Again putting my boring university breaks to good use I made a small space invaders clone.
A Pen by Anthony Del Ciotto on CodePen.
<link href='https://fonts.googleapis.com/css?family=Play:400,700' rel='stylesheet' type='text/css'> | |
<canvas id="game-canvas" width="640" height="640"></canvas> |
/* Simple JavaScript Inheritance | |
* By John Resig http://ejohn.org/ | |
* MIT Licensed. | |
*/ | |
// Inspired by base2 and Prototype | |
(function(){ | |
var initializing = false, fnTest = /xyz/.test(function(){xyz;}) ? /\b_super\b/ : /.*/; | |
// The base Class implementation (does nothing) | |
this.Class = function(){}; | |
// Create a new Class that inherits from this class | |
Class.extend = function(prop) { | |
var _super = this.prototype; | |
// Instantiate a base class (but only create the instance, | |
// don't run the init constructor) | |
initializing = true; | |
var prototype = new this(); | |
initializing = false; | |
// Copy the properties over onto the new prototype | |
for (var name in prop) { | |
// Check if we're overwriting an existing function | |
prototype[name] = typeof prop[name] == "function" && | |
typeof _super[name] == "function" && fnTest.test(prop[name]) ? | |
(function(name, fn){ | |
return function() { | |
var tmp = this._super; | |
// Add a new ._super() method that is the same method | |
// but on the super-class | |
this._super = _super[name]; | |
// The method only need to be bound temporarily, so we | |
// remove it when we're done executing | |
var ret = fn.apply(this, arguments); | |
this._super = tmp; | |
return ret; | |
}; | |
})(name, prop[name]) : | |
prop[name]; | |
} | |
// The dummy class constructor | |
function Class() { | |
// All construction is actually done in the init method | |
if ( !initializing && this.init ) | |
this.init.apply(this, arguments); | |
} | |
// Populate our constructed prototype object | |
Class.prototype = prototype; | |
// Enforce the constructor to be what we expect | |
Class.prototype.constructor = Class; | |
// And make this class extendable | |
Class.extend = arguments.callee; | |
return Class; | |
}; | |
})(); | |
// ################################################################### | |
// shims | |
// | |
// ################################################################### | |
(function() { | |
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame; | |
window.requestAnimationFrame = requestAnimationFrame; | |
})(); | |
(function() { | |
if (!window.performance.now) { | |
window.performance.now = (!Date.now) ? function() { return new Date().getTime(); } : | |
function() { return Date.now(); } | |
} | |
})(); | |
// ################################################################### | |
// Constants | |
// | |
// ################################################################### | |
var IS_CHROME = /Chrome/.test(navigator.userAgent) && /Google Inc/.test(navigator.vendor); | |
var CANVAS_WIDTH = 640; | |
var CANVAS_HEIGHT = 640; | |
