asdf-games/examples/shooter/src/main.js

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2019-12-31 15:41:21 +01:00
import asdf from "../../../asdf/index.js";
const { Container, CanvasRenderer, KeyControls, MouseControls, Text, Texture, Sprite } = asdf;
// Board Setup
const w = 640;
const h = 300;
const renderer = new CanvasRenderer(w, h);
document.querySelector("#board").appendChild(renderer.view);
// Setup game variables
let dt = 0;
let last = 0;
let lastShot = 0;
let lastSpawn = 0;
let spawnSpeed = 1.0;
let scoreAmount = 0;
let gameOver = false;
// Setup game objects
const scene = new Container();
// Load game textures
const textures = {
background: new Texture("./res/images/bg.png"),
spaceship: new Texture("./res/images/spaceship.png"),
bullet: new Texture("./res/images/bullet.png"),
baddie: new Texture("./res/images/baddie.png")
}
// Spaceship
const controls = new KeyControls();
const ship = new Sprite(textures.spaceship);
ship.pos.x = 120;
ship.pos.y = h / 2 - 16;
ship.update = function(dt, t) {
const { pos } = this;
pos.x += controls.x * dt * 300;
pos.y += controls.y * dt * 300;
if (pos.x < 0) pos.x = 0;
if (pos.x > w - 32) pos.x = w - 32;
if (pos.y < 0) pos.y = 0;
if (pos.y > h - 32) pos.y = h - 32;
}
// Bullets
const bullets = new Container();
function fireBullet(x, y) {
const bullet = new Sprite(textures.bullet);
bullet.pos.x = x;
bullet.pos.y = y;
bullet.update = function(dt, t) {
bullet.pos.x += 400 * dt;
}
bullets.add(bullet);
}
// Bad guys
const baddies = new Container();
function spawnBaddie(x, y, speed) {
const baddie = new Sprite(textures.baddie);
baddie.pos.x = x;
baddie.pos.y = y;
baddie.update = function(dt) {
this.pos.x += speed * dt;
this.pos.y += Math.sin(this.pos.x / 15) * 1;
};
baddies.add(baddie);
}
// Show score
const score = new Text(`${scoreAmount}`, {
font: "15pt Visitor",
fill: "#000000",
align: "left"
});
score.pos.x = 50;
score.pos.y = 15;
score.update = function() {
if (gameOver) {
score.pos.x = w / 2;
score.pos.y = (h / 3) * 2;
score.text = `Score: ` + `${scoreAmount}`;
score.style.align = "center";
score.style.font = "24pt Visitor"
} else {
score.text = `${scoreAmount}`;
}
}
// Gameover
function doGameOver() {
const gameOverMessage = new Text(`Game Over`, {
font: "45pt Visitor",
fill: "#000000",
align: "center"
});
gameOverMessage.pos.x = w / 2;
gameOverMessage.pos.y = h / 3;
scene.add(gameOverMessage);
scene.remove(ship);
scene.remove(baddies);
scene.remove(bullets);
gameOver = true;
}
// Add game objects
scene.add(new Sprite(textures.background));
scene.add(ship);
scene.add(bullets);
scene.add(baddies);
scene.add(score);
// Looping Code
function loopme(ms) {
requestAnimationFrame(loopme);
const t = ms / 1000;
dt = t - last;
last = t;
// Game logic code
if (controls.action && t - lastShot > 0.15) {
lastShot = t;
fireBullet(ship.pos.x + 24, ship.pos.y + 10);
}
// Spawn bad guys
if (t - lastSpawn > spawnSpeed) {
lastSpawn = t;
const speed = -50 - (Math.random() * Math.random() * 100);
const position = Math.random() * (h - 24);
spawnBaddie(w, position, speed);
spawnSpeed = spawnSpeed < 0.05 ? 0.6 : spawnSpeed * 0.97 + 0.001;
}
// Destroy bullets when they go out of the screen
baddies.children.forEach(baddie => {
bullets.children.forEach(bullet => {
let dx_b = baddie.pos.x + 16 - (bullet.pos.x + 8);
let dy_b = baddie.pos.y + 16 - (bullet.pos.y + 8);
if (Math.sqrt(dx_b * dx_b + dy_b * dy_b) < 24) {
bullet.dead = true;
baddie.dead = true;
if (!gameOver) {
scoreAmount += Math.floor(t);
}
}
if (bullet.pos.x > w + 20) {
bullet.dead = true;
}
});
let dx_s = baddie.pos.x + 16 - (ship.pos.x + 16)
let dy_s = baddie.pos.y + 16 - (ship.pos.y + 16)
if (Math.sqrt(dx_s * dx_s + dy_s * dy_s) < 32) {
if (!gameOver) {
doGameOver();
}
baddie.dead = true;
}
if (baddie.pos.x < -32) {
if (!gameOver) {
doGameOver();
}
baddie.dead = true;
}
});
scene.update(dt, t);
renderer.render(scene);
}
requestAnimationFrame(loopme);