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1102 lines (991 loc) · 30.4 KB
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// ===== DOM and canvas =====
// get the canvas we draw on and the 2d context for drawing
var canvas = document.getElementById("game");
var ctx = canvas.getContext("2d");
// quick references to the HTML elements we update a lot
var ui = {
score: document.getElementById("score"),
bestScore: document.getElementById("bestScore"),
lives: document.getElementById("lives"),
startOverlay: document.getElementById("startOverlay"),
startPrompt: document.getElementById("startPrompt"),
gameOver: document.getElementById("gameOver"),
pauseOverlay: document.getElementById("pauseOverlay"),
startBtn: document.getElementById("startBtn"),
restartBtn: document.getElementById("restartBtn"),
touchLeft: document.getElementById("touchLeft"),
touchShoot: document.getElementById("touchShoot"),
touchRight: document.getElementById("touchRight"),
};
// ===== Assets =====
// every image file used in the game
var assetSources = {
player: "./assets/space_ship.svg",
invaderBlue: "./assets/invader_blue.svg",
invaderPurple: "./assets/invader_purple.svg",
invaderGreen: "./assets/invader_green.svg",
bullet: "./assets/bullets.svg",
invaderBullet: "./assets/invader_bullets.svg",
boom: "./assets/Boom.svg",
background: "./assets/background_stars.svg",
};
// load all the images up front so drawing is smooth
var assets = {};
var assetsReady = false;
var loaded = 0;
var assetKeys = Object.keys(assetSources);
for (var i = 0; i < assetKeys.length; i++) {
var key = assetKeys[i];
var img = new Image();
img.src = assetSources[key];
img.onload = function () {
loaded = loaded + 1;
if (loaded == assetKeys.length) {
assetsReady = true;
}
};
assets[key] = img;
}
// ===== Audio =====
// background tracks for gameplay and game over screen
var music = {
game: new Audio("assets/Mercury.mp3"),
gameOver: new Audio("assets/Game Over.mp3"),
};
music.game.loop = true;
// small sound effects that play during actions
var sfxSources = {
shoot: "assets/shoot.wav",
invaderKilled: "assets/invaderkilled.wav",
explosion: "assets/explosion.wav",
};
var sfxPools = {};
var sfxIndexes = {};
var sfxNames = Object.keys(sfxSources);
for (var s = 0; s < sfxNames.length; s++) {
var name = sfxNames[s];
sfxPools[name] = [];
sfxIndexes[name] = 0;
for (var p = 0; p < 4; p++) {
var sound = new Audio(sfxSources[name]);
sound.preload = "auto";
sfxPools[name].push(sound);
}
}
var currentMusic = null;
// stop whatever is playing so tracks do not overlap
function stopAllMusic() {
for (var song in music) {
if (music[song]) music[song].pause();
}
currentMusic = null;
}
// choose a track and start it, resetting when needed
function playMusic(name, options) {
if (!options) options = {};
var reset = options.reset;
var track = music[name];
if (!track) {
return;
}
if (currentMusic !== name) {
stopAllMusic();
track.currentTime = 0;
} else {
if (reset) {
track.currentTime = 0;
} else if (!track.paused) {
return;
}
}
var playPromise = track.play();
if (playPromise && playPromise.catch) {
playPromise.catch(function () {});
}
currentMusic = name;
}
// quick helper to fire a sound effect
function playEffect(name) {
var pool = sfxPools[name];
if (!pool || !pool.length) return;
var index = sfxIndexes[name];
var audio = pool[index];
sfxIndexes[name] = (index + 1) % pool.length;
audio.currentTime = 0;
var tryPlay = audio.play();
if (tryPlay && tryPlay.catch) {
tryPlay.catch(function () {});
}
}