var SPRITE_SHEET_SRC = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAAEACAYAAAADRnAGAAACGUlEQVR42u3aSQ7CMBAEQIsn8P+/hiviAAK8zFIt5QbELiTHmfEYE3L9mZE9AAAAqAVwBQ8AAAD6THY5CgAAAKbfbPX3AQAAYBEEAADAuZrC6UUyfMEEAIBiAN8OePXnAQAAsLcmmKFPAQAAgHMbm+gbr3Sdo/LtcAAAANR6GywPAgBAM4D2JXAAABoBzBjA7AmlOx8AAEAzAOcDAADovTc4vQim6wUCABAYQG8QAADd4dPd2fRVYQAAANQG0B4HAABAawDnAwAA6AXgfAAAALpA2uMAAABwPgAAgPoAM9Ci/R4AAAD2dmqcEQIAIC/AiQGuAAYAAECcRS/a/cJXkUf2AAAAoBaA3iAAALrD+gIAAADY9baX/nwAAADNADwFAADo9YK0e5FMX/UFACA5QPSNEAAAAHKtCekmDAAAAADvBljtfgAAAGgMMGOrunvCy2uCAAAACFU6BwAAwF6AGQPa/XsAAADYB+B8AAAAtU+ItD4OAwAAAFVhAACaA0T7B44/BQAAANALwGMQAAAAADYO8If2+P31AgAAQN0SWbhFDwCAZlXgaO1xAAAA1FngnA8AACAeQPSNEAAAAM4CnC64AAAA4GzN4N9NSfgKEAAAAACszO26X8/X6BYAAAD0Anid8KcLAAAAAAAAAJBnwNEvAAAA9Jns1ygAAAAAAAAAAAAAAAAAAABAQ4COCENERERERERERBrnAa1sJuUVr3rsAAAAAElFTkSuQmCC'; | |
var LEFT_KEY = 37; | |
var RIGHT_KEY = 39; | |
var SHOOT_KEY = 88; | |
var TEXT_BLINK_FREQ = 500; | |
var PLAYER_CLIP_RECT = { x: 0, y: 204, w: 62, h: 32 }; | |
var ALIEN_BOTTOM_ROW = [ { x: 0, y: 0, w: 51, h: 34 }, { x: 0, y: 102, w: 51, h: 34 }]; | |
var ALIEN_MIDDLE_ROW = [ { x: 0, y: 137, w: 50, h: 33 }, { x: 0, y: 170, w: 50, h: 34 }]; | |
var ALIEN_TOP_ROW = [ { x: 0, y: 68, w: 50, h: 32 }, { x: 0, y: 34, w: 50, h: 32 }]; | |
var ALIEN_X_MARGIN = 40; | |
var ALIEN_SQUAD_WIDTH = 11 * ALIEN_X_MARGIN; | |
// ################################################################### | |
// Utility functions & classes | |
// | |
// ################################################################### | |
function getRandomArbitrary(min, max) { | |
return Math.random() * (max - min) + min; | |
} | |
function getRandomInt(min, max) { | |
return Math.floor(Math.random() * (max - min + 1)) + min; | |
} | |
function clamp(num, min, max) { | |
return Math.min(Math.max(num, min), max); | |
} | |
function valueInRange(value, min, max) { | |
return (value <= max) && (value >= min); | |
} | |
function checkRectCollision(A, B) { | |
var xOverlap = valueInRange(A.x, B.x, B.x + B.w) || | |
valueInRange(B.x, A.x, A.x + A.w); | |
var yOverlap = valueInRange(A.y, B.y, B.y + B.h) || | |
valueInRange(B.y, A.y, A.y + A.h); | |
return xOverlap && yOverlap; | |
} | |
var Point2D = Class.extend({ | |
init: function(x, y) { | |
this.x = (typeof x === 'undefined') ? 0 : x; | |
this.y = (typeof y === 'undefined') ? 0 : y; | |
}, | |
set: function(x, y) { | |
this.x = x; | |
this.y = y; | |
} | |
}); | |
var Rect = Class.extend({ | |
init: function(x, y, w, h) { | |
this.x = (typeof x === 'undefined') ? 0 : x; | |
this.y = (typeof y === 'undefined') ? 0 : y; | |
this.w = (typeof w === 'undefined') ? 0 : w; | |
this.h = (typeof h === 'undefined') ? 0 : h; | |
}, | |
set: function(x, y, w, h) { | |
this.x = x; | |
this.y = y; | |
this.w = w; | |
this.h = h; | |
} | |
}); | |
// ################################################################### | |
// Globals | |
// | |
// ################################################################### | |
var canvas = null; | |
var ctx = null; | |
var spriteSheetImg = null; | |
var bulletImg = null; | |
var keyStates = null; | |
var prevKeyStates = null; | |
var lastTime = 0; | |
var player = null; | |
var aliens = []; | |
var particleManager = null; | |
var updateAlienLogic = false; | |
var alienDirection = -1; | |
var alienYDown = 0; | |
var alienCount = 0; | |
var wave = 1; | |
var hasGameStarted = false; | |
// ################################################################### | |
// Entities | |
// | |
// ################################################################### | |
