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game-js.js
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game-js.js
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var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var score=0;
var time=0;
var timePassed=0;
var loops=1;
var startTime = new Date().getTime();
var newEnemyTime = 50;
var difficulty = 0;
var keys=[0,0,0,0];
var highscore = 0;
var highTime = 0;
var speedTime = 0;
var enemies=[];
document.onkeydown = keyDown;
document.onkeyup = keyUp;
function keyDown(e){
switch(e.keyCode) {
case 38: //up
case 87:
keys[0]=1;
break;
case 37: //left
case 65:
keys[1]=1;
break;
case 40: //down
case 83:
keys[2]=1;
break;
case 39: //right
case 68:
keys[3]=1;
break;
default:
break;
}
}
function keyUp(e){
switch(e.keyCode) {
case 87:
case 38:
keys[0]=0;
break;
case 65:
case 37:
keys[1]=0;
break;
case 83:
case 40:
keys[2]=0;
break;
case 68:
case 39:
keys[3]=0;
break;
default:
break;
}
}
function getRandomArbitrary(min, max) {
return Math.random() * (max - min) + min;
}
//stolen code hehehe
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1)) + min;
}
var player = {
x: window.innerWidth/2,
y: window.innerHeight/2,
startx: window.innerWidth/2,
starty: window.innerHeight/2,
colour: "#FF0000",
lineColour: "#000000",
lineWidth: 2,
size: 20,
speed: 2,
drawPlayer: function(){
ctx.fillStyle=this.colour;
ctx.fillRect(this.x - this.size/2, this.y - this.size/2, this.size, this.size);
ctx.lineWidth=this.lineWidth;
ctx.strokeStyle=this.lineColour;
ctx.strokeRect(
this.x - this.size/2 + this.lineWidth/2,
this.y - this.size/2 + this.lineWidth/2,
this.size - this.lineWidth/2,
this.size - this.lineWidth/2
);
}
};
var coin = {
x: window.innerWidth/2 + 100,
y: window.innerHeight/2,
startx: window.innerWidth/2 + 100,
starty: window.innerHeight/2,
colour: "#FFFF00",
lineColour: "#000000",
lineWidth: 2,
radius: 20,
drawcoin: function(){
ctx.fillStyle=this.colour;
//draw circle
ctx.beginPath();
ctx.arc(this.x,this.y,this.radius,0,2*Math.PI);
ctx.fill();
//draw outline
ctx.lineWidth=this.lineWidth;
ctx.strokeStyle=this.lineColour;
ctx.beginPath();
ctx.arc(this.x,this.y,this.radius-this.lineWidth/2,0,2*Math.PI);
ctx.stroke();
},
randomisePosition(){
this.x = getRandomArbitrary(200, c.width-200);
this.y = getRandomArbitrary(200, c.height-200);
}
}
function Enemy() {
this.x = 0;
this.y = 0;
this.speed = 2;
this.colour = "#0000FF";
this.lineColour = "#000000";
this.lineWidth = 2;
this.radius = 10;
//for homing enemies
this.directionx = 0;
this.directiony = 0;
this.time = 0;
this.drawEnemy= function(){
ctx.fillStyle=this.colour;
//draw circle
ctx.beginPath();
ctx.arc(this.x,this.y,this.radius,0,2*Math.PI);
ctx.fill();
//draw outline
ctx.lineWidth=this.lineWidth;
ctx.strokeStyle=this.lineColour;
ctx.beginPath();
ctx.arc(this.x,this.y,this.radius-this.lineWidth/2,0,2*Math.PI);
ctx.stroke();
};
}
var scrollTotal = 0;
var rotate2d = function(x, y , centerx, centery, ang)
{
ang = ang * (Math.PI/180);
x-=centerx;
y-=centery;
return(
[x * Math.cos(ang) - y * Math.sin(ang),
x * Math.sin(ang) + y * Math.cos(ang)]
);
};
function line(x1,y1,x2,y2){
ctx.moveTo(x1,y1);
ctx.lineTo(x2,y2);
ctx.stroke();
}
function distanceBetween(x1,y1,x2,y2){
return(Math.sqrt(Math.pow((x1-x2),2)+Math.pow((y1-y2),2)));
}
function draw(){
c.width = window.innerWidth;
c.height = window.innerHeight;
speedTime++;
