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invaders pure js
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<!DOCTYPE html> | |
<html> | |
<head> | |
<style type="text/css"> | |
body{ | |
background-color: #333; | |
text-align: center; | |
font-family: Helvetica; | |
color: #999; | |
} | |
canvas{ | |
padding: 7px; | |
} | |
</style> | |
<title>Space Invaders</title> | |
</head> | |
<body> | |
<h1>Space Invaders</h1> | |
<canvas id="screen" width="1600" height="800"></canvas> | |
<script src="spaceinvaders.js"></script> | |
</body> | |
</html> |
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;(function(){ | |
var Game = function(canvasId){ | |
var canvas = document.getElementById(canvasId); | |
var screen = canvas.getContext("2d"); | |
this.gameSize = { x: canvas.width, y: canvas.height }; | |
screen.fillStyle = "#666"; | |
screen.strokeStyle = '#FFAC38'; | |
screen.lineWidth = 1; | |
this.bodies = createInvaders(this).concat(new Player(this, this.gameSize)); | |
var self = this; | |
var tick = function(){ | |
self.update(); | |
self.draw(screen, self.gameSize); | |
requestAnimationFrame(tick); | |
} | |
tick(); | |
}; | |
Game.prototype = { | |
update: function(){ | |
var bodies = this.bodies; | |
var notCollidingWithAnything = function(b1){ | |
return bodies.filter(function(b2){ return colliding(b1, b2); }).length === 0; | |
}; | |
this.bodies = this.bodies.filter(notCollidingWithAnything); | |
for(var i = 0; i < this.bodies.length; i++){ | |
if(this.bodies[i].center.x - this.bodies[i].size.x > this.gameSize.x || | |
this.bodies[i].center.x < 0 || | |
this.bodies[i].center.y < 0 || | |
this.bodies[i].center.y - this.bodies[i].size.y > this.gameSize.y){ | |
this.bodies.remove(i); | |
}else | |
this.bodies[i].update(); | |
} | |
}, | |
draw: function(screen, gameSize){ | |
screen.clearRect(0, 0, gameSize.x, gameSize.y); | |
for(var i = 0; i < this.bodies.length; i++){ | |
this.bodies[i].draw(screen, gameSize); | |
} | |
}, | |
addBody: function(body){ | |
this.bodies.push(body); | |
}, | |
invadersBelow: function(invader){ | |
return this.bodies.filter(function(b){ | |
return b instanceof Invader && | |
b.center.y > invader.center.y && | |
b.center.x - invader.center.x < invader.size.x; | |
}).length > 0; | |
}, | |
}; | |
var Player = function(game, gameSize){ | |
this.game = game; | |
this.size = { x: 30, y: 30 }; | |
this.center = { x: gameSize.x / 2, y: gameSize.y - this.size.x / 2 }; | |
this.keyboarder = new Keyboarder(); | |
} | |
Player.prototype = { | |
update: function(){ | |
if(this.keyboarder.isDown(this.keyboarder.KEYS.LEFT)){ | |
this.center.x -= 10; | |
} else if(this.keyboarder.isDown(this.keyboarder.KEYS.RIGHT)){ | |
this.center.x += 10; | |
} | |
if(this.keyboarder.isDown(this.keyboarder.KEYS.SPACE)){ | |
var bullet = new Bullet({ x: this.center.x, y: this.center.y - this.size.x / 2 }, | |
{ x: getRandomInt(-3, 3), y: -20 }); | |
this.game.addBody(bullet); | |
} | |
}, | |
draw: function(screen, gameSize){ | |
drawRect(screen, this); | |
} | |
} | |
var Bullet = function(center, velocity){ | |
this.size = { x: 1, y: 1 }; | |
this.center = center; | |
this.oldX = center.x; | |
this.oldY = center.y; | |
this.velocity = velocity; | |
} | |
Bullet.prototype = { | |
update: function(){ | |
this.oldX = this.center.x; | |
this.oldY = this.center.y; | |
this.center.x += this.velocity.x; | |
this.center.y += this.velocity.y; | |
}, | |
draw: function(screen, gameSize){ | |
screen.beginPath(); | |
screen.moveTo(this.oldX - this.size.x / 2, | |
this.oldY - this.size.y / 2); | |
screen.lineTo(this.center.x - this.size.x / 2, | |
this.center.y - this.size.y / 2); | |
screen.stroke(); | |
} | |
} | |
var Invader = function(game, center){ | |
this.game = game; | |
this.size = { x: 30, y: 30 }; | |
this.center = center; | |
this.patrolX = 0; | |
this.speedX = 8; | |
} | |
Invader.prototype = { | |
update: function(){ | |
if(this.patrolX < 0 || this.patrolX > 900){ | |
this.speedX = -this.speedX; | |
} | |
this.center.x += this.speedX; | |
this.patrolX += this.speedX; | |
if(Math.random() > 0.99 && !this.game.invadersBelow(this)){ | |
var bullet = new Bullet({ x: this.center.x, y: this.center.y + this.size.x / 2 }, | |
{ x: getRandomInt(-4, 4), y: 10 }); | |
this.game.addBody(bullet); | |
} | |
}, | |
draw: function(screen, gameSize){ | |
drawRect(screen, this); | |
} | |
} | |
var createInvaders = function(game){ | |
var invaders = []; | |
for(var i = 0; i < 36; i++){ | |
var x = 20 + (i % 12) * 60; | |
var y = 20 + ~~(i / 12) * 60; // ~ is NOT operator, apply it 2 times and it removes the decimals | |
invaders.push(new Invader(game, { x: x, y: y })); | |
} | |
return invaders; | |
} | |
var drawRect = function(screen, body){ | |
screen.fillRect(body.center.x - body.size.x / 2, | |
body.center.y - body.size.y / 2, | |
body.size.x, body.size.y); | |
}; | |
var Keyboarder = function(){ | |
var keyState = {}; | |
window.onkeydown = function(e){ | |
keyState[e.keyCode] = true; | |
}; | |
window.onkeyup = function(e){ | |
keyState[e.keyCode] = false; | |
}; | |
this.isDown = function(keyCode){ | |
return keyState[keyCode] === true; | |
}; | |
this.KEYS = { LEFT: 37, RIGHT: 39, SPACE: 32 }; | |
} | |
var colliding = function(b1, b2){ | |
return !(b1 === b2 || | |
b1.center.x + b1.size.x / 2 < b2.center.x - b2.size.x / 2 || | |
b1.center.y + b1.size.y / 2 < b2.center.y - b2.size.y / 2 || | |
b1.center.x - b1.size.x / 2 > b2.center.x + b2.size.x / 2 || | |
b1.center.y - b1.size.y / 2 > b2.center.y + b2.size.y / 2); | |
} | |
var getRandomInt = function (min, max) { | |
return Math.floor(Math.random() * (max - min)) + min; | |
} | |
window.onload = function(){ | |
new Game("screen"); | |
} | |
})(); | |
// Array Remove - By John Resig (MIT Licensed) | |
Array.prototype.remove = function(from, to) { | |
var rest = this.slice((to || from) + 1 || this.length); | |
this.length = from < 0 ? this.length + from : from; | |
return this.push.apply(this, rest); | |
}; |
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