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spaceinvaders.js
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spaceinvaders.js
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//code.iamkate.com
function Queue(){var a=[],b=0;this.getLength=function(){return a.length-b};this.isEmpty=function(){return 0==a.length};this.enqueue=function(b){a.push(b)};this.dequeue=function(){if(0!=a.length){var c=a[b];2*++b>=a.length&&(a=a.slice(b),b=0);return c}};this.peek=function(){return 0<a.length?a[b]:void 0}};
var alienSprites=["assets/sprites/blue_alien.png","assets/sprites/green_alien.png","assets/sprites/blue_alien2.png","assets/sprites/red_alien.png"];
var playerSprite="assets/sprites/player.png";
var projectileSprite="assets/sprites/projectile.png"
var explosionSprite="assets/sprites/explosion.png"
var playerShootAudio = new Audio('assets/audio/shoot.wav');
var playerHitAudio = new Audio("assets/audio/explosion.wav");
var alienHitAudio = new Audio("assets/audio/invaderkilled.wav");
var soundOn = true;
var board;
var leftBoundary=10;
var rightBoundary=87;
var startingPosY=14;
var startingPosX=12;
var horizontalSpacing=5;
var horizontalOffset=2.5;
var verticalSpacing=8;
var playerSpeed=2;
var playerProjectileSpeed=1.5;
var enemyProjectileSpeed=1;
var cannotShoot=true;
var respawnTime=3000;
//each time the aliens move down this is decreased, when it reaches 0 the game is lost
var downCount=16;
//time in ms that takes for the projectile to update position (less is faster)
var projectileMoveFreq=16;
//Enemy move distance
var moveDistanceX=1;
var moveDistanceY=3;
//Time in ms that it takes for the enemy to move to the right/left
var moveTime=250;
//Number of times that it will move to the left/right before moving down and reversing direction
var moveTurns=25;
// Time in ms that it takes for the enemy to shoot
var shootTime=1800;
//Keeps current move turn
var movesRemaining=moveTurns;
//Number of projectiles instantiated when the game starts
var projectileNumber=15;
var projectiles = new Queue();
reverse=false;
var playerShip;
var enemyShips=[];
var destroyedShips=[];
//game controller vars
var userScore=0;
var highScore=0;
var livesRemaining=3;
var userName='';
var topScore="top_score";
var gameController;
//scores
var topRowScore=50;
var secondRowScore=30;
var thirdRowScore=20;
var bottomRowScore=10;
$(document).ready(function() {
instantiateProjectiles(projectileNumber);
instantiateEnemies();
playerShip=new Player();
gameController=new GameController(livesRemaining);
});
function startEnemies(){
enemyMoveInterval = setInterval(moveEnemies,moveTime);
enemyShootInterval = setInterval(randomShoot,shootTime);
}
function stopEnemies(){
clearInterval(enemyMoveInterval);
clearInterval(enemyShootInterval);
}
function randomShoot(){
randomEnemy=Math.floor(Math.random()*(enemyShips.length-1));
if(enemyShips[randomEnemy].alive){
enemyShips[randomEnemy].shoot();
}else{
randomShoot();
}
}
document.addEventListener('keydown',function (evt){
if(evt.which === 37){
if(playerShip.left<leftBoundary) return;
playerShip.moveLeft();
} else if (evt.which === 39){
if(playerShip.left>rightBoundary) return;
playerShip.moveRight();
} else if(evt.which== 32){
if (!cannotShoot) {
playerShip.shoot();
if (soundOn) playerShootAudio.play();
}
}
});
function instantiateProjectiles(projectileNumber){
for(var i=0;i<projectileNumber;i++){
projectiles.enqueue(new Projectile());
}
}
function instantiateEnemies() {
count = 0;
for(var j=0;j<4;j++){
for (var i=0;i<11;i++){
var offset=0;
if(j % 2 != 0) offset=horizontalOffset;
var enemy=new Enemy(alienSprites[j],toPercentage(startingPosX + horizontalSpacing * i + offset),toPercentage(startingPosY + verticalSpacing * j),i,j);
enemyShips[count] = enemy;
count++;
}
}
}
function toPercentage(integer){
return integer+"%";
}
function createGameObject(sprite=""){
var gameObject = document.createElement("div");
document.body.appendChild(gameObject);
var objectSprite = document.createElement("img");
if(sprite!=""){
objectSprite.src=sprite;
}
gameObject.appendChild(objectSprite);
gameObject.style.position = "absolute";
gameObject.style.visibility = "visible"
return gameObject;
}
function moveEnemies(){
enemyShips.forEach(function(enemy){
if(movesRemaining>0){
currentPosX=parseFloat(enemy.left);
if(!reverse){
