update
This commit is contained in:
parent
f83821447f
commit
6232e81ab3
548
Script.js
548
Script.js
@ -2,38 +2,36 @@
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var canvasWidth = 1280;
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var canvasHeight = 650;
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var c = undefined
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var ctx = undefined
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var c = undefined;
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var ctx = undefined;
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// STATE GAME
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let gameStarted = false;
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let musicMuted = false;
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var game = {
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level: 1,
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speed: 1,
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gameOver: false,
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frames: 0,
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timer: 0,
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}
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level: 1,
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speed: 1,
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gameOver: false,
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frames: 0,
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timer: 0,
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};
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// INPUT
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var keys = {
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up: false,
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down: false,
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left: false,
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right: false,
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fire: false
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}
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up: false,
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down: false,
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left: false,
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right: false,
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fire: false,
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};
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// Untuk background
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// IMAGE ASSET
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var playerShipImg = new Image();
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playerShipImg.src = 'img/fighterShip.png'
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playerShipImg.src = "img/fighterShip.png";
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var bg0 = new Image();
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bg0.src = 'img/SpritesPlanet/BlueGiant.png';
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bg0.src = "img/SpritesPlanet/BlueGiant.png";
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var bg1 = new Image();
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bg1.src = "img/bg_0.png";
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@ -41,367 +39,252 @@ bg1.src = "img/bg_0.png";
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var bg2 = new Image();
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bg2.src = "img/bg_0.png";
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var enemyImgArray = [];
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enemyImgArray.length = 7;
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var enemy1 = new Image();
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enemy1.src = "img/alien_0.png"
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enemy1.src = "img/alien_0.png";
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var missilesArray = [];
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var backgroundMusic = document.createElement('audio');
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// AUDIO
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var backgroundMusic = document.createElement("audio");
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backgroundMusic.src = "music/Muriel-BobbyRichards.mp3";
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var laser = document.createElement("audio");
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laser.src = "music/laser2.mp3";
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// MISILES & ENEMY
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var missilesArray = [];
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// INIT GAME
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window.onload = function () {
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init()
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}
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init();
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};
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function init() {
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c = document.getElementById("canvas");
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ctx = c.getContext('2d');
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document.addEventListener('keydown', keyDownPressed, false);
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document.addEventListener('keyup', keyUpPressed, false);
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gameLoop();
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c = document.getElementById("canvas");
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ctx = c.getContext("2d");
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// INPUT HANDLER
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document.addEventListener("keydown", keyDownPressed);
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document.addEventListener("keyup", keyUpPressed);
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// --- START MENU BUTTONS ---
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document.getElementById("startBtn").onclick = () => {
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document.getElementById("startMenu").style.display = "none";
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gameStarted = true;
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};
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document.getElementById("musicBtn").onclick = () => {
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musicMuted = !musicMuted;
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backgroundMusic.muted = musicMuted;
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document.getElementById("musicBtn").innerText = musicMuted
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? "Music: OFF"
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: "Music: ON";
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};
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document.getElementById("optionsBtn").onclick = () => {
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alert("Options menu sedang dalam pengembangan.");
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};
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document.getElementById("exitBtn").onclick = () => {
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window.close();
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};
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document.getElementById("startBtn").onclick = () => {
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document.getElementById("startMenu").style.display = "none";
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gameStarted = true;
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gameLoop();
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};
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document.getElementById("musicBtn").onclick = () => {
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musicMuted = !musicMuted;
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backgroundMusic.muted = musicMuted;
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document.getElementById("musicBtn").innerText = musicMuted
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? "Music: OFF"
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: "Music: ON";
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};
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document.getElementById("optionsBtn").onclick = () => {
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alert(
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"Options menu belum dibuat. Kamu bisa tambah difficulty, sensitivity, dll."