var BaseSprite = Class.extend({ | |
init: function(img, x, y) { | |
this.img = img; | |
this.position = new Point2D(x, y); | |
this.scale = new Point2D(1, 1); | |
this.bounds = new Rect(x, y, this.img.width, this.img.height); | |
this.doLogic = true; | |
}, | |
update: function(dt) { }, | |
_updateBounds: function() { | |
this.bounds.set(this.position.x, this.position.y, ~~(0.5 + this.img.width * this.scale.x), ~~(0.5 + this.img.height * this.scale.y)); | |
}, | |
_drawImage: function() { | |
ctx.drawImage(this.img, this.position.x, this.position.y); | |
}, | |
draw: function(resized) { | |
this._updateBounds(); | |
this._drawImage(); | |
} | |
}); | |
var SheetSprite = BaseSprite.extend({ | |
init: function(sheetImg, clipRect, x, y) { | |
this._super(sheetImg, x, y); | |
this.clipRect = clipRect; | |
this.bounds.set(x, y, this.clipRect.w, this.clipRect.h); | |
}, | |
update: function(dt) {}, | |
_updateBounds: function() { | |
var w = ~~(0.5 + this.clipRect.w * this.scale.x); | |
var h = ~~(0.5 + this.clipRect.h * this.scale.y); | |
this.bounds.set(this.position.x - w/2, this.position.y - h/2, w, h); | |
}, | |
_drawImage: function() { | |
ctx.save(); | |
ctx.transform(this.scale.x, 0, 0, this.scale.y, this.position.x, this.position.y); | |
ctx.drawImage(this.img, this.clipRect.x, this.clipRect.y, this.clipRect.w, this.clipRect.h, ~~(0.5 + -this.clipRect.w*0.5), ~~(0.5 + -this.clipRect.h*0.5), this.clipRect.w, this.clipRect.h); | |
ctx.restore(); | |
}, | |
draw: function(resized) { | |
this._super(resized); | |
} | |
}); | |
var Player = SheetSprite.extend({ | |
init: function() { | |
this._super(spriteSheetImg, PLAYER_CLIP_RECT, CANVAS_WIDTH/2, CANVAS_HEIGHT - 70); | |
this.scale.set(0.85, 0.85); | |
this.lives = 3; | |
this.xVel = 0; | |
this.bullets = []; | |
this.bulletDelayAccumulator = 0; | |
this.score = 0; | |
}, | |
reset: function() { | |
this.lives = 3; | |
this.score = 0; | |
this.position.set(CANVAS_WIDTH/2, CANVAS_HEIGHT - 70); | |
}, | |
shoot: function() { | |
var bullet = new Bullet(this.position.x, this.position.y - this.bounds.h / 2, 1, 1000); | |
this.bullets.push(bullet); | |
}, | |
handleInput: function() { | |
if (isKeyDown(LEFT_KEY)) { | |
this.xVel = -175; | |
} else if (isKeyDown(RIGHT_KEY)) { | |
this.xVel = 175; | |
} else this.xVel = 0; | |
if (wasKeyPressed(SHOOT_KEY)) { | |
if (this.bulletDelayAccumulator > 0.5) { | |
this.shoot(); | |
this.bulletDelayAccumulator = 0; | |
} | |
} | |
}, | |
updateBullets: function(dt) { | |
for (var i = this.bullets.length - 1; i >= 0; i--) { | |
var bullet = this.bullets[i]; | |
if (bullet.alive) { | |
bullet.update(dt); | |
} else { | |
this.bullets.splice(i, 1); | |
bullet = null; | |
} | |
} | |
}, | |
update: function(dt) { | |
// update time passed between shots | |
this.bulletDelayAccumulator += dt; | |
// apply x vel | |
this.position.x += this.xVel * dt; | |
// cap player position in screen bounds | |
this.position.x = clamp(this.position.x, this.bounds.w/2, CANVAS_WIDTH - this.bounds.w/2); | |
this.updateBullets(dt); | |
}, | |
draw: function(resized) { | |
this._super(resized); | |
// draw bullets | |
for (var i = 0, len = this.bullets.length; i < len; i++) { | |
var bullet = this.bullets[i]; | |
if (bullet.alive) { | |
