Friday, July 19, 2024

Fighting-Game

Controls

Refresh to Start New Game!

Too follow along, you can use any editor, but I recommend NotePad++. It’s free and easy to use.

Just ensure files are in single folder with subfolder of “img” for code to work. Place below images in “img” folder. Save images as “background.png” and “shop.png”

In the “img” folder, create a folder called “samuraiMack” and put the following images in there using the names below

In the “img” folder, create a folder called “kenji” and put the following images in there using the names below

HTML Code for Web Page. Save file as index.html

<head>
  <link rel="preconnect" href="https://fonts.googleapis.com" />
  <link rel="preconnect" href="https://fonts.gstatic.com" crossorigin />
  <link
    href="https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap"
    rel="stylesheet"
  />
  <style>
    * {
      box-sizing: border-box;
      font-family: 'Press Start 2P', cursive;
    }
  </style>
</head>
<body>
  <!-- red container div -->
  <div style="position: relative; display: inline-block">
    <!-- smaller red container div -->
    <div
      style="
        position: absolute;
        display: flex;
        width: 100%;
        align-items: center;
        padding: 20px;
      "
    >
      <!-- player health -->
      <div
        style="
          position: relative;
          width: 100%;
          display: flex;
          justify-content: flex-end;
          border-top: 4px solid white;
          border-left: 4px solid white;
          border-bottom: 4px solid white;
        "
      >
        <div style="background-color: red; height: 30px; width: 100%"></div>
        <div
          id="playerHealth"
          style="
            position: absolute;
            background: #818cf8;
            top: 0;
            right: 0;
            bottom: 0;
            width: 100%;
          "
        ></div>
      </div>

      <!-- timer -->
      <div
        id="timer"
        style="
          background-color: black;
          width: 100px;
          height: 50px;
          flex-shrink: 0;
          display: flex;
          align-items: center;
          justify-content: center;
          color: white;
          border: 4px solid white;
        "
      >
        10
      </div>
      <!-- enemy health -->
      <div
        style="
          position: relative;
          width: 100%;
          border-top: 4px solid white;
          border-bottom: 4px solid white;
          border-right: 4px solid white;
        "
      >
        <div style="background-color: red; height: 30px"></div>
        <div
          id="enemyHealth"
          style="
            position: absolute;
            background: #818cf8;
            top: 0;
            right: 0;
            bottom: 0;
            left: 0;
          "
        ></div>
      </div>
      <div></div>
    </div>
    <div
      id="displayText"
      style="
        position: absolute;
        color: white;
        align-items: center;
        justify-content: center;
        top: 0;
        right: 0;
        bottom: 0;
        left: 0;
        display: none;
      "
    >
      Tie
    </div>
    <canvas></canvas>
  </div>

  <script
    src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.9.1/gsap.min.js"
    integrity="sha512-H6cPm97FAsgIKmlBA4s774vqoN24V5gSQL4yBTDOY2su2DeXZVhQPxFK4P6GPdnZqM9fg1G3cMv5wD7e6cFLZQ=="
    crossorigin="anonymous"
    referrerpolicy="no-referrer"
  ></script>
  <script src="js/utils.js"></script>
  <script src="js/classes.js"></script>
  <script src="index.js"></script>
</body>

JavaScript Code. Save file as index.js

const canvas = document.querySelector('canvas')
const c = canvas.getContext('2d')

canvas.width = 1024
canvas.height = 576

c.fillRect(0, 0, canvas.width, canvas.height)

const gravity = 0.7

const background = new Sprite({
  position: {
    x: 0,
    y: 0
  },
  imageSrc: './img/background.png'
})

const shop = new Sprite({
  position: {
    x: 600,
    y: 138
  },
  imageSrc: './img/shop.png',
  scale: 2.75,
  framesMax: 6
})

