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index.html
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<html>
<head>
<title>Lost Sanity</title>
<style>
canvas {
left: 0;
top: 0;
margin: 0;
padding: 0;
overflow: hidden;
},
html {
margin: 0;
padding: 0;
overflow: hidden;
},
body {
margin: 0;
padding: 0;
overflow: hidden;
font-family: Consolas, monaco, monospace;
font-weight: normal;
text-align: left;
cursor: default;
width: 100%;
height: 100%;
margin: 0px;
border: 0;
overflow: hidden; /* Disable scrollbars */
display: block; /* No floating content on sides */
position:absolute;
left:0px;
top:0px;
}
body {
background: #181818;
}
#container {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100vh;
}
#menu.main {
//background-image: url('imgs/menu-bg.png');
}
#main {
display: none;
height: 60%;
overflow: auto;
margin: auto;
position: absolute;
top: 0; left: 0; bottom: 0; right: 0;
}
#main h1 {
color: white;
text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;
}
.button {
display: block;
width: 150px;
margin: 0 auto;
height: 30px;
line-height: 30px;
border: 1px solid #AA2666;
color: white;
font-weight: bold;
text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 1px 1px 0 #000;
background-color: #FB1886;
background-image: -webkit-linear-gradient(bottom, #FB1886 0%, #B30D5D 100%);
background-image: linear-gradient(to bottom, #FB1886 0%, #B30D5D 100%);
border-radius: 5px;
}
.button:hover {
background-color: #B30D5D;
background-image: -webkit-linear-gradient(bottom, #B30D5D 0%, #FB1886 100%);
background-image: linear-gradient(to bottom, #B30D5D 0%, #FB1886 100%);
}
</style>
</head>
<body>
<div class="wrapper">
<div id="menu" class="main">
<div id="main">
<h1>Kandi Runner</h1>
<ul>
<li><a href="#" class="button play">Start Game</a></li>
<li><a href="#" class="button credits">Credits</a></li>
</ul>
</div>
</div>
<canvas id="canvas" style="border:1px solid #000000;">
<p>You're browser does not support the required functionality to play this game.</p>
</canvas>
</div>
<script src="jsfxr.min.js"></script>
<script>
var main = document.getElementById('main');
/**
* Hide element
*/
function hide(el) {
el.style.display = 'hide';
}
/**
* Show element
*/
function show(el) {
el.style.display = 'block';
}
/**
* Show the main menu after loading all assets
*/
function mainMenu() {
show(main);
}
/**
* Click handlers for the different menu screens
*/
document.querySelectorAll('.play')[0].addEventListener('click', function() {
hide(main);
startGame();
});
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
ctx.font = '30px Arial';
var HEIGHT = canvas.height = window.innerHeight;
var WIDTH = canvas.width = window.innerWidth;
var timeWhenGameStarted = Date.now(); //return time in ms
var frameCount = 0;
var score = 0;
var coin = 0;
var paused = false;
var player;
var planet;
var shipList = {}; // sub-object WarShip
var upgradeList = {};
var bulletList = {};
var Timer = 0; // counts second
var Sound = {};
{ // Sound Scope
Sound.playerS = jsfxr([2,,0.18,,,0.75,,-0.48,,0.32,0.41,0.02,,,-1,,0.58,,0.79,,1,,,0.25]);
