topical media & game development
mobile-game-ch02-refactor-game.js / js
var sprites = {
ship: { sx: 0, sy: 0, w: 37, h: 42, frames: 1 },
missile: { sx: 0, sy: 30, w: 2, h: 10, frames: 1 },
enemy_purple: { sx: 37, sy: 0, w: 42, h: 43, frames: 1 }
};
var enemies = {
basic: { x: 100, y: -50, sprite: 'enemy_purple', B: 100, C: 4, E: 100 }
};
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 Enemy(enemies.basic));
board.add(new Enemy(enemies.basic, { x: 300 }));
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<numStars;i++) {
starCtx.fillRect(Math.floor(Math.random()*stars.width),
Math.floor(Math.random()*stars.height),
2,
2);
}
// This method is called every frame
// to draw the starfield onto the canvas
this.draw = function(ctx) {
var intOffset = Math.floor(offset);
var remaining = stars.height - intOffset;
// Draw the top half of the starfield
if(intOffset > 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.setup('ship', { vx: 0, reloadTime: 0.25, maxVel: 200 });
this.reload = this.reloadTime;
this.x = Game.width/2 - this.w / 2;
this.y = Game.height - 10 - this.h;
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));
}
}
}
PlayerShip.prototype = new Sprite();
var PlayerMissile = function(x,y) {
this.setup('missile',{ vy: -700 });
this.x = x + this.w/2;
this.y = y + this.h;
};
PlayerMissile.prototype = new Sprite();
PlayerMissile.prototype.step = function(dt) {
this.y += this.vy * dt;
if(this.y < -this.h) { this.board.remove(this); }
};
var Enemy = function(blueprint,override) {
this.merge(this.baseParameters);
this.setup(blueprint.sprite,blueprint);
this.merge(override);
}
Enemy.prototype = new Sprite();
Enemy.prototype.baseParameters = { A: 0, B: 0, C: 0, D: 0,
E: 0, F: 0, G: 0, H: 0,
t: 0 };
Enemy.prototype.step = function(dt) {
this.t += dt;
this.vx = this.A + this.B * Math.sin(this.C * this.t + this.D);
this.vy = this.E + this.F * Math.sin(this.G * this.t + this.H);
this.x += this.vx * dt;
this.y += this.vy * dt;
if(this.y > Game.height ||
this.x < -this.w ||
this.x > Game.width) {
this.board.remove(this);
}
}
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.