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asteroids.js
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346 lines (316 loc) · 10.4 KB
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let canvas;
let ctx;
let canvasWidth = 1250;
let canvasHeight = 550;
let keys = [];
let ship;
let bullets = [];
let asteroids = [];
let score = 0;
let lives = 3;
document.addEventListener('DOMContentLoaded', SetupCanvas);
function SetupCanvas() {
canvas = document.getElementById("my-canvas");
ctx = canvas.getContext("2d");
canvas.width = canvasWidth;
canvas.height = canvasHeight;
ctx.fillStyle = "black";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ship = new Ship();
for (let i = 0; i < 5; i++) {
asteroids.push(new Asteroid());
}
// Store all possible keycodes in an array so that
// multiple keys can work at the same time
// document.body.addEventListener("keydown", function(e) {
// keys[e.keyCode] = true;
// });
// document.body.addEventListener("keyup", function(e) {
// keys[e.keyCode] = false;
// if (e.keyCode === 32){
// bullets.push(new Bullet(ship.angle));
// }
// });
document.body.addEventListener("keydown", HandleKeyDown);
document.body.addEventListener("keyup", HandleKeyUp);
Render();
}
// HOMEWORK SOLUTION
// Move event handling functions so that we can turn off
// event handling if game over is reached
function HandleKeyDown(e) {
keys[e.keyCode] = true;
}
function HandleKeyUp(e) {
keys[e.keyCode] = false;
if (e.keyCode === 32) {
bullets.push(new Bullet(ship.angle));
}
}
class Ship {
constructor() {
this.visible = true;
this.x = canvasWidth / 2;
this.y = canvasHeight / 2;
this.movingForward = false;
this.speed = 0.1;
this.velX = 0;
this.velY = 0;
this.rotateSpeed = 0.001;
this.radius = 15;
this.angle = 0;
this.strokeColor = 'white';
// Used to know where to fire the bullet from
this.noseX = canvasWidth / 2 + 15;
this.noseY = canvasHeight / 2;
}
Rotate(dir) {
this.angle += this.rotateSpeed * dir;
}
Update() {
// Get current direction ship is facing
let radians = this.angle / Math.PI * 180;
// If moving forward calculate changing values of x & y
// If you want to find the new point x use the
// formula oldX + cos(radians) * distance
// Forumla for y oldY + sin(radians) * distance
if (this.movingForward) {
this.velX += Math.cos(radians) * this.speed;
this.velY += Math.sin(radians) * this.speed;
}
// If ship goes off board place it on the opposite
// side
if (this.x < this.radius) {
this.x = canvas.width;
}
if (this.x > canvas.width) {
this.x = this.radius;
}
if (this.y < this.radius) {
this.y = canvas.height;
}
if (this.y > canvas.height) {
this.y = this.radius;
}
// Slow ship speed when not holding key
this.velX *= 0.99;
this.velY *= 0.99;
// Change value of x & y while accounting for
// air friction
this.x -= this.velX;
this.y -= this.velY;
}
Draw() {
ctx.strokeStyle = this.strokeColor;
ctx.beginPath();
// Angle between vertices of the ship
let vertAngle = ((Math.PI * 2) / 3);
let radians = this.angle / Math.PI * 180;
// Where to fire bullet from
this.noseX = this.x - this.radius * Math.cos(radians);
this.noseY = this.y - this.radius * Math.sin(radians);
for (let i = 0; i < 3; i++) {
ctx.lineTo(this.x - this.radius * Math.cos(vertAngle * i + radians), this.y - this.radius * Math.sin(vertAngle * i + radians));
}
ctx.closePath();
ctx.stroke();
}
}
class Bullet {
constructor(angle) {
this.visible = true;
this.x = ship.noseX;
this.y = ship.noseY;
this.angle = angle;
this.height = 4;
this.width = 4;
this.speed = 5;
this.velX = 0;
this.velY = 0;
}
Update() {
let radians = this.angle / Math.PI * 180;
this.x -= Math.cos(radians) * this.speed;
this.y -= Math.sin(radians) * this.speed;
}
Draw() {
ctx.fillStyle = 'white';
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
class Asteroid {
constructor(x, y, radius, level, collisionRadius) {
this.visible = true;
this.x = x || Math.floor(Math.random() * canvasWidth);
this.y = y || Math.floor(Math.random() * canvasHeight);
this.speed = 1.5;
this.radius = radius || 50;
this.angle = Math.floor(Math.random() * 359);
this.strokeColor = 'white';
this.collisionRadius = collisionRadius || 46;
// Used to decide if this asteroid can be broken into smaller pieces
this.level = level || 1;
}
Update() {
let radians = this.angle / Math.PI * 180;