// ===== Persistence =====
var HIGH_SCORE_KEY = "pixel-invaders-high-score";
function loadHighScore() {
try {
return Number(localStorage.getItem(HIGH_SCORE_KEY) || 0);
} catch (error) {
return 0;
}
}
function saveHighScore(value) {
try {
localStorage.setItem(HIGH_SCORE_KEY, String(value));
} catch (error) {}
}
// ===== Game configuration =====
// game settings: sizes, speeds and spacing
var config = {
player: { width: 35, height: 30, speed: 5.0 },
bullet: { width: 8, height: 18, speed: 6, cooldown: 320 },
invader: { width: 35, height: 30, speed: 0.6, drop: 15, cols: 10, rows: 5 },
enemyBullet: { width: 8, height: 18, speed: 4.0, cadence: 0.55 },
bunker: { count: 4, cellSize: 5, top: 472 },
ufo: { width: 54, height: 24, top: 72, speed: 2.2, spawnMin: 9000, spawnMax: 16000 },
padding: 30,
};
// ===== Input state =====
// track which keys are being held down
var keys = {
left: false,
right: false,
shoot: false,
};
// ===== Runtime state =====
// everything that can change while playing lives inside state
var state = {
player: { x: 0, y: 0, cooldownAt: 0, dead: false, explosionTimer: 0, respawnTimer: 0 },
lastPlayerPosition: { x: 0, y: 0 },
bullets: [],
enemyBullets: [],
invaders: [],
bunkers: [],
ufo: null,
direction: 1,
score: 0,
highScore: loadHighScore(),
lives: 3,
maxLives: 3,
wave: 1,
nextEnemyShotAt: 0,
nextUfoAt: 0,
gameOver: false,
started: false,
paused: false,
};
// ===== Shared helpers =====
function clamp(value, min, max) {
return Math.max(min, Math.min(max, value));
}
function getDifficultyRank() {
return state.wave - 1 + Math.floor(state.score / 600);
}
function getDifficultyStats() {
var rank = getDifficultyRank();
return {
rank: rank,
invaderSpeed: 0.52 + state.wave * 0.045 + rank * 0.008,
fireDelay: Math.max(240, 920 - rank * 55),
burstChance: Math.min(0.42, 0.08 + rank * 0.025),
aimedChance: Math.min(0.5, 0.16 + rank * 0.03),
ufoDelayMin: Math.max(5200, config.ufo.spawnMin - rank * 350),
ufoDelayMax: Math.max(8000, config.ufo.spawnMax - rank * 450),
};
}
function getFormationForWave() {
var formations = [
{ name: "block", offsets: [0, 0, 0, 0, 0] },
{ name: "wedge", offsets: [0, 0, 0, 0, 0] },
{ name: "fortress", offsets: [0, 0, 0, 0, 0] },
{ name: "stagger", offsets: [0, 18, 0, 18, 0] },
];
return formations[(state.wave - 1) % formations.length];
}
function formationHasCell(name, row, col, rows, cols) {
if (name === "wedge") {
var inset = Math.abs(2 - row);
return col >= inset && col < cols - inset;
}
if (name === "fortress") {
if (row === 1 && (col === 4 || col === 5)) return false;
if (row === 2 && col >= 3 && col <= 6) return false;
if (row === 3 && (col === 0 || col === cols - 1 || col === 4 || col === 5)) return false;
return true;
}
return true;
}
// move the player to the bottom center and clear any death timers
function resetPlayer() {
state.player.x = canvas.width / 2 - config.player.width / 2;
state.player.y = canvas.height - config.player.height - 32;
state.player.dead = false;
state.player.explosionTimer = 0;
state.player.respawnTimer = 0;
state.lastPlayerPosition = { x: state.player.x, y: state.player.y };
}
// create a grid of invaders for the current round
function spawnWave() {
state.invaders = [];
var cols = config.invader.cols;
var rows = config.invader.rows;
var width = config.invader.width;
var height = config.invader.height;
var startX = config.padding;
var startY = config.padding + 16;
var gapX = 12;
var gapY = 12;
var formation = getFormationForWave();
var spriteRows = [
{ key: "invaderGreen", value: 40 },