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);
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};
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document.getElementById("exitBtn").onclick = () => {
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window.close();
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};
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}
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function gameLoop() {
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if (!gameStarted) return;
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clearGame();
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updateGame();
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drawGame();
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requestAnimationFrame(gameLoop);
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}
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function keyDownPressed(e) {
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if (e.keyCode == 87) {
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keys.up = true;
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backgroundMusic.play();
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backgroundMusic.volume = 0.8;
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} else if (e.keyCode == 83) {
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keys.down = true
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}
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if (e.keyCode == 65) {
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keys.left = true;
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}
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if (e.keyCode == 68) {
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keys.right = true;
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}
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if (e.keyCode == 32) {
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keys.fire = true;
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missilesArray.push(new Missile(player1.x + 120, player1.y + 50, 'white', 12));
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laser.currentTime = 0;
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laser.play();
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laser.volume = 0.4;
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}
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}
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function keyUpPressed(e) {
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if (e.keyCode == 87) {
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keys.up = false;
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} else if (e.keyCode == 83) {
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keys.down = false;
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}
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if (e.keyCode == 65) {
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keys.left = false;
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}
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if (e.keyCode == 68) {
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keys.right = false;
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}
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if (e.keyCode == 32) {
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keys.fire = false;
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}
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}
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function clearGame() {
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ctx.clearRect(0, 0, canvasWidth, canvasHeight);
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}
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function updateGame() {
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addStarField();
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planet.update();
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player1.update();
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game.frames++;
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}
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function drawGame() {
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planet.draw();
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player1.draw();
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enemy.draw();
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enemy.update();
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for(var i = 0; i < missilesArray.length; i++){
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var m = missilesArray[i];
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m.draw();
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m.update();
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}
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drawNewText('Score: ' +player1.score, 30, 610, 'white');
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drawNewText('Player Lives: ' +player1.lives, 1100, 610, 'white');
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}
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function gameLoop(timestamp){
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// MAIN GAME LOOP
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function gameLoop() {
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if (gameStarted) {
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clearGame();
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updateGame();
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drawGame();
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window.requestAnimationFrame(gameLoop);
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}
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requestAnimationFrame(gameLoop);
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}
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class PlayerObject{
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constructor(x, y){
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this.x = x;
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this.y = y;
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this.width = 170;
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this.height = 105;
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this.image = playerShipImg;
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this.speed = 8;
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this.lives = 3;
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this.score = 0;
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this.health = 100;
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}
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draw(){
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ctx.save();
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ctx.drawImage(this.image, this.x, this.y, this.width, this.height);
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ctx.restore();
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}
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// INPUT HANDLER
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function keyDownPressed(e) {
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if (e.keyCode == 87) keys.up = true; // W
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if (e.keyCode == 83) keys.down = true; // S
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if (e.keyCode == 65) keys.left = true; // A
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if (e.keyCode == 68) keys.right = true; // D
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update(){
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if (keys.up) {
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if(this.y > 0){
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this.y -= this.speed;
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}
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}
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if (e.keyCode == 87) {
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backgroundMusic.play();
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backgroundMusic.volume = 0.8;
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}
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else if (keys.down) {
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if (this.x < canvasWidth - this.width) {
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this.y += this.speed;
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}
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}
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if (e.keyCode == 32) {
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// SPACE
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keys.fire = true;
