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"Asteroids Game" - Processing
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#6178
6B - Dumitrache Nicolae (Nicky_Dumitrache)
-
Joi, 15 aug 2024, 22:40
/* Iimplementation of the classic Atseroids game, made in Javasript using P5.js library, based on Dan Shiffman's "CodingChallenge" https://www.youtube.com/watch?v=hacZU523FyM Use LEFT/RIGHT arrow to rotate the spaceship, UP arror to activate boost, SPACEBAR to fire. Collect green dots from exploded asteroids to augment shield level and gain temporary invulnerability (the ship turns green). */ var ship; var asteroids = []; var astnum; var initastnum = 2; var debris = []; var energy = []; var gameLevel = 0; var message; function setup() { createCanvas(windowWidth, windowHeight); textFont("Courier"); ship = new Ship(); initialize("let's play!", initastnum); } function draw() { background(0); for (var i = debris.length - 1; i >= 0; i--) { debris[i].update(); debris[i].render(); if (debris[i].transparency <= 0) { debris.splice(i, 1); } } for (var i = energy.length - 1; i >= 0; i--) { energy[i].update(); energy[i].render(); energy[i].edges(); if (ship.hit(energy[i]) && !ship.safe) { ship.safe = true; setTimeout(function() { ship.safe = !ship.safe; }, 2000); ship.getBonus(); energy[i].alive = false; }; if (energy[i].life <= 20) { energy[i].alive = false; }; if (!energy[i].alive) { energy.splice(i, 1); }; } if (ship.alive) { ship.update(); ship.render(); ship.edges(); } else { console.log("Game Over"); message = "Game Over"; //restart(); }; if (asteroids.length == 0) { // player cleared the level astnum += 3; initialize("You Win! Level up!", astnum); } for (var i = asteroids.length - 1; i >= 0; i--) { asteroids[i].render(); asteroids[i].update(); asteroids[i].edges(); if (ship.hit(asteroids[i]) && !ship.safe) { ship.danger = true; setTimeout(function() { ship.danger = !ship.danger; }, 100); ship.getDamage(asteroids[i]); console.log("Damaging the shield " + ship.shieldLevel); asteroids[i].explode(); asteroids.splice(i, 1); //console.log(asteroids.length); //ship.explode(); } } //interface info ship.interface(); } function initialize(messageText, newastnum) { message = messageText; gameLevel += 1; astnum = newastnum; basicinit(); } function restart(messageText, newastnum) { ship.init(); gameLevel = 1; asteroids = []; energy = []; message = messageText; astnum = newastnum; basicinit(); } function basicinit() { for (var i = 0; i < astnum; i++) { asteroids.push(new Asteroid()); } ship.shieldLevel == 100; ship.safe = true; setTimeout(function() { ship.safe = false; message = ""; }, 4000); } function keyReleased() { if (keyCode == RIGHT_ARROW || keyCode == LEFT_ARROW) { ship.setRotation(0); } else if (keyCode == UP_ARROW) { ship.boosting = false; } } function keyPressed() { if (key == ' ') { ship.lasers.push(new Laser(ship.pos, ship.heading)); } else if (keyCode == RIGHT_ARROW) { ship.setRotation(0.1); } else if (keyCode == LEFT_ARROW) { ship.setRotation(-0.1); } else if (keyCode == UP_ARROW) { ship.boosting = true; } else if (keyCode == ENTER && message == "Game Over") { console.log("DAMN!!"); restart("let's play again!", initastnum); } } function windowResized() { resizeCanvas(windowWidth, windowHeight); } /////// SHIP Class function Ship() { this.pos = createVector(width / 2, height / 2 + 50); this.vel = createVector(0, 0); this.r = 10; this.heading = 0; this.rotation = 0; this.boosting = false; this.lasers = []; this.shieldLevel = 100; this.shieldMax = 200; this.alive = true; this.danger = false; this.safe = true; this.score = 0; } Ship.prototype.interface = function() { textSize(14); fill(255); noStroke(); text("Score = " + this.score, 50, 50); //text("Shield = " + constrain(round(ship.shieldLevel), 0, 100), 50, 65); if (this.shieldLevel >= this.shieldMax) { text("Shield = Max!", 50, 65); } else { text("Shield = " + constrain(round(this.shieldLevel), 0, round(this.shieldLevel)), 50, 65); } text("Level = " + gameLevel, 50, 80); if (message) { textSize(32); text(message, width / 2 - message.length * 10, height / 2); } } Ship.prototype.init = function() { this.pos = createVector(width / 2, height / 2 + 50); this.vel = createVector(0, 0); ship.alive = true; ship.score = 0; ship.shieldLevel = 100; } Ship.prototype.hit = function(obj) { var d = dist(this.pos.x, this.pos.y, obj.pos.x, obj.pos.y); if (d < this.r + obj.r) { return true; } else { return false; } } Ship.prototype.getDamage = function(obj) { var damount = obj.r; // the bigger the object hitting the ship the heavier the damage amount this.shieldLevel -= damount; if (this.shieldLevel <= 0) { this.explode(); } } Ship.prototype.getBonus = function() { this.shieldLevel += 30; this.score += 20; this.shieldLevel = constrain(this.shieldLevel, 0, this.shieldMax); } Ship.prototype.explode = function() { var debrisVel = p5.Vector.random2D().mult(random(0.5, 1.5)); //var debrisVel = p5.Vector.add(this.lasers[i].vel.mult(0.2), asteroids[j].vel); var debrisNum = 50; generateDebris(this.pos, debrisVel, debrisNum); // handeling ship explosion this.alive = false; } Ship.prototype.update = function() { this.pos.add(this.vel); this.vel.mult(0.99); // simulating friction this.turn(); if (this.boosting) { this.boost(); } for (var i = this.lasers.length - 1; i >= 0; i--) { this.lasers[i].render(); this.lasers[i].update(); //console.log(this.lasers.length); if (this.lasers[i].offscreen()) { // cleaning up my laser beam array when beams are out off the screen this.lasers.splice(i, 1); //console.log(this.lasers.length); } else { for (var j = asteroids.length - 1; j >= 0; j--) { if (this.lasers[i].hits(asteroids[j])) { console.log("asteroid number " + j + " has been hitted! " + asteroids.length); var debrisVel = p5.Vector.add(this.lasers[i].vel.mult(0.2), asteroids[j].vel); var debrisNum = (asteroids[j].r) * 5; generateDebris(asteroids[j].pos, debrisVel, debrisNum); // handeling asteroids explosions var newAsteroids = asteroids[j].breakup(); // returns an array of two smaller asteroids if (newAsteroids.length > 0) { //console.log(newAsteroids); //asteroids.push(newAsteroids[0]); //asteroids.push(newAsteroids[1]); var probability = random() * 100; if (probability > 80) { //console.log("Shupershield!!!!"); generateEnergy(asteroids[j].pos, debrisVel); } asteroids = asteroids.concat(newAsteroids); // concatenating (merging) arrays // https://www.w3schools.com/js/js_array_methods.asp } else { //update the score and do something else this.score += 10; console.log(this.score); } asteroids.splice(j, 1); // removing the hitted asteroid this.lasers.splice(i, 1); // removing the laser beam that hitted the target to prevent hitting the newly created smaller asteroids break; // exiting the loop to be safe not checking already removed stuff } } } } } Ship.prototype.boost = function() { var boostForce = p5.Vector.fromAngle(this.heading); boostForce.mult(0.1); this.vel.add(boostForce); } Ship.prototype.render = function() { push(); translate(this.pos.x, this.pos.y); rotate(this.heading + PI / 2); fill(0); if (this.boosting) { console.log("bosting"); stroke(255, 0, 0); line(-this.r + 3, this.r + 3, this.r - 3, this.r + 3); } if (this.danger) { stroke(255, 0, 0); } else if (this.safe) { stroke(0, 255, 0); } else { stroke(255); } triangle(-this.r, this.r, this.r, this.r, 0, -this.r); pop(); } Ship.prototype.edges = function() { if (this.pos.x > width + this.r) { this.pos.x = -this.r; } else if (this.pos.x < -this.r) { this.pos.x = width + this.r; } if (this.pos.y > height + this.r) { this.pos.y = -this.r; } else if (this.pos.y < -this.r) { this.pos.y = height + this.r; } } Ship.prototype.setRotation = function(angle) { this.rotation = angle; } Ship.prototype.turn = function(angle) { this.heading += this.rotation; } ////// LASER function Laser(spos, angle) { this.pos = createVector(spos.x, spos.y); this.vel = p5.Vector.fromAngle(angle); this.vel.mult(10); this.r = 1; } // collision detection for asteroids and other eventual additional stuff