this.x += Math.cos(radians) * this.speed;
this.y += Math.sin(radians) * this.speed;
if (this.x < this.radius) {
this.x = canvas.width;
}
if (this.x > canvas.width) {
this.x = this.radius;
}
if (this.y < this.radius) {
this.y = canvas.height;
}
if (this.y > canvas.height) {
this.y = this.radius;
}
}
Draw() {
ctx.beginPath();
let vertAngle = ((Math.PI * 2) / 6);
var radians = this.angle / Math.PI * 180;
for (let i = 0; i < 6; i++) {
ctx.lineTo(this.x - this.radius * Math.cos(vertAngle * i + radians), this.y - this.radius * Math.sin(vertAngle * i + radians));
}
ctx.closePath();
ctx.stroke();
}
}
function CircleCollision(p1x, p1y, r1, p2x, p2y, r2) {
let radiusSum;
let xDiff;
let yDiff;
radiusSum = r1 + r2;
xDiff = p1x - p2x;
yDiff = p1y - p2y;
if (radiusSum > Math.sqrt((xDiff * xDiff) + (yDiff * yDiff))) {
return true;
} else {
return false;
}
}
// Handles drawing life ships on screen
function DrawLifeShips() {
let startX = 1350;
let startY = 10;
let points = [[9, 9], [-9, 9]];
ctx.strokeStyle = 'white'; // Stroke color of ships
// Cycle through all live ships remaining
for (let i = 0; i < lives; i++) {
// Start drawing ship
ctx.beginPath();
// Move to origin point
ctx.moveTo(startX, startY);
// Cycle through all other points
for (let j = 0; j < points.length; j++) {
ctx.lineTo(startX + points[j][0],
startY + points[j][1]);
}
// Draw from last point to 1st origin point
ctx.closePath();
// Stroke the ship shape white
ctx.stroke();
// Move next shape 30 pixels to the left
startX -= 30;
}
}
function Render() {
// Check if the ship is moving forward
ship.movingForward = (keys[87]);
if (keys[68]) {
// d key rotate right
ship.Rotate(1);
}
if (keys[65]) {
// a key rotate left
ship.Rotate(-1);
}
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
// Display score
ctx.fillStyle = 'white';
ctx.font = '21px Arial';
ctx.fillText("SCORE : " + score.toString(), 20, 35);
// If no lives signal game over
if (lives <= 0) {
// HOMEWORK SOLUTION
// If Game over remove event listeners to stop getting keyboard input
document.body.removeEventListener("keydown", HandleKeyDown);
document.body.removeEventListener("keyup", HandleKeyUp);
ship.visible = false;
ctx.fillStyle = 'white';
ctx.font = '50px Arial';
ctx.fillText("GAME OVER", canvasWidth / 2 - 150, canvasHeight / 2);
}
// HOME WORK SOLUTION : Creates a new level and increases asteroid speed
if (asteroids.length === 0) {
ship.x = canvasWidth / 2;
ship.y = canvasHeight / 2;
ship.velX = 0;
ship.velY = 0;
for (let i = 0; i < 8; i++) {
let asteroid = new Asteroid();
asteroid.speed += .5;
asteroids.push(asteroid);
}
}
// Draw life ships
DrawLifeShips();
// Check for collision of ship with asteroid
if (asteroids.length !== 0) {
for (let k = 0; k < asteroids.length; k++) {
if (CircleCollision(ship.x, ship.y, 11, asteroids[k].x, asteroids[k].y, asteroids[k].collisionRadius)) {
ship.x = canvasWidth / 2;
ship.y = canvasHeight / 2;
ship.velX = 0;
ship.velY = 0;
lives -= 1;
}
}
}
// Check for collision with bullet and asteroid
if (asteroids.length !== 0 && bullets.length != 0) {
loop1:
for (let l = 0; l < asteroids.length; l++) {
for (let m = 0; m < bullets.length; m++) {
if (CircleCollision(bullets[m].x, bullets[m].y, 3, asteroids[l].x, asteroids[l].y, asteroids[l].collisionRadius)) {
// Check if asteroid can be broken into smaller pieces
if (asteroids[l].level === 1) {
asteroids.push(new Asteroid(asteroids[l].x - 5, asteroids[l].y - 5, 25, 2, 22));
asteroids.push(new Asteroid(asteroids[l].x + 5, asteroids[l].y + 5, 25, 2, 22));
} else if (asteroids[l].level === 2) {
asteroids.push(new Asteroid(asteroids[l].x - 5, asteroids[l].y - 5, 15, 3, 12));
asteroids.push(new Asteroid(asteroids[l].x + 5, asteroids[l].y + 5, 15, 3, 12));
}
asteroids.splice(l, 1);
bullets.splice(m, 1);
score += 20;
// Used to break out of loops because splicing arrays
// you are looping through will break otherwise
break loop1;
}
}
}
}
if (ship.visible) {
ship.Update();
ship.Draw();
}
if (bullets.length !== 0) {
for (let i = 0; i < bullets.length; i++) {
bullets[i].Update();
bullets[i].Draw();
}
}
if (asteroids.length !== 0) {
for (let j = 0; j < asteroids.length; j++) {
asteroids[j].Update();
// Pass j so we can track which asteroid points
// to store
asteroids[j].Draw(j);
}
}
requestAnimationFrame(Render);
}