Sound.player = new Audio();
Sound.player.src = Sound.playerS;
Sound.fireS = jsfxr([0,,0.1812,,0.1349,0.4524,,0.2365,,,,,,0.0819,,,,,1,,,,,0.5]);
Sound.fire = new Audio();
Sound.fire.src = Sound.fireS;
Sound.fireRS = jsfxr([3,0.0091,0.5358,0.3266,0.4567,0.4399,0.0505,0.009,0.4293,0.0123,0.803,-0.4633,0.0428,0.0262,0.6966,0.8996,0.3956,0.032,0.2701,-0.1372,0.0348,0.0311,-0.0076,0.5]);
Sound.fireR = new Audio();
Sound.fireR.src = Sound.fireRS;
Sound.fireTS = jsfxr([0,,0.0353,,0.2744,0.6011,,-0.4109,,,,,,,,,,,1,,,0.0566,,0.5]);
Sound.fireT = new Audio();
Sound.fireT.src = Sound.fireTS;
Sound.fireES = jsfxr([1,,0.18,0.25,0.38,0.53,0.1,-0.4,-0.02,0.79,0.66,0.02,,,-1,,0.58,,0.79,,1,0.61,,0.25]);
Sound.fireE = new Audio();
Sound.fireE.src = Sound.fireES;
Sound.BG = new Audio();
Sound.hit = new Audio();
Sound.hit1 = new Audio();
Sound.hit2 = new Audio();
Sound.deathS = jsfxr([3,,0.2092,0.4915,0.3525,0.4154,,-0.322,,,,,,,,,0.5946,-0.0566,1,,,,,0.5]);
Sound.death = new Audio();
Sound.death.src = Sound.deathS;
Sound.deathES = jsfxr([3,,0.2558,0.3362,0.3398,0.1153,,-0.3867,,,,,,,,,,,1,,,,,0.5]);
Sound.deathE = new Audio();
Sound.deathE.src = Sound.deathES;
}
var Menu = {
// Properties
menu: document.querySelector("#menu"),
menuHeading: document.querySelector("#menuHead"),
// Define the upgrades here
btnNames: [ "FEC", "MTU" ],
// Methods
toggle: function(){
if (!this.open()) {
//document.querySelector("#mainMenu").className = "hidden";
if (menuType === "main" || typeof menuType === "undefined") {
this.menuHeading.innerHTML = "Nexus overload";
if (!Network.tutorial && document.querySelector("#tutButton").classList.contains("hidden")) {
}
}
}
},
open: function(){
if (this.menu.classList.contains("show")) {
return true;
} else {
return false;
}
}
};
Planet = function(){
var self = Actor('planet','myPlanet',WIDTH/2,HEIGHT/2,30,5,20,20,'blue',10,1);
self.updatePosition = function(){}
var super_update = self.update;
self.update = function(){
super_update();
if(self.hp <= 0){
var timeSurvived = Date.now() - timeWhenGameStarted;
startNewGame();
}
}
}
SpaceShip = function(){
var self = Actor('ship','myId',500,40,30,5,20,20,'blue',10,1);
return self;
}
Player = function(){
var self = Actor('player','myId',50,40,30,5,20,20,'green',10,1);
self.updatePosition = function(){
if(self.pressingRight)
self.x += 10;
if(self.pressingLeft)
self.x -= 10;
if(self.pressingDown)
self.y += 10;
if(self.pressingUp)
self.y -= 10;
//ispositionvalid
if(self.x < self.width/2)
self.x = self.width/2;
if(self.x > WIDTH-self.width/2)
self.x = WIDTH - self.width/2;
if(self.y < self.height/2)
self.y = self.height/2;
if(self.y > HEIGHT - self.height/2)
self.y = HEIGHT - self.height/2;
// Fire sound
//Sound.fireE.play();
}
var super_update = self.update;
self.update = function(){
super_update();
if(self.hp <= 0){
var timeSurvived = Date.now() - timeWhenGameStarted;
console.log("You lost! You survived for " + timeSurvived + " ms.");
startNewGame();
}
}
self.pressingDown = false;
self.pressingUp = false;
self.pressingLeft = false;
self.pressingRight = false;
