Saturday, September 14, 2024

Space-Invaders

Controls

Click on Game to Activate Controls. Refresh Page to Start New Game!

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

Below is the Code

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

HTML Code for Web Page. Save file as .html

<style>
	body {
		margin: 0;
		display: flex;
		justify-content: center;
		align-items: center;
		background-color: black;
	}
</style>


<div style="position: relative;">
<p
style="position: absolute; z-index: 10; color: white; left: 10px; top: 10; margin: 0; font-family: sans-serif; font-size: 14px;"
><span>Score:</span><span id="scoreEl">0</span></p>

<canvas></canvas></div>

<script src="./index.js"></script>

JavaScript Code. Save file as .js

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

console.log(scoreEl)

canvas.width = 1024
canvas.height = 576

class Player {
	constructor() {
		this.position = {
			x: canvas.width / 2 - this.width / 2,
			y: 200			
		}
		
		this.velocity = {
			x: 0,
			y: 0
		}
		
		this.rotation = 0
		this.opacity = 1
		
		const image = new Image()
		image.src = './img/spaceship.png'
		image.onload = () => {
			const scale = .15
			this.image = image
			this.width = image.width * scale
			this.height = image.height * scale
			this.position = {
				x: canvas.width / 2 - this.width / 2,
				y: canvas.height - this.height - 20
			}
		}		
	}
	
	draw() {
		//c.fillStyle = 'red'
		//c.fillRect(this.position.x, this.position.y, this.width, this.height)
		
		c.save ()
		c.globalAlpha = this.opacity
		c.translate(
			player.position.x + player.width / 2,
			player.position.y + player.height / 2
		)		
		c.rotate(this.rotation)
		
		c.translate(
			-player.position.x - player.width / 2,
			-player.position.y - player.height / 2
		)
		
		c.drawImage(
			this.image,
			this.position.x,
			this.position.y,
			this.width,
			this.height
		)
		c.restore()
	}
	
	update () {
		if (this.image) {
		this.draw()
		this.position.x += this.velocity.x 
		}
	}
}

class Projectile {
	constructor({position, velocity}) {
		this.position = position
		this.velocity = velocity
		
		this.radius = 4
	}
	
	draw() {
		c.beginPath()
		c.arc(this.position.x, this.position.y, this.radius, 0, Math.PI * 2)
		c.fillStyle = 'red'
		c.fill()
		c.closePath()
	}
	
	update() {
		this.draw()
		this.position.x += this.velocity.x
		this.position.y += this.velocity.y
		
	}
}

class Particle {
	constructor({position, velocity, radius, color, fades}) {
		this.position = position
		this.velocity = velocity
		
		this.radius = radius
		this.color = color
		this.opacity = 1
		this.fades = fades
	}
	
	draw() {
		c.save()
		c.globalAlpha = this.opacity
		c.beginPath()
		c.arc(this.position.x, this.position.y, this.radius, 0, Math.PI * 2)
		c.fillStyle = this.color
		c.fill()
		c.closePath()
		c.restore()
	}
	
	update() {
		this.draw()
		this.position.x += this.velocity.x
		this.position.y += this.velocity.y
		
		if (this.fades)	this.opacity -= 0.01		
	}
}

class InvaderProjectile {
	constructor({position, velocity}) {
		this.position = position
		this.velocity = velocity
		
		this.width = 3
		this.height = 10
	}
	
	draw() {
		c.fillStyle = 'white'
		c.fillRect(this.position.x, this.position.y, this.width, this.height)
	}
	
	update() {
		this.draw()
		this.position.x += this.velocity.x
		this.position.y += this.velocity.y
		
