You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
Web-Dev-For-Beginners/6-space-game/solution/app.js

455 lines
11 KiB

// @ts-check
class EventEmitter {
constructor() {
this.listeners = {};
}
on(message, listener) {
if (!this.listeners[message]) {
this.listeners[message] = [];
}
this.listeners[message].push(listener);
}
emit(message, payload = null) {
if (this.listeners[message]) {
this.listeners[message].forEach((l) => l(message, payload));
}
}
}
class GameObject {
constructor(x, y) {
this.x = x;
this.y = y;
this.dead = false;
this.type = '';
this.width = 0;
this.height = 0;
this.img = undefined;
}
draw(ctx) {
ctx.drawImage(this.img, this.x, this.y, this.width, this.height);
}
rectFromGameObject() {
return {
top: this.y,
left: this.x,
bottom: this.y + this.height,
right: this.x + this.width,
};
}
}
class Hero extends GameObject {
constructor(x, y) {
super(x, y);
(this.width = 99), (this.height = 75);
this.type = 'Hero';
this.speed = { x: 0, y: 0 };
}
}
class Laser extends GameObject {
constructor(x, y) {
super(x, y);
this.width = 9;
this.height = 33;
this.type = 'Laser';
let id = setInterval(() => {
if (!this.dead) {
this.y = this.y > 0 ? this.y - 20 : this.y;
if (this.y <= 0) {
this.dead = true;
}
} else {
clearInterval(id);
}
}, 100);
}
}
class Explosion extends GameObject {
constructor(x, y, img) {
super(x, y);
this.img = img;
this.type = 'Explosion';
(this.width = 56 * 2), (this.height = 54 * 2);
setTimeout(() => {
this.dead = true;
}, 300);
}
}
class Monster extends GameObject {
constructor(x, y) {
super(x, y);
this.type = 'Monster';
(this.width = 98), (this.height = 50);
let id = setInterval(() => {
if (!this.dead) {
this.y = this.y < HEIGHT ? this.y + 30 : this.y;
if (this.y >= HEIGHT - this.height) {
this.dead = true;
eventEmitter.emit('MONSTER_OUT_OF_BOUNDS');
}
} else {
clearInterval(id);
}
}, 1500);
}
}
const Messages = {
MONSTER_OUT_OF_BOUNDS: 'MONSTER_OUT_OF_BOUNDS',
HERO_SPEED_LEFT: 'HERO_MOVING_LEFT',
HERO_SPEED_RIGHT: 'HERO_MOVING_RIGHT',
HERO_SPEED_ZERO: 'HERO_SPEED_ZERO',
HERO_FIRE: 'HERO_FIRE',
GAME_END_LOSS: 'GAME_END_LOSS',
GAME_END_WIN: 'GAME_END_WIN',
COLLISION_MONSTER_LASER: 'COLLISION_MONSTER_LASER',
COLLISION_MONSTER_HERO: 'COLLISION_MONSTER_HERO',
KEY_EVENT_UP: 'KEY_EVENT_UP',
KEY_EVENT_DOWN: 'KEY_EVENT_DOWN',
KEY_EVENT_LEFT: 'KEY_EVENT_LEFT',
KEY_EVENT_RIGHT: 'KEY_EVENT_RIGHT',
GAME_START: 'GAME_START',
};
class Game {
constructor() {
this.points = 0;
this.life = 3;
this.end = false;
this.ready = false;
eventEmitter.on(Messages.MONSTER_OUT_OF_BOUNDS, () => {
hero.dead = true;
});
eventEmitter.on(Messages.HERO_SPEED_LEFT, () => {
hero.speed.x = -10;
hero.img = heroImgLeft;
});
eventEmitter.on(Messages.HERO_SPEED_RIGHT, () => {
hero.speed.x = 10;
hero.img = heroImgRight;
});
eventEmitter.on(Messages.HERO_SPEED_ZERO, () => {
hero.speed = { x: 0, y: 0 };
if (game.life === 3) {
hero.img = heroImg;
} else {
hero.img = heroImgDamaged;
}
});
eventEmitter.on(Messages.HERO_FIRE, () => {
if (coolDown === 0) {
let l = new Laser(hero.x + 45, hero.y - 30);
l.img = laserRedImg;
gameObjects.push(l);
cooling();
}
});
eventEmitter.on(Messages.GAME_END_LOSS, (_, gameLoopId) => {
game.end = true;
displayMessage('You died... - Press [Enter] to start the game Captain Pew Pew');
clearInterval(gameLoopId);
});
eventEmitter.on(Messages.GAME_END_WIN, (_, gameLoopId) => {
game.end = true;
displayMessage('Victory!!! Pew Pew... - Press [Enter] to start a new game Captain Pew Pew', 'green');
clearInterval(gameLoopId);
});
eventEmitter.on(Messages.COLLISION_MONSTER_LASER, (_, { first: laser, second: monster }) => {
laser.dead = true;
