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Copy pathgame.js
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executable file
·802 lines (711 loc) · 20.8 KB
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// Settings
var CANVAS_WIDTH = 500;
var CANVAS_HEIGHT = 500;
var FPS = 30;
var MISSILE_SPEED = 10;
var EXPLOSION_SIZE = 24;
var LAUNCH_RATE = 50;
var UFO_SPEED = 3;
var PLANE_SPEED = 2;
var FADE_RATE = 15;
// Scoring
var UFO_SCORE = 5;
var PLANE_SCORE = -5;
var MISSILE_SCORE = 2;
var REMAINING_MISSILE_SCORE = 1;
var REMAINING_BASE_SCORE = 2;
var REMAINING_CITY_SCORE = 5;
// Assets
var explosion_image = 'images/explosion.png';
var missile_image = 'images/missile_sprite.png';
var city_image = 'images/city.png';
var base_image = 'images/base.png';
// var plane_image_east = 'images/planeeast.png';
var plane_image_east = 'images/austin.png';
// var plane_image_west = 'images/planewest.png';
var plane_image_west = 'images/austin.png';
// var ufo_image = 'images/ufo.png';
var ufo_image = 'images/cody.png';
// var ufo_image_inverse = 'images/ufo2.png';
var ufo_image_inverse = 'images/cody.png';
// Canvas
var $canvasElement = $("#canvas");
$canvasElement.attr('width', CANVAS_WIDTH);
$canvasElement.attr('height', CANVAS_HEIGHT);
var c = $canvasElement[0].getContext('2d');
// Game elements
var game = {
state: 'start',
level: 1,
levelScore: 0,
totalScore: 0,
counter: 0,
sound: true
};
var keyboard = {
};
var crosshairs = {
x: CANVAS_WIDTH/2 - 15,
y: CANVAS_HEIGHT/2 - 15,
radius: 10,
fired: false
};
var player = {
destroyedMissiles: []
};
var ground = {
height: 100
}
var cities = [];
function City(index) {
this.destroyed = false;
this.height = 35;
this.width = 35;
// this.x = 65 + index*100 + this.width/2;
if(index <= 1) {
this.x = 55 + index*95 + this.width/2;
} else {
this.x = 90 + index*95 + this.width/2;
}
this.y = CANVAS_HEIGHT - ground.height - this.height;
};
var bases = [];
function Base(index) {
this.destroyed = false;
this.missiles = [];
this.height = 31;
this.width = 30;
this.x = index*220 + this.width/2;
this.y = CANVAS_HEIGHT - ground.height - this.height;
}
var firedMissiles = [];
var enemyMissiles = [];
var targets = [];
function Missile() {
this.flying = false;
this.height = 21;
this.width = 6;
this.travelUnit = {};
this.destroyed = false;
this.heading = 0;
};
var explosions = [];
function Explosion(object) {
this.counter = 1;
this.x = object.x;
this.y = object.y;
this.width = EXPLOSION_SIZE;
this.height = EXPLOSION_SIZE;
}
var overlay = {
title: 'Missile Command',
subTitle: 'Press spacebar to start',
flash: [],
counter: -1,
addFlash: function(message, x, y, duration) {
this.flash[0] = message;
this.flash[1] = x;
this.flash[2] = y;
this.counter = duration;
}
};
var ufos = [];
function UFO() {
this.destroyed = false;
this.flying = false;
this.height = 20;
this.width = 20;
this.x = 0;
this.y = 0;
}
var planes = [];
function Plane() {
this.flying = false;
this.height = 15;
this.width = 35;
this.x = 0;
this.y = 0;
}
// Setup
function initCities() {
cities = initialize(City, cities, 4, true);
}
function initBases() {
bases = initialize(Base, bases, 3, true);
}
function initPlayerMissiles() {
for(var base in bases) {
var base = bases[base];
base.missiles = initialize(Missile, [], 10);
for(var missile in base.missiles) {
var missile = base.missiles[missile];
var i = base.missiles.indexOf(missile);
if(i<5) {
// row 1 of missiles
missile.y = base.y + 34;
missile.x = base.x - 2 + (i*7);
} else {
// row 2 of missiles
missile.y = base.y + 54;
missile.x = base.x - 2 + ((i-5)*7);
}
}
}
}
function initEnemyMissiles() {
enemyMissiles = initialize(Missile, enemyMissiles, 10+game.level);
for(var missile in enemyMissiles) {
var missile = enemyMissiles[missile];
missile.y = 0;
missile.x = Math.floor(Math.random() * CANVAS_WIDTH) + 1;
}
}
function initUFOs() {