{ key: "invaderPurple", value: 30 },
{ key: "invaderBlue", value: 20 },
{ key: "invaderBlue", value: 10 },
{ key: "invaderBlue", value: 10 },
];
for (var row = 0; row < rows; row++) {
for (var col = 0; col < cols; col++) {
if (!formationHasCell(formation.name, row, col, rows, cols)) continue;
var sprite = spriteRows[row % spriteRows.length];
state.invaders.push({
x: startX + col * (width + gapX) + formation.offsets[row % formation.offsets.length],
y: startY + row * (height + gapY),
width: width,
height: height,
value: sprite.value,
type: sprite.key,
gridCol: col,
});
}
}
}
function bunkerPattern() {
return [
"0001111111111111000",
"0011111111111111100",
"0111111111111111110",
"1111111111111111111",
"1111111111111111111",
"1111111111111111111",
"1111111111111111111",
"1111111000001111111",
"1111110000000111111",
"1111100000000011111",
"1111000000000001111",
];
}
function buildBunkers() {
var pattern = bunkerPattern();
var rows = pattern.length;
var cols = pattern[0].length;
var width = cols * config.bunker.cellSize;
var totalWidth = config.bunker.count * width;
var gap = (canvas.width - config.padding * 2 - totalWidth) / (config.bunker.count - 1);
state.bunkers = [];
for (var index = 0; index < config.bunker.count; index++) {
var cells = [];
for (var row = 0; row < rows; row++) {
var cellRow = [];
for (var col = 0; col < cols; col++) {
cellRow.push(pattern[row][col] === "1");
}
cells.push(cellRow);
}
state.bunkers.push({
x: config.padding + index * (width + gap),
y: config.bunker.top,
width: width,
height: rows * config.bunker.cellSize,
cols: cols,
rows: rows,
cellSize: config.bunker.cellSize,
cells: cells,
});
}
}
// ===== Game lifecycle =====
function syncHighScore() {
if (state.score <= state.highScore) return;
state.highScore = state.score;
saveHighScore(state.highScore);
}
// start a brand new run
function resetGame() {
state.score = 0;
state.lives = state.maxLives;
state.wave = 1;
state.gameOver = false;
state.started = false;
state.paused = false;
state.bullets = [];
state.enemyBullets = [];
state.direction = 1;
state.ufo = null;
state.nextEnemyShotAt = 0;
state.nextUfoAt = 0;
resetPlayer();
spawnWave();
buildBunkers();
updateHud();
ui.startPrompt.textContent = "Press Start";
ui.pauseOverlay.classList.add("hidden");
stopAllMusic();
}
function startGame() {
ui.startOverlay.classList.add("hidden");
ui.gameOver.classList.add("hidden");
state.started = true;
lastTime = performance.now();
scheduleNextUfo(lastTime);
state.nextEnemyShotAt = lastTime + 900;
setPaused(false);
playMusic("game", { reset: true });
}
// handle what happens when the player gets hit
function loseLife() {
if (state.player.dead) return;
state.lastPlayerPosition = { x: state.player.x, y: state.player.y };
state.lives = state.lives - 1;
playEffect("explosion");
state.player.dead = true;
state.player.explosionTimer = 16;
state.player.respawnTimer = 34;
state.bullets = [];
state.enemyBullets = [];
updateHud();
if (state.lives <= 0) {
state.gameOver = true;
state.paused = false;
ui.pauseOverlay.classList.add("hidden");
ui.gameOver.classList.remove("hidden");
playMusic("gameOver");
return;
}
}
// level up and spawn a fresh set of invaders
function nextWave() {
state.wave = state.wave + 1;
state.direction = 1;
state.bullets = [];
state.enemyBullets = [];
state.ufo = null;
scheduleNextUfo(lastTime);
state.nextEnemyShotAt = lastTime + Math.max(220, getDifficultyStats().fireDelay * 0.75);
// Keep bunker damage between waves so each level stays harder than the last.
