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Invaders Must Die
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<!DOCTYPE html> | |
<html lang="en"> | |
<!-- | |
Veeery funny hickup, I was pushing lasers into the enemies array instead of the lasers arrary. | |
But I got it fixed and it's kind working, so I'm gonna keep playing with it today | |
You can find a live version at: | |
https://invaders-must-die.pages.dev | |
I don't really use Github, but I'll be updating the source code on Gitlab: | |
https://gitlab.com/Fake.User/invaders-must-die | |
--> | |
<head> | |
<meta charset="UTF-8"> | |
<style> | |
@font-face{ | |
font-family: retro-gaming; | |
src: url("/assets/retro-gaming.woff2"); | |
} | |
html, body{ | |
margin: 0; | |
padding: 0 | |
} | |
body{ | |
background-color: #000; | |
color: #fff; | |
height: 100lvh; | |
width: 100vw; | |
overflow: hidden; | |
font-family: retro-gaming; | |
font-size: 30px; | |
letter-spacing: 0.09em; | |
} | |
#canvas-wrapper{ | |
width: 100%; | |
height: 100%; | |
display: flex; | |
align-items: center; | |
justify-content: center; | |
flex-direction: column; | |
box-sizing: border-box; | |
} | |
#game{ | |
height: 95%; | |
aspect-ratio: 3 / 2; | |
border: 2px solid #444; | |
border-radius: 4px; | |
box-sizing: border-box; | |
position: relative; | |
} | |
#title{ | |
position: absolute; | |
top: 50%; | |
left: 50%; | |
translate: -50% -50%; | |
text-align: center; | |
border: 4px solid #fff; | |
padding: 4px 16px; | |
} | |
#top-bar{ | |
height: 10%; | |
width: 100%; | |
position: absolute; | |
padding: 1%; | |
box-sizing: border-box; | |
display: flex; | |
justify-content: space-between; | |
} | |
#lives{ | |
display: grid; | |
grid-template-columns: 40px 40px 40px; | |
} | |
.life{ | |
background-image: url("https://pub-ea11fb88729b4a258ad84a56a927787c.r2.dev/life.webp"); | |
background-size: cover; | |
width: 40px; | |
aspect-ratio: 1 / 1; | |
} | |
#canvas{ | |
width: 100%; | |
height: 100%; | |
position: absolute; | |
top: 0; | |
left: 0; | |
z-index: -1; | |
} | |
@media (max-aspect-ratio: 3 / 2) { | |
#game{ | |
width: 95%; | |
height: auto; | |
} | |
} | |
</style> | |
</head> | |
<body> | |
<div id="canvas-wrapper"> | |
<div id="game"> | |
<div id="title">PRESS [ SPACE ]<br/>TO START</div> | |
<div id="top-bar"> | |
<div id="score">0</div> | |
<div id="lives"> | |
<div id="life1" class="life"></div> | |
<div id="life2" class="life"></div> | |
<div id="life3" class="life"></div> | |
</div> | |
</div> | |
<canvas id="canvas"></canvas> | |
</div> | |
</div> | |
<script> | |
/*---CANVAS CONFIG---*/ | |
const canvas = document.getElementById("canvas"); | |
const ctx = canvas.getContext("2d"); | |
const dpr = window.devicePixelRatio; | |
let rSize; | |
let enemyYSpeed = 0.1; | |
let enemyXSpeed = rSize * 0.0001; | |
let enemyDirection = "left"; | |
ctx.strokeStyle = "#fff"; //debug lines | |
let score = 0; | |
function canvasConfig(){ | |
canvas.width = document.getElementById("canvas").offsetWidth * dpr; | |
canvas.height = document.getElementById("canvas").offsetHeight * dpr; | |
rSize = (canvas.width / 17); | |
}; | |
canvasConfig(); | |
/*---DEBUG---*/ | |
let debug = false; | |
function dubugArc(x, y, radius){ | |
ctx.beginPath(); | |
ctx.arc(x, y, radius, 0, 7); | |
ctx.stroke(); | |
}; | |
/*---BACKGROUND---*/ | |