var ufoCount = Math.round(Math.random() * (game.level));
ufos = initialize(UFO, ufos, ufoCount);
}
function initPlanes() {
var planeCount = Math.round(Math.random() * (game.level));
planes = initialize(Plane, planes, planeCount);
}
function initialize(gameElement, array, count, target) {
for(var i=0; i<count; i++) {
var newElement = new gameElement(i);
array.push(newElement);
if(target) targets.push(newElement);
}
return array;
}
function listen() {
$(document).on('click', '#sound-control', function(e) {
e.preventDefault();
if(game.sound) {
game.sound = false;
$(this).text('Turn on sound');
} else {
game.sound = true;
$(this).text('Turn off sound');[]
}
});
$(document).bind('keydown', 'space', function(e) {
keyboard[e.data.keys] = true;
});
$(document).bind('keyup', 'space', function(e) {
keyboard[e.data.keys] = false;
});
var prevPos = [];
$('#canvas').on('mousemove', function(e) {
crosshairs.x = e.offsetX;
crosshairs.y = e.offsetY;
if(e.offsetX < 0 || e.offsetX > CANVAS_WIDTH) {
crosshairs.x = prevPos[0] || (CANVAS_WIDTH/2 - 15);
crosshairs.y = prevPos[1] || (CANVAS_HEIGHT/2 - 15);
}
if(e.offsetY < 0 || e.offsetY > (CANVAS_HEIGHT - ground.height - (new City()).height - 15)) {
crosshairs.x = prevPos[0] || (CANVAS_WIDTH/2 - 15);
crosshairs.y = prevPos[1] || (CANVAS_HEIGHT/2 - 15);
}
prevPos = [crosshairs.x, crosshairs.y];
});
$('#canvas').on('click', function(e) {
if(game.state === 'playing') {
firePlayerMissile(crosshairs.x, crosshairs.y);
} else if (game.state === 'start' || game.state === 'paused') {
console.log("starting game");
game.state = 'playing';
}
});
}
// Game Loop
function updateGame() {
// Winning
if(game.state === 'next' && game.level === 10) {
overlay.title = 'You Won!';
overlay.subtitle = '10 levels beaten with a score of ' + game.totalScore;
game.state = 'start';
}
// When in playing state
if(game.state === 'playing') {
// Losing
if(!cities.length || !bases.length) {
overlay.title = 'You lost';
overlay.subTitle = 'Press spacebar to start again';
game.state = 'lost';
restartGame(true);
// Going to next level
} else if(!firedMissiles.length
&& !enemyMissiles.length && !explosions.length) {
game.state = 'next';
// Calculate score
var remainingCities = cities.length;
var remainingMissiles = 0;
var remainingBases = 0;
for(var base in bases) {
var base = bases[base];
remainingBases += 1;
remainingMissiles += base.missiles.length;
}
game.levelScore += remainingBases + remainingCities + remainingMissiles;
game.totalScore += remainingBases + remainingCities + remainingMissiles;
// Update overlay and clear everything out
overlay.title = 'You beat level ' + game.level + '!';
overlay.subTitle = 'Press space to continue to level ' + (game.level + 1);
restartGame(true);
// Pause game
} else if(keyboard.space) {
console.log("pausing game");
keyboard = {};
game.state = 'paused';
// By default fire enemy missiles at random targets
} else {
overlay.title = '';
overlay.subTitle = '';
if(overlay.counter != -1) overlay.counter -= 1;
game.counter += 1;
if(game.counter % LAUNCH_RATE === 0 && enemyMissiles.length) {
console.log("launching an enemy missile");
var target = targets[Math.floor(Math.random() * targets.length)];
var x = target.x + (target.width / 2);
var y = target.y;
fireEnemyMissile(x, y);
}
}
}
// Restarting from next state
if(game.state === 'next' && keyboard.space) {
keyboard = {};
game.level += 1;
game.levelScore = 0;
setup();
game.state = 'playing';
}
// Begin game from start state
if((game.state === 'start' || game.state === 'lost') && keyboard.space) {
console.log("starting game");
restartGame();
keyboard = {};
}
// Unpause game
if(game.state === 'paused' && keyboard.space) {
console.log("resuming game");
game.state = 'playing';
keyboard = {};
}
}
function updatePlanes() {
updateFlyBys(planes, 250, launchPlane, PLANE_SPEED);
};
function updateUFOs() {
