(function (window) {
var Game = {
init: function () {
this.c = document.getElementById("game");
this.c.width = this.c.width;
this.c.height = this.c.height;
this.ctx = this.c.getContext("2d");
this.color = "rgba(20,20,20,.7)";
this.bullets = [];
this.enemyBullets = [];
this.enemies = [];
this.particles = [];
this.bulletIndex = 0;
this.enemyBulletIndex = 0;
this.enemyIndex = 0;
this.particleIndex = 0;
this.maxParticles = 10;
this.maxEnemies = 6;
this.enemiesAlive = 0;
this.currentFrame = 0;
this.maxLives = 3;
this.life = 0;
this.binding();
this.player = new Player();
this.score = 0;
this.paused = false;
this.shooting = false;
this.oneShot = false;
this.isGameOver = false;
this.requestAnimationFrame =
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame;
for (var i = 0; i < this.maxEnemies; i++) {
new Enemy();
this.enemiesAlive++;
}
this.invincibleMode(2000);
this.loop();
},
binding: function () {
window.addEventListener("keydown", this.buttonDown);
window.addEventListener("keyup", this.buttonUp);
window.addEventListener("keypress", this.keyPressed);
this.c.addEventListener("click", this.clicked);
},
clicked: function () {
if (!Game.paused) {
Game.pause();
} else {
if (Game.isGameOver) {
Game.init();
} else {
Game.unPause();
Game.loop();
Game.invincibleMode(1000);
}
}
},
keyPressed: function (e) {
if (e.keyCode === 32) {
if (!Game.player.invincible && !Game.oneShot) {
Game.player.shoot();
Game.oneShot = true;
}
if (Game.isGameOver) {
Game.init();
}
e.preventDefault();
}
},
buttonUp: function (e) {
if (e.keyCode === 32) {
Game.shooting = false;
Game.oneShot = false;
e.preventDefault();
}
if (e.keyCode === 37 || e.keyCode === 65) {
Game.player.movingLeft = false;
}
if (e.keyCode === 39 || e.keyCode === 68) {
Game.player.movingRight = false;
}
},
buttonDown: function (e) {
if (e.keyCode === 32) {
Game.shooting = true;
}
if (e.keyCode === 37 || e.keyCode === 65) {
Game.player.movingLeft = true;
}
if (e.keyCode === 39 || e.keyCode === 68) {
Game.player.movingRight = true;
}
},
random: function (min, max) {
return Math.floor(Math.random() * (max - min) + min);
},
invincibleMode: function (s) {
this.player.invincible = true;
setTimeout(function () {
Game.player.invincible = false;
}, s);
},
collision: function (a, b) {
return !(
a.y + a.height < b.y ||
a.y > b.y + b.height ||
a.x + a.width < b.x ||
a.x > b.x + b.width
);
},
clear: function () {
this.ctx.fillStyle = Game.color;
this.ctx.fillRect(0, 0, this.c.width, this.c.height);
},
pause: function () {
this.paused = true;
},
unPause: function () {
this.paused = false;
},
gameOver: function () {
this.isGameOver = true;
this.clear();
var message = "Game Over";
var message2 = "Score: " + Game.score;
var message3 = "Click or press Spacebar to Play Again";
this.pause();
this.ctx.fillStyle = "white";
this.ctx.font = "bold 30px Lato, sans-serif";
this.ctx.fillText(
message,
this.c.width / 2 - this.ctx.measureText(message).width / 2,
this.c.height / 2 - 50
);
this.ctx.fillText(
message2,
this.c.width / 2 - this.ctx.measureText(message2).width / 2,
this.c.height / 2 - 5
);
this.ctx.font = "bold 16px Lato, sans-serif";
this.ctx.fillText(
message3,
this.c.width / 2 - this.ctx.measureText(message3).width / 2,
this.c.height / 2 + 30
);
},
updateScore: function () {
this.ctx.fillStyle = "white";
this.ctx.font = "16px Lato, sans-serif";
this.ctx.fillText("Score: " + this.score, 8, 20);
this.ctx.fillText("Lives: " + (this.maxLives - this.life), 8, 40);
},
loop: function () {
if (!Game.paused) {
Game.clear();
for (var i in Game.enemies) {
var currentEnemy = Game.enemies[i];
currentEnemy.draw();
currentEnemy.update();
if (Game.currentFrame % currentEnemy.shootingSpeed === 0) {
currentEnemy.shoot();
}
}
for (var x in Game.enemyBullets) {
Game.enemyBullets[x].draw();
Game.enemyBullets[x].update();
}
for (var z in Game.bullets) {
Game.bullets[z].draw();
Game.bullets[z].update();
}
if (Game.player.invincible) {
if (Game.currentFrame % 20 === 0) {
Game.player.draw();
}
} else {
Game.player.draw();
}
for (var i in Game.particles) {
Game.particles[i].draw();
}
Game.player.update();
Game.updateScore();
Game.currentFrame = Game.requestAnimationFrame.call(
window,
Game.loop
);
}
},
};
var Player = function () {
this.width = 60;
this.height = 20;
