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space shooter
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p{ | |
font-family: verdana; | |
font-size: 12px; | |
} |
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<p>[A/D] Move [Left/Right] Rotate [Space] Shoot [Ctrl] Super Weapon</p> |
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window.onload = init; | |
function init() { | |
var world = { | |
sound: false, | |
scene: { | |
width: 400, | |
height: 600, | |
url: 'https://dl.dropboxusercontent.com/u/18982788/projectile/bg.jpg', | |
background: '#FFFFFF', | |
foreground: '#000000', | |
stroke: { color:'#000000', thickness: 4 } // Border | |
}, | |
info: { // Info bar | |
height: 50, | |
background: '#000000', | |
foreground: '#FFFF00', | |
}, | |
game:{ | |
turret: { | |
url: 'https://dl.dropboxusercontent.com/u/18982788/projectile/turret.png', | |
nuclear_url: 'https://dl.dropboxusercontent.com/u/18982788/projectile/nuclear.png', | |
color: '#FF0000', | |
length: 40, | |
thickness:8, | |
frequency: 300, // of fire | |
step: 2, // turn steps | |
angle: 0, // starting angle | |
bullet: { | |
url: 'https://dl.dropboxusercontent.com/u/18982788/projectile/shot.png', | |
super_url:'https://dl.dropboxusercontent.com/u/18982788/projectile/super.png', | |
color: '#000000', | |
width: 4, | |
speed: 10, // travel speed | |
} | |
}, | |
enemies: { | |
url: 'https://dl.dropboxusercontent.com/u/18982788/projectile/enemy.jpg', | |
explosion: 'https://dl.dropboxusercontent.com/u/18982788/projectile/explosion.png', | |
color: '#0000FF', | |
frequency: 500, // of spawn | |
basespeed: 0.5, | |
levelmodifier: 0.4, | |
count: 10, // per level | |
}, | |
elapsed: { | |
shot: 0, | |
spawn: 0, | |
}, | |
score: { | |
level: 1, | |
lives: 3, | |
super: 2, | |
current: 0, | |
best: 0, | |
} | |
} | |
}; | |
var intersect = function(r1, r2) { | |
return !(r2[0] > r1[1] || | |
r2[1] < r1[0] || | |
r2[2] > r1[3] || | |
r2[3] < r1[2]); | |
}; | |
var sprite = { | |
x: world.scene.width/2, | |
y: world.scene.height-10, | |
projectiles: [], | |
enemies: [], | |
spawned: 0, | |
pressed: {}, | |
loaded : 0, | |
bg: { elapsed: 0, angle:0 }, | |
images: {}, | |
nuke: { | |
playing:false, | |
alpha: 0, | |
elapsed:0, | |
total:0 | |
}, | |
sounds:{ | |
shoot: new Audio('https://dl.dropboxusercontent.com/u/18982788/projectile/shoot.wav') | |
}, | |
reset: function(){ | |
world.game.score.current = 0; | |
world.game.score.level = 1; | |
world.game.score.lives = 3; | |
world.game.score.super = 2; | |
world.game.elapsed.shot = 0; | |
world.game.elapsed.spawn = 0; | |
this.enemies = []; | |
this.spawned = 0 ; | |
}, | |
right: function() { this.handle_angle(-1); }, | |
left: function() { this.handle_angle(1); }, | |
handle_angle: function(sign){ | |
world.game.turret.angle += world.game.turret.step*sign; | |
if(world.game.turret.angle > 90) world.game.turret.angle = 90; | |
else if(world.game.turret.angle < -90) world.game.turret.angle = -90; | |
}, | |
move_right: function() { this.handle_move(1); }, | |
move_left: function() { this.handle_move(-1); }, | |
handle_move: function(sign){ | |
this.x += 5*sign; | |
if(this.x - world.game.turret.length < 0) this.x = world.game.turret.length; | |
else if(this.x + world.game.turret.length > world.scene.width) this.x = world.scene.width - world.game.turret.length; | |
}, | |
render_projectiles: function(){ | |
for(var i=0;i<this.projectiles.length;i++){ | |
var projectile = this.projectiles[i]; | |
var _angle = projectile[2] * Math.PI / 180 - Math.PI/2; | |
projectile[0] += world.game.turret.bullet.speed * Math.cos(_angle); | |
projectile[1] += world.game.turret.bullet.speed * Math.sin(_angle); | |
if(projectile[0] < 0 | |
|| projectile[0] > world.scene.width | |
|| projectile[1] < 0){ | |
this.projectiles.splice(i,1); | |
i--; | |
}else{ | |
ctx.drawImage( | |
this.images.bullet, | |
projectile[0] - this.images.bullet.width/2, | |
projectile[1] - this.images.bullet.height/2 | |
); | |
} | |
} | |
}, | |
render_enemies: function(){ | |
for(var i=0;i<this.enemies.length;i++){ | |
var enemy = this.enemies[i]; | |
enemy[1] += enemy[2]; | |
if(enemy[1] > world.scene.height - world.scene.width/20){ | |
this.enemies.splice(i,1); | |
i--; | |
if(world.game.score.current > world.game.score.best) | |
world.game.score.best = world.game.score.current; | |
world.game.score.lives -= 1; | |
if(world.game.score.lives === 0) this.reset(); | |
}else{ | |
ctx.drawImage( | |
this.images.enemies, | |
enemy[0]-this.images.enemies.width/2, | |
enemy[1]-this.images.enemies.height/2); | |
} | |
} | |
}, | |
render: function(){ | |
// Turret | |
ctx.save(); | |
ctx.translate(this.x, this.y); | |
ctx.rotate(world.game.turret.angle * Math.PI/180); | |
ctx.drawImage( | |
this.images.turret, | |
-this.images.turret.width/2, | |
-this.images.turret.height | |
); | |
ctx.restore(); | |
}, | |
shoot: function(){ | |
if(world.game.elapsed.shot > world.game.turret.frequency){ | |
var _angle = world.game.turret.angle * Math.PI / 180 - Math.PI/2; | |
this.projectiles.push([ | |
this.x + this.images.turret.height * Math.cos(_angle), | |
this.y + this.images.turret.height* Math.sin(_angle), | |
world.game.turret.angle | |
]); | |
world.game.elapsed.shot = 0; | |
if(world.sound){ | |
this.sounds.shoot.currentTime = 0; | |
this.sounds.shoot.play(); | |
} | |
} | |
}, | |
fire_super: function(){ | |
if(world.game.score.super > 0){ | |
this.enemies = []; | |
world.game.score.super -= 1; | |
this.pressed[17] = false; | |
this.nuke.playing = true; | |
} | |
}, | |
spawn: function(){ | |
if(this.enemies.length < world.game.enemies.count && this.spawned != world.game.enemies.count){ | |
x = Math.floor((world.scene.width - this.images.enemies.width) * Math.random()) + 5 + this.images.enemies.width/2; | |
v = world.game.enemies.basespeed + world.game.score.level * world.game.enemies.levelmodifier ; | |
this.enemies.push([x, 10, v]); | |
this.spawned += 1; | |
} | |
if(this.spawned == world.game.enemies.count && this.enemies.length == 0){ | |
world.game.score.level += 1; | |
this.spawned = 0; | |
} | |
}, | |
handle_collision: function(){ | |
for(var i=0;i<this.enemies.length;i++){ | |
var e = this.enemies[i]; | |
var r1 = [ | |
e[0]-this.images.enemies.width/2, | |
e[0]+this.images.enemies.width/2, | |
e[1]-this.images.enemies.height/2, | |
e[1]+this.images.enemies.height/2]; | |
for(var j=0;j<this.projectiles.length;j++){ | |
var p = this.projectiles[j]; | |
var r2 = [p[0], p[0]+world.game.turret.bullet.width, p[1], p[1]+world.game.turret.bullet.width]; | |
if(intersect(r1, r2)){ | |
explosions.push(new Explosion(e[0], e[1], this.images.explosion, partitions, false)); | |
world.game.score.current += world.game.score.level; | |