class Background{ | |
constructor(){ | |
this.y = 0; | |
this.scale = canvas.width * (16 / 9); | |
this.img = bg; | |
}; | |
update(){ | |
this.y += 1; | |
if(this.y > this.scale){this.y = this.y - this.scale}; | |
}; | |
draw(){ | |
ctx.drawImage(this.img, 0, this.y - this.scale, canvas.width, this.scale); | |
ctx.drawImage(this.img, 0, this.y, canvas.width, this.scale); | |
}; | |
}; | |
/*---PLAYER---*/ | |
class Player{ | |
constructor(){ | |
this.x = canvas.width / 2; | |
this.y = canvas.height - rSize; | |
this.size = rSize / 2; | |
this.img = playerImg; | |
}; | |
update(){ | |
if(playerDirection === "left"){this.x -= 8}; | |
if(playerDirection === "right"){this.x += 8}; | |
if(this.x - this.size < 0){this.x = this.size}; | |
if(this.x + this.size > canvas.width){this.x = canvas.width - this.size}; | |
}; | |
draw(){ | |
ctx.drawImage(this.img, (this.x - this.size), (this.y - this.size), this.size * 2, this.size * 2); | |
if(debug){dubugArc(this.x, this.y, this.size)}; | |
}; | |
}; | |
/*---Lasers---*/ | |
class Laser{ | |
constructor(x, y, state){ | |
this.x = x; | |
this.y = y; | |
this.size = 30; | |
this.img = laser; | |
this.state = state; | |
}; | |
update(){ | |
this.y -= 10; | |
console.log(this.y); | |
if(this.y - this.size < 0){ | |
this.state = "dead"; | |
}; | |
}; | |
draw(){ | |
ctx.drawImage(this.img, (this.x - this.size), (this.y - this.size), this.size * 2, this.size * 2); | |
}; | |
}; | |
let lasers = []; | |
function instanceLasers(){ | |
for(let i = 0; i < 5; i++){ | |
lasers.push(new Laser(0, 0, "dead")); | |
}; | |
}; | |
/*---ENEMIES---*/ | |
class Enemy{ | |
constructor(x, y, type){ | |
this.x = x; | |
this.y = y; | |
this.size = rSize / 2; | |
this.img = type; | |
this.alive = true; | |
}; | |
update(){ | |
//if(Math.random() > 0.999){this.alive = false}; //test death | |
if(!this.alive){return}; | |
if(this.x - this.size - 2 < 0 && enemyDirection === "left"){enemyDirection = "right"}; | |
if(this.x + this.size + 2 > canvas.width && enemyDirection === "right"){enemyDirection = "left"}; | |
if(enemyDirection === "left"){this.x -= 2} | |
else{this.x += 2}; | |
this.y += 0.1; | |
for(let i = 0; i < 5; i++){ | |
if(lasers[i].state === "alive"){ | |
if(((Math.abs(this.x - lasers[i].x) ** 2) + (Math.abs(this.y - lasers[i].y) ** 2)) < (this.size ** 2)){ | |
this.alive = false; | |
lasers[i].state = "dead"; | |
score += 10; | |
document.getElementById("score").innerHTML = score; | |
} | |
}; | |
}; | |
}; | |
draw(){ | |
if(!this.alive){return}; | |
ctx.drawImage(this.img, (this.x - this.size), (this.y - this.size), this.size * 2, this.size * 2); | |
if(debug){dubugArc(this.x, this.y, this.size)}; | |
}; | |
}; | |
function instanceEnemies(){ | |
enemies = []; // clear array for new wave | |
for(let i = 0; i < 55; i++){ | |
let x = rSize * (i % 11) + (rSize * 3.5); | |
let y = 0; | |
let type; | |
switch(true){ | |
case(i < 11): y = rSize; type = enemy1; break; | |
case(i < 22): y = rSize * 2; type = enemy2; break; | |
case(i < 33): y = rSize * 3; type = enemy2; break; | |
case(i < 44): y = rSize * 4; type = enemy3; break; | |
default: y = rSize * 5; type = enemy3; break; | |
} | |
enemies.push(new Enemy(x, y, type)); | |
}; | |
}; | |
/*---GAME LOOP---*/ | |
let gameStarted = false; | |
let left = false; | |
let right = false; | |
let playerDirection = ""; | |