updateFlyBys(ufos, 150, launchUFO, UFO_SPEED);
};
function updateFlyBys(flyByArray, rate, func, speed) {
if(flyByArray.length && game.counter != 0 && game.counter % rate === 0) {
func();
}
for(var flyBy in flyByArray) {
var flyBy = flyByArray[flyBy];
if(flyBy.flying && flyBy.direction === 'east') {
flyBy.x += speed;
} else if (flyBy.flying && flyBy.direction === 'west') {
flyBy.x -= speed;
} else if (flyBy.destroyed) {
var index = flyByArray.indexOf(flyBy);
flyByArray.splice(index, 1);
}
}
}
function updateCities() {
updateStructures(cities);
}
function updateBases() {
updateStructures(bases, bases.missiles);
}
function updateStructures(structureArray, dependent) {
for(var structure in structureArray) {
var structure = structureArray[structure];
if(structure.destroyed) {
if(dependent) structureArray.dependent = null;
var index = structureArray.indexOf(structure);
structureArray.splice(index, 1);
}
}
}
function updateFiredMissiles() {
if(firedMissiles.length) {
for(var missile in firedMissiles) {
var missile = firedMissiles[missile];
var pathToTarget = new Vector(
missile.targetX - Math.round(missile.x),
missile.targetY - Math.round(missile.y));
var distance = Math.floor(Vector.vectorLength(pathToTarget));
if(distance <= MISSILE_SPEED || missile.destroyed) {
if(missile.destroyed && missile.owner === 'enemy') {
player.destroyedMissiles.push(missile);
} else {
// account for the MISSILE_SPEED offset and "jump" missile to target coords
missile.x = missile.targetX;
missile.y = missile.targetY;
}
// blow up the missile
missile.flying = false;
explosions.push(new Explosion(missile));
playSound(explosionSound);
index = firedMissiles.indexOf(missile);
firedMissiles.splice(index, 1);
} else {
// otherwise keep moving
if(missile.owner === 'player') {
missile.x += missile.travelUnit.x * MISSILE_SPEED;
missile.y += missile.travelUnit.y * MISSILE_SPEED;
} else {
missile.x += missile.travelUnit.x * (MISSILE_SPEED / 7);
missile.y += missile.travelUnit.y * (MISSILE_SPEED / 7);
}
}
}
}
}
function checkForExplosions(elementArray, explosion, score, flyer, sound) {
for(var element in elementArray) {
var element = elementArray[element];
if(explosionCollided(explosion, element)) {
if(sound) {
playSound(sound);
};
element.destroyed = true;
if(flyer) element.flying = false;
if(score) addScore(score);
}
}
}
function updateExplosions() {
for(var explosion in explosions) {
var explosion = explosions[explosion];
checkForExplosions(firedMissiles, explosion, MISSILE_SCORE);
checkForExplosions(cities, explosion, false, false, bombExplodeSound);
checkForExplosions(bases, explosion, false, false, bombExplodeSound);
checkForExplosions(ufos, explosion, UFO_SCORE, true, bombExplodeSound);
checkForExplosions(planes, explosion, PLANE_SCORE, true, bombExplodeSound);
// remove explosion if counter is at 0
if(explosion.counter === 0) {
index = explosions.indexOf(explosion);
explosions.splice(index, 1);
// otherwise advance counter or reset to 0 if limit reached
} else {
explosion.counter += 1;
if(explosion.counter >= 60) {
explosion.counter = 0;
}
}
}
}
// Acting
function firePlayerMissile(x,y) {
// get missile from base and launch it
playSound(shootSound);
var base = findNearestBase(x);
if(base) {
var missile = base.missiles.splice([base.missiles.length-1], 1)[0];
// set starting coords to nearest base
missile.x = base.x + (base.width/2);
missile.y = CANVAS_HEIGHT
- (ground.height+base.height) - (crosshairs.radius/2);
missile.owner = 'player';
fireMissile(missile,x,y);
}
if(base && !base.missiles.length) {
overlay.addFlash("OUT", base.x, base.y+50, 70);
}
}
function fireEnemyMissile(x,y) {
// get last enemyMissile and launch it
playSound(bombDropSound);
var missile = enemyMissiles.splice(enemyMissiles.length - 1)[0];
missile.owner = 'enemy';
fireMissile(missile,x,y);
}
function fireMissile(missile,x,y) {