timePassed = new Date().getTime()-startTime;
player.x += (keys[3]-keys[1]) * player.speed;
player.y += (keys[2]-keys[0]) * player.speed;
//set boundaries
if(player.x > c.width){
player.x=c.width;
}
if(player.x < 0){
player.x=0;
}
if(player.y > c.height){
player.y=c.height;
}
if(player.y < 0){
player.y=0;
}
player.drawPlayer();
coin.drawcoin();
if(distanceBetween(player.x, player.y, coin.x, coin.y) < player.size/2 + coin.radius+10){
coin.randomisePosition();
score++;
}
var closest = 1000;
for(var i = 0; i<enemies.length; i++){
//move enemies
switch(enemies[i].direction){
case 0:
enemies[i].x += enemies[i].speed;
break;
case 1:
enemies[i].x -= enemies[i].speed;
break;
case 2:
enemies[i].y += enemies[i].speed;
break;
case 3:
enemies[i].y -= enemies[i].speed;
break;
case 4:
if(enemies[i].time > 1000){
enemies[i].x -= enemies[i].directionx;
enemies[i].y -= enemies[i].directiony;
}else{
var xToPlayer = enemies[i].x - player.x;
var yToPlayer = enemies[i].y - player.y;
var divisor = 1 / distanceBetween(enemies[i].x, enemies[i].y, player.x, player.y);
enemies[i].directionx = xToPlayer * divisor;
enemies[i].directiony = yToPlayer * divisor;
enemies[i].x -= enemies[i].directionx;
enemies[i].y -= enemies[i].directiony;
enemies[i].time ++;
}
break;
default:
break;
}
enemies[i].drawEnemy();
if(distanceBetween(player.x, player.y, enemies[i].x, enemies[i].y)<closest){
closest=distanceBetween(player.x, player.y, enemies[i].x, enemies[i].y);
}
if(distanceBetween(player.x, player.y, enemies[i].x, enemies[i].y) < player.size/2 + enemies[i].radius){
if(timePassed > highTime){
highTime = timePassed;
}
if(score > highscore){
highscore = score;
}
startTime = new Date().getTime();
player.x = player.startx;
player.y = player.starty;
coin.x = coin.startx;
coin.y = coin.starty;
enemies = [];
score = 0;
difficulty = 0;
speedTime = 0;
newEnemyTime=50;
keys=[0,0,0,0];
break;
}
//checks if enemies are beyond the boundries
if(enemies[i].x>c.width+100||enemies[i].x<-100||enemies[i].y>c.height+100||enemies[i.y<-100]){
enemies.splice(i, 1);
}
}
//create enemies
if(loops % newEnemyTime == 0){
var newEnemy = new Enemy();
var newDirection = getRandomInt(0, difficulty);
switch(newDirection){
case 0:
newEnemy.y = getRandomArbitrary(0, c.height);
newEnemy.x = 0;
break;
case 1:
newEnemy.y = getRandomArbitrary(0, c.height);
newEnemy.x = c.width;
break;
case 2:
newEnemy.x = getRandomArbitrary(0, c.width);
newEnemy.y = 0;
break;
case 3:
newEnemy.x = getRandomArbitrary(0, c.width);
newEnemy.y = c.height;
break;
case 4:
switch(getRandomInt(0,3)){
case 0:
newEnemy.x = 0;
newEnemy.y = 0;
break;
case 1:
newEnemy.x = c.width;
newEnemy.y = 0;
break;
case 2:
newEnemy.x = 0;
newEnemy.y = c.height;
break;
case 3:
newEnemy.x = c.width;
newEnemy.y = c.height;
break;
}
newEnemy.colour="#a341f4";
default:
break;
}
newEnemy.direction = newDirection;
newEnemy.speed = getRandomArbitrary(speedTime/5000+1, speedTime/5000 + 1.5);
enemies.push(newEnemy);
}
if(loops % 600 == 0){
if(newEnemyTime>5){
newEnemyTime--;
}
}
if(loops % 4000 == 0){
if(difficulty<4){
difficulty++;
speedTime = 0;
}
}
ctx.font = "bold 50px Courier";
ctx.fillStyle = "#000000";
ctx.fillText(score, 50, 100);
ctx.fillText(((timePassed)/1000).toFixed(3), 50, c.height-50);
ctx.fillText(highscore, c.width/2, 100);
ctx.fillText(((highTime)/1000).toFixed(3), c.width/2, c.height-50);
loops++;
}
window.setInterval(draw, 10);