Added invaders
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Invaders/index.html
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Invaders/index.html
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<!DOCTYPE html>
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<html lang="en" >
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<head>
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<meta charset="UTF-8">
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<title>Nathan Woodburn</title>
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<link rel="icon" type="image/png" href="../images/favicon.png"/>
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<link rel="icon" type="image/png" href="https://www.nathanwoodburn.tk/images/favicon.png"/>
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<link rel='stylesheet' href='https://maxcdn.bootstrapcdn.com/bootstrap/3.3.5/css/bootstrap.min.css'><link rel="stylesheet" href="./style.css">
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</head>
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<body>
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<!-- partial:index.partial.html -->
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<p class="center">Space Invadors destroyed this page! Take revenge on them!
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<br/> Use <span class="label label-danger">Space</span> to shoot and <span class="label label-danger">←</span> <span class="label label-danger">→</span> to move!   <button class="btn btn-default btn-xs" id="restart">Restart</button></p>
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<canvas id="space-invaders"/>
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<!-- partial -->
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<script src="./script.js"></script>
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</body>
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</html>
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Invaders/script.js
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Invaders/script.js
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;(function() {
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"use strict";
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// General
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var canvas,
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screen,
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gameSize,
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game;
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// Assets
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var invaderCanvas,
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invaderMultiplier,
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invaderSize = 20,
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initialOffsetInvader,
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invaderAttackRate,
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invaderSpeed,
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invaderSpawnDelay = 250;
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// Counter
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var i = 0,
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kills = 0,
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spawnDelayCounter = invaderSpawnDelay;
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var invaderDownTimer;
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// Text
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var blocks = [
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[3, 4, 8, 9, 10, 15, 16],
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[2, 4, 7, 11, 14, 16],
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[1, 4, 7, 11, 13, 16],
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[1, 2, 3, 4, 5, 7, 11, 13, 14, 15, 16, 17],
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[4, 7, 11, 16],
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[4, 8, 9, 10, 16]
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];
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// Game Controller
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// ---------------
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var Game = function() {
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this.level = -1;
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this.lost = false;
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this.player = new Player();
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this.invaders = [];
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this.invaderShots = [];
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if (invaderDownTimer === undefined) {
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invaderDownTimer = setInterval(function() {
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for (i = 0; i < game.invaders.length; i++) game.invaders[i].move();
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}, 1000 - (this.level * 1.8));
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};
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}
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Game.prototype = {
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update: function() {
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// Next level
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if (game.invaders.length === 0) {
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spawnDelayCounter += 1;
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if (spawnDelayCounter < invaderSpawnDelay) return;
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this.level += 1;
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invaderAttackRate -= 0.002;
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invaderSpeed += 10;
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game.invaders = createInvaders();
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spawnDelayCounter = 0;
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}
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if (!this.lost) {
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// Collision
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game.player.projectile.forEach(function(projectile) {
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game.invaders.forEach(function(invader) {
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if (collides(projectile, invader)) {
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invader.destroy();
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projectile.active = false;
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}
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});
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});
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this.invaderShots.forEach(function(invaderShots) {
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if (collides(invaderShots, game.player)) {
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game.player.destroy();
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}
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});
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for (i = 0; i < game.invaders.length; i++) game.invaders[i].update();
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}
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// Don't stop player & projectiles.. they look nice
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game.player.update();
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for (i = 0; i < game.invaderShots.length; i++) game.invaderShots[i].update();
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this.invaders = game.invaders.filter(function(invader) {
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return invader.active;
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});
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},
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draw: function() {
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if (this.lost) {
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screen.fillStyle = "rgba(0, 0, 0, 0.03)";
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screen.fillRect(0, 0, gameSize.width, gameSize.height);
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screen.font = "55px Lucida Console";
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screen.textAlign = "center";
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screen.fillStyle = "white";
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screen.fillText("You lost", gameSize.width / 2, gameSize.height / 2);
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screen.font = "20px Lucida Console";
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screen.fillText("Points: " + kills, gameSize.width / 2, gameSize.height / 2 + 30);
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} else {
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screen.clearRect(0, 0, gameSize.width, gameSize.height);
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screen.font = "10px Lucida Console";
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screen.textAlign = "right";
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screen.fillText("Points: " + kills, gameSize.width, gameSize.height - 12);
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}
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screen.beginPath();
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var i;
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this.player.draw();
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if (!this.lost)
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for (i = 0; i < this.invaders.length; i++) this.invaders[i].draw();
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for (i = 0; i < this.invaderShots.length; i++) this.invaderShots[i].draw();
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screen.fill();
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},