spawnWave();
updateHud();
}
// reflect the latest score and lives on the screen
function updateHud() {
ui.score.textContent = "SCORE - " + state.score + " PTS | WAVE - " + state.wave;
ui.bestScore.textContent = "BEST - " + state.highScore + " PTS";
ui.lives.innerHTML = "";
for (var i = 0; i < state.maxLives; i++) {
var span = document.createElement("span");
span.className = "life-icon" + (i >= state.lives ? " life-icon--lost" : "");
ui.lives.appendChild(span);
}
}
// show/hide the pause overlay and stop music when needed
function setPaused(paused) {
if (!state.started || state.gameOver) return;
state.paused = paused;
ui.pauseOverlay.classList.toggle("hidden", !paused);
if (!paused) {
lastTime = performance.now();
if (currentMusic && music[currentMusic] && music[currentMusic].paused) {
music[currentMusic].play().catch(function () {});
}
} else {
if (currentMusic && music[currentMusic] && !music[currentMusic].paused) {
music[currentMusic].pause();
}
}
}
function updateAttractMode(dt, timestamp) {
var drift = 0.22 * state.direction * dt * 3;
var minX = 1000000;
var maxX = -1000000;
for (var i = 0; i < state.invaders.length; i++) {
var invader = state.invaders[i];
if (invader.x < minX) minX = invader.x;
if (invader.x + invader.width > maxX) maxX = invader.x + invader.width;
}
if (minX + drift < config.padding || maxX + drift > canvas.width - config.padding) {
state.direction = state.direction * -1;
drift = 0.22 * state.direction * dt * 3;
}
for (var j = 0; j < state.invaders.length; j++) {
state.invaders[j].x += drift;
}
updateUfo(dt * 0.55, timestamp);
}
// ===== Gameplay systems =====
// move the player and fire bullets based on pressed keys
function handleInput(dt, timestamp) {
if (!state.started) return;
if (state.paused || state.player.dead || state.gameOver) return;
var player = state.player;
var move = 0;
if (keys.left) move = move - 1;
if (keys.right) move = move + 1;
player.x = player.x + move * config.player.speed * dt;
var maxX = canvas.width - config.player.width - config.padding;
if (player.x < config.padding) {
player.x = config.padding;
}
if (player.x > maxX) {
player.x = maxX;
}
var readyToShoot = keys.shoot && timestamp > player.cooldownAt;
if (readyToShoot && !state.gameOver) {
player.cooldownAt = timestamp + config.bullet.cooldown;
var newBullet = {};
newBullet.x = player.x + config.player.width / 2 - config.bullet.width / 2;
newBullet.y = player.y;
newBullet.width = config.bullet.width;
newBullet.height = config.bullet.height;
state.bullets.push(newBullet);
playEffect("shoot");
}
state.lastPlayerPosition = { x: player.x, y: player.y };
}
// slide the invader block side to side and drop down when they hit edges
function moveInvaders(dt) {
if (state.invaders.length === 0) return;
var speed = getDifficultyStats().invaderSpeed;
var dx = speed * state.direction * dt * 3;
var minX = 1000000;
var maxX = -1000000;
for (var i = 0; i < state.invaders.length; i++) {
var inv = state.invaders[i];
if (inv.x < minX) minX = inv.x;
if (inv.x + inv.width > maxX) maxX = inv.x + inv.width;
}
var hitRight = maxX + dx > canvas.width - config.padding;
var hitLeft = minX + dx < config.padding;
if (hitLeft || hitRight) {
state.direction = state.direction * -1;
for (var j = 0; j < state.invaders.length; j++) {
state.invaders[j].y += config.invader.drop;
}
} else {
for (var k = 0; k < state.invaders.length; k++) {
state.invaders[k].x += dx;
}
}
}
function collectFrontLineInvaders() {
var columns = {};
for (var i = 0; i < state.invaders.length; i++) {
var invader = state.invaders[i];
var current = columns[invader.gridCol];
if (!current || invader.y > current.y) {
columns[invader.gridCol] = invader;
}
}
var frontLine = [];
for (var col = 0; col < config.invader.cols; col++) {
if (columns[col]) frontLine.push(columns[col]);
}
return frontLine;
}