this.x = Game.c.width / 2 - this.width / 2;
this.y = Game.c.height - this.height;
this.movingLeft = false;
this.movingRight = false;
this.speed = 8;
this.invincible = false;
this.color = "white";
};
Player.prototype.die = function () {
if (Game.life < Game.maxLives) {
Game.invincibleMode(2000);
Game.life++;
} else {
Game.pause();
Game.gameOver();
}
};
Player.prototype.draw = function () {
Game.ctx.fillStyle = this.color;
Game.ctx.fillRect(this.x, this.y, this.width, this.height);
};
Player.prototype.update = function () {
if (this.movingLeft && this.x > 0) {
this.x -= this.speed;
}
if (this.movingRight && this.x + this.width < Game.c.width) {
this.x += this.speed;
}
if (Game.shooting && Game.currentFrame % 10 === 0) {
this.shoot();
}
for (var i in Game.enemyBullets) {
var currentBullet = Game.enemyBullets[i];
if (
Game.collision(currentBullet, this) &&
!Game.player.invincible
) {
this.die();
delete Game.enemyBullets[i];
}
}
};
Player.prototype.shoot = function () {
Game.bullets[Game.bulletIndex] = new Bullet(this.x + this.width / 2);
Game.bulletIndex++;
};
var Bullet = function (x) {
this.width = 8;
this.height = 20;
this.x = x;
this.y = Game.c.height - 10;
this.vy = 8;
this.index = Game.bulletIndex;
this.active = true;
this.color = "white";
};
Bullet.prototype.draw = function () {
Game.ctx.fillStyle = this.color;
Game.ctx.fillRect(this.x, this.y, this.width, this.height);
};
Bullet.prototype.update = function () {
this.y -= this.vy;
if (this.y < 0) {
delete Game.bullets[this.index];
}
};
var Enemy = function () {
this.width = 60;
this.height = 20;
this.x = Game.random(0, Game.c.width - this.width);
this.y = Game.random(10, 40);
this.vy = Game.random(1, 3) * 0.1;
this.index = Game.enemyIndex;
Game.enemies[Game.enemyIndex] = this;
Game.enemyIndex++;
this.speed = Game.random(2, 3);
this.shootingSpeed = Game.random(30, 80);
this.movingLeft = Math.random() < 0.5 ? true : false;
this.color = "hsl(" + Game.random(0, 360) + ", 60%, 50%)";
};
Enemy.prototype.draw = function () {
Game.ctx.fillStyle = this.color;
Game.ctx.fillRect(this.x, this.y, this.width, this.height);
};
Enemy.prototype.update = function () {
if (this.movingLeft) {
if (this.x > 0) {
this.x -= this.speed;
this.y += this.vy;
} else {
this.movingLeft = false;
}
} else {
if (this.x + this.width < Game.c.width) {
this.x += this.speed;
this.y += this.vy;
} else {
this.movingLeft = true;
}
}
for (var i in Game.bullets) {
var currentBullet = Game.bullets[i];
if (Game.collision(currentBullet, this)) {
this.die();
delete Game.bullets[i];
}
}
};
Enemy.prototype.die = function () {
this.explode();
delete Game.enemies[this.index];
Game.score += 15;
Game.enemiesAlive = Game.enemiesAlive > 1 ? Game.enemiesAlive - 1 : 0;
if (Game.enemiesAlive < Game.maxEnemies) {
Game.enemiesAlive++;
setTimeout(function () {
new Enemy();
}, 2000);
}
};
Enemy.prototype.explode = function () {
for (var i = 0; i < Game.maxParticles; i++) {
new Particle(this.x + this.width / 2, this.y, this.color);
}
};
Enemy.prototype.shoot = function () {
new EnemyBullet(this.x + this.width / 2, this.y, this.color);
};
var EnemyBullet = function (x, y, color) {
this.width = 8;
this.height = 20;
this.x = x;
this.y = y;
this.vy = 6;
this.color = color;
this.index = Game.enemyBulletIndex;
Game.enemyBullets[Game.enemyBulletIndex] = this;
Game.enemyBulletIndex++;
};
EnemyBullet.prototype.draw = function () {
Game.ctx.fillStyle = this.color;
Game.ctx.fillRect(this.x, this.y, this.width, this.height);
};
EnemyBullet.prototype.update = function () {
this.y += this.vy;
if (this.y > Game.c.height) {
delete Game.enemyBullets[this.index];
}
};
var Particle = function (x, y, color) {
this.x = x;
this.y = y;
this.vx = Game.random(-5, 5);
this.vy = Game.random(-5, 5);
this.color = color || "orange";
Game.particles[Game.particleIndex] = this;
this.id = Game.particleIndex;
Game.particleIndex++;
this.life = 0;
this.gravity = 0.05;
this.size = 40;
this.maxlife = 100;
};
Particle.prototype.draw = function () {
this.x += this.vx;
this.y += this.vy;
this.vy += this.gravity;
this.size *= 0.89;
Game.ctx.fillStyle = this.color;
Game.ctx.fillRect(this.x, this.y, this.size, this.size);
this.life++;
if (this.life >= this.maxlife) {
delete Game.particles[this.id];
}
};
Game.init();
})(window);