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invadersBelow: function(invader) {
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return this.invaders.filter(function(b) {
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return Math.abs(invader.coordinates.x - b.coordinates.x) === 0 &&
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b.coordinates.y > invader.coordinates.y;
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}).length > 0;
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}
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};
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// Invaders
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// --------
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var Invader = function(coordinates) {
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this.active = true;
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this.coordinates = coordinates;
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this.size = {
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width: invaderSize,
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height: invaderSize
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};
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this.patrolX = 0;
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this.speedX = invaderSpeed;
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};
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Invader.prototype = {
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update: function() {
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if (Math.random() > invaderAttackRate && !game.invadersBelow(this)) {
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var projectile = new Projectile({
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x: this.coordinates.x + this.size.width / 2,
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y: this.coordinates.y + this.size.height - 5
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}, {
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x: 0,
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y: 2
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});
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game.invaderShots.push(projectile);
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}
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},
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draw: function() {
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if (this.active) screen.drawImage(invaderCanvas, this.coordinates.x, this.coordinates.y);
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},
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move: function() {
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if (this.patrolX < 0 || this.patrolX > 100) {
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this.speedX = -this.speedX;
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this.patrolX += this.speedX;
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this.coordinates.y += this.size.height;
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if (this.coordinates.y + this.size.height * 2 > gameSize.height) game.lost = true;
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} else {
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this.coordinates.x += this.speedX;
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this.patrolX += this.speedX;
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}
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},
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destroy: function() {
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this.active = false;
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kills += 1;
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}
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};
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// Player
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// ------
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var Player = function() {
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this.active = true;
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this.size = {
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width: 16,
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height: 8
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};
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this.shooterHeat = -3;
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this.coordinates = {
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x: gameSize.width / 2 - (this.size.width / 2) | 0,
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y: gameSize.height - this.size.height * 2
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};
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this.projectile = [];
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this.keyboarder = new KeyController();
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};
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Player.prototype = {
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update: function() {
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for (var i = 0; i < this.projectile.length; i++) this.projectile[i].update();
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this.projectile = this.projectile.filter(function(projectile) {
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return projectile.active;
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});
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if (!this.active) return;
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if (this.keyboarder.isDown(this.keyboarder.KEYS.LEFT) && this.coordinates.x > 0) this.coordinates.x -= 2;
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else if (this.keyboarder.isDown(this.keyboarder.KEYS.RIGHT) && this.coordinates.x < gameSize.width - this.size.width) this.coordinates.x += 2;
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if (this.keyboarder.isDown(this.keyboarder.KEYS.Space)) {
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this.shooterHeat += 1;
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if (this.shooterHeat < 0) {
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var projectile = new Projectile({
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x: this.coordinates.x + this.size.width / 2 - 1,
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y: this.coordinates.y - 1
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}, {
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x: 0,
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y: -7
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});
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this.projectile.push(projectile);
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} else if (this.shooterHeat > 12) this.shooterHeat = -3;
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} else {
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this.shooterHeat = -3;
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}
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},
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draw: function() {
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if (this.active) {
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screen.rect(this.coordinates.x, this.coordinates.y, this.size.width, this.size.height);
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screen.rect(this.coordinates.x - 2, this.coordinates.y + 2, 20, 6);
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screen.rect(this.coordinates.x + 6, this.coordinates.y - 4, 4, 4);
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}
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for (var i = 0; i < this.projectile.length; i++) this.projectile[i].draw();
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},
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destroy: function() {
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this.active = false;
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game.lost = true;
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}
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};
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// Projectile
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// ------
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var Projectile = function(coordinates, velocity) {
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this.active = true;
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this.coordinates = coordinates;
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this.size = {
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width: 3,
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height: 3
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};
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this.velocity = velocity;
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};
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Projectile.prototype = {
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update: function() {
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this.coordinates.x += this.velocity.x;
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this.coordinates.y += this.velocity.y;
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if (this.coordinates.y > gameSize.height || this.coordinates.y < 0) this.active = false;
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},
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draw: function() {
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if (this.active) screen.rect(this.coordinates.x, this.coordinates.y, this.size.width, this.size.height);
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}
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};
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// Keyboard input tracking
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// -----------------------
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var KeyController = function() {
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this.KEYS = {