firedMissiles.push(missile);
// get vector to target
missile.targetX = x;
missile.targetY = y;
var pathToTarget = new Vector(x - missile.x, y - missile.y);
// get direction in degrees for missile angle and assign direction
var radians = Math.atan2(pathToTarget.y, pathToTarget.x);
var degrees = Math.round(radians * (180 / Math.PI));
if(degrees <= 22.5 && degrees >= -22.5) {
missile.direction = 'e';
} else if (degrees < -22.5 && degrees >= -67.5) {
missile.direction = 'ne';
} else if (degrees < -67.5 && degrees >= -112.5) {
missile.direction = 'n';
} else if (degrees < -112.5 && degrees >= -157.5) {
missile.direction = 'nw';
} else if (degrees < -157.5 && degrees >= -190) {
missile.direction = 'w';
} else if (degrees < 157.5 && degrees >= 112.5) {
missile.direction = 'sw';
} else if (degrees < 112.5 && degrees >= 67.5) {
missile.direction = 's';
} else if (degrees < 67.5 && degrees >= 22.5) {
missile.direction = 'se';
}
// get travel unit for updating position
missile.travelUnit = Vector.normalize(pathToTarget);
missile.flying = true;
}
function launchFlyBy(flyByArray, yOffset) {
var flyBy = flyByArray[flyByArray.length-1];
flyBy.flying = true;
var directions = ['east', 'west'];
var random = Math.floor(Math.random() * 2);
flyBy.direction = directions[random];
flyBy.x = flyBy.direction === 'east' ? flyBy.x = 0 - (flyBy.width + 5) : flyBy.x = CANVAS_WIDTH + 5;
flyBy.y = CANVAS_HEIGHT - yOffset;
}
function launchUFO() {
launchFlyBy(ufos, 400);
}
function launchPlane() {
launchFlyBy(planes, 350);
}
// Drawing
function drawBackground(c) {
// Clear canvas every frame
c.clearRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
// Sky
c.fillStyle = 'black';
c.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT-ground.height);
// Ground
c.fillStyle = 'brown';
c.fillRect(0, CANVAS_HEIGHT-ground.height, CANVAS_WIDTH, ground.height);
}
function drawCrosshairs(c) {
c.beginPath();
// Circle alternative for crosshairs
// c.arc(crosshairs.x, crosshairs.y, crosshairs.radius, 0, Math.PI*2, false);
// Crosshairs as a cross
c.moveTo(crosshairs.x, crosshairs.y);
c.lineTo(crosshairs.x + crosshairs.radius, crosshairs.y);
c.moveTo(crosshairs.x, crosshairs.y);
c.lineTo(crosshairs.x, crosshairs.y + crosshairs.radius);
c.moveTo(crosshairs.x, crosshairs.y);
c.lineTo(crosshairs.x - crosshairs.radius, crosshairs.y);
c.moveTo(crosshairs.x, crosshairs.y);
c.lineTo(crosshairs.x, crosshairs.y - crosshairs.radius);
c.moveTo(crosshairs.x, crosshairs.y);
c.closePath();
c.strokeStyle = 'white';
c.stroke();
}
function drawOverlay(c) {
// Draw scores
var levelScoreText = "Level Score: " + game.levelScore;
drawText(c, levelScoreText, "1em Arial", "gray", 25, 30);
var totalScoreText = "Level Score: " + game.totalScore;
drawText(c, totalScoreText, "1em Arial", "gray", 25,
CANVAS_WIDTH - c.measureText(totalScoreText).width - 30);
// Draw text elements
if(overlay.title) drawText(c, overlay.title, "3em Arial", "white", 150);
if(overlay.subTitle) drawText(c, overlay.subTitle, "1.5em Arial", "white", 200);
if(overlay.counter >= 0) {
drawText(c, overlay.flash[0], "1em Arial", "white", overlay.flash[2], overlay.flash[1]);
}
}
function drawText(c, elementText, font, color, y, x) {
c.fillStyle = color;
c.font = font;
var halfSize = c.measureText(elementText).width / 2;
// centered by default
if(!x) {
x = CANVAS_WIDTH / 2 - halfSize;
}
c.fillText(elementText, x, y);
c.fillStyle = '';
}
function drawStructure(c, structureArray, asset) {
for(var structure in structureArray) {
var structure = structureArray[structure];
if(!structure.destroyed) {
structureImage = new Image();
structureImage.src = asset;
c.drawImage(
structureImage,
structure.x, structure.y, structureImage.width, structureImage.height);
}
}
}
function drawBases(c) {
drawStructure(c, bases, base_image);
for(var base in bases) {
var base = bases[base];
if(!base.destroyed) {
