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space-invaders.js
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/**
* The Space Invaders game
* @param string canvas canvas Id attribute
*/
function SpaceInvaders(canvas) {
// aux vars
var context = document.getElementById(canvas).getContext('2d');
var ships;
var aliens = []; // TODO: change it to multidimensional array
var shouldShoot = true;
var animationFrameId = 0;
// options
var bgColor = 'black';
var numColsAliens = 8;
var numRowsAliens = 4;
var speedGenerateShoot = 1000; //in ms
// init
(function() {
keyboard();
createShip();
createAliens();
alienBombsCycle();
})();
// methods
function draw() {
clearScreen();
drawBackground();
// check whether the user won the game
if(checkWonGame()) {
win();
return;
}
// check whether the ship has been hit
if(checkBombsCollision()) {
gameover();
return;
}
checkBulletsCollision();
drawShip();
drawAliens();
startAnimation();
}
draw();
function clearScreen() {
context.clearRect(0, 0, Utils.getCanvasWidth(context), Utils.getCanvasHeight(context));
}
function startAnimation() {
animationFrameId = window.requestAnimationFrame(draw);
}
function stopAnimation() {
window.cancelAnimationFrame(animationFrameId);
animationFrameId = 0;
}
function keyboard() {
$(document).keydown(function(e) {
if(e.keyCode == KeyMap.ESC || e.keyCode == KeyMap.PAUSE) {
if(animationFrameId == 0) {
startAnimation();
} else {
stopAnimation();
}
}
});
}
function drawBackground() {
var width = Utils.getCanvasWidth(context);
var height = Utils.getCanvasHeight(context);
context.fillStyle = bgColor;
context.fillRect(0, 0, width, height);
}
function createShip() {
var shipCoods = Utils.getCanvasCenter(context);
shipCoods.y = 560;
ships = new Ship(context, shipCoods);
}
function drawShip() {
ships.draw();
}
function createAliens() { // TODO: remove magic numbers
var x = 0;
var y = 0;
for(var i = 1; i <= numRowsAliens; i++) {
y = i * (20 + 63);
for(var j = 1; j <= numColsAliens; j++) {
x = j * (20 + 60);
aliens.push(new Alien(context, new Vector(x, y)));
}
}
}
function drawAliens() {
for(var i = 0; i < aliens.length; i++) {
var alien = aliens[i];
if(shouldShoot && i == (numColsAliens * (numRowsAliens - 1) + getRandAlienIndex())) { // find the item on the last line
alien.draw(null, true);
shouldShoot = false;
} else {
alien.draw();
}
}
}
function alienBombsCycle() {
setInterval(function() {
shouldShoot = true;
}, speedGenerateShoot);
}
function getRandAlienIndex() {
var min = 0;
var max = numColsAliens;
return Math.floor(Math.random() * (max - min + 1) + min);
}
function checkBulletsCollision() {
var bullets = ships.getBullets();
for(var j = 0; j < aliens.length; j++) {
var alien = aliens[j];
var alienPos = alien.position();
// remove hidden alien whose bombs are gone
if(alien.isHidden() && alien.getBombs().length <= 0) {
removeAlien(j);
}
for(var i = 0; i < bullets.length; i++) {
var bullet = bullets[i];
var bulletPos = bullet.position();
// check if bullet is on alien's perimeter
if(bulletPos.x >= alienPos.x && bulletPos.x <= (alienPos.x + 63) && bulletPos.y <= alienPos.y) {
if(alien.getBombs().length > 0) {
// 1) hide the alien who is not hidden and delete the bullet;
// 2) if the alien is already hidden, let the bullet go in so it might hit another target;
if( ! alien.isHidden()) {
hideAlien(i);
}
} else {
// remove the alien who does not have bombs
removeAlienBullet(i, j);
}
}
}
}
function removeAlien(j) {
Utils.arrayRemove(aliens, j);
}
function removeAlienBullet(i, j) {
Utils.arrayRemove(bullets, i);
removeAlien(j);
}
function hideAlien(i) {
alien.hide(true);
Utils.arrayRemove(bullets, i);
}
}
function checkBombsCollision() {
for(var i = 0; i < aliens.length; i++) {
var alien = aliens[i];
var bombs = alien.getBombs();
for(j = 0; j < bombs.length; j++) {
var bomb = bombs[j];
var bombPos = bomb.position();
if(bombPos.x > (ships.position().x - ships.getWingWidth()) && bombPos.x < (ships.position().x + ships.getWingWidth()) && bombPos.y >= ships.position().y) {
return true;
}
}
}
return false;
}
function checkWonGame() {
return aliens.length == 0;
}
function gameover() {
alert('Game over!');
stopAnimation();
}
function win() {
alert('You won!');
stopAnimation();
}
}
/**
* The ship
* @param ctx canvas context
* @param pos Vector object with the position where the ship should be