bullet.draw(resized); | |
} | |
} | |
} | |
}); | |
var Bullet = BaseSprite.extend({ | |
init: function(x, y, direction, speed) { | |
this._super(bulletImg, x, y); | |
this.direction = direction; | |
this.speed = speed; | |
this.alive = true; | |
}, | |
update: function(dt) { | |
this.position.y -= (this.speed * this.direction) * dt; | |
if (this.position.y < 0) { | |
this.alive = false; | |
} | |
}, | |
draw: function(resized) { | |
this._super(resized); | |
} | |
}); | |
var Enemy = SheetSprite.extend({ | |
init: function(clipRects, x, y) { | |
this._super(spriteSheetImg, clipRects[0], x, y); | |
this.clipRects = clipRects; | |
this.scale.set(0.5, 0.5); | |
this.alive = true; | |
this.onFirstState = true; | |
this.stepDelay = 1; // try 2 secs to start with... | |
this.stepAccumulator = 0; | |
this.doShoot - false; | |
this.bullet = null; | |
}, | |
toggleFrame: function() { | |
this.onFirstState = !this.onFirstState; | |
this.clipRect = (this.onFirstState) ? this.clipRects[0] : this.clipRects[1]; | |
}, | |
shoot: function() { | |
this.bullet = new Bullet(this.position.x, this.position.y + this.bounds.w/2, -1, 500); | |
}, | |
update: function(dt) { | |
this.stepAccumulator += dt; | |
if (this.stepAccumulator >= this.stepDelay) { | |
if (this.position.x < this.bounds.w/2 + 20 && alienDirection < 0) { | |
updateAlienLogic = true; | |
} if (alienDirection === 1 && this.position.x > CANVAS_WIDTH - this.bounds.w/2 - 20) { | |
updateAlienLogic = true; | |
} | |
if (this.position.y > CANVAS_WIDTH - 50) { | |
reset(); | |
} | |
var fireTest = Math.floor(Math.random() * (this.stepDelay + 1)); | |
if (getRandomArbitrary(0, 1000) <= 5 * (this.stepDelay + 1)) { | |
this.doShoot = true; | |
} | |
this.position.x += 10 * alienDirection; | |
this.toggleFrame(); | |
this.stepAccumulator = 0; | |
} | |
this.position.y += alienYDown; | |
if (this.bullet !== null && this.bullet.alive) { | |
this.bullet.update(dt); | |
} else { | |
this.bullet = null; | |
} | |
}, | |
draw: function(resized) { | |
this._super(resized); | |
if (this.bullet !== null && this.bullet.alive) { | |
this.bullet.draw(resized); | |
} | |
} | |
}); | |
var ParticleExplosion = Class.extend({ | |
init: function() { | |
this.particlePool = []; | |
this.particles = []; | |
}, | |
draw: function() { | |
for (var i = this.particles.length - 1; i >= 0; i--) { | |
var particle = this.particles[i]; | |
particle.moves++; | |
particle.x += particle.xunits; | |
particle.y += particle.yunits + (particle.gravity * particle.moves); | |
particle.life--; | |
if (particle.life <= 0 ) { | |
if (this.particlePool.length < 100) { | |
this.particlePool.push(this.particles.splice(i,1)); | |
} else { | |
this.particles.splice(i,1); | |
} | |
} else { | |
ctx.globalAlpha = (particle.life)/(particle.maxLife); | |
ctx.fillStyle = particle.color; | |
ctx.fillRect(particle.x, particle.y, particle.width, particle.height); | |
ctx.globalAlpha = 1; | |
} | |
} | |
}, | |
createExplosion: function(x, y, color, number, width, height, spd, grav, lif) { | |
for (var i =0;i < number;i++) { | |
var angle = Math.floor(Math.random()*360); | |
var speed = Math.floor(Math.random()*spd/2) + spd; | |
var life = Math.floor(Math.random()*lif)+lif/2; | |
var radians = angle * Math.PI/ 180; | |