return self;
}
Player.xp = 1;
Player.timer = 0;
Entity = function(type,id,x,y,spdX,spdY,width,height,color){
var self = {
type:type,
id:id,
x:x,
y:y,
spdX:spdX,
spdY:spdY,
width:width,
height:height,
color:color,
};
self.update = function(){
self.updatePosition();
self.draw();
}
self.draw = function(){
ctx.save();
ctx.fillStyle = self.color;
ctx.fillRect(self.x-self.width/2,self.y-self.height/2,self.width,self.height);
ctx.restore();
}
self.getDistance = function(entity2){ //return distance (number)
var vx = self.x - entity2.x;
var vy = self.y - entity2.y;
return Math.sqrt(vx*vx+vy*vy);
}
self.testCollision = function(entity2){ //return if colliding (true/false)
var rect1 = {
x:self.x-self.width/2,
y:self.y-self.height/2,
width:self.width,
height:self.height,
}
var rect2 = {
x:entity2.x-entity2.width/2,
y:entity2.y-entity2.height/2,
width:entity2.width,
height:entity2.height,
}
return testCollisionRectRect(rect1,rect2);
}
self.updatePosition = function(){
<!-- if(self.type == "shipo"){ -->
<!-- self.x += self.spdX + 50; -->
<!-- self.y += self.spdY + 2; -->
<!-- console.log("shipo"); -->
<!-- }else{ -->
self.x += self.spdX;
self.y += self.spdY;
<!-- } -->
if(self.x < 0 || self.x > WIDTH){
//self.spdX = -self.spdX;
}
if(self.y < 0 || self.y > HEIGHT){
//self.spdY = -self.spdY;
}
}
return self;
}
Actor = function(type,id,x,y,spdX,spdY,width,height,color,hp,atkSpd){
var self = Entity(type,id,x,y,spdX,spdY,width,height,color);
if(self.type == "shipo"){spdX = 20;spdY = 20;} // speed increase
self.hp = hp;
self.hpMax = hp;
self.atkSpd = atkSpd;
self.attackCounter = 0;
self.aimAngle = 0;
var super_update = self.update;
self.update = function(){
super_update();
self.attackCounter += self.atkSpd;
if(self.hp <= 0){
self.onDeath();
}
}
self.onDeath = function(){};
var super_draw = self.draw;
self.draw = function(){
super_draw();
var x = self.x - player.x + WIDTH/2;
var y = self.y - player.y + HEIGHT/2 - self.height/2 - 20;
ctx.save();
ctx.fillStyle = 'red';
var width = 100*self.hp/self.hpMax;
if(width < 0)
width = 0;
ctx.fillRect(self.x-25,self.y-25,width/2,5);
ctx.strokeStyle = 'white';
ctx.strokeRect(self.x-25,self.y-25,100/2,5);
ctx.restore();
}
self.onDeath = function(){
self.toRemove = true;
}
self.performAttack = function(){
if(self.attackCounter > 25){ //every 1 sec
self.attackCounter = 0;
generateBullet(self);
if(self.type === "enemy")
Sound.player.play(); // Enemy shoot sound
if(self.type === "player")
Sound.fireT.play(); // player shoot sound
}
}
self.performSpecialAttack = function(){
if(self.attackCounter > 50){ //every 1 sec
self.attackCounter = 0;
/*
for(var i = 0 ; i < 360; i++){
generateBullet(self,i);
}
*/
generateBullet(self,self.aimAngle - 5);
generateBullet(self,self.aimAngle);
generateBullet(self,self.aimAngle + 5);
}
if(coin >= 5){
coin = coin - 5;
generateBullet(self,self.aimAngle - 5);
generateBullet(self,self.aimAngle);
generateBullet(self,self.aimAngle + 5);
Sound.fireR.play();
}
if(coin >= 6){
coin = coin - 6;
generateBullet(self,self.aimAngle - 5);
generateBullet(self,self.aimAngle);
