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index.js
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index.js
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import { LEVEL, OBJECT_TYPE } from './setup';
import { randomMovement } from './ghostmoves';
// Classes
import GameBoard from './GameBoard';
import Pacman from './Pacman';
import Ghost from './Ghost';
// Sounds
import soundDot from './sounds/munch.wav';
import soundPill from './sounds/pill.wav';
import soundGameStart from './sounds/game_start.wav';
import soundGameOver from './sounds/death.wav';
import soundGhost from './sounds/eat_ghost.wav';
// Dom Elements
const gameGrid = document.querySelector('#game');
const scoreTable = document.querySelector('#score');
const startButton = document.querySelector('#start-button');
// Game constants
const POWER_PILL_TIME = 10000; // ms
const GLOBAL_SPEED = 80; // ms
const gameBoard = GameBoard.createGameBoard(gameGrid, LEVEL);
// Initial setup
let score = 0;
let timer = null;
let gameWin = false;
let powerPillActive = false;
let powerPillTimer = null;
// --- AUDIO --- //
function playAudio(audio) {
const soundEffect = new Audio(audio);
soundEffect.play();
}
// --- GAME CONTROLLER --- //
function gameOver(pacman, grid) {
playAudio(soundGameOver);
document.removeEventListener('keydown', (e) =>
pacman.handleKeyInput(e, gameBoard.objectExist.bind(gameBoard))
);
gameBoard.showGameStatus(gameWin);
clearInterval(timer);
// Show startbutton
startButton.classList.remove('hide');
}
function checkCollision(pacman, ghosts) {
const collidedGhost = ghosts.find((ghost) => pacman.pos === ghost.pos);
if (collidedGhost) {
if (pacman.powerPill) {
playAudio(soundGhost);
gameBoard.removeObject(collidedGhost.pos, [
OBJECT_TYPE.GHOST,
OBJECT_TYPE.SCARED,
collidedGhost.name,
]);
collidedGhost.pos = collidedGhost.startPos;
score += 100;
} else {
gameBoard.removeObject(pacman.pos, [OBJECT_TYPE.PACMAN]);
gameBoard.rotateDiv(pacman.pos, 0);
gameOver(pacman, gameGrid);
}
}
}
function gameLoop(pacman, ghosts) {
// 1. Move Pacman
gameBoard.moveCharacter(pacman);
// 2. Check Ghost collision on the old positions
checkCollision(pacman, ghosts);
// 3. Move ghosts
ghosts.forEach((ghost) => gameBoard.moveCharacter(ghost));
// 4. Do a new ghost collision check on the new positions
checkCollision(pacman, ghosts);
// 5. Check if Pacman eats a dot
if (gameBoard.objectExist(pacman.pos, OBJECT_TYPE.DOT)) {
playAudio(soundDot);
gameBoard.removeObject(pacman.pos, [OBJECT_TYPE.DOT]);
// Remove a dot
gameBoard.dotCount--;
// Add Score
score += 10;
}
// 6. Check if Pacman eats a power pill
if (gameBoard.objectExist(pacman.pos, OBJECT_TYPE.PILL)) {
playAudio(soundPill);
gameBoard.removeObject(pacman.pos, [OBJECT_TYPE.PILL]);
pacman.powerPill = true;
score += 50;
clearTimeout(powerPillTimer);
powerPillTimer = setTimeout(
() => (pacman.powerPill = false),
POWER_PILL_TIME
);
}
// 7. Change ghost scare mode depending on powerpill
if (pacman.powerPill !== powerPillActive) {
powerPillActive = pacman.powerPill;
ghosts.forEach((ghost) => (ghost.isScared = pacman.powerPill));
}
// 8. Check if all dots have been eaten
if (gameBoard.dotCount === 0) {
gameWin = true;
gameOver(pacman, gameGrid);
}
// 9. Show new score
scoreTable.innerHTML = score;
}
function startGame() {
playAudio(soundGameStart);
gameWin = false;
powerPillActive = false;
score = 0;
startButton.classList.add('hide');
gameBoard.createGrid(LEVEL);
const pacman = new Pacman(2, 287);
gameBoard.addObject(287, [OBJECT_TYPE.PACMAN]);
document.addEventListener('keydown', (e) =>
pacman.handleKeyInput(e, gameBoard.objectExist.bind(gameBoard))
);
const ghosts = [
new Ghost(5, 188, randomMovement, OBJECT_TYPE.BLINKY),
new Ghost(4, 209, randomMovement, OBJECT_TYPE.PINKY),
new Ghost(3, 230, randomMovement, OBJECT_TYPE.INKY),
new Ghost(2, 251, randomMovement, OBJECT_TYPE.CLYDE),
];
// Gameloop
timer = setInterval(() => gameLoop(pacman, ghosts), GLOBAL_SPEED);
}
// Initialize game
startButton.addEventListener('click', startGame);