var xunits = Math.cos(radians) * speed; | |
var yunits = Math.sin(radians) * speed; | |
if (this.particlePool.length > 0) { | |
var tempParticle = this.particlePool.pop(); | |
tempParticle.x = x; | |
tempParticle.y = y; | |
tempParticle.xunits = xunits; | |
tempParticle.yunits = yunits; | |
tempParticle.life = life; | |
tempParticle.color = color; | |
tempParticle.width = width; | |
tempParticle.height = height; | |
tempParticle.gravity = grav; | |
tempParticle.moves = 0; | |
tempParticle.alpha = 1; | |
tempParticle.maxLife = life; | |
this.particles.push(tempParticle); | |
} else { | |
this.particles.push({x:x,y:y,xunits:xunits,yunits:yunits,life:life,color:color,width:width,height:height,gravity:grav,moves:0,alpha:1, maxLife:life}); | |
} | |
} | |
} | |
}); | |
// ################################################################### | |
// Initialization functions | |
// | |
// ################################################################### | |
function initCanvas() { | |
// create our canvas and context | |
canvas = document.getElementById('game-canvas'); | |
ctx = canvas.getContext('2d'); | |
// turn off image smoothing | |
setImageSmoothing(false); | |
// create our main sprite sheet img | |
spriteSheetImg = new Image(); | |
spriteSheetImg.src = SPRITE_SHEET_SRC; | |
preDrawImages(); | |
// add event listeners and initially resize | |
window.addEventListener('resize', resize); | |
document.addEventListener('keydown', onKeyDown); | |
document.addEventListener('keyup', onKeyUp); | |
} | |
function preDrawImages() { | |
var canvas = drawIntoCanvas(2, 8, function(ctx) { | |
ctx.fillStyle = 'white'; | |
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height); | |
}); | |
bulletImg = new Image(); | |
bulletImg.src = canvas.toDataURL(); | |
} | |
function setImageSmoothing(value) { | |
this.ctx['imageSmoothingEnabled'] = value; | |
this.ctx['mozImageSmoothingEnabled'] = value; | |
this.ctx['oImageSmoothingEnabled'] = value; | |
this.ctx['webkitImageSmoothingEnabled'] = value; | |
this.ctx['msImageSmoothingEnabled'] = value; | |
} | |
function initGame() { | |
dirtyRects = []; | |
aliens = []; | |
player = new Player(); | |
particleManager = new ParticleExplosion(); | |
setupAlienFormation(); | |
drawBottomHud(); | |
} | |
function setupAlienFormation() { | |
alienCount = 0; | |
for (var i = 0, len = 5 * 11; i < len; i++) { | |
var gridX = (i % 11); | |
var gridY = Math.floor(i / 11); | |
var clipRects; | |
switch (gridY) { | |
case 0: | |
case 1: clipRects = ALIEN_BOTTOM_ROW; break; | |
case 2: | |
case 3: clipRects = ALIEN_MIDDLE_ROW; break; | |
case 4: clipRects = ALIEN_TOP_ROW; break; | |
} | |
aliens.push(new Enemy(clipRects, (CANVAS_WIDTH/2 - ALIEN_SQUAD_WIDTH/2) + ALIEN_X_MARGIN/2 + gridX * ALIEN_X_MARGIN, CANVAS_HEIGHT/3.25 - gridY * 40)); | |
alienCount++; | |
} | |
} | |
function reset() { | |
aliens = []; | |
setupAlienFormation(); | |
player.reset(); | |
} | |
function init() { | |
initCanvas(); | |
keyStates = []; | |
prevKeyStates = []; | |
resize(); | |
} | |
// ################################################################### | |
// Helpful input functions | |
// | |
// ################################################################### | |
function isKeyDown(key) { | |
return keyStates[key]; | |