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missilesArray.push(
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new Missile(player1.x + 120, player1.y + 50, "white", 12)
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);
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if (keys.right) {
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if (this.x < canvasWidth - this.width) {
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this.x += this.speed;
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}
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}
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laser.currentTime = 0;
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laser.play();
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laser.volume = 0.4;
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}
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}
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if (keys.left) {
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if (this.x > 10) {
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this.x -= this.speed;
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}
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}
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}
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function keyUpPressed(e) {
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if (e.keyCode == 87) keys.up = false;
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if (e.keyCode == 83) keys.down = false;
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if (e.keyCode == 65) keys.left = false;
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if (e.keyCode == 68) keys.right = false;
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if (e.keyCode == 32) keys.fire = false;
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}
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// CLEAR CANVAS
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function clearGame() {
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ctx.clearRect(0, 0, canvasWidth, canvasHeight);
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}
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// UPDATE GAME OBJECTS
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function updateGame() {
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addStarField();
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planet.update();
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enemy.update();
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player1.update();
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missilesArray.forEach((m) => m.update());
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game.frames++;
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}
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// DRAW SPRITES
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function drawGame() {
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planet.draw();
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enemy.draw();
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player1.draw();
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missilesArray.forEach((m) => m.draw());
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drawNewText("Score: " + player1.score, 30, 610, "white");
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drawNewText("Player Lives: " + player1.lives, 1100, 610, "white");
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}
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// PLAYER
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class PlayerObject {
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constructor(x, y) {
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this.x = x;
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this.y = y;
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this.width = 170;
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this.height = 105;
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this.image = playerShipImg;
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this.speed = 8;
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this.lives = 3;
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this.score = 0;
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this.health = 100;
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}
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draw() {
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ctx.drawImage(this.image, this.x, this.y, this.width, this.height);
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}
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update() {
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if (keys.up && this.y > 0) this.y -= this.speed;
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if (keys.down && this.y < canvasHeight - this.height) this.y += this.speed;
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if (keys.right && this.x < canvasWidth - this.width) this.x += this.speed;
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if (keys.left && this.x > 10) this.x -= this.speed;
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}
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}
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let player1 = new PlayerObject(100, 100);
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function drawNewText(txt, x, y, color){
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ctx.font = "20px Arial";
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ctx.fillStyle = color;
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ctx.fillText(txt, x, y);
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// TEXT
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function drawNewText(txt, x, y, color) {
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ctx.font = "20px Arial";
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ctx.fillStyle = color;
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ctx.fillText(txt, x, y);
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}
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// BACKGROUND
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class backgroundObj {
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constructor(img, x, y, speed) {
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this.img = img;
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this.x = x;
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this.y = y;
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this.width = 2000;
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this.height = 1200;
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this.speed = speed;
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}
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draw() {
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ctx.drawImage(this.img, this.x, this.y, this.width, this.height);
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}
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class backgroundObj{
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constructor(img, x, y, speed) {
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this.x = x;
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this.y = y;
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this.width = 2000;
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this.height = 1200;
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this.img = img;
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this.speed = speed;
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}
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draw() {
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ctx.save();
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ctx.drawImage(this.img, this.x, this.y, this.width, this.height);
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ctx.restore();
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}
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update() {
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this.x -= this.speed;
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if (this.x < -2000) {
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this.x = 2000;
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}
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}
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update() {
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this.x -= this.speed;
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if (this.x < -2000) this.x = 2000;
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}
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}
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let background2 = new backgroundObj(bg1, 0, 0, game.speed * 2);