let currentLaser = 0; | |
window.addEventListener("keydown", e => { | |
switch(true){ | |
case(e.key === " "): | |
e.preventDefault(); | |
if(initialized){ | |
if(gameStarted){ | |
if(lasers[currentLaser].state === "dead"){ | |
console.log(lasers[currentLaser]); | |
lasers[currentLaser].state = "alive"; | |
lasers[currentLaser].x = player.x; | |
lasers[currentLaser].y = player.y; | |
currentLaser += 1; | |
if(currentLaser >= 5){currentLaser = 0}; | |
}; | |
} | |
else{ | |
gameStarted = true; | |
document.getElementById("title").style.display = "none"; | |
animate(); | |
}; | |
}; | |
break; | |
case(e.key === "ArrowLeft"): | |
e.preventDefault(); | |
left = true; | |
playerDirection = "left"; | |
break; | |
case(e.key === "ArrowRight"): | |
e.preventDefault(); | |
right = true; playerDirection = "right"; | |
break; | |
case(e.key === "r" || e.key === "R"): | |
if(gameStarted){ | |
player.x = canvas.width / 2; | |
instanceEnemies(); | |
}; | |
}; | |
}); | |
window.addEventListener("keyup", e => { | |
switch(true){ | |
case(e.key === "ArrowLeft" && right): | |
e.preventDefault(); left = false; | |
playerDirection = "right"; | |
break; | |
case(e.key === "ArrowRight" && left): | |
e.preventDefault(); | |
right = false; | |
playerDirection = "left"; | |
break; | |
case(e.key === "ArrowLeft" || e.key === "ArrowRight"): | |
left = false; | |
right = false; | |
playerDirection = ""; | |
break; | |
}; | |
}); | |
function frame(){ | |
ctx.clearRect(0, 0, canvas.width, canvas.height); | |
background.update(); background.draw(); | |
player.update(); player.draw(); | |
for(let i = 0; i < lasers.length; i++){ | |
if(lasers[i].state === "alive"){ | |
lasers[i].update(); lasers[i].draw(); | |
}; | |
}; | |
for(let i = 0; i < enemies.length; i++){enemies[i].update(); enemies[i].draw()}; | |
}; | |
function animate(){ | |
frame(); | |
requestAnimationFrame(animate); | |
}; | |
/*---LOAD & INITIALIZE---*/ | |
let initialized = false; | |
let player; | |
let background; | |
let enemies = []; | |
function initialize(){ | |
player = new Player; | |
background = new Background; | |
instanceLasers(); | |
instanceEnemies(); | |
initialized = true; | |
frame(); | |
}; | |
let assetsLoaded = 0; | |
function assetLoad(){ | |
assetsLoaded += 1; | |
if(assetsLoaded === 6){ // 6 => all textures loaded | |
initialize(); | |
}; | |
}; | |
const bg = new Image(); | |
bg.src = "https://pub-ea11fb88729b4a258ad84a56a927787c.r2.dev/background.webp"; | |
bg.onload = assetLoad; | |
const playerImg = new Image(); | |
playerImg.src = "https://pub-ea11fb88729b4a258ad84a56a927787c.r2.dev/player.webp"; | |
playerImg.onload = assetLoad; | |
const enemy1 = new Image(); | |
enemy1.src = "https://pub-ea11fb88729b4a258ad84a56a927787c.r2.dev/enemy1.webp"; | |
enemy1.onload = assetLoad; | |
const enemy2 = new Image(); | |
enemy2.src = "https://pub-ea11fb88729b4a258ad84a56a927787c.r2.dev/enemy2.webp"; | |
enemy2.onload = assetLoad; | |
const enemy3 = new Image(); | |
enemy3.src = "https://pub-ea11fb88729b4a258ad84a56a927787c.r2.dev/enemy3.webp"; | |
enemy3.onload = assetLoad; | |
const laser = new Image(); | |
laser.src = "https://pub-ea11fb88729b4a258ad84a56a927787c.r2.dev/laser.webp"; | |
laser.onload = assetLoad; | |
</script> | |
</body> | |
</html> |
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