const player = new Fighter({
  position: {
    x: 0,
    y: 0
  },
  velocity: {
    x: 0,
    y: 0
  },
  offset: {
    x: 0,
    y: 0
  },
  imageSrc: './img/samuraiMack/Idle.png',
  framesMax: 8,
  scale: 2.5,
  offset: {
    x: 215,
    y: 142
  },
  sprites: {
    idle: {
      imageSrc: './img/samuraiMack/Idle.png',
      framesMax: 8
    },
    run: {
      imageSrc: './img/samuraiMack/Run.png',
      framesMax: 8
    },
    jump: {
      imageSrc: './img/samuraiMack/Jump.png',
      framesMax: 2
    },
    fall: {
      imageSrc: './img/samuraiMack/Fall.png',
      framesMax: 2
    },
    attack1: {
      imageSrc: './img/samuraiMack/Attack1.png',
      framesMax: 6
    },
    takeHit: {
      imageSrc: './img/samuraiMack/Take Hit - white silhouette.png',
      framesMax: 4
    },
    death: {
      imageSrc: './img/samuraiMack/Death.png',
      framesMax: 6
    }
  },
  attackBox: {
    offset: {
      x: 100,
      y: 50
    },
    width: 160,
    height: 50
  }
})

const enemy = new Fighter({
  position: {
    x: 400,
    y: 100
  },
  velocity: {
    x: 0,
    y: 0
  },
  color: 'blue',
  offset: {
    x: -50,
    y: 0
  },
  imageSrc: './img/kenji/Idle.png',
  framesMax: 4,
  scale: 2.5,
  offset: {
    x: 215,
    y: 153
  },
  sprites: {
    idle: {
      imageSrc: './img/kenji/Idle.png',
      framesMax: 4
    },
    run: {
      imageSrc: './img/kenji/Run.png',
      framesMax: 8
    },
    jump: {
      imageSrc: './img/kenji/Jump.png',
      framesMax: 2
    },
    fall: {
      imageSrc: './img/kenji/Fall.png',
      framesMax: 2
    },
    attack1: {
      imageSrc: './img/kenji/Attack1.png',
      framesMax: 4
    },
    takeHit: {
      imageSrc: './img/kenji/Take hit.png',
      framesMax: 3
    },
    death: {
      imageSrc: './img/kenji/Death.png',
      framesMax: 7
    }
  },
  attackBox: {
    offset: {
      x: -170,
      y: 50
    },
    width: 170,
    height: 50
  }
})

console.log(player)

const keys = {
  a: {
    pressed: false
  },
  d: {
    pressed: false
  },
  ArrowRight: {
    pressed: false
  },
  ArrowLeft: {
    pressed: false
  }
}

decreaseTimer()

function animate() {
  window.requestAnimationFrame(animate)
  c.fillStyle = 'black'
  c.fillRect(0, 0, canvas.width, canvas.height)
  background.update()
  shop.update()
  c.fillStyle = 'rgba(255, 255, 255, 0.15)'
  c.fillRect(0, 0, canvas.width, canvas.height)
  player.update()
  enemy.update()

  player.velocity.x = 0
  enemy.velocity.x = 0

  // player movement

  if (keys.a.pressed && player.lastKey === 'a') {
    player.velocity.x = -5
    player.switchSprite('run')
  } else if (keys.d.pressed && player.lastKey === 'd') {
    player.velocity.x = 5
    player.switchSprite('run')
  } else {
    player.switchSprite('idle')
  }

  // jumping
  if (player.velocity.y < 0) {
    player.switchSprite('jump')
  } else if (player.velocity.y > 0) {
    player.switchSprite('fall')
  }

  // Enemy movement
  if (keys.ArrowLeft.pressed && enemy.lastKey === 'ArrowLeft') {
    enemy.velocity.x = -5
    enemy.switchSprite('run')
  } else if (keys.ArrowRight.pressed && enemy.lastKey === 'ArrowRight') {
    enemy.velocity.x = 5
    enemy.switchSprite('run')
  } else {
    enemy.switchSprite('idle')
  }

  // jumping
  if (enemy.velocity.y < 0) {
    enemy.switchSprite('jump')
  } else if (enemy.velocity.y > 0) {
    enemy.switchSprite('fall')
  }

  // detect for collision & enemy gets hit
  if (
    rectangularCollision({
      rectangle1: player,
      rectangle2: enemy
    }) &&
    player.isAttacking &&
    player.framesCurrent === 4
  ) {
    enemy.takeHit()
    player.isAttacking = false

    gsap.to('#enemyHealth', {
      width: enemy.health + '%'
    })
  }

  // if player misses
  if (player.isAttacking && player.framesCurrent === 4) {
    player.isAttacking = false
  }

