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index.js
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index.js
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const canvas = document.querySelector('canvas');
const c = canvas.getContext('2d')
canvas.width = innerWidth
canvas.height = innerHeight
const scoreEl = document.querySelector('#scoreEl');
console.log(scoreEl)
// jugador
class Player {
constructor(x, y, radius, color) {
this.x = x
this.y = y
this.radius = radius
this.color = color
}
draw() {
c.beginPath()
c.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false)
c.fillStyle = this.color
c.fill()
}
}
// creacion de projectiles
class Projectile {
constructor(x, y, radius, color, velocity) {
this.x = x
this.y = y
this.radius = radius
this.color = color
this.velocity = velocity
}
draw() {
c.beginPath()
c.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false)
c.fillStyle = this.color
c.fill()
}
update() {
this.draw()
this.x = this.x + this.velocity.x
this.y = this.y + this.velocity.y
}
}
// creacion de enemigos
class Enemy {
constructor(x, y, radius, color, velocity) {
this.x = x
this.y = y
this.radius = radius
this.color = color
this.velocity = velocity
}
draw() {
c.beginPath()
c.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false)
c.fillStyle = this.color
c.fill()
}
update() {
this.draw()
this.x = this.x + this.velocity.x
this.y = this.y + this.velocity.y
}
}
//Creacion de Particulas
const friction = 0.97
class Particle {
constructor(x, y, radius, color, velocity) {
this.x = x
this.y = y
this.radius = radius
this.color = color
this.velocity = velocity
this.alpha =1
}
draw() {
c.save()
c.globalAlpha = this.alpha
c.beginPath()
c.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false)
c.fillStyle = this.color
c.fill()
c.restore()
}
update() {
this.draw()
this.velocity.x *= friction
this.velocity.y *= friction
this.x = this.x + this.velocity.x
this.y = this.y + this.velocity.y
this.alpha -= 0.01
}
}
const x = canvas.width / 2
const y = canvas.height / 2
const player = new Player(x, y, 10, 'white')
// const para animaciones
const projetiles = []
const enemies = []
const particles = []
// spawn de enemigos
function spawnEnemies() {
setInterval(() =>{
const radius = Math.random() * (30 - 4) + 4
let x
let y
if (Math.random() < 0.5) {
x = Math.random() < 0.5 ? 0 - radius : canvas.width + radius
y = Math.random() * canvas.height
}
else {
x = Math.random() * canvas.width
y = Math.random() < 0.5 ? 0 - radius : canvas.height + radius
}
const color = `hsl(${Math.random() * 360}, 50%, 50%)`
const angle = Math.atan2(canvas.height / 2 - y,canvas.width / 2 - x)
const velocity = {x: Math.cos(angle), y: Math.sin(angle)}
enemies.push(
new Enemy(x, y, radius, color, velocity)
)
},1000)
}
// animacion
let animationId
let score = 0
function animate () {
animationId = requestAnimationFrame(animate)
c.fillStyle = 'rgba(0, 0, 0, 0.1)'
c.fillRect(0, 0, canvas.width, canvas.height)
player.draw()
particles.forEach((particle, index) =>{
if (particle.alpha <= 0){
particles.splice( index, 1)
}else{
particle.update()
}
});
projetiles.forEach((projectile, index) => {
projectile.update()
// Sacar projectiles fuera del juego
if (projectile.x + projectile.radius < 0 ||
projectile.x - projectile.radius > canvas.width ||
projectile.y + projectile.radius < 0 ||
projectile.y - projectile.radius > canvas.height) {
setTimeout(() => {
projetiles.splice(index, 1)
}, 0)
}
})
enemies.forEach((enemy, index) => {
enemy.update()
// end game
const dist = Math.hypot(player.x - enemy.x, player.y - enemy.y)
if (dist - enemy.radius - player.radius < 1) {
cancelAnimationFrame(animationId)
}
// eliminar enemigos
projetiles.forEach((projectile, projectileIndex) => {
const dist = Math.hypot(projectile.x - enemy.x, projectile.y - enemy.y)
// Explociones
if (dist - enemy.radius - projectile.radius < 1)
{
for (let i = 0; i < enemy.radius * 2; i++) {
particles.push (new Particle(
projectile.x, projectile.y, Math.random() * 2, enemy.color,
{x: (Math.random() - 0.5) * Math.random() * 6, y: (Math.random() - 0.5) * Math.random() * 6}));
}
//Achicar enemigos
if(enemy.radius -10 > 5){
//Score Puntaje
score += 100
scoreEl.innerHTML = score
gsap.to(enemy, {
radius: enemy.radius - 10
})
setTimeout(() => {
projetiles.splice(projectileIndex, 1)
}, 0)
} else{
//Score Puntaje
score += 250
scoreEl.innerHTML = score
setTimeout(() => {
enemies.splice(index, 1)
projetiles.splice(projectileIndex, 1)
}, 0)
}
}
})
});
}
// disparos
addEventListener('click', (event) =>
{
const angle = Math.atan2(event.clientY - canvas.height / 2, event.clientX - canvas.width / 2)
const velocity = {x: Math.cos(angle) * 5, y: Math.sin(angle) * 5
}
console.log (angle)
projetiles.push(
new Projectile(canvas.width/2, canvas.height / 2, 5, 'white', velocity)
)
})
animate()
spawnEnemies()