Laser.prototype.hits = function(target) { var d = dist(this.pos.x, this.pos.y, target.pos.x, target.pos.y); if(d < this.r + target.r){ //console.log("hit!"); return true; } else { return false; } } Laser.prototype.update = function() { this.pos.add(this.vel); } Laser.prototype.render = function() { push(); strokeWeight(2); stroke(255); point(this.pos.x, this.pos.y); pop(); } Laser.prototype.offscreen = function() { if (this.pos.x > width + this.r || this.pos.x < -this.r || this.pos.y > height + this.r || this.pos.y < -this.r) { return true; } else { return false; } } ///// ENERGY function Energy(pos, vel) { this.pos = pos.copy(); this.vel = vel.copy(); this.vel.mult(-0.2); //this.vel.add(p5.Vector.random2D().mult(-0.5)); this.r = 10; this.life = random(100, 300); this.alive = true; this.update = function() { this.pos.add(this.vel); this.life -= 0.2; } this.render = function() { if (this.life > 20) { noFill(); stroke(0, this.life, 0); ellipse(this.pos.x, this.pos.y, this.r, this.r); } } } Energy.prototype.edges = function() { if (this.pos.x > width + this.r) { this.pos.x = -this.r; } else if (this.pos.x < -this.r) { this.pos.x = width + this.r; } if (this.pos.y > height + this.r) { this.pos.y = -this.r; } else if (this.pos.y < -this.r) { this.pos.y = height + this.r; } } function generateEnergy(pos, vel) { energy.push(new Energy(pos, vel)); } ///// DEBRIS function Debris(pos, vel) { this.pos = pos.copy(); this.vel = vel.copy(); this.vel.add(p5.Vector.random2D().mult(random(0.5, 1.5))); this.transparency = random(200, 255); this.update = function() { this.pos.add(this.vel); this.transparency -= 2; } this.render = function() { if (this.transparency > 0) { stroke(this.transparency); point(this.pos.x, this.pos.y); } } } function generateDebris(pos, vel, n) { for (var i = 0; i < n; i++) { debris.push(new Debris(pos, vel)); } } ///// ASTEROIDS function Asteroid(pos, s) { if (pos) { this.pos = pos.copy(); } else { this.pos = createVector(random(width), random(height)); } this.vel = p5.Vector.random2D(); this.sides = floor(random(15, 30)); if (s) { this.sides = floor(s * 0.5); } else { this.sides = floor(random(15, 30)); } this.rmin = 20; this.rmax = 40; this.r = map(this.sides, 15, 30, this.rmin, this.rmax); this.offset = []; for (var i = 0; i < this.sides; i++) { this.offset[i] = random(-5, 5); // alternative // -this.r/8, this.r/8 } this.angle = 0; var increment = map(this.r, this.rmin, this.rmax, 0.1, 0.01); if (random() > 0.5) { this.increment = increment * -1; } else { this.increment = increment; } } Asteroid.prototype.explode = function() { //var debrisVel = p5.Vector.random2D().mult(random(0.5, 1.5)); var debrisVel = this.vel.copy(); var debrisNum = this.r * 5; generateDebris(this.pos, debrisVel, debrisNum); // handeling ship explosion } Asteroid.prototype.breakup = function() { var newA = []; if (this.sides > 5) { newA[0] = new Asteroid(this.pos, this.sides); newA[1] = new Asteroid(this.pos, this.sides); } return newA; // returning the array with my new asteroids } Asteroid.prototype.update = function() { this.pos.add(this.vel); this.angle += this.increment; } Asteroid.prototype.render = function() { push(); translate(this.pos.x, this.pos.y); rotate(this.angle); noFill(); stroke(255); //ellipse(0, 0, this.r*2, this.r*2); beginShape(); for (var i = 0; i < this.sides; i++) { var angle = map(i, 0, this.sides, 0, TWO_PI); var r = this.r + this.offset[i]; var x = r * cos(angle); var y = r * sin(angle); vertex(x, y); } endShape(CLOSE); pop(); } Asteroid.prototype.edges = function() { if (this.pos.x > width + this.r) { this.pos.x = -this.r; } else if (this.pos.x < -this.r) { this.pos.x = width + this.r; } if (this.pos.y > height + this.r) { this.pos.y = -this.r; } else if (this.pos.y < -this.r) { this.pos.y = height + this.r; } } Asteroid.prototype.setRotation = function(angle) { this.rotation = angle; } Asteroid.prototype.turn = function(angle) { this.heading += this.rotation; }
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