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let background2a = new backgroundObj(bg1, 2000, 0, game.speed * 2);
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let background2 = new backgroundObj(bg1, 0, 0, game.speed*2);
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let background2a = new backgroundObj(bg1, 2000, 0, game.speed*2);
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let background3 = new backgroundObj(bg2, 0, 0, game.speed*1);
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let background3a = new backgroundObj(bg2, 2000, 0, game.speed*1);
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let background3 = new backgroundObj(bg2, 0, 0, game.speed * 1);
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let background3a = new backgroundObj(bg2, 2000, 0, game.speed * 1);
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function addStarField() {
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background3.draw();
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background3.update();
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background3a.draw();
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background3a.update();
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background3.draw();
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background3.update();
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background3a.draw();
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background3a.update();
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background2.draw();
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background2.update();
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background2a.draw();
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background2a.update();
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background2.draw();
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background2.update();
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background2a.draw();
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background2a.update();
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}
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class Missile{
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constructor(x, y, color, speed){
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this.x = x;
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this.y = y;
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this.width = 3;
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this.height = 10;
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this.color = color;
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this.speed = speed;
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}
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// MISSILE
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class Missile {
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constructor(x, y, color, speed) {
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this.x = x;
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this.y = y;
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this.width = 3;
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this.height = 10;
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this.color = color;
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this.speed = speed;
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}
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draw(){
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ctx.save();
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ctx.fillStyle = this.color;
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ctx.fillRect(this.x, this.y, this.width, this.height);
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ctx.fill();
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ctx.restore();
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}
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draw() {
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ctx.fillStyle = this.color;
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ctx.fillRect(this.x, this.y, this.width, this.height);
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}
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update(){
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this.x += this.speed
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}
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update() {
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this.x += this.speed;
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}
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}
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// ENEMY
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class EnemyObj {
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constructor(x, y, speed) {
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this.x = x;
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this.y = y;
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this.width = 170;
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this.height = 105;
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this.image = enemy1;
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this.speed = speed;
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this.health = 100;
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this.damage = 10;
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}
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draw() {
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ctx.save();
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ctx.drawImage(this.image, this.x, this.y, this.width, this.height);
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ctx.restore();
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}
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constructor(x, y, speed) {
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this.x = x;
|
||||
this.y = y;
|
||||
this.width = 170;
|
||||
this.height = 105;
|
||||
this.image = enemy1;
|
||||
this.speed = speed;
|
||||
this.health = 100;
|
||||
this.damage = 10;
|
||||
}
|
||||
|
||||
update() {
|
||||
this.x -= this.speed;
|
||||
}
|
||||
draw() {
|
||||
ctx.drawImage(this.image, this.x, this.y, this.width, this.height);
|
||||
}
|
||||
|
||||
update() {
|
||||
this.x -= this.speed;
|
||||
}
|
||||
}
|
||||
|
||||
let enemy = new EnemyObj(800, 200, 12);
|
||||
|
||||
|
||||
|
||||
|
||||
// PLANET
|
||||
class PlanetObj {
|
||||
constructor(img, x, y, width, height, speed) {
|
||||
this.img = img;
|
||||
@ -421,12 +304,9 @@ class PlanetObj {
|
||||
|
||||
update() {
|
||||
if (!this.visible) return;
|
||||
|
||||
this.x -= this.speed;
|
||||
|
||||
if (this.x < -this.width) {
|
||||
this.visible = false;
|
||||
}
|
||||
if (this.x < -this.width) this.visible = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
60
Style.css
60
Style.css
@ -40,35 +40,67 @@ body {
|
||||
height: 650px;
|
||||
top: 0;
|
||||
left: 0;
|
||||
background: rgba(0,0,0,0.85);
|
||||
|
||||
background: rgba(0, 0, 0, 0.6);
|
||||
backdrop-filter: blur(6px);
|
||||
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
|
||||
z-index: 10;
|
||||
font-family: Arial, sans-serif;
|
||||
|
||||
font-family: 'Poppins', Arial, sans-serif;
|
||||
|
||||
animation: fadeIn 1s ease-out;
|
||||
}
|
||||
|
||||
@keyframes fadeIn {
|
||||
from { opacity: 0; }
|
||||
to { opacity: 1; }
|
||||
}
|
||||
|
||||
.title {
|
||||
font-size: 60px;
|
||||
margin-bottom: 50px;
|
||||
color: white;
|
||||
letter-spacing: 3px;
|
||||
font-size: 70px;
|
||||
margin-bottom: 40px;
|
||||
color: #ffffff;
|
||||
letter-spacing: 4px;
|
||||
|
||||
text-shadow:
|
||||
0 0 10px #00eaff,
|
||||
0 0 20px #00eaff,
|
||||
0 0 30px rgba(0, 234, 255, 0.7);
|
||||
|
||||
animation: glow 3s infinite alternate ease-in-out;
|
||||
}
|
||||
|
||||
@keyframes glow {
|
||||
from { text-shadow: 0 0 8px #00eaff, 0 0 16px #00eaff; }
|
||||
to { text-shadow: 0 0 20px #00eaff, 0 0 40px #00eaff; }
|
||||
}
|
||||
|
||||
.menuButton {
|
||||
font-size: 30px;
|
||||
padding: 10px 40px;
|
||||
font-size: 28px;
|
||||
padding: 12px 50px;
|
||||
margin: 10px;
|
||||
cursor: pointer;
|
||||
background: #222;
|
||||
border: 2px solid white;
|
||||
|
||||
background: rgba(20, 20, 20, 0.8);
|
||||
color: white;
|
||||
border-radius: 10px;
|
||||
transition: 0.2s;
|
||||
|
||||
border: 2px solid #00eaff;
|
||||
border-radius: 12px;
|
||||
|
||||
box-shadow: 0 0 10px rgba(0, 234, 255, 0.4);
|
||||
|
||||
transition: 0.3s ease-in-out;
|
||||
}
|
||||
|
||||
|
||||
.menuButton:hover {
|
||||
background: white;
|
||||
color: black;
|
||||
background: #00eaff;
|
||||
color: #000;
|
||||
box-shadow: 0 0 20px #00eaff;
|
||||
transform: scale(1.05)
|
||||
}
|
||||
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Reference in New Issue
Block a user