asteroid-cookies/public/javascripts/game.js
François Pelletier f7abfc4902 commit initial
2024-09-08 20:37:07 -04:00

189 lines
No EOL
4.7 KiB
JavaScript

document.addEventListener('DOMContentLoaded', () => {
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
let score = 0;
let gameOver = false;
class Cookie {
constructor(x, y, size) {
this.x = x;
this.y = y;
this.size = size;
this.speed = Math.random() * 0.5 + 0.2; // Reduced speed range
this.angle = Math.random() * Math.PI * 2;
this.image = new Image();
this.image.src = '/assets/images/cookie.png';
}
update() {
this.x += Math.cos(this.angle) * this.speed;
this.y += Math.sin(this.angle) * this.speed;
if (this.x < 0) this.x = canvas.width;
if (this.x > canvas.width) this.x = 0;
if (this.y < 0) this.y = canvas.height;
if (this.y > canvas.height) this.y = 0;
}
draw() {
ctx.drawImage(this.image, this.x - this.size / 2, this.y - this.size / 2, this.size, this.size);
}
}
class Ship {
constructor() {
this.x = canvas.width / 2;
this.y = canvas.height / 2;
this.angle = 0;
this.size = 40;
this.image = new Image();
this.image.src = '/assets/images/monster.png';
this.speed = 0;
this.rotationSpeed = 0.2; // Increased rotation speed
}
update() {
this.x += Math.cos(this.angle) * this.speed;
this.y += Math.sin(this.angle) * this.speed;
if (this.x < 0) this.x = canvas.width;
if (this.x > canvas.width) this.x = 0;
if (this.y < 0) this.y = canvas.height;
if (this.y > canvas.height) this.y = 0;
this.speed *= 0.98; // Add friction
}
draw() {
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.angle);
ctx.drawImage(this.image, -this.size / 2, -this.size / 2, this.size, this.size);
ctx.restore();
}
rotate(direction) {
this.angle += this.rotationSpeed * direction;
}
}
class Bullet {
constructor(x, y, angle) {
this.x = x;
this.y = y;
this.angle = angle;
this.speed = 5;
this.size = 5;
}
update() {
this.x += Math.cos(this.angle) * this.speed;
this.y += Math.sin(this.angle) * this.speed;
}
draw() {
ctx.fillStyle = 'yellow';
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.fill();
}
}
const cookies = [];
const ship = new Ship();
const bullets = [];
function spawnCookies() {
if (cookies.length < 10) {
cookies.push(new Cookie(Math.random() * canvas.width, Math.random() * canvas.height, 30));
}
}
function checkCollisions() {
// Ship-Cookie collision
cookies.forEach((cookie, cookieIndex) => {
const dx = ship.x - cookie.x;
const dy = ship.y - cookie.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < ship.size / 2 + cookie.size / 2) {
gameOver = true;
}
// Bullet-Cookie collision
bullets.forEach((bullet, bulletIndex) => {
const bulletDx = bullet.x - cookie.x;
const bulletDy = bullet.y - cookie.y;
const bulletDistance = Math.sqrt(bulletDx * bulletDx + bulletDy * bulletDy);
if (bulletDistance < bullet.size + cookie.size / 2) {
cookies.splice(cookieIndex, 1);
bullets.splice(bulletIndex, 1);
score += 10;
}
});
});
}
function gameLoop() {
// Set the background to black
ctx.fillStyle = 'black';
ctx.fillRect(0, 0, canvas.width, canvas.height);
if (gameOver) {
ctx.fillStyle = 'white';
ctx.font = '48px Arial';
ctx.fillText('Game Over', canvas.width / 2 - 100, canvas.height / 2);
ctx.font = '24px Arial';
ctx.fillText(`Score: ${score}`, canvas.width / 2 - 50, canvas.height / 2 + 40);
return;
}
ship.update();
ship.draw();
cookies.forEach((cookie, index) => {
cookie.update();
cookie.draw();
});
bullets.forEach((bullet, index) => {
bullet.update();
bullet.draw();
if (bullet.x < 0 || bullet.x > canvas.width || bullet.y < 0 || bullet.y > canvas.height) {
bullets.splice(index, 1);
}
});
spawnCookies();
checkCollisions();
// Draw score
ctx.fillStyle = 'white';
ctx.font = '24px Arial';
ctx.fillText(`Score: ${score}`, 10, 30);
requestAnimationFrame(gameLoop);
}
document.addEventListener('keydown', (event) => {
switch(event.key) {
case 'ArrowLeft':
ship.rotate(-1); // Rotate counterclockwise
break;
case 'ArrowRight':
ship.rotate(1); // Rotate clockwise
break;
case 'ArrowUp':
ship.speed = 5;
break;
case ' ':
bullets.push(new Bullet(ship.x, ship.y, ship.angle));
break;
}
});
gameLoop();
});