var sprites = { ship: { sx: 0, sy: 0, w: 37, h: 42, frames: 1 }, missile: { sx: 0, sy: 30, w: 2, h: 10, frames: 1 } }; var startGame = function() { Game.setBoard(0,new Starfield(20,0.4,100,true)) Game.setBoard(1,new Starfield(50,0.6,100)) Game.setBoard(2,new Starfield(100,1.0,50)); Game.setBoard(3,new TitleScreen("Alien Invasion", "Press fire to start playing", playGame)); } var playGame = function() { var board = new GameBoard(); board.add(new PlayerShip()); Game.setBoard(3,board); } window.addEventListener("load", function() { Game.initialize("game",sprites,startGame); }); var Starfield = function(speed,opacity,numStars,clear) { // Set up the offscreen canvas var stars = document.createElement("canvas"); stars.width = Game.width; stars.height = Game.height; var starCtx = stars.getContext("2d"); var offset = 0; // If the clear option is set, // make the background black instead of transparent if(clear) { starCtx.fillStyle = "#000"; starCtx.fillRect(0,0,stars.width,stars.height); } // Now draw a bunch of random 2 pixel // rectangles onto the offscreen canvas starCtx.fillStyle = "#FFF"; starCtx.globalAlpha = opacity; for(var i=0;i 0) { ctx.drawImage(stars, 0, remaining, stars.width, intOffset, 0, 0, stars.width, intOffset); } // Draw the bottom half of the starfield if(remaining > 0) { ctx.drawImage(stars, 0, 0, stars.width, remaining, 0, intOffset, stars.width, remaining); } } // This method is called to update // the starfield this.step = function(dt) { offset += dt * speed; offset = offset % stars.height; } } var PlayerShip = function() { this.w = SpriteSheet.map['ship'].w; this.h = SpriteSheet.map['ship'].h; this.x = Game.width/2 - this.w / 2; this.y = Game.height - 10 - this.h; this.vx = 0; this.reloadTime = 0.25; // Quarter second reload this.reload = this.reloadTime; this.maxVel = 200; this.step = function(dt) { if(Game.keys['left']) { this.vx = -this.maxVel; } else if(Game.keys['right']) { this.vx = this.maxVel; } else { this.vx = 0; } this.x += this.vx * dt; if(this.x < 0) { this.x = 0; } else if(this.x > Game.width - this.w) { this.x = Game.width - this.w } this.reload-=dt; if(Game.keys['fire'] && this.reload < 0) { Game.keys['fire'] = false; this.reload = this.reloadTime; this.board.add(new PlayerMissile(this.x,this.y+this.h/2)); this.board.add(new PlayerMissile(this.x+this.w,this.y+this.h/2)); } } this.draw = function(ctx) { SpriteSheet.draw(ctx,'ship',this.x,this.y,0); } } var PlayerMissile = function(x,y) { this.w = SpriteSheet.map['missile'].w; this.h = SpriteSheet.map['missile'].h; this.x = x - this.w/2; // Use the passed in y as the bottom of the missile this.y = y - this.h; this.vy = -700; }; PlayerMissile.prototype.step = function(dt) { this.y += this.vy * dt; if(this.y < -this.h) { this.board.remove(this); } }; PlayerMissile.prototype.draw = function(ctx) { SpriteSheet.draw(ctx,'missile',this.x,this.y); };