generateBullet(self,self.aimAngle + 5);
generateBullet(self,self.aimAngle + 10);
}
if(coin >= 7){
coin = coin - 7;
generateBullet(self,self.aimAngle - 10);
generateBullet(self,self.aimAngle - 5);
generateBullet(self,self.aimAngle);
generateBullet(self,self.aimAngle + 5);
generateBullet(self,self.aimAngle + 10);
}
}
return self;
}
//#####
Enemy = function(etype,id,x,y,spdX,spdY,width,height){
var Ehp = 10;
if(etype != null){
if(etype == 1){
Ehp = 20;
if(Player.xp > 100){Ehp=50;}
if(Player.xp > 500){Ehp=100;}
if(Player.xp > 1000){Ehp=150;}
var self = Actor('ship',id,x,y,spdX,spdY,width,height,'blue',20,1);
}
if(etype == 2){
Ehp = 2;
if(Player.xp > 100){Ehp=5;}
if(Player.xp > 500){Ehp=10;}
if(Player.xp > 1000){Ehp=20;}
var self = Actor('shipo',id,x,y,spdX,spdY,width,height,'orange',2,1);
}
}else{
Ehp = 5;
if(Player.xp > 100){Ehp=10;}
if(Player.xp > 500){Ehp=50;}
if(Player.xp > 1000){Ehp=100;}
var self = Actor('enemy',id,x,y,spdX,spdY,width,height,'red',5,1);
}
Enemy.list[id] = self;
var super_update = self.update;
self.update = function(){
super_update();
self.updateAim();
}
self.updateAim = function(){
var diffX = player.x - self.x;
var diffY = player.y - self.y;
self.aimAngle = Math.atan2(diffY,diffX) / Math.PI * 180
}
self.updatePosition = function(){
var diffX = player.x - self.x;
var diffY = player.y - self.y;
if(diffX > 0)
self.x += 0.5;
else
self.x -= 0.5;
if(diffY > 0)
self.y += 0.5;
else
self.y -= 0.5;
}
}
Enemy.list = {};
Enemy.update = function(){
if(frameCount % 100 === 0) //every 4 sec
Enemy.randomlyGenerate();
for(var key in Enemy.list){
Enemy.list[key].update();
}
for(var key in Enemy.list){
if(Enemy.list[key].toRemove)
delete Enemy.list[key];
}
}
Enemy.randomlyGenerate = function(etype){
//Math.random() returns a number between 0 and 1
var etype = etype;
var x = Math.random()*WIDTH;
var y = Math.random()*HEIGHT;
var height = 15;//10 + Math.random()*30; //between 10 and 40
var width = 15;//10 + Math.random()*30;
var id = Math.random();
var spdX = 0;//5 + Math.random() * 5;
var spdY = 0;//5 + Math.random() * 5;
if(etype != undefined){
}
if(Math.random() < 0.5)
Enemy(etype,id,x,y,spdX,spdY,width,height);
else
Enemy(etype,id,x,y,spdX,spdY,width,height);
}
//#####
Upgrade = function (id,x,y,spdX,spdY,width,height,category,color){
var self = Entity('upgrade',id,x,y,spdX,spdY,width,height,color);
var super_update = self.update;
self.category = category;
upgradeList[id] = self;
}
randomlyGenerateUpgrade = function(){
//Math.random() returns a number between 0 and 1
var x = Math.random()*WIDTH;
var y = Math.random()*HEIGHT;
var height = 10;
var width = 10;
var id = Math.random();
var spdX = 0;
var spdY = 0;
var a = Math.random();
if(a<0.4){
var category = 'score';
var color = 'orange';
} else if(a>0.7)
{
var category = 'atkSpd';
var color = 'purple';
} else //if(Math.random()<0.5)
{
var category = 'health';
var color = 'green';
}
Upgrade(id,x,y,spdX,spdY,width,height,category,color);
}
//#####
Bullet = function (id,x,y,spdX,spdY,width,height,combatType){
