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Indes.js
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Indes.js
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const canvas = document.querySelector('canvas');
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.velocity.x
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.velocity.x
this.y += this.velocity.y
}
}
class Particle{
constructor(x, y, radius, color, velocity){
this.x = x
this.y = y
this.radius = radius
this.color = color
this.velocity = velocity
this.alpha =1
}
draw(){
c.save()
c.globalAlpha = thid.alpha
c.beginPath()
c.arc(this.x ,this.y, this.radius, 0, Math.PI *2, false)
c.fillStyle = this.color
c.fill()
c.restore()
}
update(){
this.draw()
this.x += this.velocity.x
this.y += this.velocity.y
this.alpha -= 0.01
}
}
const x = canvas.width/2
const y = canvas.height/2
const player = new Player(x ,y, 30, 'blue')
// const projectile = new Projectile(canvas.width/2, canvas.height/2, 5, 'red', {x:1 ,y:1})
// const projectile2 = new Projectile(canvas.width/2, canvas.height/2, 5, 'green', {x:-1 ,y:-1})
const projectiles = []
const enemies = []
const particles = []
function spawnEnemies(){
setInterval(() =>{
const radius = Math.random() * (30-4) + 4
let x
let y
if(Math.random() < 0.5){
x = Math.random() < 0.5 ? 0 - radius : canvas.width + radius
y = Math.random() * canvas.height
// y = Math.random() < 0.5 ? 0 - radius : canvas.height + radius
}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) * 4,
y:Math.sin(angle) * 4
}
enemies.push(new Enemy(x, y, radius, color, velocity))
}, 1000)
}
console.log(player)
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()
}
})
projectiles.forEach((Projectile, index) => {
Projectile.update()
//remove from edges of 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)
//end game
if(dist - enemy.radius - player.radius < 1){
cancelAnimationFrame(animationId)
}
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){
//create explosions
for(let i=0; i<enemy.radius * 2; i++){
particles.push(new Particle(projectile.x, projectile.y, Math.random() * 2 ,enemy.color, {x:2 , y:2}))
}
if(enemy.radius -10 > 10){
enemy.radius -= 10
setTimeout(() =>{
// enemies.splice(index ,1)
projectiles.splice(projectileIndex, 1)
}, 0)
}else{
setTimeout(() =>{
enemies.splice(index ,1)
projectiles.splice(projectileIndex, 1)
}, 0)
}
}
})
})
// projectile.draw()
// projectile.update()
}
addEventListener('click', (event) =>{
const angle = Math.atan2(event.clientY - canvas.height/2, event.clientX - canvas.width/2)
const velocity = {
x:Math.cos(angle) *4,
y:Math.sin(angle) *4
}
projectiles.push(new Projectile(canvas.width/2, canvas.height/2, 5 ,'red', velocity))
})
Animate()
spawnEnemies()