	}
}



class Invader {
	constructor({position}) {
		this.position = {
			x: canvas.width / 2 - this.width / 2,
			y: 200			
		}
		
		this.velocity = {
			x: 0,
			y: 0
		}
		
		const image = new Image()
		image.src = './img/invader.png'
		image.onload = () => {
			const scale = 1
			this.image = image
			this.width = image.width * scale
			this.height = image.height * scale
			this.position = {
				x: position.x,
				y: position.y
			}
		}		
	}
	
	draw() {
		//c.fillStyle = 'red'
		//c.fillRect(this.position.x, this.position.y, this.width, this.height)
		
		c.drawImage(
			this.image,
			this.position.x,
			this.position.y,
			this.width,
			this.height
		)
	}
	
	update ({velocity}) {
		if (this.image) {
		this.draw()
		this.position.x += velocity.x 
		this.position.y += velocity.y 
		}
	}
	
	shoot(invaderProjectiles) {
		invaderProjectiles.push(new InvaderProjectile({
			position: {
				x: this.position.x + this.width /2,
				y: this.position.y + this.height
			},
			velocity: {
				x: 0,
				y: 5
			}
		}))
	}
}

class Grid {
	constructor() {
		this.position = {
			x: 0,
			y: 0
		}
		
		this.velocity = {
			x: 3,
			y: 0
		}
		
		this.invaders = []
		
		const columns = Math.floor(Math.random() * 10 + 5)
		const rows = Math.floor(Math.random() * 5 + 2)
		
		this.width = columns * 30
		
		for (let x = 0; x < columns; x++) {
			for (let y = 0; y < rows; y++) {
			this.invaders.push(new Invader({
				position: {
					x: x * 30,
					y: y * 30
					}
				})
			)
		}
	}
		console.log(this.invaders)
	}
	
	update () {
		this.position.x += this.velocity.x
		this.position.y += this.velocity.y
		
		this.velocity.y = 0
		
		if (this.position.x + this.width >= canvas.width || this.position.x <= 0) {
			this.velocity.x = -this.velocity.x
			this.velocity.y = 30
		}
	}
}

const player = new Player()
const projectiles = []
const grids = []
const invaderProjectiles = []
const particles = []
const keys = {
	a: {
		pressed: false
	},
	d: {
		pressed: false
	},
	space: {
		pressed: false
	}
}

let frames = 0
let randomInterval = Math.floor(Math.random() * 500 + 500)
let game = {
	over: false,
	active: true
}

let score = 0

for (let i = 0; i < 100; i++) {					
		particles.push(
		new Particle ({
		position: {
		x: Math.random() * canvas.width,
		y: Math.random() * canvas.height
		},
		velocity: {
		x: 0,
		y:0.3
		},
		radius: Math.random() * 3,
		color: 'white'
			})
		)
	}

function createParticles({object, color, fades}) {
	for (let i = 0; i < 15; i++) {					
		particles.push(
		new Particle ({
		position: {
		x: object.position.x + object.width /2,
		y: object.position.y + object.height /2
		},
		velocity: {
		x: (Math.random() - 0.5) *2,
		y: (Math.random() - 0.5) *2
		},
		radius: Math.random() * 3,
		color: color || '#BAA0DE',
		fades
			})
		)
	}
}

function animate () {
	if (!game.active) return
	requestAnimationFrame(animate)
	c.fillStyle = 'black'
	c.fillRect(0,0, canvas.width, canvas.height)
	player.update()
	particles.forEach ((particle, i) => {
		
		if (particle.position.y - particle.radius >= canvas.height) {
			particle.position.x = Math.random() * canvas.width
			particle.position.y = -particle.radius
		}
		
		if (particle.opacity <=0) {
			setTimeout(() => {
				particles.splice(i, 1)
			}, 0 )			
		} else {
			particle.update()
		}		
	})
	
	invaderProjectiles.forEach((invaderProjectile, index) => {
		if (
			invaderProjectile.position.y + invaderProjectile.height >= 
			canvas.height
			) {
			setTimeout(() => {
				invaderProjectiles.splice(index, 1)
			}, 0)
		} else invaderProjectile.update()
		
