diff --git a/Invaders/index.html b/Invaders/index.html new file mode 100644 index 0000000..47f5b6a --- /dev/null +++ b/Invaders/index.html @@ -0,0 +1,21 @@ + + + + + Nathan Woodburn + + + + + + + +

Space Invadors destroyed this page! Take revenge on them! +
Use Space to shoot and   to move!   

+ + + + + + + diff --git a/Invaders/script.js b/Invaders/script.js new file mode 100644 index 0000000..13a7415 --- /dev/null +++ b/Invaders/script.js @@ -0,0 +1,446 @@ +;(function() { + "use strict"; + + // General + var canvas, + screen, + gameSize, + game; + + // Assets + var invaderCanvas, + invaderMultiplier, + invaderSize = 20, + initialOffsetInvader, + invaderAttackRate, + invaderSpeed, + invaderSpawnDelay = 250; + + // Counter + var i = 0, + kills = 0, + spawnDelayCounter = invaderSpawnDelay; + + var invaderDownTimer; + + // Text + var blocks = [ + [3, 4, 8, 9, 10, 15, 16], + [2, 4, 7, 11, 14, 16], + [1, 4, 7, 11, 13, 16], + [1, 2, 3, 4, 5, 7, 11, 13, 14, 15, 16, 17], + [4, 7, 11, 16], + [4, 8, 9, 10, 16] + ]; + + // Game Controller + // --------------- + var Game = function() { + + this.level = -1; + this.lost = false; + + this.player = new Player(); + this.invaders = []; + this.invaderShots = []; + + if (invaderDownTimer === undefined) { + invaderDownTimer = setInterval(function() { + for (i = 0; i < game.invaders.length; i++) game.invaders[i].move(); + }, 1000 - (this.level * 1.8)); + + }; + } + + Game.prototype = { + update: function() { + + // Next level + if (game.invaders.length === 0) { + + spawnDelayCounter += 1; + if (spawnDelayCounter < invaderSpawnDelay) return; + + this.level += 1; + + invaderAttackRate -= 0.002; + invaderSpeed += 10; + + game.invaders = createInvaders(); + + spawnDelayCounter = 0; + } + + if (!this.lost) { + + // Collision + game.player.projectile.forEach(function(projectile) { + game.invaders.forEach(function(invader) { + if (collides(projectile, invader)) { + invader.destroy(); + projectile.active = false; + } + }); + }); + + this.invaderShots.forEach(function(invaderShots) { + if (collides(invaderShots, game.player)) { + game.player.destroy(); + } + }); + + for (i = 0; i < game.invaders.length; i++) game.invaders[i].update(); + + } + + // Don't stop player & projectiles.. they look nice + game.player.update(); + for (i = 0; i < game.invaderShots.length; i++) game.invaderShots[i].update(); + + this.invaders = game.invaders.filter(function(invader) { + return invader.active; + }); + + }, + + draw: function() { + + if (this.lost) { + screen.fillStyle = "rgba(0, 0, 0, 0.03)"; + screen.fillRect(0, 0, gameSize.width, gameSize.height); + + screen.font = "55px Lucida Console"; + screen.textAlign = "center"; + screen.fillStyle = "white"; + screen.fillText("You lost", gameSize.width / 2, gameSize.height / 2); + screen.font = "20px Lucida Console"; + screen.fillText("Points: " + kills, gameSize.width / 2, gameSize.height / 2 + 30); + + } else { + screen.clearRect(0, 0, gameSize.width, gameSize.height); + + screen.font = "10px Lucida Console"; + screen.textAlign = "right"; + screen.fillText("Points: " + kills, gameSize.width, gameSize.height - 12); + } + + screen.beginPath(); + + var i; + this.player.draw(); + if (!this.lost) + for (i = 0; i < this.invaders.length; i++) this.invaders[i].draw(); + for (i = 0; i < this.invaderShots.length; i++) this.invaderShots[i].draw(); + + screen.fill(); + + }, + + invadersBelow: function(invader) { + return this.invaders.filter(function(b) { + return Math.abs(invader.coordinates.x - b.coordinates.x) === 0 && + b.coordinates.y > invader.coordinates.y; + }).length > 0; + } + + }; + + // Invaders + // -------- + var Invader = function(coordinates) { + this.active = true; + this.coordinates = coordinates; + this.size = { + width: invaderSize, + height: invaderSize + }; + + this.patrolX = 0; + this.speedX = invaderSpeed; + + }; + + Invader.prototype = { + update: function() { + + if (Math.random() > invaderAttackRate && !game.invadersBelow(this)) { + var projectile = new Projectile({ + x: this.coordinates.x + this.size.width / 2, + y: this.coordinates.y + this.size.height - 5 + }, { + x: 0, + y: 2 + }); + game.invaderShots.push(projectile); + } + + }, + draw: function() { + if (this.active) screen.drawImage(invaderCanvas, this.coordinates.x, this.coordinates.y); + + }, + move: function() { + if (this.patrolX < 0 || this.patrolX > 100) { + this.speedX = -this.speedX; + this.patrolX += this.speedX; + this.coordinates.y += this.size.height; + + if (this.coordinates.y + this.size.height * 2 > gameSize.height) game.lost = true; + + } else { + this.coordinates.x += this.speedX; + this.patrolX += this.speedX; + } + + }, + destroy: function() { + this.active = false; + kills += 1; + + } + + }; + + // Player + // ------ + var Player = function() { + this.active = true; + this.size = { + width: 16, + height: 8 + }; + this.shooterHeat = -3; + this.coordinates = { + x: gameSize.width / 2 - (this.size.width / 2) | 0, + y: gameSize.height - this.size.height * 2 + }; + + this.projectile = []; + this.keyboarder = new KeyController(); + }; + + Player.prototype = { + update: function() { + + for (var i = 0; i < this.projectile.length; i++) this.projectile[i].update(); + + this.projectile = this.projectile.filter(function(projectile) { + return projectile.active; + }); + + if (!this.active) return; + + if (this.keyboarder.isDown(this.keyboarder.KEYS.LEFT) && this.coordinates.x > 0) this.coordinates.x -= 2; + else if (this.keyboarder.isDown(this.keyboarder.KEYS.RIGHT) && this.coordinates.x < gameSize.width - this.size.width) this.coordinates.x += 2; + + if (this.keyboarder.isDown(this.keyboarder.KEYS.Space)) { + this.shooterHeat += 1; + if (this.shooterHeat < 0) { + var projectile = new Projectile({ + x: this.coordinates.x + this.size.width / 2 - 1, + y: this.coordinates.y - 1 + }, { + x: 0, + y: -7 + }); + this.projectile.push(projectile); + } else if (this.shooterHeat > 12) this.shooterHeat = -3; + } else { + this.shooterHeat = -3; + } + + }, + draw: function() { + if (this.active) { + screen.rect(this.coordinates.x, this.coordinates.y, this.size.width, this.size.height); + screen.rect(this.coordinates.x - 2, this.coordinates.y + 2, 20, 6); + screen.rect(this.coordinates.x + 6, this.coordinates.y - 4, 4, 4); + } + + for (var i = 0; i < this.projectile.length; i++) this.projectile[i].draw(); + + }, + destroy: function() { + this.active = false; + game.lost = true; + } + }; + + // Projectile + // ------ + var Projectile = function(coordinates, velocity) { + this.active = true; + this.coordinates = coordinates; + this.size = { + width: 3, + height: 3 + }; + this.velocity = velocity; + }; + + Projectile.prototype = { + update: function() { + this.coordinates.x += this.velocity.x; + this.coordinates.y += this.velocity.y; + + if (this.coordinates.y > gameSize.height || this.coordinates.y < 0) this.active = false; + + }, + draw: function() { + if (this.active) screen.rect(this.coordinates.x, this.coordinates.y, this.size.width, this.size.height); + + } + }; + + // Keyboard input tracking + // ----------------------- + var KeyController = function() { + this.KEYS = { + LEFT: 37, + RIGHT: 39, + Space: 32 + }; + var keyCode = [37, 39, 32]; + var keyState = {}; + + var counter; + window.addEventListener('keydown', function(e) { + for (counter = 0; counter < keyCode.length; counter++) + if (keyCode[counter] == e.keyCode) { + keyState[e.keyCode] = true; + e.preventDefault(); + } + + }); + + window.addEventListener('keyup', function(e) { + for (counter = 0; counter < keyCode.length; counter++) + if (keyCode[counter] == e.keyCode) { + keyState[e.keyCode] = false; + e.preventDefault(); + } + }); + + this.isDown = function(keyCode) { + return keyState[keyCode] === true; + }; + + }; + + // Other functions + // --------------- + function collides(a, b) { + return a.coordinates.x < b.coordinates.x + b.size.width && + a.coordinates.x + a.size.width > b.coordinates.x && + a.coordinates.y < b.coordinates.y + b.size.height && + a.coordinates.y + a.size.height > b.coordinates.y; + } + + function getPixelRow(rowRaw) { + var textRow = [], + placer = 0, + row = Math.floor(rowRaw / invaderMultiplier); + if (row >= blocks.length) return []; + for (var i = 0; i < blocks[row].length; i++) { + var tmpContent = blocks[row][i] * invaderMultiplier; + for (var j = 0; j < invaderMultiplier; j++) textRow[placer + j] = tmpContent + j; + placer += invaderMultiplier; + } + return textRow; + } + + // Write Text + // ----------- + function createInvaders() { + var invaders = []; + + var i = blocks.length * invaderMultiplier; + while (i--) { + var j = getPixelRow(i); + for (var k = 0; k < j.length; k++) { + invaders.push(new Invader({ + x: j[k] * invaderSize, + y: i * invaderSize + })); + } + } + return invaders; + } + + // Start game + // ---------- + window.addEventListener('load', function() { + + var invaderAsset = new Image; + invaderAsset.onload = function() { + + invaderCanvas = document.createElement('canvas'); + invaderCanvas.width = invaderSize; + invaderCanvas.height = invaderSize; + invaderCanvas.getContext("2d").drawImage(invaderAsset, 0, 0); + + // Game Creation + canvas = document.getElementById("space-invaders"); + screen = canvas.getContext('2d'); + + initGameStart(); + loop(); + + }; + invaderAsset.src = "//stillh.art/project/spaceInvaders/invader.gif"; + + }); + + window.addEventListener('resize', function() { + initGameStart(); + }); + document.getElementById('restart').addEventListener('click', function() { + initGameStart(); + }); + + function initGameStart() { + if (window.innerWidth > 1200) { + screen.canvas.width = 1200; + screen.canvas.height = 500; + gameSize = { + width: 1200, + height: 500 + }; + invaderMultiplier = 3; + initialOffsetInvader = 420; + } else if (window.innerWidth > 800) { + screen.canvas.width = 900; + screen.canvas.height = 600; + gameSize = { + width: 900, + height: 600 + }; + invaderMultiplier = 2; + initialOffsetInvader = 280; + } else { + screen.canvas.width = 600; + screen.canvas.height = 300; + gameSize = { + width: 600, + height: 300 + }; + invaderMultiplier = 1; + initialOffsetInvader = 140; + } + + kills = 0; + invaderAttackRate = 0.999; + invaderSpeed = 20; + spawnDelayCounter = invaderSpawnDelay; + + game = new Game(); + } + + function loop() { + game.update(); + game.draw(); + + requestAnimationFrame(loop); + } + +})(); \ No newline at end of file diff --git a/Invaders/style.css b/Invaders/style.css new file mode 100644 index 0000000..d446a26 --- /dev/null +++ b/Invaders/style.css @@ -0,0 +1,6 @@ +.center{text-align:center} +#space-invaders { + margin: 0 auto; + display: block; + background: white +} \ No newline at end of file