/
boss.js
204 lines (173 loc) · 4.89 KB
/
boss.js
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var score = 0;
const canvas = document.
querySelector('canvas')
canvas.style.zIndex = 0;
const c = canvas.getContext('2d')
canvas.width = innerWidth
canvas.height = innerHeight
class Player {
constructor(x, y, radius, color) {
this.x = x
this.y = y
this.radius = radius
this.color = color
}
draw() {
c.beginPath()
c.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false)
c.fillStyle = this.color
c.fill()
}
}
class Projectile {
constructor(x, y, radius, color, velocity) {
this.x = x
this.y = y
this.radius = radius
this.color = color
this.velocity = velocity
}
draw() {
c.beginPath()
c.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false)
c.fillStyle = this.color
c.fill()
}
update() {
this.draw()
this.x = this.x + this.velocity.x
this.y = this.y + this.velocity.y
}
}
class Enemy {
constructor(x, y, radius, color, velocity) {
this.x = x
this.y = y
this.radius = radius
this.color = color
this.velocity = velocity
}
draw() {
c.beginPath()
c.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false)
c.fillStyle = this.color
c.fill()
}
update() {
this.draw()
this.x = this.x + this.velocity.x
this.y = this.y + this.velocity.y
}
}
const x = canvas.width / 2
const y = canvas.height / 2
const player = new Player(x, y, 20, 'white')
const projectiles = []
const enemies = []
const particles = []
function spawnEnemies () {
setInterval(() => {
const radius = Math.random() * (30 - 10) + 10
let x
let y
if (Math.random() < 0.5) {
x = Math.random() < 0.5 ? 0 - radius : canvas.width + radius
y = Math.random() * canvas.height
} else {
x = Math. random() * canvas.width
y = Math.random() < 0.5 ? 0 - radius : canvas.height + radius
}
const color = `hsl(${Math.random() * 360}, 50%, 50%)`
const angle = Math.atan2(
canvas.height / 2 - y,
canvas.width / 2 - x
)
const velocity = {
x: Math.cos(angle),
y: Math.sin(angle)
}
enemies.push(new Enemy(x, y, radius, color, velocity))
}, 600)
}
let animationId
function animate() {
animationId = requestAnimationFrame(animate)
c.fillStyle = 'rgba(0,0,0,0.1)'
c.fillRect(0, 0, canvas.width, canvas.height)
player.draw()
particles.forEach((particle, index) => {
if (particle.alpha <= 0) {
particles.splice(index, 1)
} else {
particle.update()
}
particle.update()
});
projectiles.forEach((projectile, index) => {
projectile.update()
//remove from the edges of the screen
if (
projectile.x + projectile.radius < 0 ||
projectile.x - projectile.radius > canvas.width ||
projectile.y + projectile.radius < 0 ||
projectile.y - projectile.radius > canvas.height
) {
setTimeout(() => {
projectiles.splice(index, 1)
}, 0)
}
})
enemies.forEach((enemy, index) => {
enemy.update()
const dist = Math.hypot(player.x - enemy.x,
player.y - enemy.y)
//ending the game
if (dist - enemy.radius - player.radius < 1) {
cancelAnimationFrame(animationId)
window.location.href = "lose.html"
}
projectiles.forEach((projectile, projectileIndex) => {
const dist = Math.hypot(projectile.x - enemy.x,
projectile.y - enemy.y)
//when projectiles touch enemy
if (dist - enemy.radius - projectile.radius < 1) {
if (enemy.radius - 10 > 10) {
enemy.radius -= 10
setTimeout(() => {
projectiles.splice(projectileIndex,1)
}, 0)
} else {
setTimeout(() => {
score++;
document.getElementById("scoreText").innerHTML = "Score: " + score;
enemies.splice(index, 1)
projectiles.splice(projectileIndex,1)
if(score >= 50){
window.location.href = "congrats.html"
}
}, 0)
}
}
})
});
}
addEventListener ('click',(event) =>
{
const angle = Math.atan2(
event.clientY - canvas.height / 2,
event.clientX - canvas.width / 2
)
const velocity = {
x: Math.cos(angle) * 5,
y: Math.sin(angle) * 5
}
projectiles.push(new Projectile(
canvas.width / 2,
canvas.height / 2,
5,
'white',
velocity)
)
})
animate()
spawnEnemies()