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game.js
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game.js
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// SELECT CVS
const cvs = document.getElementById("bird");
const ctx = cvs.getContext("2d");
// GAME VARS AND CONSTS
let frames = 0;
const DEGREE = Math.PI/180;
// LOAD SPRITE IMAGE
const sprite = new Image();
sprite.src = "img/sprite.png";
// LOAD SOUNDS
const SCORE_S = new Audio();
SCORE_S.src = "audio/sfx_point.wav";
const FLAP = new Audio();
FLAP.src = "audio/sfx_flap.wav";
const HIT = new Audio();
HIT.src = "audio/sfx_hit.wav";
const SWOOSHING = new Audio();
SWOOSHING.src = "audio/sfx_swooshing.wav";
const DIE = new Audio();
DIE.src = "audio/sfx_die.wav";
// GAME STATE
const state = {
current : 0,
getReady : 0,
game : 1,
over : 2
}
// START BUTTON COORD
const startBtn = {
x : 120,
y : 263,
w : 83,
h : 29
}
// CONTROL THE GAME
cvs.addEventListener("click", function(evt){
switch(state.current){
case state.getReady:
state.current = state.game;
SWOOSHING.play();
break;
case state.game:
if(bird.y - bird.radius <= 0) return;
bird.flap();
FLAP.play();
break;
case state.over:
let rect = cvs.getBoundingClientRect();
let clickX = evt.clientX - rect.left;
let clickY = evt.clientY - rect.top;
// CHECK IF WE CLICK ON THE START BUTTON
if(clickX >= startBtn.x && clickX <= startBtn.x + startBtn.w && clickY >= startBtn.y && clickY <= startBtn.y + startBtn.h){
pipes.reset();
bird.speedReset();
score.reset();
state.current = state.getReady;
}
break;
}
});
document.addEventListener("keydown", function(event) {
if (event.keyCode === 32) { // Space bar
switch (state.current) {
case state.getReady:
state.current = state.game;
SWOOSHING.play();
break;
case state.game:
bird.flap();
FLAP.play();
break;
case state.over:
pipes.reset();
bird.speedReset();
score.reset();
state.current = state.getReady;
break;
}
}
});
// BACKGROUND
const bg = {
sX : 0,
sY : 0,
w : 275,
h : 226,
x : 0,
y : cvs.height - 226,
draw : function(){
ctx.drawImage(sprite, this.sX, this.sY, this.w, this.h, this.x, this.y, this.w, this.h);
ctx.drawImage(sprite, this.sX, this.sY, this.w, this.h, this.x + this.w, this.y, this.w, this.h);
}
}
// FOREGROUND
const fg = {
sX: 276,
sY: 0,
w: 224,
h: 112,
x: 0,
y: cvs.height - 112,
dx : 2,
draw : function(){
ctx.drawImage(sprite, this.sX, this.sY, this.w, this.h, this.x, this.y, this.w, this.h);
ctx.drawImage(sprite, this.sX, this.sY, this.w, this.h, this.x + this.w, this.y, this.w, this.h);
},
update: function(){
if(state.current == state.game){
this.x = (this.x - this.dx)%(this.w/2);
}
}
}
// BIRD
const bird = {
animation : [
{sX: 276, sY : 112},
{sX: 276, sY : 139},
{sX: 276, sY : 164},
{sX: 276, sY : 139}
],
x : 50,
y : 150,
w : 34,
h : 26,
radius : 12,
frame : 0,
gravity : 0.25,
jump : 4.6,
speed : 0,
rotation : 0,
draw : function(){
let bird = this.animation[this.frame];
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.rotation);
ctx.drawImage(sprite, bird.sX, bird.sY, this.w, this.h,- this.w/2, - this.h/2, this.w, this.h);
ctx.restore();
},
flap: function() {
if (this.y - this.radius > 0) {
this.speed = -this.jump;
}
},
update: function(){
// IF THE GAME STATE IS GET READY STATE, THE BIRD MUST FLAP SLOWLY
this.period = state.current == state.getReady ? 10 : 5;
// WE INCREMENT THE FRAME BY 1, EACH PERIOD
this.frame += frames%this.period == 0 ? 1 : 0;
// FRAME GOES FROM 0 To 4, THEN AGAIN TO 0
this.frame = this.frame%this.animation.length;
if(state.current == state.getReady){
this.y = 150; // RESET POSITION OF THE BIRD AFTER GAME OVER