for(var missile in base.missiles) {
var missile = base.missiles[missile];
missileImage = new Image();
missileImage.src = missile_image;
c.drawImage(
missileImage,
0,0,6,21,
missile.x, missile.y, missile.width, missile.height);
}
}
}
}
function drawCities(c) {
drawStructure(c, cities, city_image);
}
function drawFiredMissiles(c) {
for(var missile in firedMissiles) {
var missile = firedMissiles[missile];
// choose sprite image based on missile.direction
if(missile.direction === 'n') {
var x = 0;
var w = 10;
} else if (missile.direction === 'ne') {
var x = 21;
var w = 17;
} else if (missile.direction === 'e') {
var x = 42;
var w = 21;
} else if (missile.direction === 'se') {
var x = 63;
var w = 17;
} else if (missile.direction === 's') {
var x = 84;
var w = 10;
} else if (missile.direction === 'sw') {
var x = 105;
var w = 17;
} else if (missile.direction === 'w') {
var x = 126;
var w = 21;
} else if (missile.direction === 'nw') {
var x = 147
var w = 17;
}
if(missile.flying) {
missileImage = new Image();
missileImage.src = missile_image;
c.drawImage(
missileImage,
x,0,21,21,
missile.x, missile.y, w, 21);
}
}
}
function drawExplosions(c) {
for(var explosion in explosions) {
var explosion = explosions[explosion];
var i = explosion.counter;
var explosionImage = new Image();
explosionImage.src = explosion_image;
c.drawImage(
explosionImage,
(i%9)*25,Math.floor(i/9)*25,25,24,
explosion.x, explosion.y, 25, 24);
}
}
function drawUFOs(c) {
for(var ufo in ufos) {
var ufo = ufos[ufo];
if(ufo.flying) {
ufoImage = new Image();
if(game.counter % 10 === 0) {
ufoImage.src = ufo_image;
} else {
ufoImage.src = ufo_image_inverse;
}
c.drawImage(ufoImage, ufo.x, ufo.y, ufoImage.width, ufoImage.height);
}
}
}
function drawPlanes(c) {
for(var plane in planes) {
var plane = planes[plane];
if(plane.flying) {
planeImage = new Image();
if(plane.direction === 'east') {
planeImage.src = plane_image_east;
} else {
planeImage.src = plane_image_west;
}
c.drawImage(planeImage, plane.x, plane.y, planeImage.width, planeImage.height);
}
}
}
// Helpers
function playSound(soundFile) {
if(game.sound) {
soundFile.play();
}
}
function findNearestBase(x) {
var third = x/CANVAS_WIDTH;
if(bases[0] && third > 0 && third < 0.33 && bases[0].missiles.length) {
return bases[0];
} else if (bases[1] && third >= 0.33 && third < 0.66 && bases[1].missiles.length && !bases[1].destroyed) {
return bases[1];
} else if (bases[2] && third >= 0.66 && third <= 1 && bases[2].missiles.length && !bases[2].destroyed) {
return bases[2];
} else {
for(var i=0; i<bases.length; i++) {
if(bases[i].missiles.length && !bases[i].destroyed) {
return bases[i];
}
}
}
}
// MDN
function explosionCollided(explosion, object) {
object.radius = object.width / 2 || 1;
explosion.radius = explosion.width / 2;
var dx = explosion.x - object.x;
var dy = explosion.y - object.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < explosion.radius + object.radius) {
return true;
}
return false;
}
// Thanks to https://www.smashingmagazine.com/2015/09/principles-of-html5-game-design/
// for helping me understand the basic trig needed for this
// and for the skeleton of these functions
function Vector(x, y) {
this.x = x;
this.y = y;
}
Vector.vectorLength = function(vector) {
return Math.sqrt(vector.x*vector.x + vector.y*vector.y);
};
Vector.normalize = function(vector) {
var length = Vector.vectorLength(vector);
if (length > 0) {
vector.x /= length;
vector.y /= length;
return vector;
} else {
return vector;
}
};
function restartGame(cleanupOnly) {
cities = [];
bases = [];
planes = [];
ufos = [];
enemyMissiles = [];
firedMissiles = [];
explosions = [];
game.counter = 0;
if(!cleanupOnly) {
game.level = 1;
game.levelScore = 0;
game.totalScore = 0;
setup();
game.state = 'playing';
}
}
function addScore(score) {
game.levelScore += score;
game.totalScore += score;
}