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219 lines
5.7 KiB
JavaScript
219 lines
5.7 KiB
JavaScript
debug = false;
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player_pos = [0.5 * window.innerWidth, 0.9 * window.innerHeight];
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enemy_pos = [0.5 * window.innerWidth, 0.1 * window.innerHeight];
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new_enemy_pos = [enemy_pos[0], enemy_pos[1]];
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pewpew = 0;
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herzles = 0;
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lastshoot = 0;
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document.onkeydown = onKeyDown;
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function onKeyDown(e) {
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e = e || window.event;
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if (e.keyCode == '37') { // left
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player_pos[0] -= 10;
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}
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if (e.keyCode == '39') { // right
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player_pos[0] += 10;
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}
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if (e.keyCode == '32') { // space = fire
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if ((new Date()).getTime() - lastshoot > 300) {
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shoot(player_pos);
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}
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}
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}
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shoots = [];
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function shoot(pos) {
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lastshoot = (new Date()).getTime();
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shoots[shoots.length] = [pos[0], pos[1], false];
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// pewpew = 5;
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}
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function isCollided(a, b) {
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var a_left = a.getClientRects()[0].left;
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var a_right = a.getClientRects()[0].right;
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var a_top = a.getClientRects()[0].top;
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var a_bottom = a.getClientRects()[0].bottom;
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var b_left = b.getClientRects()[0].left;
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var b_right = b.getClientRects()[0].right;
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var b_top = b.getClientRects()[0].top;
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var b_bottom = b.getClientRects()[0].bottom;
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return !(
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(a_left > b_right) ||
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(a_right < b_left) ||
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(a_top > b_bottom) ||
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(a_bottom < b_top)
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);
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}
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function detectCollisions() {
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// detect collision
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var enemydiv = document.getElementById("enemy");
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for(var i = 0; i < shoots.length; i++) {
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if (shoots[i]) {
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var shootdiv = document.getElementById('shoot' + i);
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if (shootdiv && isCollided(shootdiv, enemydiv)) {
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pewpew = 5;
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if (!shoots[i][2]) {
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herzles++;
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shoots[i][2] = true; // hit once
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}
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}
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}
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}
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}
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function render() {
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// render shoots
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for(var i = 0; i < shoots.length; i++) {
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if (shoots[i]) {
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var shootdiv = document.getElementById('shoot' + i);
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if (!shootdiv) {
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shootdiv = document.createElement('div');
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shootdiv.setAttribute('id', 'shoot' + i);
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shootdiv.setAttribute('class', 'shoot');
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shootdiv.innerHTML = 'i';
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var body = document.getElementsByTagName('body')[0];
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body.appendChild(shootdiv);
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}
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shootdiv.style.left = (shoots[i][0]
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- Math.round(shootdiv.getClientRects()[0].width/2)) + 'px';
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shootdiv.style.top = shoots[i][1];
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if (debug)
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shootdiv.style.border = "1px solid";
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} else {
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if (deldiv = document.getElementById('shoot' + i)) {
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var body = document.getElementsByTagName('body')[0];
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body.removeChild(deldiv);
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}
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}
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}
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// render pew pew
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var pewpewdiv = document.getElementById("pewpew");
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if (pewpew > 0) {
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pewpewdiv.innerHTML = "pew! pew!";
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} else {
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pewpewdiv.innerHTML = "";
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}
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// herzles
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var herzlesdiv = document.getElementById("herzles");
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if (herzles > 0) {
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if (pewpew > 0) {
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herzlesdiv.innerHTML = herzles + " <3";
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} else {
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herzlesdiv.innerHTML = "";
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}
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}
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// render player
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var playerdiv = document.getElementById("player");
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playerdiv.style.left = (player_pos[0]
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- Math.round(playerdiv.getClientRects()[0].width/2)) + 'px';
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playerdiv.style.top = (player_pos[1]
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- Math.round(playerdiv.getClientRects()[0].height/2)) + 'px';
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if (debug)
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playerdiv.style.border = "1px solid";
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// render enemy
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var enemydiv = document.getElementById("enemy");
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enemydiv.style.left = (enemy_pos[0]
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- Math.round(enemydiv.getClientRects()[0].width/2)) + 'px';
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enemydiv.style.top = (enemy_pos[1]
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- Math.round(enemydiv.getClientRects()[0].height/2)) + 'px';
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if (debug)
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enemydiv.style.border = "1px solid";
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}
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function lerp(t, a, b) {
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return (a + t*(b-a));
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}
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function dist(a, b) {
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return (b[1] - a[1]) / (b[0] - a[0]);
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}
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var a = 0;
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function animate() {
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// inc loop counter
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a++;
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// animate shoots
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for(var i = 0; i < shoots.length; i++) {
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if (shoots[i]) {
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shoots[i][1] -= 20;
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if (shoots[i][1] < 0) {
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delete(shoots[i]);
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}
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}
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}
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// animate pew pew
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if (pewpew > 0) {
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pewpew -= 1;
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}
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// animate enemy
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// every now and then change direction
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var min = -50;
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var max = +50;
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if (a % 15 == 0) {
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var off = min + parseInt(Math.random() * (max-min));
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new_enemy_pos[0] += off;
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var off = min + parseInt(Math.random() * (max-min));
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new_enemy_pos[1] += off;
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}
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// avoid shoots
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var avoiding_shoots = false;
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for(var i = 0; i < shoots.length; i++) {
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if (shoots[i]) {
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if (dist(enemy_pos, shoots[i]) < 100) {
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avoiding_shoots = true;
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new_enemy_pos[0] = lerp(-0.50, enemy_pos[0], shoots[i][0]);
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new_enemy_pos[1] = lerp(-0.35, enemy_pos[1], shoots[i][1]);
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}
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}
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}
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// avoid corners
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if (!avoiding_shoots) {
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if (new_enemy_pos[0] < 0.1 * window.innerWidth || new_enemy_pos[0] > 0.9 * window.innerWidth) {
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new_enemy_pos[0] = lerp(0.2, enemy_pos[0], 0.5 * window.innerWidth);
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}
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if (new_enemy_pos[1] < 0.1 * window.innerHeight || new_enemy_pos[1] > 0.5 * window.innerHeight) {
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new_enemy_pos[1] = lerp(0.2, enemy_pos[1], 0.25 * window.innerHeight);
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}
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}
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// stay inside!
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if (new_enemy_pos[0] < 0) new_enemy_pos[0] = 0;
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if (new_enemy_pos[0] > window.innerWidth) new_enemy_pos[0] = window.innerWidth;
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if (new_enemy_pos[1] < 0.05 * window.innerHeight) new_enemy_pos[1] = 0.05 * window.innerHeight;
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if (new_enemy_pos[1] > 0.5 * window.innerHeight) new_enemy_pos[0] = 0.5 * window.innerHeight;
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// slowly move to desired position
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enemy_pos[0] = lerp(0.15, enemy_pos[0], new_enemy_pos[0]);
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enemy_pos[1] = lerp(0.15, enemy_pos[1], new_enemy_pos[1]);
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}
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function gameLoop() {
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detectCollisions();
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render();
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animate();
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setTimeout("gameLoop()", 100);
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}
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function init() {
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gameLoop();
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}
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