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canvas.js
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const game = () => {
let lives = 10;
let score = 0;
let level = 1;
let timeObstacles = 2000; /* 1000 = 1 obstacle generated per second */
let speedObstacles = 25; /* 100 = 10 pixels per second */
const canvas = $("#gameCanvas");
const cWidth = canvas.width;
const cHeight = canvas.height;
const ctx = canvas.getContext("2d");
let cData = ctx.getImageData(0, 0, cWidth, cHeight);
const vCanvas = cData;
const drawPixel = (x, y, r, g, b, a) => {
const index = (x + y * cWidth) * 4;
cData.data[index + 0] = r;
cData.data[index + 1] = g;
cData.data[index + 2] = b;
cData.data[index + 3] = a;
}
let airPlane = [
[4, cHeight / 2, 0, 10, 150, 180],
[5, cHeight / 2, 0, 10, 150, 255],
[6, cHeight / 2, 0, 20, 200, 255],
[7, cHeight / 2, 0, 20, 200, 255],
[8, cHeight / 2, 0, 20, 200, 255],
[9, cHeight / 2, 0, 80, 100, 255],
[7, cHeight / 2 - 1, 0, 20, 20, 200],
[7, cHeight / 2 + 1, 0, 20, 20, 200],
[6, cHeight / 2 + 2, 0, 20, 20, 200],
[6, cHeight / 2 - 2, 0, 20, 20, 200],
[5, cHeight / 2 + 3, 0, 20, 20, 200],
[5, cHeight / 2 - 3, 0, 20, 20, 200],
[4, cHeight / 2 - 4, 0, 0, 0, 40],
[4, cHeight / 2 + 4, 0, 0, 0, 40]
];
const drawAirplane = airPlane => {
airPlane.forEach( part => drawPixel(...part) );
ctx.putImageData(cData, 0, 0);
}
const clearAirplane = airPlane => {
airPlane.forEach( part => {
part[5] = 0;
drawPixel(...part);
});
ctx.putImageData(cData, 0, 0);
}
const move = (airPlane, direction) => {
const oldPlane = JSON.parse(JSON.stringify(airPlane));
airPlane = airPlane.map( part => {
switch (direction) {
case "top":
--part[1];
if (part[1] < 0) {
part[1] = cHeight;
}
break;
case "bottom":
++part[1];
if (part[1] > cHeight) {
part[1] = 0;
}
break;
case "right":
++part[0];
if (part[0] > cWidth) {
part[0] = 0;
}
break;
case "left":
--part[0];
if (part[0] < 0) {
part[0] = cWidth;
}
break;
default:
_("FATAL ERROR: No direction chosed to move")
}
//drawPixel(...part);
return part;
});
clearAirplane(oldPlane);
drawAirplane(airPlane);
ctx.putImageData(cData, 0, 0);
}
const moveTop = () => move(airPlane, "top");
const moveBot = () => move(airPlane, "bottom");
const moveRight = () => move(airPlane, "right");
const moveLeft = () => move(airPlane, "left");
/* For menu ambient while not playing and for fun */
const IA = (airplane, obstacles) => {
if (!obstacles) {
return;
}
let detectionSquare = [];
/* Make detection square on top of airplane */
for (let i = 0; i < 120; ++i) {
for (let j = 0; j < 10; ++j) {
detectionSquare.push([airplane[0][0] + i, airplane[0][1] +j, 255, 0, 0, 160]);
detectionSquare.push([airplane[0][0] + i, airplane[0][1] -j, 255, 0, 0, 160]);
if (i < 4) {
detectionSquare.push([airplane[0][0] - i, airplane[0][1] +j, 255, 0, 0, 160]);
detectionSquare.push([airplane[0][0] - i, airplane[0][1] -j, 255, 0, 0, 160]);
}
}
}
detectionSquare.forEach( px => {
obstacles.forEach( obstacle => {
if(px[0] === obstacle[0] && px[1] === obstacle[1]) {
//alert(`Posible colision at ${px[0]} ${px[1]}`);
if (px[1] > airplane[0][1]) {
moveTop();
//alert("Moving top to evade colision");
return true;
} else {
moveBot();
//alert("Moving bottom to evade colision")
return true;
}
}
});
});
/* const drawDetection = square => {
square.forEach( part => drawPixel(...part) );
ctx.putImageData(cData, 0, 0);
} */
//drawDetection(detectionSquare);
}
const moveRandom = () => {
switch (Math.floor(Math.random()*4)+1) {
case 1:
IA(airPlane, obstacles) || moveTop();
break;
case 2:
IA(airPlane, obstacles) || moveBot();
break;
case 3:
IA(airPlane, obstacles) || moveRight();
break;
case 4:
