrollPos.y);
this.pos.x = w;
}
// check bounds Y
if ( this.pos.y > h ) {
window.scrollTo(this.scrollPos.x, this.scrollPos.y + h * 0.75);
this.pos.y = 0;
} else if ( this.pos.y < 0 ) {
window.scrollTo(this.scrollPos.x, this.scrollPos.y - h * 0.75);
this.pos.y = h;
}
// update positions of bullets
for ( var i = this.bullets.length - 1; i >= 0; i-- ) {
// bullets should only live for 2 seconds
if ( nowTime - this.bullets[i].cameAlive > 2000 ) {
this.bullets.splice(i, 1);
forceChange = true;
continue;
}
var bulletVel = this.bullets[i].dir.setLengthNew(bulletSpeed * tDelta).add(this.bullets[i].startVel.mulNew(tDelta));
this.bullets[i].pos.add(bulletVel);
boundsCheck(this.bullets[i].pos);
// check collisions
var murdered = getElementFromPoint(this.bullets[i].pos.x, this.bullets[i].pos.y);
if (
murdered && murdered.tagName &&
indexOf(ignoredTypes, murdered.tagName.toUpperCase()) == -1 &&
hasOnlyTextualChildren(murdered) && murdered.className != "ASTEROIDSYEAH"
) {
addParticles(this.bullets[i].pos);
this.dying.push(murdered);
this.bullets.splice(i, 1);
continue;
}
}
if (this.dying.length) {
for ( var i = this.dying.length - 1; i >= 0; i-- ) {
try {
// If we have multiple spaceships it might have already been removed
if ( this.dying[i].parentNode )
window.ASTEROIDS.enemiesKilled++;
this.dying[i].parentNode.removeChild(this.dying[i]);
} catch ( e ) {}
}
setScore();
this.dying = [];
}
// update particles position
for ( var i = this.particles.length - 1; i >= 0; i-- ) {
this.particles[i].pos.add(this.particles[i].dir.mulNew(particleSpeed * tDelta * Math.random()));
if ( nowTime - this.particles[i].cameAlive > 1000 ) {
this.particles.splice(i, 1);
forceChange = true;
continue;
}
}
// ==
// drawing
// ==
// Reposition the canvas area for IE quirks because it does not understand position: fixed
if ( isIEQuirks ) {
this.gameContainer.style.left =
this.canvas.style.left = document.documentElement.scrollLeft + "px";
this.gameContainer.style.top =
this.canvas.style.top = document.documentElement.scrollTop + "px";
this.navigation.style.right = "10px";
this.navigation.style.top
= document.documentElement.scrollTop + document.body.clientHeight - this.navigation.clientHeight - 10 + "px";
}
// clear
if ( forceChange || this.bullets.length != 0 || this.particles.length != 0 || ! this.pos.is(this.lastPos) || this.vel.len() > 0 ) {
this.ctx.clear();
// draw player
this.ctx.drawPlayer();
// draw flames
if ( drawFlame )
this.ctx.drawFlames(that.flame);
// draw bullets
if (this.bullets.length) {
this.ctx.drawBullets(this.bullets);
}
// draw particles
if (this.particles.length) {
this.ctx.drawParticles(this.particles);
}
}
this.lastPos = this.pos;
forceChange = false;
};
// Start timer
var updateFunc = function() {
//try {
that.update.call(that);
/*}
catch (e) {
clearInterval(interval);
throw e;
}*/
};
var interval = setInterval(updateFunc, 1000 / FPS);
function destroy() {
clearInterval(interval);
removeEvent(document, 'keydown', eventKeydown);
removeEvent(document, 'keypress', eventKeypress);
removeEvent(document, 'keyup', eventKeyup);
removeEvent(window, 'resize', eventResize);
isRunning = false;
removeStylesheet("ASTEROIDSYEAHSTYLES");
removeClass(document.body, 'ASTEROIDSYEAH');
this.gameContainer.parentNode.removeChild(this.gameContainer);
};
}
if ( ! window.ASTEROIDSPLAYERS )
window.ASTEROIDSPLAYERS = [];
window.ASTEROIDSPLAYERS[window.ASTEROIDSPLAYERS.length] = new Asteroids();
})();
@drewkerr
Copy link
Author

drewkerr commented Jul 23, 2018

Add bookmarklet:
javascript:var%20s%20=%20document.createElement('script');s.type='text/javascript';document.body.appendChild(s);s.src='https://rawgit.com/drewkerr/011167b8cfc642f252a05860b95a22e4/raw/f0088feb08f0661c5d4103d02b6a051bbe0318e1/asteroids.js';void(0);

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment