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Merge pull request #4225 from Winter262005/main
Added new game - Mechanica
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# **Mechanica** | ||
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--- | ||
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<br> | ||
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## **Description 📃** | ||
<!-- add your game description here --> | ||
You are a mechanical seahorse trapped in a silicon-rich planet with hostile swarms of fishlike enemies on your tail. Can you survive the raid? | ||
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## **functionalities 🎮** | ||
<!-- add functionalities over here --> | ||
- 2d Shooter game with good graphical element. | ||
<br> | ||
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## **How to play? 🕹️** | ||
<!-- add the steps how to play games --> | ||
- Arrow Up / Arrow Down to control your player. | ||
- Spacebar to shoot. | ||
- D to toggle debug mode on/off. | ||
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<br> | ||
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## **Screenshots 📸** | ||
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<br> | ||
<!-- add your screenshots like this --> | ||
<!-- ![image](url) --> | ||
<img src="https://github.com/Winter262005/GameZone/blob/main/Games/Mechanica/Mechanica.png"> |
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<!DOCTYPE html> | ||
<html lang="en"> | ||
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<head> | ||
<meta charset="UTF-8"> | ||
<meta http-equiv="X-UA-Compatible" content="IE=edge"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | ||
<title>JavaScript Game</title> | ||
<link rel="stylesheet" href="styles.css"> | ||
</head> | ||
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<body> | ||
<canvas id="canvas1"></canvas> | ||
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<img id="player" src="player.png"> | ||
<img id="angler1" src="angler1.png"> | ||
<img id="angler2" src="angler2.png"> | ||
<img id="lucky" src="lucky.png"> | ||
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<img id="layer1" src="layer1.png"> | ||
<img id="layer2" src="layer2.png"> | ||
<img id="layer3" src="layer3.png"> | ||
<img id="layer4" src="layer4.png"> | ||
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<script src="scripts.js"></script> | ||
</body> | ||
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</html> | ||
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window.addEventListener('load', function() { | ||
// canvas setup | ||
const canvas = document.getElementById('canvas1'); | ||
const ctx = canvas.getContext('2d'); | ||
canvas.width = 700; | ||
canvas.height = 500; | ||
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class InputHandler { | ||
constructor(game) { | ||
this.game = game; | ||
window.addEventListener('keydown', e => { | ||
if (((e.key === 'ArrowUp') || (e.key === 'ArrowDown')) && this.game.keys.indexOf(e.key) === -1) { | ||
this.game.keys.push(e.key); | ||
} else if (e.key === ' ') { | ||
this.game.player.shootTop(); | ||
} else if (e.key === 'd') { | ||
this.game.debug = !this.game.debug; | ||
} | ||
}); | ||
window.addEventListener('keyup', e => { | ||
if (this.game.keys.indexOf(e.key) > -1) { | ||
this.game.keys.splice(this.game.keys.indexOf(e.key), 1); | ||
} | ||
}); | ||
} | ||
} | ||
class Projectile { | ||
constructor(game, x, y) { | ||
this.game = game; | ||
this.x = x; | ||
this.y = y; | ||
this.width = 10; | ||
this.height = 3; | ||
this.speed = 3; | ||
this.markedForDeletion = false; | ||
} | ||
update() { | ||
this.x += this.speed; | ||
if (this.x > this.game.width * 0.8) this.markedForDeletion = true; | ||
} | ||
draw(context) { | ||
context.fillStyle = 'yellow'; | ||
context.fillRect(this.x, this.y, this.width, this.height); | ||
} | ||
} | ||
class Particle { | ||
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} | ||
class Player { | ||
constructor(game) { | ||
this.game = game; | ||
this.width = 120; | ||
this.height = 190; | ||
this.x = 20; | ||
this.y = 100; | ||
this.frameX = 0; | ||
this.frameY = 0; | ||
this.maxFrame = 37; | ||
this.SpeedY = 0; | ||
this.maxSpeed = 3; | ||
this.projectiles = []; | ||
this.image = document.getElementById('player'); | ||
} | ||
update() { | ||
if (this.game.keys.includes('ArrowUp')) this.SpeedY = -this.maxSpeed; | ||
else if (this.game.keys.includes('ArrowDown')) this.SpeedY = this.maxSpeed; | ||
else this.SpeedY = 0; | ||
this.y += this.SpeedY; | ||
this.projectiles.forEach(projectile => { | ||
projectile.update(); | ||
}); | ||
this.projectiles = this.projectiles.filter(projectile => !projectile.markedForDeletion); | ||
if (this.frameX < this.maxFrame){ | ||
this.frameX++; | ||
}else{ | ||
this.frameX = 0; | ||
} | ||
} | ||
draw(context) { | ||
if (this.game.debug) context.strokeRect(this.x, this.y, this.width, this.height); | ||
context.drawImage(this.image, this.frameX * this.width, this.frameY * this.height, this.width, this.height, this.x, this.y, this.width, this.height); | ||
this.projectiles.forEach(projectile => { | ||
projectile.draw(context); | ||
}); | ||
} | ||
shootTop() { | ||
if (this.game.ammo > 0) { | ||
this.projectiles.push(new Projectile(this.game, this.x + 80, this.y + 30)); | ||
this.game.ammo--; | ||
} | ||
} | ||
} | ||
class Enemy { | ||
constructor(game) { | ||
this.game = game; | ||
this.x = this.game.width; | ||
this.SpeedX = Math.random() * -1.5 - 0.5; | ||
this.markedForDeletion = false; | ||
this.frameX = 0; | ||
this.frameY = 0; | ||
this.maxFrame = 37; | ||
} | ||
update() { | ||
this.x += this.SpeedX - this.game.speed; | ||
if (this.x + this.width < 0) this.markedForDeletion = true; | ||
if (this.frameX < this.maxFrame){ | ||
this.frameX++; | ||
} else { | ||
this.frameX = 0; | ||
} | ||
} | ||
draw(context) { | ||
if (this.game.debug) context.strokeRect(this.x, this.y, this.width, this.height); | ||
context.drawImage(this.image, this.frameX * this.width, this.frameY * this.height, this.width, this.height, this.x, this.y, this.width, this.height, ); | ||
context.font = '20px Helvetica'; | ||
context.fillText(this.lives, this.x, this.y); | ||
} | ||
} | ||
class Angler1 extends Enemy { | ||
constructor(gane) { | ||
super(game); | ||
this.width = 228; | ||
this.height = 169; | ||
this.y = Math.random() * (this.game.height * 0.9 - this.height); | ||
this.image = document.getElementById('angler1'); | ||
this.frameY = Math.floor(Math.random() * 3); | ||
this.lives = 2; | ||
this.score = this.lives; | ||
} | ||
} | ||
class Angler2 extends Enemy { | ||
constructor(gane) { | ||
super(game); | ||
this.width = 213; | ||
this.height = 165; | ||
this.y = Math.random() * (this.game.height * 0.9 - this.height); | ||
this.image = document.getElementById('angler2'); | ||
this.frameY = Math.floor(Math.random() * 2); | ||
this.lives = 3; | ||
this.score = this.lives; | ||
} | ||
} | ||
class LuckyFish extends Enemy { | ||
constructor(gane) { | ||
super(game); | ||
this.width = 99; | ||
this.height = 95; | ||
this.y = Math.random() * (this.game.height * 0.9 - this.height); | ||
this.image = document.getElementById('lucky'); | ||
this.frameY = Math.floor(Math.random() * 2); | ||
this.lives = 3; | ||
this.score = 15 | ||
this.type = 'lucky'; | ||
} | ||
} | ||
class Layer { | ||
constructor(game, image, speedModifier){ | ||
this.game= game; | ||
this.image= image; | ||
this.speedModifier= speedModifier; | ||
this.width= 1768; | ||
this.height= 500; | ||
this.x= 0; | ||
this.y= 0; | ||
} | ||
update(){ | ||
if (this.x <= -this.width) this.x = 0; | ||
this.x -= this.game.speed * this.speedModifier; | ||
} | ||
draw(context){ | ||
context.drawImage(this.image, this.x, this.y); | ||
context.drawImage(this.image, this.x + this.width, this.y); | ||
} | ||
} | ||
class Background { | ||
constructor(game){ | ||
this.game = game; | ||
this.image1 = document.getElementById('layer1'); | ||
this.image2 = document.getElementById('layer2'); | ||
this.image3 = document.getElementById('layer3'); | ||
this.image4 = document.getElementById('layer4'); | ||
this.layer1 = new Layer(this.game, this.image1, 0.2); | ||
this.layer2 = new Layer(this.game, this.image2, 0.4); | ||
this.layer3 = new Layer(this.game, this.image3, 1); | ||
this.layer4 = new Layer(this.game, this.image4, 1.5); | ||
this.layers = [this.layer1, this.layer2, this.layer3]; | ||
} | ||
update(){ | ||
this.layers.forEach(layer => layer.update()); | ||
} | ||
draw(context){ | ||
this.layers.forEach(layer => layer.draw(context)); | ||
} | ||
} | ||
class UI { | ||
constructor(game) { | ||
this.game = game; | ||
this.fontSize = 25; | ||
this.fontFamoily = 'Helvetica'; | ||
this.color = 'white'; | ||
} | ||
draw(context) { | ||
context.save(); | ||
context.fillStyle = this.color; | ||
context.shadowOffsetX = 2; | ||
context.shadowOffsetY = 2; | ||
context.shadowColor = 'black'; | ||
context.font = this.fontSize + 'px ' + this.fontFamily; | ||
context.fillText('Score: ' + this.game.score, 20, 40); | ||
for (let i = 0; i < this.game.ammo; i++) { | ||
context.fillRect(20 + 5 * i, 50, 3, 20); | ||
} | ||
const formattedTime = (this.game.gameTime * 0.001).toFixed(1); | ||
context.fillText('Timer: ' + formattedTime, 20, 100); | ||
if (this.game.gameOver) { | ||
context.textAlign = 'center'; | ||
let message1; | ||
let message2; | ||
if (this.game.score > this.game.winningScore) { | ||
message1 = 'You Win!'; | ||
message2 = 'Well Done!'; | ||
} else { | ||
message1 = 'You Lose!'; | ||
message2 = 'Try Again Next Time!'; | ||
} | ||
context.font = '50px ' + this.fontFamily; | ||
context.fillText(message1, this.game.width * 0.5, this.game.height * 0.5 - 40); | ||
context.font = '25px ' + this.fontFamily; | ||
context.fillText(message2, this.game.width * 0.5, this.game.height * 0.5 + 40); | ||
} | ||
context.restore(); | ||
} | ||
} | ||
class Game { | ||
constructor(width, height) { | ||
this.width = width; | ||
this.height = height; | ||
this.background = new Background(this); | ||
this.player = new Player(this); | ||
this.input = new InputHandler(this); | ||
this.ui = new UI(this); | ||
this.keys = []; | ||
this.enemies = []; | ||
this.enemyTimer = 0; | ||
this.enemyInterval = 1000; | ||
this.ammo = 20; | ||
this.maxAmmo = 50; | ||
this.ammoTimer = 0; | ||
this.ammoInterval = 500; | ||
this.gameOver = false; | ||
this.score = 0; | ||
this.winningScore = 69; | ||
this.gameTime = 0; | ||
this.timeLimit = 15000; | ||
this.speed = 1; | ||
this.debug = true; | ||
} | ||
update(deltaTime) { | ||
if (!this.gameOver) this.gameTime += deltaTime; | ||
if (this.gameTime > this.timeLimit) this, this.gameOver = true; | ||
this.background.update(); | ||
this.background.layer4.update(); | ||
this.player.update(); | ||
if (this.ammoTimer > this.ammoInterval) { | ||
if (this.ammo < this.maxAmmo) this.ammo++; | ||
this.ammoTimer = 0; | ||
} else { | ||
this.ammoTimer += deltaTime; | ||
} | ||
this.enemies.forEach(enemy => { | ||
enemy.update(); | ||
if (this.checkCollision(this.player, enemy)) { | ||
enemy.markedForDeletion = true; | ||
} | ||
this.player.projectiles.forEach(projectile => { | ||
if (this.checkCollision(projectile, enemy)) { | ||
enemy.lives--; | ||
projectile.markedForDeletion = true; | ||
if (enemy.lives <= 0) { | ||
enemy.markedForDeletion = true; | ||
if(!this.gameOver) this.score += enemy.score; | ||
if (this.score > this.winningScore) this.gameOver = true; | ||
} | ||
} | ||
}) | ||
}); | ||
this.enemies = this.enemies.filter(enemy => !enemy.markedForDeletion); | ||
if (this.enemyTimer > this.enemyInterval && !this.gameOver) { | ||
this.addEnemy(); | ||
this.enemyTimer = 0; | ||
} else { | ||
this.enemyTimer += deltaTime; | ||
} | ||
} | ||
draw(context) { | ||
this.background.draw(context); | ||
this.player.draw(context); | ||
this.ui.draw(context); | ||
this.enemies.forEach(enemy => { | ||
enemy.draw(context); | ||
}); | ||
this.background.layer4.draw(context); | ||
} | ||
addEnemy() { | ||
const randomize = Math.random(); | ||
if (randomize < 0.3) this.enemies.push(new Angler1(this)); | ||
else if (randomize < 0.6) this.enemies.push(new Angler2(this)); | ||
else this.enemies.push(new LuckyFish(this)); | ||
} | ||
checkCollision(rect1, rect2) { | ||
return (rect1.x < rect2.x + rect2.width && rect1.x + rect1.width > rect2.x && rect1.y < rect2.y + rect2.height && rect1.height + rect1.y > rect2.y) | ||
} | ||
} | ||
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const game = new Game(canvas.width, canvas.height); | ||
let lastTime = 0; | ||
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function animate(timeStamp) { | ||
const deltaTime = timeStamp - lastTime; | ||
lastTime = timeStamp; | ||
ctx.clearRect(0, 0, canvas.width, canvas.height); | ||
game.update(deltaTime); | ||
game.draw(ctx); | ||
requestAnimationFrame(animate); | ||
} | ||
animate(0); | ||
}); | ||
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