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shooter.js
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shooter.js
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function loadImages(){
// To load custom images as enemy and ship
enemyImage = new Image();
shipImage = new Image();
bulletImage = new Image();
enemyImage.src = "Images/enemy.png";
shipImage.src = "Images/player.png"
bulletImage.src = "Images/bullet.png"
}
function init(){
// document.getElementById('mycanvas') retrieves the canvas element defined in the html file by using its id.
canvas = document.getElementById('mycanvas');
//canvas.width = window.innerWidth;
//canvas.height = window.innerHeight;
console.log(canvas);
gameover = false;
// pen is an object created using the getContext() function.
pen = canvas.getContext('2d'); // 2d is passed to make 2d games in html
W = canvas.width;
H = canvas.height;
prev_counter = 0;
counter = 0;
loadImages();
// ship is the spaceship we are creating.
ship = {
x : 300,
y : H-50,
w : 50,
h : 50,
speed : 25,
bullets : [],
update : function(){
//this.x = this.x + this.speed;
// To test the boundary conditions
//if(this.x >= W-this.w || this.x<=0){
// this.speed *= -1;
//}
},
draw : function(){
// pen.drawImage() is used to load a custom image
pen.drawImage(shipImage,ship.x,ship.y,ship.w,ship.h)
// pen.fillRect() is used to create a rectangle
//pen.fillRect(ship.x,ship.y,ship.w,ship.h) // (10,10) is the co-ordinate of the upper left vertex of rectange. (20,20) = (width,height)
},
shoot : function(){
if(counter-prev_counter>=1){
console.log("Shooting a bullet");
var b = new bullet(this.x + (this.w)/2, this.y,10);
this.bullets.push(b);
prev_counter = counter;
enemies.forEach(function(enemy){
//if(isColliding(this.bullets[this.bullets.length()-1],enemy)){
if(isCollidingWithBullet(b,enemy)){
this.state = "inactive";
console.log("enemy died");
var index = enemies.indexOf(enemy);
enemies.splice(index,1);
}
});
}
}
};
// Listener for events
function buttonGotPressed(e){
if(e.key==" "){
ship.shoot();
}
if(e.key=="ArrowLeft"){
ship.x = ship.x - ship.speed;
if(ship.x<=0){
ship.x= 0;
}
}
if(e.key=="ArrowRight"){
ship.x = ship.x + ship.speed;
if(ship.x >= W-ship.w){
ship.x = W-ship.w;
}
}
}
document.addEventListener('keydown', buttonGotPressed); // When spacebar is pressed, then the ship shoots the bullet
enemies = [];
var e = new enemy(10,20,5);
enemies.push(e);
}
// Class defined for a bullet
function bullet(x,y,speed){
this.x = x;
this.y = y;
this.w = 4;
this.h = 14;
this.state = "active"
this.speed = speed;
this.draw = function(){
//pen.fillStyle = "red"
//pen.fillRect(this.x,this.y,this.w,this.h);
pen.drawImage(bulletImage,this.x,this.y,this.w,this.h);
}
this.update = function(){
this.y -= this.speed;
if(this.y<=0){
this.state = "inactive"
}
}
}
// Class defined for an enemy
function enemy(x,y,speed){
this.x = x;
this.y = y;
this.w = 50;
this.h = 50;
this.state = "active"
this.speed = speed;
this.draw = function(){
pen.drawImage(enemyImage,this.x,this.y,this.w,this.h);
}
this.update = function(){
this.x = this.x + this.speed;
// To test the boundary conditions
if(this.x >= W-this.w || this.x<=0){
this.speed *= -1;
}
this.y++;
if(this.y<=0){
this.state = "inactive"
}
}
}
function draw(){
// In the canvas, towards the right, it is +ve x axis and towards bottom, it is +ve y axis.
//pen.fillStyle = "green" // to fill with green color.
//pen.fillRect(10,10,50,50) // (10,10) is the co-ordinate of the upper left vertex of rectange. (50,50) = (width,height)
//to erase the old screen. Here, we erase the whole screen and redraw it again.
pen.clearRect(0,0,W,H);
pen.fillStyle = "red" // to fill with red color.
//Drawing the ship
ship.draw()
//Drawing the bullets
ship.bullets.forEach(function(bullet){
bullet.draw();
});
//Drawing the enemy
enemies.forEach(function(enemy){
enemy.draw();
});
}
function update(){
ship.update()
ship.bullets.forEach(function(bullet){
bullet.update();
});
enemies.forEach(function(enemy){
enemy.update();
});
// Math.random() generates a random number between 0 and 1.
var no = Math.random();
if(no<0.01){
var x = Math.floor(Math.random()*(W-50));
// multiplied by 100 to generate enemies in the region from 0 to 100px.
var y = Math.floor(Math.random()*100);
var speed = Math.random()*10 +2;
var negative = Math.random();
if(negative<0.5){
speed = -speed;
}
var e = new enemy(x,y,speed);
enemies.push(e);
}
enemies.forEach(function(enemy){
if(isColliding(ship,enemy)){
alert("Game over. Press OK to restart!");
gameover = true;
}
});
}
function isColliding(r1,r2){
var x_axis = Math.abs(r1.x - r2.x)<= Math.max(r1.w,r2.w);
var y_axis = Math.abs(r1.y - r2.y)<= Math.max(r1.h,r2.h);
return x_axis && y_axis;
}
function isCollidingWithBullet(r1,r2){
var x_axis = Math.abs(r1.x - r2.x)<= Math.max(r1.w,r2.w);
var y_axis = Math.abs(r1.y - r2.y)<= Math.max(r1.h,r2.h);
return x_axis || y_axis;
}
// a function to call update() and draw()
function render(){
draw();
update();
console.log("in render");
counter++;
// similar to setInterval()
if(gameover == false){
// similar to setInterval()
window.requestAnimationFrame(render);
}
else{
startGame();
}
}
function startGame(){
init();
render();
}
startGame();