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LEFT: 37,
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RIGHT: 39,
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Space: 32
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};
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var keyCode = [37, 39, 32];
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var keyState = {};
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var counter;
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window.addEventListener('keydown', function(e) {
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for (counter = 0; counter < keyCode.length; counter++)
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if (keyCode[counter] == e.keyCode) {
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keyState[e.keyCode] = true;
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e.preventDefault();
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}
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});
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window.addEventListener('keyup', function(e) {
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for (counter = 0; counter < keyCode.length; counter++)
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if (keyCode[counter] == e.keyCode) {
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keyState[e.keyCode] = false;
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e.preventDefault();
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}
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});
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this.isDown = function(keyCode) {
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return keyState[keyCode] === true;
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};
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};
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// Other functions
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// ---------------
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function collides(a, b) {
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return a.coordinates.x < b.coordinates.x + b.size.width &&
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a.coordinates.x + a.size.width > b.coordinates.x &&
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a.coordinates.y < b.coordinates.y + b.size.height &&
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a.coordinates.y + a.size.height > b.coordinates.y;
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}
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function getPixelRow(rowRaw) {
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var textRow = [],
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placer = 0,
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row = Math.floor(rowRaw / invaderMultiplier);
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if (row >= blocks.length) return [];
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for (var i = 0; i < blocks[row].length; i++) {
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var tmpContent = blocks[row][i] * invaderMultiplier;
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for (var j = 0; j < invaderMultiplier; j++) textRow[placer + j] = tmpContent + j;
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placer += invaderMultiplier;
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}
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return textRow;
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}
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// Write Text
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// -----------
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function createInvaders() {
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var invaders = [];
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var i = blocks.length * invaderMultiplier;
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while (i--) {
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var j = getPixelRow(i);
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for (var k = 0; k < j.length; k++) {
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invaders.push(new Invader({
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x: j[k] * invaderSize,
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y: i * invaderSize
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}));
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}
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}
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return invaders;
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}
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// Start game
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// ----------
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window.addEventListener('load', function() {
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var invaderAsset = new Image;
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invaderAsset.onload = function() {
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invaderCanvas = document.createElement('canvas');
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invaderCanvas.width = invaderSize;
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invaderCanvas.height = invaderSize;
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invaderCanvas.getContext("2d").drawImage(invaderAsset, 0, 0);
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// Game Creation
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canvas = document.getElementById("space-invaders");
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screen = canvas.getContext('2d');
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initGameStart();
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loop();
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};
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invaderAsset.src = "//stillh.art/project/spaceInvaders/invader.gif";
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});
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window.addEventListener('resize', function() {
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initGameStart();
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});
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document.getElementById('restart').addEventListener('click', function() {
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initGameStart();
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});
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function initGameStart() {
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if (window.innerWidth > 1200) {
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screen.canvas.width = 1200;
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screen.canvas.height = 500;
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gameSize = {
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width: 1200,
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height: 500
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};
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invaderMultiplier = 3;
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initialOffsetInvader = 420;
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} else if (window.innerWidth > 800) {
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screen.canvas.width = 900;
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screen.canvas.height = 600;
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gameSize = {
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width: 900,
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height: 600
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};
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invaderMultiplier = 2;
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initialOffsetInvader = 280;
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} else {
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screen.canvas.width = 600;
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screen.canvas.height = 300;
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gameSize = {
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width: 600,
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height: 300
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};
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invaderMultiplier = 1;
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initialOffsetInvader = 140;
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}
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kills = 0;
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invaderAttackRate = 0.999;
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invaderSpeed = 20;
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spawnDelayCounter = invaderSpawnDelay;
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game = new Game();
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}
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function loop() {
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game.update();
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game.draw();
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requestAnimationFrame(loop);
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}
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})();
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6
Invaders/style.css
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6
Invaders/style.css
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.center{text-align:center}
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#space-invaders {
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margin: 0 auto;
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display: block;
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background: white
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}
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Reference in New Issue
Block a user