this.projectiles.splice(j, 1); | |
this.enemies.splice(i, 1); | |
i--; | |
break; | |
} | |
} | |
} | |
}, | |
handle_events: function(){ | |
if(this.pressed[37]) this.right(); | |
if(this.pressed[39]) this.left(); | |
if(this.pressed[32]) this.shoot(); | |
if(this.pressed[65]) this.move_left(); | |
if(this.pressed[68]) this.move_right(); | |
if(this.pressed[17]) this.fire_super(); | |
}, | |
handle_elapsed: function(dt){ | |
world.game.elapsed.spawn += dt; | |
world.game.elapsed.shot += dt; | |
if(world.game.elapsed.spawn > world.game.enemies.frequency){ | |
this.spawn(); | |
world.game.elapsed.spawn = 0; | |
} | |
if(this.nuke.playing){ | |
this.nuke.elapsed += dt; | |
this.nuke.total += dt; | |
var sign = 1; | |
if(this.nuke.total > 500) sign = -1; | |
if(this.nuke.elapsed > 100){ | |
this.nuke.alpha += 0.2*sign; | |
this.nuke.elapsed = 0; | |
} | |
ctx.globalAlpha = this.nuke.alpha; | |
ctx.drawImage( | |
this.images.nuclear, | |
world.scene.width/2 - this.images.nuclear.width/2, | |
world.scene.height/2 - this.images.nuclear.height/2 | |
); | |
ctx.globalAlpha = 1; | |
if(this.nuke.total > 1000){ | |
this.nuke.playing = false; | |
this.nuke.elapsed = 0; | |
this.nuke.total = 0; | |
this.nuke.alpha = 0; | |
} | |
} | |
}, | |
render_explosions: function(dt){ | |
for(var i=0; i<explosions.length; i++){ | |
if(explosions[i].render(dt)){ | |
explosions.splice(i, 1); | |
i--; | |
} | |
} | |
} | |
}; | |
var canvas = document.createElement('canvas'); | |
document.body.appendChild(canvas); | |
canvas.width = world.scene.width; | |
canvas.height = world.scene.height + world.info.height; | |
var ctx = canvas.getContext('2d'); | |
var draw_parallax = function(data){ | |
sprite.bg.elapsed += data.dt; | |
var _angle = sprite.bg.angle * Math.PI / 180 - Math.PI/2; | |
x = Math.cos(_angle)*world.scene.width/2 - sprite.images.background.width/2 + world.scene.width/2; | |
y = Math.sin(_angle)*world.scene.height/2 - sprite.images.background.height/2 + world.scene.height/2; | |
ctx.drawImage(sprite.images.background, x, y); | |
if(sprite.bg.elapsed>10){ | |
sprite.bg.angle+=0.1; | |
if(sprite.bg.angle > 360) sprite.bg.angle = 0; | |
sprite.bg.elapsed = 0; | |
} | |
}; | |
var draw_world = function(data){ | |
ctx.fillStyle = world.scene.background; | |
ctx.fillRect(0,0, world.scene.width, world.scene.height); | |
ctx.strokeStyle = world.scene.stroke.color; | |
ctx.lineWidth = world.scene.stroke.thickness; | |
// Parallax | |
draw_parallax(data); | |
// End Parallax | |
ctx.strokeRect(2, 2, world.scene.width-4, world.scene.height-4); | |
ctx.fillStyle = world.info.background; | |
ctx.fillRect(0, world.scene.height, world.scene.width, world.info.height); | |
ctx.fillStyle = world.info.foreground; | |
ctx.font = '12pt verdana bold'; | |
ctx.fillText('[S] ' + world.game.score.current, 60, world.scene.height + 20); | |
ctx.fillText('[T] ' + world.game.score.best, 60, world.scene.height + 40); | |
ctx.fillText('[L] ' + world.game.score.level, 10, world.scene.height + 20); | |
ctx.fillText('[H] ', 150, world.scene.height + 20); | |
ctx.fillText("Sound: " + (world.sound?"On":"Off") , 150, world.scene.height + 40) | |
ctx.fillStyle = world.game.turret.color; | |
for(var i=0;i<world.game.score.lives;i++){ | |
ctx.fillRect( 185 + i*22, world.scene.height + 8 , 15, 15); | |
} | |