enemy.left=toPercentage(currentPosX+moveDistanceX);
} else {
enemy.left=toPercentage(currentPosX-moveDistanceX);
}
}else{
currentPosY=parseFloat(enemy.top);
enemy.top=toPercentage(currentPosY+moveDistanceY);
}
});
movesRemaining--;
if(movesRemaining<0){
movesRemaining=moveTurns;
reverse=!reverse;
downCount--;
if(downCount==0){
livesRemaining=0;
gameController.updateUI();
stopEnemies();
}
}
}
class Enemy {
constructor(sprite,xPos,yPos,col,row) {
this.enemyShip=this.instantiateEnemy(sprite,xPos,yPos,col,row);
}
get alive(){
return this.enemyShip.style.visibility === "visible";
}
get left() {
return this.enemyShip.style.left;
}
get x() {
return this.enemyShip.getBoundingClientRect().x;
}
get y(){
return this.enemyShip.getBoundingClientRect().y;
}
set left(value) {
this.enemyShip.style.left=value;
}
get top() {
return this.enemyShip.style.top;
}
set top(value) {
this.enemyShip.style.top=value;
}
get width(){
return this.enemyShip.offsetWidth;
}
get height(){
return this.enemyShip.offsetHeight;
}
instantiateEnemy(sprite,xPos,yPos,col,row){
var enemyShip = createGameObject(sprite);
enemyShip.style.position = "absolute";
enemyShip.style.top = yPos;
enemyShip.style.left = xPos;
enemyShip.style.zIndex = "-1";
enemyShip.classList.add('enemy');
enemyShip.classList.add('row'+row); //enemy row0
enemyShip.setAttribute('id',"enemy"+col+''+row) //enemy32
return enemyShip;
}
shoot(){
var projectile=projectiles.dequeue();
projectile.shoot(-1,this.left,this.top,enemyProjectileSpeed);
}
destroy(){
destroyedShips.push(this);
this.enemyShip.style.visibility="hidden";
gameController.addScore(this.enemyShip.className);
if (soundOn) alienHitAudio.play();
console.log(destroyedShips.length)
if(destroyedShips.length==24){
stopEnemies();
console.log("level 1 increase")
moveTime-=100;
shootTime-=500;
startEnemies();
}else if(destroyedShips.length==34){
console.log("level 2 increase")
stopEnemies();
moveTime-=25;
shootTime-=250;
startEnemies();
}else if(destroyedShips.length==43){
console.log("level 3 increase")
stopEnemies();
moveTime-=25;
shootTime-=250;
startEnemies();
}
}
}
class Player {
constructor() {
this.playerShip=this.instantiatePlayer();
}
instantiatePlayer(){
var div = createGameObject(playerSprite);
div.style.position = "absolute";
div.style.visibility = "hidden";
return div;
}
start(instance=this){
if(livesRemaining>0){
cannotShoot=false;
instance.playerShip.style.visibility = "visible"
instance.playerShip.style.top = "85%";
instance.playerShip.style.left = "50%";
}
}
get alive(){
return this.playerShip.style.visibility === "visible";
}
get left() {
return parseFloat(this.playerShip.style.left);
}
get x() {
return this.playerShip.getBoundingClientRect().x;
}
get y() {
return this.playerShip.getBoundingClientRect().y;
}
get top(){
return parseFloat(this.playerShip.style.top);
}
get width(){
return this.playerShip.offsetWidth;
}
get height(){
return this.playerShip.offsetHeight;
}
moveRight(){
this.playerShip.style.left = toPercentage(parseFloat(this.playerShip.style.left) + playerSpeed);
}
moveLeft(){
this.playerShip.style.left = toPercentage(parseFloat(this.playerShip.style.left) - playerSpeed);
}
shoot(){
if(this.alive){
var projectile=projectiles.dequeue();
projectile.shoot(1,toPercentage(parseFloat(playerShip.left)+0.5),toPercentage(parseFloat(playerShip.top)+0.5),playerProjectileSpeed);
cannotShoot=true;
}
}
destroy(){
this.playerShip.style.visibility="hidden";
setTimeout(playerShip.start,respawnTime,this);
livesRemaining--;
gameController.updateUI();
if (soundOn) playerHitAudio.play();
}
}
class Projectile {
constructor(){
this.projectile=createGameObject(projectileSprite);
this.projectile.style.visibility="hidden";
this.moveProjectileInterval;
}
setVisibility(visible){
if(visible) {
this.projectile.style.visibility='visible';
}else {
this.projectile.style.visibility='hidden';
}
}
get active(){
return this.projectile.style.visibility === "visible"
}
get left() {
return this.projectile.style.left;
}
set left(value){
this.projectile.style.left=value;
}
get top() {
return this.projectile.style.top;
}
get x() {
return this.projectile.getBoundingClientRect().x;
}
get y(){
return this.projectile.getBoundingClientRect().y;
}
set top(value){
this.projectile.style.top=value;
}
get width(){
return this.projectile.offsetWidth;