} | |
function wasKeyPressed(key) { | |
return !prevKeyStates[key] && keyStates[key]; | |
} | |
// ################################################################### | |
// Drawing & Update functions | |
// | |
// ################################################################### | |
function updateAliens(dt) { | |
if (updateAlienLogic) { | |
updateAlienLogic = false; | |
alienDirection = -alienDirection; | |
alienYDown = 25; | |
} | |
for (var i = aliens.length - 1; i >= 0; i--) { | |
var alien = aliens[i]; | |
if (!alien.alive) { | |
aliens.splice(i, 1); | |
alien = null; | |
alienCount--; | |
if (alienCount < 1) { | |
wave++; | |
setupAlienFormation(); | |
} | |
return; | |
} | |
alien.stepDelay = ((alienCount * 20) - (wave * 10)) / 1000; | |
if (alien.stepDelay <= 0.05) { | |
alien.stepDelay = 0.05; | |
} | |
alien.update(dt); | |
if (alien.doShoot) { | |
alien.doShoot = false; | |
alien.shoot(); | |
} | |
} | |
alienYDown = 0; | |
} | |
function resolveBulletEnemyCollisions() { | |
var bullets = player.bullets; | |
for (var i = 0, len = bullets.length; i < len; i++) { | |
var bullet = bullets[i]; | |
for (var j = 0, alen = aliens.length; j < alen; j++) { | |
var alien = aliens[j]; | |
if (checkRectCollision(bullet.bounds, alien.bounds)) { | |
alien.alive = bullet.alive = false; | |
particleManager.createExplosion(alien.position.x, alien.position.y, 'white', 70, 5,5,3,.15,50); | |
player.score += 25; | |
} | |
} | |
} | |
} | |
function resolveBulletPlayerCollisions() { | |
for (var i = 0, len = aliens.length; i < len; i++) { | |
var alien = aliens[i]; | |
if (alien.bullet !== null && checkRectCollision(alien.bullet.bounds, player.bounds)) { | |
if (player.lives === 0) { | |
hasGameStarted = false; | |
} else { | |
alien.bullet.alive = false; | |
particleManager.createExplosion(player.position.x, player.position.y, 'green', 100, 8,8,6,0.001,40); | |
player.position.set(CANVAS_WIDTH/2, CANVAS_HEIGHT - 70); | |
player.lives--; | |
break; | |
} | |
} | |
} | |
} | |
function resolveCollisions() { | |
resolveBulletEnemyCollisions(); | |
resolveBulletPlayerCollisions(); | |
} | |
function updateGame(dt) { | |
player.handleInput(); | |
prevKeyStates = keyStates.slice(); | |
player.update(dt); | |
updateAliens(dt); | |
resolveCollisions(); | |
} | |
function drawIntoCanvas(width, height, drawFunc) { | |
var canvas = document.createElement('canvas'); | |
canvas.width = width; | |
canvas.height = height; | |
var ctx = canvas.getContext('2d'); | |
drawFunc(ctx); | |
return canvas; | |
} | |
function fillText(text, x, y, color, fontSize) { | |
if (typeof color !== 'undefined') ctx.fillStyle = color; | |
if (typeof fontSize !== 'undefined') ctx.font = fontSize + 'px Play'; | |
ctx.fillText(text, x, y); | |
} | |
function fillCenteredText(text, x, y, color, fontSize) { | |
var metrics = ctx.measureText(text); | |
fillText(text, x - metrics.width/2, y, color, fontSize); | |
} | |
function fillBlinkingText(text, x, y, blinkFreq, color, fontSize) { | |
if (~~(0.5 + Date.now() / blinkFreq) % 2) { | |
fillCenteredText(text, x, y, color, fontSize); | |
} | |
} | |
function drawBottomHud() { | |
ctx.fillStyle = '#02ff12'; | |
ctx.fillRect(0, CANVAS_HEIGHT - 30, CANVAS_WIDTH, 2); | |