ctx.fillStyle = world.game.enemies.color; | |
for(var i=0;i<world.game.score.super;i++){ | |
ctx.drawImage(sprite.images.super, 285 + i*30, world.scene.height + 8); | |
} | |
}; | |
document.addEventListener('keydown', function(evt){ | |
sprite.pressed[evt.keyCode] = true; | |
}, true); | |
document.addEventListener('keyup', function(evt){ | |
sprite.pressed[evt.keyCode] = false; | |
}, true); | |
window.requestAnimFrame = function(){ | |
return ( | |
window.requestAnimationFrame || | |
window.webkitRequestAnimationFrame || | |
window.mozRequestAnimationFrame || | |
window.oRequestAnimationFrame || | |
window.msRequestAnimationFrame || | |
function(/* function */ callback){ | |
window.setTimeout(callback, 1000 / 60); | |
} | |
); | |
}(); | |
var Explosion = function(x, y, sheet, partitions, repeat){ | |
this.x = x; | |
this.y = y; | |
this.at = 0; | |
this.elapsed = 0; | |
this.render = function(dt){ | |
this.elapsed += dt; | |
if(this.elapsed > 50){ | |
this.elapsed = 0; | |
this.at += 1; | |
if(this.at == partitions.length){ | |
if(repeat){ | |
this.at = 0; | |
}else{ | |
return true; | |
} | |
} | |
} | |
var offset_x = partitions[this.at][0]; | |
var offset_y = partitions[this.at][1]; | |
var dw = partitions[this.at][2]; | |
var dh = partitions[this.at][3]; | |
ctx.drawImage( | |
sheet, | |
offset_x, offset_y, | |
dw, dh, | |
this.x - dw/2 , this.y - dh/2, | |
dw, dh | |
); | |
return false; | |
}; | |
}; | |
var start = new Date(); | |
var last = new Date(); | |
var explosions = []; | |
var partitions = [ | |
[0, 9, 8, 8], | |
[15, 6, 14, 14], | |
[33, 0, 25, 25], | |
[61, 2, 23, 22], | |
[86, 3, 21, 20], | |
[110, 5, 17, 17], | |
[130, 7, 14, 14], | |
[147, 9, 11, 10], | |
[161, 10, 8, 8], | |
[173, 11, 7, 7] | |
]; | |
function loop() { | |
setTimeout(function(){ | |
window.requestAnimFrame(loop); | |
var now = new Date(); | |
var dt = now - last; | |
var total = (now - start) / 1000; | |
last = now; | |
draw_world({ total: total, dt: dt }); | |
sprite.render(); | |
sprite.render_projectiles(); | |
sprite.render_enemies(); | |
sprite.render_explosions(dt); | |
sprite.handle_elapsed(dt); | |
sprite.handle_collision(); | |
sprite.handle_events(); | |
}, 1000/60); | |
} | |
var ImageLoader = function(args, callback){ | |
var self = this; | |
this.loaded = 0; | |
this.images = {}; | |
for(var entry in args){ | |
var _img = new Image(); | |
this.images[entry] = _img; | |
_img.onload = function() { | |
self.loaded +=1; | |
if(self.loaded == Object.keys(args).length) | |
callback(self.images); | |
} | |
_img.src = args[entry]; | |
} | |
}; | |
image_map = { | |
'turret': world.game.turret.url, | |
'bullet': world.game.turret.bullet.url, | |
'scene': world.scene.url, | |
'enemies': world.game.enemies.url, | |
'explosion': world.game.enemies.explosion, | |
'nuclear_icon': world.game.turret.bullet.super_url, | |
'nuclear': world.game.turret.nuclear_url | |
}; | |
var loader = new ImageLoader(image_map, function(images){ | |
sprite.images.background = images.scene; | |
sprite.images.turret = images.turret; | |
sprite.images.bullet = images.bullet; | |
sprite.images.enemies = images.enemies; | |
sprite.images.super = images.nuclear_icon; | |
sprite.images.nuclear = images.nuclear; | |
sprite.images.explosion = images.explosion; | |
loop(); | |
}); | |
} |
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