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game.js
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game.js
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class Game {
constructor() {
this.background = new Background();
this.player = new Player();
this.sounds = new Sounds();
//display elements
this.display = new Display();
//obstacles
this.rockets = [];
this.ufos = [];
this.anvils = [];
//clouds
this.clouds1 = [];
this.clouds2 = [];
this.clouds3 = [];
this.clouds4 = [];
this.clouds5 = [];
this.clouds6 = [];
this.clouds7 = [];
this.clouds8 = [];
this.clouds9 = [];
this.clouds10 = [];
//collectibles w positive effects
this.slowMotions = [];
this.makeSmalls = [];
this.removeObstacles = [];
this.playerSpeedUps = [];
//collectibles w negative effects
this.supersizeObstacles = [];
}
preload() {
// console.log("game preload");
this.background.preload();
this.player.preload();
this.sounds.preload(); //new
this.display.preload();
}
setup() {
this.player.setup();
this.sounds.setup(); //new
}
draw() {
this.background.draw();
//this.player.draw();
this.display.scoreDraw();
/* ---------------------------------- Clouds ---------------------------------- */
//cloud1
if (frameCount % clouds.frequency.cloud1Frequency == 0) {
this.clouds1.push(new Cloud1());
}
this.clouds1.forEach(
(cloud1, index) => {
cloud1.draw();
if (cloud1.x + cloud1.width <= 0) {
this.clouds1.splice(index, 1);
}
}
);
//cloud2
if (frameCount == 100 || frameCount % clouds.frequency.cloud2Frequency == 0) {
this.clouds2.push(new Cloud2());
}
this.clouds2.forEach(
(cloud2, index) => {
cloud2.draw();
if (cloud2.x + cloud2.width <= 0) {
this.clouds2.splice(index, 1);
}
}
);
//cloud3
if (frameCount % clouds.frequency.cloud3Frequency == 0) {
this.clouds3.push(new Cloud3());
}
this.clouds3.forEach(
(cloud3, index) => {
cloud3.draw();
if (cloud3.x + cloud3.width <= 0) {
this.clouds3.splice(index, 1);
}
}
);
//cloud4
if (frameCount == 300 || frameCount % clouds.frequency.cloud4Frequency == 0) {
this.clouds4.push(new Cloud4());
}
this.clouds4.forEach(
(cloud4, index) => {
cloud4.draw();
if (cloud4.x + cloud4.width <= 0) {
this.clouds4.splice(index, 1);
}
}
);
//cloud5
if (frameCount % clouds.frequency.cloud5Frequency == 0) {
this.clouds5.push(new Cloud5());
}
this.clouds5.forEach(
(cloud5, index) => {
cloud5.draw();
if (cloud5.x + cloud5.width <= 0) {
this.clouds5.splice(index, 1);
}
}
);
//cloud6
if (frameCount == 500 || frameCount % clouds.frequency.cloud6Frequency == 0) {
this.clouds6.push(new Cloud6());
}
this.clouds6.forEach(
(cloud6, index) => {
cloud6.draw();
if (cloud6.x + cloud6.width <= 0) {
this.clouds6.splice(index, 1);
}
}
);
//cloud7
if (frameCount % clouds.frequency.cloud7Frequency == 0) {
this.clouds7.push(new Cloud7());
}
this.clouds7.forEach(
(cloud7, index) => {
cloud7.draw();
if (cloud7.x + cloud7.width <= 0) {
this.clouds7.splice(index, 1);
}
}
);
//cloud8
if (frameCount == 50 || frameCount % clouds.frequency.cloud8Frequency == 0) {
this.clouds8.push(new Cloud8());
}
this.clouds8.forEach(
(cloud8, index) => {
cloud8.draw();
if (cloud8.x + cloud8.width <= 0) {
this.clouds8.splice(index, 1);
}
}
);
//cloud9
if (frameCount % clouds.frequency.cloud9Frequency == 0) {
this.clouds9.push(new Cloud9());
}
this.clouds9.forEach(
(cloud9, index) => {
cloud9.draw();
if (cloud9.x + cloud9.width <= 0) {
this.clouds9.splice(index, 1);
}
}
);
//cloud10
if (frameCount == 0 || frameCount % clouds.frequency.cloud10Frequency == 0) {
console.log("cloud10");
this.clouds10.push(new Cloud10());
}
this.clouds10.forEach(
(cloud10, index) => {
cloud10.draw();
if (cloud10.x + cloud10.width <= 0) {
this.clouds10.splice(index, 1);
}
}
);
this.player.draw();
/* ---------------------------------- Obstacles ---------------------------------- */
//rocket creation
if (frameCount > 50 && frameCount % Math.round(obstacles.frequency.rocketFrequency) == 0) {
//push new obstacle to array
this.rockets.push(new Rocket());
}
this.rockets.forEach(
(rocket, index) => {
rocket.draw();
if (rocket.x + rocket.width <= 0) {
this.rockets.splice(index, 1);
}
if (this.isCollision(rocket, this.player)) {
this.sounds.makeWhining();
this.display.gameOverDraw();
this.display.newGame();
this.sounds.killSounds();
saveScore();
startNewGame();
noLoop();
}
} // .bind(this)
);
//ufo creation