function fireEnemyBullet(shooter, targetX) {
var enemyShot = {};
enemyShot.x = shooter.x + config.invader.width / 2 - config.enemyBullet.width / 2;
enemyShot.y = shooter.y + config.invader.height;
enemyShot.width = config.enemyBullet.width;
enemyShot.height = config.enemyBullet.height;
enemyShot.dx = 0;
if (typeof targetX === "number") {
enemyShot.dx = clamp((targetX - enemyShot.x) * 0.012, -1.15, 1.15);
}
state.enemyBullets.push(enemyShot);
}
function scheduleNextUfo(timestamp) {
var stats = getDifficultyStats();
var delayRange = stats.ufoDelayMax - stats.ufoDelayMin;
state.nextUfoAt = timestamp + stats.ufoDelayMin + Math.random() * delayRange;
}
function maybeFireEnemy(timestamp) {
if (state.invaders.length === 0) return;
if (timestamp < state.nextEnemyShotAt) return;
var stats = getDifficultyStats();
var frontLine = collectFrontLineInvaders();
if (frontLine.length === 0) return;
state.nextEnemyShotAt = timestamp + stats.fireDelay + Math.random() * 180;
var shots = 1;
var aimed = false;
var roll = Math.random();
if (roll < stats.burstChance) {
shots = Math.min(3, frontLine.length);
} else if (roll < stats.burstChance + stats.aimedChance) {
aimed = true;
}
if (aimed) {
var playerCenter = state.player.x + config.player.width / 2;
var closest = frontLine[0];
for (var i = 1; i < frontLine.length; i++) {
if (Math.abs(frontLine[i].x - playerCenter) < Math.abs(closest.x - playerCenter)) {
closest = frontLine[i];
}
}
fireEnemyBullet(closest, playerCenter);
return;
}
for (var s = 0; s < shots; s++) {
var shooter = frontLine[Math.floor(Math.random() * frontLine.length)];
fireEnemyBullet(shooter);
}
}
// move the player's bullets upward and remove the ones off screen
function updateBullets(dt) {
var speed = config.bullet.speed * dt * 1;
var bulletsLen = state.bullets.length;
for (var i = 0; i < bulletsLen; i++) {
var thisBullet = state.bullets[i];
thisBullet.y -= speed;
}
var nextBullets = []; // manually copy so it's clearer for me
for (var b = 0; b < bulletsLen; b++) {
var bullet = state.bullets[b];
if (bullet.y + bullet.height > 0) nextBullets.push(bullet);
}
state.bullets = nextBullets;
}
// move enemy bullets downward and keep only the visible ones
function updateEnemyBullets(dt) {
var speed = config.enemyBullet.speed * dt * 1;
var enemyLen = state.enemyBullets.length;
for (var i = 0; i < enemyLen; i++) {
var bullet = state.enemyBullets[i];
bullet.y += speed;
bullet.x += (bullet.dx || 0) * dt * 3;
}
var keep = []; // student-style copy
for (var b = 0; b < enemyLen; b++) {
var bullet = state.enemyBullets[b];
if (bullet.y < canvas.height + bullet.height) keep.push(bullet);
}
state.enemyBullets = keep;
}
function maybeSpawnUfo(timestamp) {
if (state.ufo || timestamp < state.nextUfoAt) return;
var direction = Math.random() > 0.5 ? 1 : -1;
var startX = direction === 1 ? -config.ufo.width - 20 : canvas.width + 20;
state.ufo = {
x: startX,
y: config.ufo.top,
width: config.ufo.width,
height: config.ufo.height,
direction: direction,
speed: config.ufo.speed + (state.wave - 1) * 0.12 + Math.floor(state.score / 1200) * 0.04,
value: 100 + Math.floor(Math.random() * 4) * 50 + state.wave * 10,
};
}
function updateUfo(dt, timestamp) {
maybeSpawnUfo(timestamp);
if (!state.ufo) return;
state.ufo.x += state.ufo.speed * state.ufo.direction * dt * 3;
if (
state.ufo.x > canvas.width + state.ufo.width + 30 ||
state.ufo.x + state.ufo.width < -30
) {
state.ufo = null;
scheduleNextUfo(timestamp);
}
}
// ===== Collision systems =====
// simple AABB collision check
function rectsOverlap(a, b) {
return (
a.x < b.x + b.width &&
a.x + a.width > b.x &&
a.y < b.y + b.height &&
a.y + a.height > b.y
);
}
function damageBunker(bunker, impactX, impactY, fromEnemy) {
var localX = impactX - bunker.x;
var localY = impactY - bunker.y;
var centerCol = Math.floor(localX / bunker.cellSize);
var centerRow = Math.floor(localY / bunker.cellSize);