monster.dead = true;
this.points += 100;
gameObjects.push(new Explosion(monster.x, monster.y, laserRedShot));
});
eventEmitter.on(Messages.COLLISION_MONSTER_HERO, (_, { monster: m, id }) => {
game.life--;
if (game.life === 0) {
hero.dead = true;
eventEmitter.emit(Messages.GAME_END_LOSS, id);
gameObjects.push(new Explosion(hero.x, hero.y, laserGreenShot));
}
hero.img = heroImgDamaged;
m.dead = true;
gameObjects.push(new Explosion(m.x, m.y, laserRedShot));
});
eventEmitter.on(Messages.KEY_EVENT_UP, () => {
hero.y = hero.y > 0 ? hero.y - 5 : hero.y;
});
eventEmitter.on(Messages.KEY_EVENT_DOWN, () => {
hero.y = hero.y < HEIGHT ? hero.y + 5 : hero.y;
});
eventEmitter.on(Messages.KEY_EVENT_LEFT, () => {
hero.x = hero.x > 0 ? hero.x - 10 : hero.x;
});
eventEmitter.on(Messages.KEY_EVENT_RIGHT, () => {
hero.x = hero.x < WIDTH ? hero.x + 10 : hero.x;
});
eventEmitter.on(Messages.GAME_START, () => {
if (game.ready && game.end) {
// assets loaded
runGame();
}
});
}
}
const eventEmitter = new EventEmitter();
const hero = new Hero(0, 0);
const WIDTH = 1024;
const HEIGHT = 768;
let gameObjects = [];
let laserRedImg;
let laserRedShot;
let laserGreenShot;
let canvas;
let ctx;
let heroImg;
let heroImgLeft;
let heroImgRight;
let heroImgDamaged;
let lifeImg;
let monsterImg;
let coolDown = 0;
const game = new Game();
function loadTexture(path) {
return new Promise((resolve) => {
const img = new Image();
img.src = path;
img.onload = () => {
resolve(img);
};
});
}
function rectFromGameObject(go) {
return {
top: go.y,
left: go.x,
bottom: go.y + go.height,
right: go.x + go.width,
};
}
function intersectRect(r1, r2) {
return !(r2.left > r1.right || r2.right < r1.left || r2.top > r1.bottom || r2.bottom < r1.top);
}
function draw(ctx, objects) {
objects.forEach((obj) => {
obj.draw(ctx);
});
}
let onKeyDown = function (e) {
console.log(e.keyCode);
switch (e.keyCode) {
case 37:
case 39:
case 38:
case 40: // Arrow keys
case 32:
e.preventDefault();
break; // Space
default:
break; // do not block other keys
}
};
window.addEventListener('keydown', onKeyDown);
window.addEventListener('keydown', (e) => {
switch (e.keyCode) {
case 37:
// if left
eventEmitter.emit(Messages.HERO_SPEED_LEFT);
break;
case 39:
eventEmitter.emit(Messages.HERO_SPEED_RIGHT);
break;
}
});
// TODO make message driven
window.addEventListener('keyup', (evt) => {
eventEmitter.emit(Messages.HERO_SPEED_ZERO);
if (evt.key === 'ArrowUp') {
eventEmitter.emit(Messages.KEY_EVENT_UP);
} else if (evt.key === 'ArrowDown') {
eventEmitter.emit(Messages.KEY_EVENT_DOWN);
} else if (evt.key === 'ArrowLeft') {
eventEmitter.emit(Messages.KEY_EVENT_LEFT);
} else if (evt.key === 'ArrowRight') {
eventEmitter.emit(Messages.KEY_EVENT_RIGHT);
} else if (evt.keyCode === 32) {
// space
eventEmitter.emit(Messages.HERO_FIRE);
} else if (evt.key === 'Enter') {
eventEmitter.emit(Messages.GAME_START);
}
});
function cooling() {
coolDown = 500;
let id = setInterval(() => {
coolDown -= 100;
if (coolDown === 0) {
clearInterval(id);
}
}, 100);
}
function displayGameScore(message) {
ctx.font = '30px Arial';
ctx.fillStyle = 'red';
ctx.textAlign = 'right';
ctx.fillText(message, canvas.width - 90, canvas.height - 30);
}
function displayLife() {
// should show tree ships.. 94 * 3
const START_X = canvas.width - 150 - 30;
for (let i = 0; i < game.life; i++) {
ctx.drawImage(lifeImg, START_X + (i + 1) * 35, canvas.height - 90);
}
}
function displayMessage(message, color = 'red') {
ctx.font = '30px Arial';
ctx.fillStyle = color;
ctx.textAlign = 'center';
ctx.fillText(message, canvas.width / 2, canvas.height / 2);
}
function createMonsters(monsterImg) {