this.rotation = 0 * DEGREE;
}else{
this.speed += this.gravity;
this.y += this.speed;
if(this.y + this.h/2 >= cvs.height - fg.h){
this.y = cvs.height - fg.h - this.h/2;
if(state.current == state.game){
state.current = state.over;
DIE.play();
}
}
// IF THE SPEED IS GREATER THAN THE JUMP MEANS THE BIRD IS FALLING DOWN
if(this.speed >= this.jump){
this.rotation = 90 * DEGREE;
this.frame = 1;
}else{
this.rotation = -25 * DEGREE;
}
}
},
speedReset : function(){
this.speed = 0;
}
}
// GET READY MESSAGE
const getReady = {
sX : 0,
sY : 228,
w : 173,
h : 152,
x : cvs.width/2 - 173/2,
y : 80,
draw: function(){
if(state.current == state.getReady){
ctx.drawImage(sprite, this.sX, this.sY, this.w, this.h, this.x, this.y, this.w, this.h);
}
}
}
// GAME OVER MESSAGE
const gameOver = {
sX : 175,
sY : 228,
w : 225,
h : 202,
x : cvs.width/2 - 225/2,
y : 90,
draw: function(){
if(state.current == state.over){
ctx.drawImage(sprite, this.sX, this.sY, this.w, this.h, this.x, this.y, this.w, this.h);
}
}
}
// PIPES
const pipes = {
position : [],
top : {
sX : 553,
sY : 0
},
bottom:{
sX : 502,
sY : 0
},
w : 53,
h : 400,
gap : 85,
maxYPos : -150,
dx : 2,
draw : function(){
for(let i = 0; i < this.position.length; i++){
let p = this.position[i];
let topYPos = p.y;
let bottomYPos = p.y + this.h + this.gap;
// top pipe
ctx.drawImage(sprite, this.top.sX, this.top.sY, this.w, this.h, p.x, topYPos, this.w, this.h);
// bottom pipe
ctx.drawImage(sprite, this.bottom.sX, this.bottom.sY, this.w, this.h, p.x, bottomYPos, this.w, this.h);
}
},
update: function(){
if(state.current !== state.game) return;
if(frames%100 == 0){
this.position.push({
x : cvs.width,
y : this.maxYPos * ( Math.random() + 1)
});
}
for(let i = 0; i < this.position.length; i++){
let p = this.position[i];
let bottomPipeYPos = p.y + this.h + this.gap;
// COLLISION DETECTION
// TOP PIPE
if(bird.x + bird.radius > p.x && bird.x - bird.radius < p.x + this.w && bird.y + bird.radius > p.y && bird.y - bird.radius < p.y + this.h){
state.current = state.over;
HIT.play();
}
// BOTTOM PIPE
if(bird.x + bird.radius > p.x && bird.x - bird.radius < p.x + this.w && bird.y + bird.radius > bottomPipeYPos && bird.y - bird.radius < bottomPipeYPos + this.h){
state.current = state.over;
HIT.play();
}
// MOVE THE PIPES TO THE LEFT
p.x -= this.dx;
// if the pipes go beyond canvas, we delete them from the array
if(p.x + this.w <= 0){
this.position.shift();
score.value += 1;
SCORE_S.play();
score.best = Math.max(score.value, score.best);
localStorage.setItem("best", score.best);
}
}
},
reset : function(){
this.position = [];
}
}
// SCORE
const score= {
best : parseInt(localStorage.getItem("best")) || 0,
value : 0,
draw : function(){
ctx.fillStyle = "#FFF";
ctx.strokeStyle = "#000";
if(state.current == state.game){
ctx.lineWidth = 2;
ctx.font = "35px Teko";
ctx.fillText(this.value, cvs.width/2, 50);
ctx.strokeText(this.value, cvs.width/2, 50);
}else if(state.current == state.over){
// SCORE VALUE
ctx.font = "25px Teko";
ctx.fillText(this.value, 225, 186);
ctx.strokeText(this.value, 225, 186);
// BEST SCORE
ctx.fillText(this.best, 225, 228);
ctx.strokeText(this.best, 225, 228);
}
},
reset : function(){
this.value = 0;
}
}
// DRAW
function draw(){
ctx.fillStyle = "#70c5ce";
ctx.fillRect(0, 0, cvs.width, cvs.height);
bg.draw();
pipes.draw();
fg.draw();
bird.draw();
getReady.draw();
gameOver.draw();
score.draw();
}
// UPDATE
function update(){
bird.update();
fg.update();
pipes.update();
}
// LOOP
function loop(){
update();
draw();
frames++;
requestAnimationFrame(loop);
}
loop();