fillText(player.lives + ' x ', 10, CANVAS_HEIGHT - 7.5, 'white', 20); | |
ctx.drawImage(spriteSheetImg, player.clipRect.x, player.clipRect.y, player.clipRect.w, | |
player.clipRect.h, 45, CANVAS_HEIGHT - 23, player.clipRect.w * 0.5, | |
player.clipRect.h * 0.5); | |
fillText('CREDIT: ', CANVAS_WIDTH - 115, CANVAS_HEIGHT - 7.5); | |
fillCenteredText('SCORE: ' + player.score, CANVAS_WIDTH/2, 20); | |
fillBlinkingText('00', CANVAS_WIDTH - 25, CANVAS_HEIGHT - 7.5, TEXT_BLINK_FREQ); | |
} | |
function drawAliens(resized) { | |
for (var i = 0; i < aliens.length; i++) { | |
var alien = aliens[i]; | |
alien.draw(resized); | |
} | |
} | |
function drawGame(resized) { | |
player.draw(resized); | |
drawAliens(resized); | |
particleManager.draw(); | |
drawBottomHud(); | |
} | |
function drawStartScreen() { | |
fillCenteredText("Space Invaders", CANVAS_WIDTH/2, CANVAS_HEIGHT/2.75, '#FFFFFF', 36); | |
fillBlinkingText("Press enter to play!", CANVAS_WIDTH/2, CANVAS_HEIGHT/2, 500, '#FFFFFF', 36); | |
} | |
function animate() { | |
var now = window.performance.now(); | |
var dt = now - lastTime; | |
if (dt > 100) dt = 100; | |
if (wasKeyPressed(13) && !hasGameStarted) { | |
initGame(); | |
hasGameStarted = true; | |
} | |
if (hasGameStarted) { | |
updateGame(dt / 1000); | |
} | |
ctx.fillStyle = 'black'; | |
ctx.fillRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT); | |
if (hasGameStarted) { | |
drawGame(false); | |
} else { | |
drawStartScreen(); | |
} | |
lastTime = now; | |
requestAnimationFrame(animate); | |
} | |
// ################################################################### | |
// Event Listener functions | |
// | |
// ################################################################### | |
function resize() { | |
var w = window.innerWidth; | |
var h = window.innerHeight; | |
// calculate the scale factor to keep a correct aspect ratio | |
var scaleFactor = Math.min(w / CANVAS_WIDTH, h / CANVAS_HEIGHT); | |
if (IS_CHROME) { | |
canvas.width = CANVAS_WIDTH * scaleFactor; | |
canvas.height = CANVAS_HEIGHT * scaleFactor; | |
setImageSmoothing(false); | |
ctx.transform(scaleFactor, 0, 0, scaleFactor, 0, 0); | |
} else { | |
// resize the canvas css properties | |
canvas.style.width = CANVAS_WIDTH * scaleFactor + 'px'; | |
canvas.style.height = CANVAS_HEIGHT * scaleFactor + 'px'; | |
} | |
} | |
function onKeyDown(e) { | |
e.preventDefault(); | |
keyStates[e.keyCode] = true; | |
} | |
function onKeyUp(e) { | |
e.preventDefault(); | |
keyStates[e.keyCode] = false; | |
} | |
// ################################################################### | |
// Start game! | |
// | |
// ################################################################### | |
window.onload = function() { | |
init(); | |
animate(); | |
}; |
Again putting my boring university breaks to good use I made a small space invaders clone.
A Pen by Anthony Del Ciotto on CodePen.
body, html{ | |
background-color: #EEEEEE; | |
width: 100%; | |
height: 100%; | |
overflow: hidden; | |
} | |
canvas { | |
display: block; | |
margin: auto; | |
position :absolute; | |
top: 0; | |
left: 0; | |
right: 0; | |
bottom: 0; | |
image-rendering: optimizeSpeed; | |
image-rendering: -moz-crisp-edges; | |
image-rendering: -webkit-optimize-contrast; | |
image-rendering: optimize-contrast | |
} |