  // this is where our player gets hit
  if (
    rectangularCollision({
      rectangle1: enemy,
      rectangle2: player
    }) &&
    enemy.isAttacking &&
    enemy.framesCurrent === 2
  ) {
    player.takeHit()
    enemy.isAttacking = false

    gsap.to('#playerHealth', {
      width: player.health + '%'
    })
  }

  // if player misses
  if (enemy.isAttacking && enemy.framesCurrent === 2) {
    enemy.isAttacking = false
  }

  // end game based on health
  if (enemy.health <= 0 || player.health <= 0) {
    determineWinner({ player, enemy, timerId })
  }
}

animate()

window.addEventListener('keydown', (event) => {
  if (!player.dead) {
    switch (event.key) {
      case 'd':
        keys.d.pressed = true
        player.lastKey = 'd'
        break
      case 'a':
        keys.a.pressed = true
        player.lastKey = 'a'
        break
      case 'w':
        player.velocity.y = -20
        break
      case ' ':
        player.attack()
        break
    }
  }

  if (!enemy.dead) {
    switch (event.key) {
      case 'ArrowRight':
        keys.ArrowRight.pressed = true
        enemy.lastKey = 'ArrowRight'
        break
      case 'ArrowLeft':
        keys.ArrowLeft.pressed = true
        enemy.lastKey = 'ArrowLeft'
        break
      case 'ArrowUp':
        enemy.velocity.y = -20
        break
      case 'ArrowDown':
        enemy.attack()

        break
    }
  }
})

window.addEventListener('keyup', (event) => {
  switch (event.key) {
    case 'd':
      keys.d.pressed = false
      break
    case 'a':
      keys.a.pressed = false
      break
  }

  // enemy keys
  switch (event.key) {
    case 'ArrowRight':
      keys.ArrowRight.pressed = false
      break
    case 'ArrowLeft':
      keys.ArrowLeft.pressed = false
      break
  }
})

Create folder called “js” and put the following 2 scripts in that folder

JavaScript code. Save as classes.js

class Sprite {
  constructor({
    position,
    imageSrc,
    scale = 1,
    framesMax = 1,
    offset = { x: 0, y: 0 }
  }) {
    this.position = position
    this.width = 50
    this.height = 150
    this.image = new Image()
    this.image.src = imageSrc
    this.scale = scale
    this.framesMax = framesMax
    this.framesCurrent = 0
    this.framesElapsed = 0
    this.framesHold = 5
    this.offset = offset
  }

  draw() {
    c.drawImage(
      this.image,
      this.framesCurrent * (this.image.width / this.framesMax),
      0,
      this.image.width / this.framesMax,
      this.image.height,
      this.position.x - this.offset.x,
      this.position.y - this.offset.y,
      (this.image.width / this.framesMax) * this.scale,
      this.image.height * this.scale
    )
  }

  animateFrames() {
    this.framesElapsed++

    if (this.framesElapsed % this.framesHold === 0) {
      if (this.framesCurrent < this.framesMax - 1) {
        this.framesCurrent++
      } else {
        this.framesCurrent = 0
      }
    }
  }

  update() {
    this.draw()
    this.animateFrames()
  }
}

class Fighter extends Sprite {
  constructor({
    position,
    velocity,
    color = 'red',
    imageSrc,
    scale = 1,
    framesMax = 1,
    offset = { x: 0, y: 0 },
    sprites,
    attackBox = { offset: {}, width: undefined, height: undefined }
  }) {
    super({
      position,
      imageSrc,
      scale,
      framesMax,
      offset
    })

    this.velocity = velocity
    this.width = 50
    this.height = 150
    this.lastKey
    this.attackBox = {
      position: {
        x: this.position.x,
        y: this.position.y
      },
      offset: attackBox.offset,
      width: attackBox.width,
      height: attackBox.height
    }
    this.color = color
    this.isAttacking
    this.health = 100
    this.framesCurrent = 0
    this.framesElapsed = 0
    this.framesHold = 5
    this.sprites = sprites
    this.dead = false

    for (const sprite in this.sprites) {
      sprites[sprite].image = new Image()
      sprites[sprite].image.src = sprites[sprite].imageSrc
    }
  }

  update() {
    this.draw()
    if (!this.dead) this.animateFrames()