// 98 * 5 canvas.width - (98*5 /2)
const MONSTER_TOTAL = 5;
const MONSTER_WIDTH = MONSTER_TOTAL * 98;
const START_X = (canvas.width - MONSTER_WIDTH) / 2;
const STOP_X = START_X + MONSTER_WIDTH;
for (let x = START_X; x < STOP_X; x += 98) {
for (let y = 0; y < 50 * 5; y += 50) {
gameObjects.push(new Monster(x, y));
}
}
gameObjects.forEach((go) => {
go.img = monsterImg;
});
}
function createHero(heroImg) {
hero.dead = false;
hero.img = heroImg;
hero.y = (canvas.height / 4) * 3;
hero.x = canvas.width / 2;
gameObjects.push(hero);
}
function checkGameState(gameLoopId) {
const monsters = gameObjects.filter((go) => go.type === 'Monster');
if (hero.dead) {
eventEmitter.emit(Messages.GAME_END_LOSS, gameLoopId);
} else if (monsters.length === 0) {
eventEmitter.emit(Messages.GAME_END_WIN);
}
// update hero position
if (hero.speed.x !== 0) {
hero.x += hero.speed.x;
}
const lasers = gameObjects.filter((go) => go.type === 'Laser');
// laser hit something
lasers.forEach((l) => {
monsters.forEach((m) => {
if (intersectRect(l.rectFromGameObject(), m.rectFromGameObject())) {
eventEmitter.emit(Messages.COLLISION_MONSTER_LASER, {
first: l,
second: m,
});
}
});
});
// hero hit monster
monsters.forEach((m) => {
if (intersectRect(m.rectFromGameObject(), hero.rectFromGameObject())) {
eventEmitter.emit(Messages.COLLISION_MONSTER_HERO, { monster: m, id: gameLoopId });
}
});
gameObjects = gameObjects.filter((go) => !go.dead);
}
function runGame() {
gameObjects = [];
game.life = 3;
game.points = 0;
game.end = false;
createMonsters(monsterImg);
createHero(heroImg);
let gameLoopId = setInterval(() => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = 'black';
ctx.fillRect(0, 0, canvas.width, canvas.height);
displayGameScore('Score: ' + game.points);
displayLife();
checkGameState(gameLoopId);
draw(ctx, gameObjects);
}, 100);
}
window.onload = async () => {
canvas = document.getElementById('myCanvas');
ctx = canvas.getContext('2d');
heroImg = await loadTexture('spaceArt/png/player.png');
heroImgLeft = await loadTexture('spaceArt/png/playerLeft.png');
heroImgRight = await loadTexture('spaceArt/png/playerRight.png');
heroImgDamaged = await loadTexture('spaceArt/png/playerDamaged.png');
monsterImg = await loadTexture('spaceArt/png/enemyShip.png');
laserRedImg = await loadTexture('spaceArt/png/laserRed.png');
laserRedShot = await loadTexture('spaceArt/png/laserRedShot.png');
laserGreenShot = await loadTexture('spaceArt/png/laserGreenShot.png');
lifeImg = await loadTexture('spaceArt/png/life.png');
game.ready = true;
game.end = true;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = 'black';
ctx.fillRect(0, 0, canvas.width, canvas.height);
displayMessage('Press [Enter] to start the game Captain Pew Pew', 'blue');
// CHECK draw 5 * 5 monsters
// CHECK move monsters down 1 step per 0.5 second
// CHECK if monster collide with hero, destroy both, display loose text
// CHECK if monster reach MAX, destroy hero, loose text
// TODO add explosion when laser hits monster, should render for <=300ms
// TODO add specific texture when moving left or right
// TODO take damage when a meteor moves into you
// TODO add meteor, meteors can damage ships
// TODO add UFO after all monsters are down, UFO can fire back
// TODO start random green laser from an enemy and have it go to HEIGHT, if collide with hero then deduct point
// CHECK draw bullet
// CHECK , bullet should be destroyed at top
// CHECK space should produce bullet, bullet should move 2 step per second
// CHECK if bullet collide with monster, destroy both
// CHECK if bullet rect intersect with monster rect then it is colliding..
};