topical media & game development

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mobile-game-ch02-enemies-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 },
   enemy_bee: { sx: 79, sy: 0, w: 37, h: 43, frames: 1 },
   enemy_ship: { sx: 116, sy: 0, w: 42, h: 43, frames: 1 },
   enemy_circle: { sx: 158, sy: 0, w: 32, h: 33, frames: 1 }
  };
  
  var enemies = {
   basic: { x: 100, y: -50, sprite: 'enemy_purple', B: 100, C: 2 , 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: 200 }));
    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.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);
     }
  }
  
  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);
  };
  
  var Enemy = function(blueprint,override) {
  
    var baseParameters =  { A: 0, B: 0, C: 0, D: 0, 
                            E: 0, F: 0, G: 0, H: 0 }
  
    for (var prop in baseParameters) {
      this[prop] = baseParameters[prop];
    }
  
    // Copy of all the attributes from the blueprint
    for (prop in blueprint) {
      this[prop] = blueprint[prop];
    }
  
    // Copy of all the attributes from the override, if present
    if(override) {
      for (prop in override) {
        this[prop] = override[prop];
      }
    }
    this.w = SpriteSheet.map[this.sprite].w;
    this.h = SpriteSheet.map[this.sprite].h;
    this.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);
    }
  }
    
  Enemy.prototype.draw = function(ctx) {
    SpriteSheet.draw(ctx,this.sprite,this.x,this.y);
  }
    
  


(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.