}
get height(){
return this.projectile.offsetHeight;
}
stop(){
clearInterval(this.moveProjectileInterval);
}
//moves projectile in the specified direction (1 for up or -1 for down) from the x,y position specified
shoot(direction,xPos,yPos,speed){
this.projectile.style.left = xPos;//
this.projectile.style.top = yPos; //
this.projectile.style.visibility ='visible';
this.moveProjectileInterval=setInterval(this.move,projectileMoveFreq,direction,this,speed);
}
move(direction,projectile,speed){
projectile.top = toPercentage(parseFloat(projectile.top) + speed *-direction);
//direction is passed so the function knows if it was shot by a player or an enemy
projectile.detectCollision(direction,projectile);
}
recycleProjectile(projectile){
projectile.setVisibility(false);
projectile.stop();
projectiles.enqueue(projectile);
}
detectCollision(direction,projectile){
if(direction>0){
enemyShips.forEach(function(element){
if (isColliding(projectile,element)&&element.alive&&projectile.active) {
projectile.recycleProjectile(projectile);
element.destroy();
if (direction>0){
cannotShoot=false;
}
}
})
if(parseFloat(projectile.top)<1){
cannotShoot=false;
projectile.recycleProjectile(projectile)
}
}else{
if (isColliding(projectile,playerShip)&&playerShip.alive&&projectile.active) {
playerShip.destroy();
projectile.recycleProjectile();
}
if(parseFloat(projectile.top)>99){
projectile.recycleProjectile(projectile)
}
}
}
}
function isColliding(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))
);
}
class GameController {
constructor(startingLives){
this.startingLives=startingLives;
this.updateUI();
}
addScore(row){
switch(row){
case "enemy row0":
userScore+=topRowScore
break
case "enemy row1":
userScore+=secondRowScore
break
case "enemy row2":
userScore+=thirdRowScore
break
case "enemy row3":
userScore+=bottomRowScore
break;
}
this.updateUI();
}
updateUI() {
document.getElementById("live_score").innerHTML=("Your score: " + userScore);
document.getElementById("high_score").innerHTML=("Highest score: " + highScore + " By " + userName);
document.getElementById("show_lives").innerHTML=("Lives remaining: " + livesRemaining);
//end game form
if (livesRemaining === 0) {
stopEnemies();
var show = document.getElementById("top_10_button");
show.style.visibility = "visible";
var finalScore = userScore;
var displayForm = document.getElementById("end_game_display");
displayForm.style.visibility = "visible";
document.getElementById("user_score").innerHTML=("Game over! Your score was " + finalScore);
//var userName = document.getElementById("final_form").submit();
//need to access top 10 scores
// var times = 11;
// for(var i=1; i < times; i++){
// var topScores = document.getElementById("top_score" + i);
// }
}
if (destroyedShips.length === 44) {
stopEnemies();
var show = document.getElementById("top_10_button");
show.style.visibility = "visible";
var finalScore = userScore;
var displayForm = document.getElementById("end_game_display");
displayForm.style.visibility = "visible";
document.getElementById("user_score").innerHTML=("Game over! Your score was " + finalScore);
//var userName = document.getElementById("final_form").submit();
//need to access top 10 scores
// var times = 11;
// for(var i=1; i < times; i++){
// var topScores = document.getElementById("top_score" + i);
// }
}
}
}
class Level{
construct(){
}
}
function toggleTopTen() {
var toggle = document.getElementById("show_top_ten_list");
if (toggle.style.display === "block") {
toggle.style.display = "none";
} else {
toggle.style.display = "block";
}
}
function toggleSound() {
var muteToggle = document.getElementById("toggle_sound_button");
if (soundOn){
muteToggle.innerHTML="Turn Sound On";
} else {
muteToggle.innerHTML="Turn Sound Off";
}
soundOn = !soundOn;
}
function initiateGame() {
playerShip.start();
startEnemies();
var hide = document.getElementById("initiate_button");
hide.style.visibility = "hidden";
var hide2 = document.getElementById("top_10_button");
hide2.style.visibility = "hidden";
var hide3 = document.getElementById("toggle_sound_button");
hide3.style.visibility = "hidden";
var hide4 = document.getElementById("show_top_ten_list");
hide4.style.display = "none";
}
function reload() {
document.getElementById("restart_button");
document.location.reload(true);
}