-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmain.js
167 lines (146 loc) · 3.57 KB
/
main.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
const canvas = document.querySelector('#canvas');
const ctx = canvas.getContext('2d');
const gameStatus = new GameStatus(ctx);
const controls = {
left: false,
right: false,
}
const enemies = {
0: new Enemy01(ctx),
1: new Enemy02(ctx),
2: new Enemy03(ctx),
3: new Enemy04(ctx),
4: new Enemy05(ctx),
5: new Enemy06(ctx),
6: new Enemy07(ctx),
7: new Enemy08(ctx),
}
const playerSkins = {
blue: 'assets/player_blue.png',
green: 'assets/player_green.png',
magenta: 'assets/player_magenta.png',
purple: 'assets/player_purple.png',
red: 'assets/player_red.png',
white: 'assets/player_white.png',
yellow: 'assets/player_yellow.png',
}
let skinSelected = playerSkins.blue;
let score = 0;
let playerLifes = 3;
let timer = 0;
let currentStage = 0;
let actualEnemy = enemies[currentStage];
let isResetting=false;
let gameOver=false;
let paused = true;
let scoreFlag=10000;
let player;
function Game() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.canvas.style.background = '#000';
if (score >= scoreFlag) {
if (playerLifes<6) {
playerLifes++;
}
scoreFlag+=10000;
}
if (!gameOver) {
player.draw();
actualEnemy.draw();
}
gameStatus.draw();
gameStatus.showLifes(playerLifes);
gameStatus.showScore(score);
gameStatus.energy(timer);
if (timer===320&&!gameOver&&!isResetting) {
actualEnemy.shots=[];
if (playerLifes > 0) {
playerLifes--;
isResetting=true;
resetting();
} else {
gameOver=true
}
} else if(timer < 320 && !isResetting && !gameOver && !paused) {
timer += 0.08;
}
if (actualEnemy.enemies.length === 0 && !gameOver) {
isResetting=true;
actualEnemy.shots=[];
player.shots=[];
actualEnemy.enemyValue=90;
actualEnemy.enemiesCreated=false;
nextStage();
if (currentStage < 7) {
currentStage++;
} else {
currentStage=0;
}
actualEnemy = enemies[currentStage];
}
requestAnimationFrame(Game);
}
function resetting() {
if (timer>0) {
setTimeout(()=> {
timer--;
resetting();
}, 5)
} else {
isResetting=false;
}
}
function nextStage() {
if (timer<=320) {
setTimeout(()=> {
timer+=3;
score+=13;
nextStage();
}, 25)
} else {
score+=300;
setTimeout(() => {
resetting();
}, 200)
}
}
function fullscreen(){
const game = document.querySelector('.game');
if(game.webkitRequestFullScreen) {
game.webkitRequestFullScreen();
}
else {
game.mozRequestFullScreen();
}
}
function play() {
const controlGroup = document.querySelector('.control-group');
controlGroup.classList.remove('disappear');
const menu = document.querySelector('.menu');
menu.classList.add('sumir')
player = new Player(ctx,skinSelected,controls,actualEnemy)
Game();
paused=false;
}
function chooseSkin() {
const skinsScreen = document.querySelector('.all-skins');
const menuScreen = document.querySelector('.menu');
skinsScreen.classList.remove('sumir');
menuScreen.classList.add('sumir');
}
function backToMenu() {
const skinsScreen = document.querySelector('.all-skins');
const menuScreen = document.querySelector('.menu');
skinsScreen.classList.add('sumir');
menuScreen.classList.remove('sumir');
}
const allSkins = document.querySelectorAll('.skin');
for (let i = 0; i < allSkins.length; i++) {
allSkins[i].addEventListener('click', () => {
for (let i = 0; i < allSkins.length; i++) {
allSkins[i].classList.remove('selected');
}
allSkins[i].classList.add('selected');
skinSelected = playerSkins[allSkins[i].dataset.color];
});
}