var self = Entity('bullet',id,x,y,spdX,spdY,width,height,'white');
self.timer = 0;
self.combatType = combatType;
bulletList[id] = self;
}
generateBullet = function(actor,aimOverwrite){
//Math.random() returns a number between 0 and 1
var x = actor.x;
var y = actor.y;
var height = 5;
var width = 5;
var id = Math.random();
var angle;
if(aimOverwrite !== undefined)
angle = aimOverwrite;
else angle = actor.aimAngle;
var spdX = Math.cos(angle/180*Math.PI)*15;
var spdY = Math.sin(angle/180*Math.PI)*15;
Bullet(id,x,y,spdX,spdY,width,height,actor.type);
}
testCollisionRectRect = function(rect1,rect2){
return rect1.x <= rect2.x+rect2.width
&& rect2.x <= rect1.x+rect1.width
&& rect1.y <= rect2.y + rect2.height
&& rect2.y <= rect1.y + rect1.height;
}
// Mouse Click
OMClick = function(mouse) {
var mouseX = mouse.clientX - document.getElementById('canvas').getBoundingClientRect().left;
var mouseY = mouse.clientY - document.getElementById('canvas').getBoundingClientRect().top;
mouseX -= player.x;
mouseY -= player.y;
player.aimAngle = Math.atan2(mouseY,mouseX) / Math.PI * 180;
}
//#####
document.onclick = function(mouse){
OMClick(mouse);
player.performAttack();
}
document.oncontextmenu = function(mouse){
OMClick(mouse);
player.performSpecialAttack();
mouse.preventDefault();
}
document.onmousemove = function(mouse){
OMClick(mouse);
}
document.onkeydown = function(event){
if(event.keyCode === 68) //d
player.pressingRight = true;
else if(event.keyCode === 83) //s
player.pressingDown = true;
else if(event.keyCode === 65) //a
player.pressingLeft = true;
else if(event.keyCode === 87) // w
player.pressingUp = true;
else if(event.keyCode === 80) //p
paused = !paused;
}
document.onkeyup = function(event){
if(event.keyCode === 68) //d
player.pressingRight = false;
else if(event.keyCode === 83) //s
player.pressingDown = false;
else if(event.keyCode === 65) //a
player.pressingLeft = false;
else if(event.keyCode === 87) // w
player.pressingUp = false;
}
var pHXP = Player.xp;
update = function(){
if(paused){
ctx.save();
ctx.fillStyle = "white";
ctx.fillText('Paused',WIDTH/2-50,HEIGHT/2);
ctx.restore();
return;
}
ctx.clearRect(0,0,WIDTH,HEIGHT);
frameCount++;
score++;
if(player.hpMax < player.hp)player.hp = player.hpMax;
//player.atkSpd += 3;
if(frameCount % 25 === 0){ //every 1 sec
Timer += 1;
var tt = Player.timer;
var tf = Player.timer;
//var x = Player.xp;
if(Player.timer == 60){Player.timer=0;}else{Player.timer += 1;}
if(tt == 50){tt=0;Enemy.randomlyGenerate(1);}
if(tf == 10){tf=0;Enemy.randomlyGenerate(2);}
if(tf == 20){tf=0;Enemy.randomlyGenerate();}
// xp based calculation
if(Player.xp < 1000){
if(pHXP >= 100){pHXP=0;player.hpMax += 10;player.hp = player.hpMax;}
else{pHXP++;console.log(pHXP);}
}else{
if(Player.xp > 1000){player.hpMax = 200;player.hp = player.hpMax;}
if(Player.xp > 5000){player.hpMax = 300;player.hp = player.hpMax;}
if(Player.xp > 10000){player.hpMax = 500;player.hp = player.hpMax;}
}
}
if(frameCount % 75 === 0) //every 3 sec
randomlyGenerateUpgrade();
if(frameCount % 100 === 0){ // every 4 sec
ennum = 0;
for(var key in Enemy.list){