*/
function Ship(ctx, pos) {
var wingWidth = 6;
var shipHeight = 20;
var movementPixels = 10;
var color = 'white';
var bullets = [];
// init
(function() {
keyboard();
})();
this.draw = function() {
ctx.beginPath();
ctx.fillStyle = color;
ctx.moveTo(pos.x, pos.y);
ctx.lineTo(pos.x - wingWidth, pos.y + shipHeight);
ctx.lineTo(pos.x + wingWidth, pos.y + shipHeight);
ctx.fill();
drawBullets();
}
this.getBullets = function () {
return bullets;
}
this.getWingWidth = function() {
return wingWidth;
}
this.position = function() {
return pos;
}
function keyboard() {
$(document).keydown(function(e) {
// position
if(e.keyCode == KeyMap.ARROW_LEFT || e.keyCode == KeyMap.ARROW_RIGHT) {
e.preventDefault();
var p;
if(e.keyCode == KeyMap.ARROW_LEFT) {
p = new Vector(pos.x - movementPixels, pos.y);
} else {
p = new Vector(pos.x + movementPixels, pos.y);
}
if(isValidPosition(p)) {
pos = p;
}
}
// shoot
if(e.keyCode == KeyMap.SPACE) {
e.preventDefault();
bullets.push(new Bullet(ctx, pos));
}
})
}
function isValidPosition(newPos) {
var lx = Utils.getCanvasWidth(ctx);
return (newPos.x - wingWidth) > 0 && (newPos.x + wingWidth) < lx;
}
function drawBullets() {
for(i = 0; i < bullets.length; i++) {
var item = bullets[i];
if(item.isOutOfBounds()) {
Utils.arrayRemove(bullets, i);
} else {
item.draw();
}
}
}
}
/**
* Represents the aliens
* @param ctx canvas context
* @param pos Vector object with the position where the ship should be
*/
function Alien(ctx, pos) {
var img;
var imgWidth = 46;
var imgHeight = 37;
var loaded = false;
var bombs = [];
var hide = false;
// init
(function() {
load();
})();
this.draw = function(newpos, bomb) {
pos = newpos || pos;
if(bomb == true) {
createBomb();
}
if(loaded && ! hide) {
ctx.drawImage(img, pos.x, pos.y);
}
drawBombs();
}
this.position = function() {
return pos;
}
this.getBombs = function() {
return bombs;
}
this.isHidden = function() {
return hide;
}
this.hide = function(value) {
hide = value == true ? true : false;
}
function load() {
img = new Image();
img.onload = function() {
loaded = true;
}
img.src = 'images/alien.jpg';
}
function createBomb() {
var x = new Vector(pos.x + (imgWidth / 2), pos.y + imgHeight);
bombs.push(new Bomb(ctx, x));
}
function drawBombs() {
for(var i = 0; i < bombs.length; i++) {
var item = bombs[i];
if(item.isOutOfBounds()) {
Utils.arrayRemove(bombs, i);
} else {
item.draw();
}
}
}
}
/**
* Represents the bullets
* @param ctx canvas context
* @param pos Vector object with the position where the ship should be
*
*/
function Bullet(ctx, pos) {
var height = 10;
var speed = 5;
var color = 'red';
this.draw = function() {
ctx.beginPath();
ctx.strokeStyle = color;
ctx.moveTo(pos.x, pos.y);
ctx.lineTo(pos.x, pos.y - height);
ctx.stroke();
move();
}
this.isOutOfBounds = function() {
return pos.y < 0;
}
this.position = function() {
return pos;
}
function move() {
pos = new Vector(pos.x, pos.y - speed);
}
}
/**
* Represents the aliens bombs
* @param ctx canvas context
* @param pos Vector object with the position where the ship should be
*
*/
function Bomb(ctx, pos) {
var height = 10;
var speed = 1;
var color = 'green';
this.draw = function() {
ctx.beginPath();
ctx.strokeStyle = color;
ctx.moveTo(pos.x, pos.y);
ctx.lineTo(pos.x, pos.y - height);
ctx.stroke();
move();
}
this.isOutOfBounds = function() {
var sheight = Utils.getCanvasHeight(ctx);
return pos.y > sheight;
}
this.position = function() {
return pos;
}
function move() {
pos = new Vector(pos.x, pos.y + speed);
}
}
/**
* Represents a vector
* @param x
* @param y
*/
function Vector(x, y) {
this.x = x;
this.y = y;
this.toString = function() {
return '[' + x + ', ' + y + ']';
}
}
/**
* Contains util functions
*/
var Utils = {
getCanvasWidth: function(ctx) {
return ctx.canvas.offsetWidth;
},
getCanvasHeight: function(ctx) {
return ctx.canvas.offsetHeight;
},
getCanvasCenter: function(ctx) {
var center = this.getCanvasWidth(ctx) / 2;
var middle = this.getCanvasHeight(ctx) / 2;
return new Vector(center, middle);
},
getCenter: function(vector) {
var x = vector.x / 2;
var y = vector.y / 2;
return new Vector(x, y);
},
arrayRemove: function(array, index) {
array.splice(index, 1);
}
}
/**
* Keycodes
*/
var KeyMap = {
'ENTER': 13,
'PAUSE': 19,
'ESC': 27,
'SPACE': 32,
'ARROW_LEFT': 37,
'ARROW_UP': 38,
'ARROW_RIGHT': 39,
'ARROW_DOWN': 40,
}