if (frameCount > 50 && frameCount % Math.round(obstacles.frequency.ufoFrequency) == 0) {
//push new obstacle to array
this.ufos.push(new Ufo());
}
this.ufos.forEach(
(ufo, index) => {
ufo.draw();
if (ufo.x + ufo.width <= 0) {
this.ufos.splice(index, 1);
}
if (this.isCollision(ufo, this.player)) {
this.sounds.makeWhining();
this.display.gameOverDraw();
this.display.newGame();
this.sounds.killSounds();
saveScore();
startNewGame();
noLoop();
}
} // .bind(this)
);
//anvil creation
if (frameCount > 50 && frameCount % Math.round(obstacles.frequency.anvilFrequency) == 0) {
//push new obstacle to array
this.anvils.push(new Anvil());
}
this.anvils.forEach((anvil, index) => {
anvil.draw();
if (anvil.x + anvil.width <= 0) {
this.anvils.splice(index, 1);
}
if (this.isCollision(anvil, this.player)) {
this.sounds.makeWhining();
this.display.gameOverDraw();
this.display.newGame();
this.sounds.killSounds();
saveScore();
startNewGame();
noLoop();
}
});
/* ---------------------------------- Collectibles ---------------------------------- */
//slowTime creation
if (frameCount > 50 && frameCount % collectibles.frequency.slowTimeFrequency == 0) {
this.slowMotions.push(new SlowMotion());
}
this.slowMotions.forEach(
(slowMotion, index) => {
slowMotion.draw();
if (this.isStrictCollision(slowMotion, this.player)) {
this.sounds.makeBing();
slowTime(); //do something fancy (effects)
this.slowMotions.splice(index, 1);
}
}
);
if (isSlowTime === true) {
this.display.effectCounter();
}
//makeSmall creation
if (frameCount > 50 && frameCount % collectibles.frequency.makeSmallFrequency == 0) {
this.makeSmalls.push(new MakeSmall());
}
this.makeSmalls.forEach(
(makeSmall, index) => {
makeSmall.draw();
if (this.isStrictCollision(makeSmall, this.player)) {
this.sounds.makeBing();
makePlayerSmall();
this.makeSmalls.splice(index, 1);
}
}
);
if (isPlayerSmall === true) {
this.display.smaller();
//this.display.effectCounter();
}
//playerSpeedUp creation
if (frameCount > 50 && frameCount % collectibles.frequency.speedBonusFrequency == 0) {
this.playerSpeedUps.push(new SpeedUp());
}
this.playerSpeedUps.forEach(
(playerSpeedUp, index) => {
playerSpeedUp.draw();
if (this.isStrictCollision(playerSpeedUp, this.player)) {
this.sounds.makeBing();
increasePlayerSpeed();
this.playerSpeedUps.splice(index, 1);
}
}
);
if (isPlayerSpeedIncreased === true) {
this.display.faster();
}
//removeObstacles creation
if (frameCount > 50 && (frameCount + 350) % collectibles.frequency.removeObstaclesFrequency == 0) {
console.log("puff");
this.removeObstacles.push(new RemoveObstacles());
}
this.removeObstacles.forEach(
(removeObstacle, index) => {
removeObstacle.draw();
if (this.isStrictCollision(removeObstacle, this.player)) {
this.sounds.makeBing();
removeAllObstacles();
this.removeObstacles.splice(index, 1);
}
}
);
if (isObstaclesRemoved === true) {
this.display.puff();
}
//supersizeObstacles creation
if (frameCount > 50 && frameCount % collectibles.frequency.supersizeObstaclesFrequency == 0) {
this.supersizeObstacles.push(new SupersizeObstacles());
}
this.supersizeObstacles.forEach(
(supersizeObstacle, index) => {
supersizeObstacle.draw();
if (this.isStrictCollision(supersizeObstacle, this.player)) {
this.sounds.makeBing();
increaseObstacleSize();
this.supersizeObstacles.splice(index, 1);
}
}
);
if (isObstaclesSupersized === true) {
this.display.supersized();
}
if (frameCount % 1000 == 0) {
isTeckel();
}
if (isTeckelchen == true) {
this.display.teckel;
}
/* ---------------------------------- Increase Difficulty ---------------------------------- */
if (frameCount % difficultyTime === 0) {
console.log('speed')
increaseDifficulty();
}
}
isCollision(rocket, player) {
//x-axis collisions
if (player.x + player.width < obstacles.buffer * rocket.x || rocket.x + rocket.width < obstacles.buffer * player.x) {
return false;
}
//y-axis collisions
if (obstacles.buffer * player.y > rocket.y + rocket.height || obstacles.buffer * rocket.y > player.y + player.height) {
return false;
}
return true;
}
isStrictCollision(rocket, player) {
//x-axis collisions
if (player.x + player.width < rocket.x || rocket.x + rocket.width < player.x) {
return false;
}
//y-axis collisions
if (player.y > rocket.y + rocket.height || rocket.y > player.y + player.height) {
return false;
}
return true;
}
}