ennum++;
}
if(ennum <= 0){ // number of enemy is less than spawn enemy
Enemy.randomlyGenerate();
}
}
for(var key in bulletList){
var b = bulletList[key];
b.update();
var toRemove = false;
b.timer++;
if(b.timer > 75){
toRemove = true;
}
if(b.combatType === 'player'){ //bullet was shot by player
for(var key2 in Enemy.list){
if(b.testCollision(Enemy.list[key2])){
Player.xp += 1;
Enemy.list[key2].hp -= 1;
toRemove = true;
coin += 1;
if(Enemy.list[key2].hp <= 0){
if(Enemy.list[key2].type == 'enemy')
Player.xp += 4;
if(Enemy.list[key2].type == 'shipo')
Player.xp += 10;
if(Enemy.list[key2].type == 'ship')
Player.xp += 100;
delete Enemy.list[key2];
}
}
}
} else if(b.combatType === 'enemy'){
if(b.testCollision(player)){
toRemove = true;
player.hp -= 1;
}
} else if(b.combatType === 'shipo'){ // orange enemy like zombie
if(b.testCollision(player)){
toRemove = true;
player.hp -= 1;
}
} else if(b.combatType === 'ship'){ // blue enemy
if(b.testCollision(player)){
toRemove = true;
player.hp -= 5; // damage points
}
}
if(toRemove){
delete bulletList[key];
}
}
for(var key in upgradeList){
upgradeList[key].update();
var isColliding = player.testCollision(upgradeList[key]);
if(isColliding){
if(upgradeList[key].category === 'score')
score += 1000;
if(upgradeList[key].category === 'atkSpd')
score += 100;//player.atkSpd += 3;
if(upgradeList[key].category === 'health')
if(player.hpMax > player.hp)player.hp += 5;
delete upgradeList[key];
}
}
for(var key in Enemy.list){
Enemy.list[key].update();
if(Enemy.list[key].type == "shipo"){
//Enemy.list[key].performAttack();
var isColliding = Enemy.list[key].testCollision(player);
if(isColliding){
if(frameCount % 100 === 25) // one second
player.hp -= 1;
}
}
if(Enemy.list[key].type == "ship"){
if(Math.random() > 0.8)
Enemy.list[key].performAttack();
}
if(Enemy.list[key].type == "enemy"){
if(Math.random() < 0.4)
Enemy.list[key].performAttack();
}
}
if(Enemy.hp <= 0){
Sound.Edeath.play();
}
if(player.hp <= 0){
var timeSurvived = Date.now() - timeWhenGameStarted;
console.log("You lost! You survived for " + timeSurvived + " ms.");
Sound.death.play();
startNewGame();
}
player.update();
ctx.save();
ctx.font = "12px Arial";
ctx.fillStyle = "blue";
ctx.fillText(" HP:"+player.hp,player.x-15,player.y-10);
ctx.restore();
ctx.save();
ctx.font = "20px Arial";
ctx.fillStyle = "white";
ctx.fillText('Score: ' + score,200,30);
ctx.fillText('Coins: ' + coin,100,30);
ctx.fillText('XP: ' + Player.xp,WIDTH-500,30);
ctx.fillText('Time(MS): ' + Timer,WIDTH-300,30);
//ctx.fillText('Time(P): ' + Player.timer,WIDTH-400,30);
ctx.restore();
}
startNewGame = function(){
player.hp = 10;
timeWhenGameStarted = Date.now();
frameCount = 0;
score = 0;
coin = 0;
Player.xp = 1;
Timer = 0;
Player.timer = 0;
Enemy.list = {};
upgradeList = {};
bulletList = {};
Enemy.randomlyGenerate();
Enemy.randomlyGenerate();
Enemy.randomlyGenerate();
Enemy.randomlyGenerate(1);
Enemy.randomlyGenerate(2);
}
panet = Planet();
player = Player();
startNewGame();
Start = function(){setInterval(update,40);}
Start();
</script>
</body>
</html>