var mask = fromEnemy
? [
[-1, -1], [0, -1], [1, -1],
[-1, 0], [0, 0], [1, 0],
[0, 1]
]
: [
[0, -1],
[-1, 0], [0, 0], [1, 0],
[-1, 1], [0, 1], [1, 1]
];
for (var i = 0; i < mask.length; i++) {
var col = centerCol + mask[i][0];
var row = centerRow + mask[i][1];
if (row < 0 || row >= bunker.rows || col < 0 || col >= bunker.cols) continue;
bunker.cells[row][col] = false;
}
}
function bulletHitsBunkers(bullet, fromEnemy) {
for (var i = 0; i < state.bunkers.length; i++) {
var bunker = state.bunkers[i];
if (!rectsOverlap(bullet, bunker)) continue;
var sampleX = bullet.x + bullet.width / 2;
var sampleY = fromEnemy ? bullet.y + bullet.height : bullet.y;
var localCol = Math.floor((sampleX - bunker.x) / bunker.cellSize);
var localRow = Math.floor((sampleY - bunker.y) / bunker.cellSize);
if (
localRow < 0 ||
localRow >= bunker.rows ||
localCol < 0 ||
localCol >= bunker.cols
) {
continue;
}
if (!bunker.cells[localRow][localCol]) {
continue;
}
damageBunker(bunker, sampleX, sampleY, fromEnemy);
bullet.hit = true;
return true;
}
return false;
}
function updateBunkerDamageFromInvaders() {
for (var i = 0; i < state.invaders.length; i++) {
var invader = state.invaders[i];
for (var j = 0; j < state.bunkers.length; j++) {
var bunker = state.bunkers[j];
if (!rectsOverlap(invader, bunker)) continue;
var startCol = Math.max(0, Math.floor((invader.x - bunker.x) / bunker.cellSize));
var endCol = Math.min(
bunker.cols - 1,
Math.floor((invader.x + invader.width - bunker.x) / bunker.cellSize)
);
var startRow = Math.max(0, Math.floor((invader.y - bunker.y) / bunker.cellSize));
var endRow = Math.min(
bunker.rows - 1,
Math.floor((invader.y + invader.height - bunker.y) / bunker.cellSize)
);
for (var row = startRow; row <= endRow; row++) {
for (var col = startCol; col <= endCol; col++) {
bunker.cells[row][col] = false;
}
}
}
}
}
// see if bullets hit invaders or the player, and whether invaders reached the bottom
function checkCollisions() {
for (var i = 0; i < state.bullets.length; i++) {
var bullet = state.bullets[i];
if (bulletHitsBunkers(bullet, false)) continue;
if (state.ufo && rectsOverlap(bullet, state.ufo)) {
bullet.hit = true;
state.score = state.score + state.ufo.value;
syncHighScore();
state.ufo = null;
scheduleNextUfo(lastTime);
playEffect("invaderKilled");
continue;
}
for (var j = 0; j < state.invaders.length; j++) {
var invader = state.invaders[j];
if (!invader.dead && rectsOverlap(bullet, invader)) {
invader.dead = true;
bullet.hit = true;
state.score = state.score + invader.value;
syncHighScore();
invader.exploding = 12;
playEffect("invaderKilled");
}
}
}
var aliveInvaders = [];
for (var a = 0; a < state.invaders.length; a++) {
if (!state.invaders[a].dead) {
aliveInvaders.push(state.invaders[a]);
}
}
state.invaders = aliveInvaders;
var flyingBullets = [];
for (var n = 0; n < state.bullets.length; n++) {
if (!state.bullets[n].hit) {
flyingBullets.push(state.bullets[n]);
}
}
state.bullets = flyingBullets;
var playerBox = {
x: state.player.x,
y: state.player.y,
width: config.player.width,
height: config.player.height,
};
var reachedBottom = false;
var collided = false;
for (var inv = 0; inv < state.invaders.length; inv++) {
var invObj = state.invaders[inv];
if (!state.player.dead && invObj.y + invObj.height >= playerBox.y) {
reachedBottom = true;
}
if (!state.player.dead && rectsOverlap(invObj, playerBox)) {
collided = true;
}
}
if ((reachedBottom || collided) && !state.gameOver) {
loseLife();
}
updateBunkerDamageFromInvaders();
for (var eb = 0; eb < state.enemyBullets.length; eb++) {
var b = state.enemyBullets[eb];
if (bulletHitsBunkers(b, true)) continue;
if (rectsOverlap(b, playerBox) && !state.gameOver && !state.player.dead) {
b.hit = true;
loseLife();
}
}
var enemyStill = [];
for (var r = 0; r < state.enemyBullets.length; r++) {