		// projectile hits player
		if (
			invaderProjectile.position.y + invaderProjectile.height >= 
			player.position.y && invaderProjectile.position.x +
			invaderProjectile.width >= player.position.x &&
			invaderProjectile.position.x <= player.position.x +
			player.width
			) {
			console.log('you lose')
			
			setTimeout(() => {
				invaderProjectiles.splice(index, 1)
				player.opacity = 0
				game.over = true
			}, 0)
			
			setTimeout(() => {
				game.active = false
			}, 2000)
			
			createParticles({
				object: player,
				color: 'white',
				fades: true
			})
		}
	})
		
	projectiles.forEach((projectile, index) => {		
		if (projectile.position.y + projectile.radius <= 0) {
			setTimeout(() => {
				projectiles.splice(index, 1)
			}, 0) 			
		} else {
			projectile.update()
			

			}
		
	})
	
	grids.forEach((grid, gridIndex) => {
		grid.update()
		
		// spawn projectiles
		if (frames % 100 === 0 && grid.invaders.length > 0) {
			grid.invaders[Math.floor(Math.random() * grid.invaders.length)].shoot(invaderProjectiles)
		}
			
		grid.invaders.forEach ((invader, i) => {
			invader.update({velocity: grid.velocity})
			
			//projectiles hit enemy
			projectiles.forEach((projectile, j) => {
				if (
				projectile.position.y - projectile.radius <=
				invader.position.y + invader.height &&
				projectile.position.x + projectile.radius >=
				invader.position.x &&
				projectile.position.x -	projectile.radius <=
				invader.position.x + invader.width &&
				projectile.position.y +	projectile.radius >=
				invader.position.y
				) {	
				
				
				
					setTimeout (() => {
						const invaderFound = grid.invaders.find(
						(invader2) => invader2 === invader
						)						
						const projectileFound = projectiles.find(
						(projectile2) => projectile2 === projectile
						)
						
						// remove invader and projectile
						if (invaderFound && projectileFound){
							score += 100
							console.log(score)
							scoreEl.innerHTML = score
							
							createParticles({
								object: invader,
								fades: true
							})
			
			
							grid.invaders.splice(i, 1)
							projectiles.splice(j, 1)
						
						if (grid.invaders.length > 0) {
							const firstInvader = grid.invaders[0]
							const lastInvader = grid.invaders[grid.
							invaders.length - 1]
							
							grid.width = lastInvader.position.x -
							firstInvader.position.x +
							lastInvader.width
							grid.position.x = firstInvader.position.x 
						} else {
							grids.splice(gridIndex, 1)
						}
						}
					}, 0)
				}
			})
		})
	})
	
	if (keys.a.pressed && player.position.x >= 0) {
		player.velocity.x = -7
		player.rotation = -.15
	} else if (keys.d.pressed && player.position.x + player.width <= canvas.width) {
		player.velocity.x = 7
		player.rotation = .15
	}else {
		player.velocity.x = 0
		player.rotation = 0
	}
	
	console.log(frames)
	// spawning enemies
	if (frames % randomInterval === 0) {
		grids.push(new Grid())
		randomInterval = Math.floor(Math.random() * 500 + 500)
		frames = 0
		}
		

	
	frames++
}

animate()

addEventListener('keydown', ({key}) => {
	if (game.over) return
	
	switch (key) {
		case 'a':
			//console.log('left')
			
			keys.a.pressed = true
			break
		case 'd':
			//console.log('right')
			keys.d.pressed = true
			break
		case ' ':
			//console.log('space')
			projectiles.push(new Projectile({
	position: {
		x: player.position.x + player.width / 2,
		y: player.position.y
	},
	velocity: {
		x: 0,
		y: -10
	 }
	})
	)
			//console.log(projectiles)
			break	
	}
})

addEventListener('keyup', ({key}) => {
	switch (key) {
		case 'a':
			//console.log('left')			
			keys.a.pressed = false
			break
		case 'd':
			//console.log('right')
			keys.d.pressed = false
			break
		case ' ':
			//console.log('space')
			break	
	}
})