    // attack boxes
    this.attackBox.position.x = this.position.x + this.attackBox.offset.x
    this.attackBox.position.y = this.position.y + this.attackBox.offset.y

    // draw the attack box
    // c.fillRect(
    //   this.attackBox.position.x,
    //   this.attackBox.position.y,
    //   this.attackBox.width,
    //   this.attackBox.height
    // )

    this.position.x += this.velocity.x
    this.position.y += this.velocity.y

    // gravity function
    if (this.position.y + this.height + this.velocity.y >= canvas.height - 96) {
      this.velocity.y = 0
      this.position.y = 330
    } else this.velocity.y += gravity
  }

  attack() {
    this.switchSprite('attack1')
    this.isAttacking = true
  }

  takeHit() {
    this.health -= 20

    if (this.health <= 0) {
      this.switchSprite('death')
    } else this.switchSprite('takeHit')
  }

  switchSprite(sprite) {
    if (this.image === this.sprites.death.image) {
      if (this.framesCurrent === this.sprites.death.framesMax - 1)
        this.dead = true
      return
    }

    // overriding all other animations with the attack animation
    if (
      this.image === this.sprites.attack1.image &&
      this.framesCurrent < this.sprites.attack1.framesMax - 1
    )
      return

    // override when fighter gets hit
    if (
      this.image === this.sprites.takeHit.image &&
      this.framesCurrent < this.sprites.takeHit.framesMax - 1
    )
      return

    switch (sprite) {
      case 'idle':
        if (this.image !== this.sprites.idle.image) {
          this.image = this.sprites.idle.image
          this.framesMax = this.sprites.idle.framesMax
          this.framesCurrent = 0
        }
        break
      case 'run':
        if (this.image !== this.sprites.run.image) {
          this.image = this.sprites.run.image
          this.framesMax = this.sprites.run.framesMax
          this.framesCurrent = 0
        }
        break
      case 'jump':
        if (this.image !== this.sprites.jump.image) {
          this.image = this.sprites.jump.image
          this.framesMax = this.sprites.jump.framesMax
          this.framesCurrent = 0
        }
        break

      case 'fall':
        if (this.image !== this.sprites.fall.image) {
          this.image = this.sprites.fall.image
          this.framesMax = this.sprites.fall.framesMax
          this.framesCurrent = 0
        }
        break

      case 'attack1':
        if (this.image !== this.sprites.attack1.image) {
          this.image = this.sprites.attack1.image
          this.framesMax = this.sprites.attack1.framesMax
          this.framesCurrent = 0
        }
        break

      case 'takeHit':
        if (this.image !== this.sprites.takeHit.image) {
          this.image = this.sprites.takeHit.image
          this.framesMax = this.sprites.takeHit.framesMax
          this.framesCurrent = 0
        }
        break

      case 'death':
        if (this.image !== this.sprites.death.image) {
          this.image = this.sprites.death.image
          this.framesMax = this.sprites.death.framesMax
          this.framesCurrent = 0
        }
        break
    }
  }
}

JavaScript code. Save as utils.js

function rectangularCollision({ rectangle1, rectangle2 }) {
  return (
    rectangle1.attackBox.position.x + rectangle1.attackBox.width >=
      rectangle2.position.x &&
    rectangle1.attackBox.position.x <=
      rectangle2.position.x + rectangle2.width &&
    rectangle1.attackBox.position.y + rectangle1.attackBox.height >=
      rectangle2.position.y &&
    rectangle1.attackBox.position.y <= rectangle2.position.y + rectangle2.height
  )
}

function determineWinner({ player, enemy, timerId }) {
  clearTimeout(timerId)
  document.querySelector('#displayText').style.display = 'flex'
  if (player.health === enemy.health) {
    document.querySelector('#displayText').innerHTML = 'Tie'
  } else if (player.health > enemy.health) {
    document.querySelector('#displayText').innerHTML = 'Player 1 Wins'
  } else if (player.health < enemy.health) {
    document.querySelector('#displayText').innerHTML = 'Player 2 Wins'
  }
}

let timer = 60
let timerId
function decreaseTimer() {
  if (timer > 0) {
    timerId = setTimeout(decreaseTimer, 1000)
    timer--
    document.querySelector('#timer').innerHTML = timer
  }

  if (timer === 0) {
    determineWinner({ player, enemy, timerId })
  }
}