if (!state.enemyBullets[r].hit) {
enemyStill.push(state.enemyBullets[r]);
}
}
state.enemyBullets = enemyStill;
}
// ===== Rendering =====
// paint the dark space background (and stars once loaded)
function drawBackground() {
ctx.fillStyle = "#080812";
ctx.fillRect(0, 0, canvas.width, canvas.height);
if (assetsReady) {
ctx.drawImage(assets.background, 0, 0, canvas.width, canvas.height);
}
}
function drawBunkers() {
for (var i = 0; i < state.bunkers.length; i++) {
var bunker = state.bunkers[i];
for (var row = 0; row < bunker.rows; row++) {
for (var col = 0; col < bunker.cols; col++) {
if (!bunker.cells[row][col]) continue;
var x = bunker.x + col * bunker.cellSize;
var y = bunker.y + row * bunker.cellSize;
ctx.fillStyle = row < 2 ? "#fcb024" : "#f6543a";
ctx.fillRect(x, y, bunker.cellSize, bunker.cellSize);
ctx.fillStyle = "rgba(255, 244, 184, 0.22)";
ctx.fillRect(x, y, bunker.cellSize, 1);
ctx.fillStyle = "rgba(43, 0, 0, 0.28)";
ctx.fillRect(x, y + bunker.cellSize - 1, bunker.cellSize, 1);
}
}
}
}
function drawUfo() {
if (!state.ufo) return;
var ufo = state.ufo;
var pixels = [
"0000011111111100000",
"0001111111111110000",
"0011111111111111000",
"0111111111111111100",
"1111100111110011111",
"1111111111111111111",
"0110111111111110110",
"0000011000001100000",
];
var cellWidth = ufo.width / pixels[0].length;
var cellHeight = ufo.height / pixels.length;
for (var row = 0; row < pixels.length; row++) {
for (var col = 0; col < pixels[row].length; col++) {
if (pixels[row][col] !== "1") continue;
var x = ufo.x + col * cellWidth;
var y = ufo.y + row * cellHeight;
ctx.fillStyle = row < 2 ? "#ffe066" : "#f6543a";
ctx.fillRect(x, y, cellWidth, cellHeight);
ctx.fillStyle = "rgba(255, 255, 255, 0.18)";
ctx.fillRect(x, y, cellWidth, 1);
}
}
}
// draw the player's ship if it is alive
function drawPlayer() {
if (!assetsReady || state.player.dead) return;
ctx.drawImage(
assets.player,
state.player.x,
state.player.y,
config.player.width,
config.player.height
);
}
// draw each invader or their explosion sprite
function drawInvaders() {
if (!assetsReady) return;
var invaderLen = state.invaders.length;
for (var i = 0; i < invaderLen; i++) {
var invader = state.invaders[i];
if (invader.exploding) {
invader.exploding = invader.exploding - 1;
ctx.drawImage(
assets.boom,
invader.x - 10,
invader.y - 10,
invader.width + 20,
invader.height + 20
);
continue;
}
var sprite = assets[invader.type];
if (!sprite) continue;
ctx.drawImage(
sprite,
invader.x,
invader.y,
config.invader.width,
config.invader.height
);
}
}
// draw all player bullets heading upwards
function drawBullets() {
if (!assetsReady) return;
var bulletsLen = state.bullets.length;
for (var i = 0; i < bulletsLen; i++) {
var bullet = state.bullets[i];
ctx.drawImage(
assets.bullet,
bullet.x,
bullet.y,
bullet.width,
bullet.height
);
}
}
// draw the bullets fired by the invaders
function drawEnemyBullets() {
if (!assetsReady) return;
var enemyLen = state.enemyBullets.length;
for (var i = 0; i < enemyLen; i++) {
var invaderBullet = state.enemyBullets[i];
ctx.drawImage(
assets.invaderBullet,
invaderBullet.x,
invaderBullet.y,
invaderBullet.width,
invaderBullet.height
);
}
}
// keep the explosion visible for a short time after the player dies
function drawPlayerExplosion() {
if (!assetsReady) return;
if (state.player.dead && state.player.explosionTimer > 0) {
ctx.drawImage(
assets.boom,
state.lastPlayerPosition.x - 8,
state.lastPlayerPosition.y - 8,
config.player.width + 16,
config.player.height + 16
);
}
}
// ===== Loop and controls =====
function bindHoldButton(element, keyName) {
if (!element) return;
function setPressed(pressed, event) {
if (event) event.preventDefault();
keys[keyName] = pressed;
}
element.addEventListener("pointerdown", function (event) {
setPressed(true, event);
});
element.addEventListener("pointerup", function (event) {