IA(airPlane, obstacles) || moveLeft();
}
}
/*** Obstacles */
let obstacles = [];
const generateObstacle = () => {
const halfRightScreen = cWidth - (Math.floor(Math.random() * cWidth / 2 + 1));
const fHeight = Math.floor(Math.random() * cHeight) + 1;
drawPixel(halfRightScreen, fHeight, 50, 50, 50, 255);
obstacles.push([halfRightScreen, fHeight, 50, 50, 50, 255]);
ctx.putImageData(cData, 0, 0);
}
const clearObstacles = obstacles => {
obstacles.forEach( obstacle => {
//_(`Making invisible ${obstacle[5]} from ${obstacles}`);
obstacle[5] = 0;
drawPixel(...obstacle);
});
ctx.putImageData(cData, 0, 0);
}
const drawObstacles = obstacles => {
obstacles.forEach( obstacle => drawPixel(...obstacle) );
ctx.putImageData(cData, 0, 0);
}
let livesHud = $("#lives");
const detectColision = (airplane, obstacles) => {
obstacles.forEach( obstacle => {
for(let i in airplane) {
if (obstacle[0] === airplane[i][0] && obstacle[1] === airplane[i][1]) {
--lives;
livesHud.innerText = `Lives: ${lives}`;
if (lives === 0) {
alert("Gameover");
gameover(intervals);
}
}
}
});
}
const scoreHud = $("#score");
const moveObstacles = obstacles => {
const oldObstacles = JSON.parse(JSON.stringify(obstacles));
for (let i = 0; i < obstacles.length; ++i) {
let obstacle = obstacles[i];
--obstacle[0];
if (obstacle[0] < 0) {
//_("Remove obstacle from memory (out of view)");
//_("Increase score HUD. ActualLevel * 10");
obstacles.splice(i--, 1);
++score;
scoreHud.innerText = `Score: ${score}`;
}
}
clearObstacles(oldObstacles);
drawObstacles(obstacles);
detectColision(airPlane, obstacles);
ctx.putImageData(cData, 0, 0);
}
let levelHud = $("#level");
let statsHud = $("#stats");
statsHud.innerText = `Obstacle generated each ${timeObstacles / 1000} seconds
Obstacles speed: ${speedObstacles}`;
const increaseLevel = () => {
++level;
levelHud.innerText = `Level: ${level}`;
timeObstacles -= timeObstacles / 2;
speedObstacles -= speedObstacles / 8;
statsHud.innerText = `Obstacle generated each ${timeObstacles / 1000} seconds
Obstacles speed: ${speedObstacles}`;
clearInterval(hGO);
hGO = setInterval(generateObstacle, timeObstacles);
clearInterval(hMO);
hMO = setInterval(() => moveObstacles(obstacles), speedObstacles);
}
/* For debug */
const gamepad = () => {
$("#controls").style.fontSize = "3em";
ael($("#controls #top"), "click", () => moveTop());
ael($("#controls #left"), "click", () => moveLeft());
ael($("#right"), "click", () => moveRight());
ael($("#bottom"), "click", () => moveBot());
ael(document, "keydown", e => {
switch(+e.keyCode) {
case 38:
moveTop();
break;
case 37:
moveLeft();
break;
case 39:
moveRight();
break;
case 40:
moveBot();
}
});
}
let IAstatus = false;
let hIA;
const activateIA = () => {
if (!IAstatus) {
hIA = setInterval(() => IA(airPlane, obstacles), 5);
IAstatus = true;
} else {
clearInterval(hIA);
IAstatus = false;
}
}
ael($("#IA"), "click", () => {
activateIA();
});
const clearScreen = () => {
let x = 0;
let y = 0;
for (let x = 0; x < cWidth; ++x) {
for (let y = 0; y < cHeight; ++y) {
drawPixel(x, y, 255, 255, 255, 255);
}
}
}
const gameover = intervals => {
intervals.push(hGO);
intervals.push(hMO);
intervals.forEach( interval => clearInterval(interval));
intervals = [];
clearScreen();
}
let intervals = [];
drawAirplane(airPlane);
gamepad();
let hGO = setInterval(generateObstacle, timeObstacles);
let hMO = setInterval(() => moveObstacles(obstacles), speedObstacles);
/* This is for ambient or for fun intervals.push(setInterval(moveRandom, 5)); */
intervals.push(setInterval(increaseLevel, 15000));
//drawAirplane(airPlane);
//clearAirplane(airPlane);
}
ael(window, "load", () => game());