Stanley's update
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13
Main.html
13
Main.html
@ -11,17 +11,6 @@
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<canvas id="canvas" height="650" width="1280"></canvas>
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</div>
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<div id="startMenu">
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<h1 class="title">GALAXY STRIKER</h1>
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<button class="menuButton" id="startBtn">Start</button>
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<button class="menuButton" id="optionsBtn">Options</button>
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<button class="menuButton" id="musicBtn">Music: ON</button>
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<button class="menuButton" id="exitBtn">Exit</button>
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</div>
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<script src="Script.js"></script>
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</body>
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</html>
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</html>
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197
Script.js
197
Script.js
@ -1,5 +1,24 @@
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"use strict";
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// BGM system
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const bgmList = [
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{ normal: "music/Scary.mp3", gameover: "music/ScaryGO.mp3" },
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{ normal: "music/Fear.mp3", gameover: "music/FearGO.mp3" },
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{ normal: "music/Chill.mp3", gameover: "music/ChillGO.mp3" }
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];
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let currentBGM = new Audio();
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let gameOverBGM = new Audio();
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currentBGM.loop = true;
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gameOverBGM.loop = true;
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function pickRandomBGM() {
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const bgm = bgmList[Math.floor(Math.random() * bgmList.length)];
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currentBGM.src = bgm.normal;
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gameOverBGM.src = bgm.gameover;
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}
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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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@ -8,8 +27,9 @@ var gameStarted = false;
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var musicMuted = false;
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/// 90 FPS (Cause I got motion sickness while playing our game fr)
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let lastFrameTime = 0;
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const frameInterval = 1000 / 30; // 90 FPS limit
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const frameInterval = 1000 / 80; // 90 FPS limit right now it's capped at 80
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// 90 FPS mark (change the const x/x to what fps you want)
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// Changing FPS actually makes the game slower ya or faster, tergantung(?)
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var game = {
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level: 1,
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@ -39,37 +59,40 @@ bg1.src = "img/bg_1.png";
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var bg2 = new Image();
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bg2.src = "img/bg_2.png";
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var enemy1 = new Image();
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enemy1.src = "img/alien_0.png";
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var enemyImgArray = [];
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enemyImgArray.length = 4;
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//Stanley
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///Key listen
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let audioStarted = false;
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window.addEventListener("keydown", () => {
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if (!audioStarted) {
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currentBGM.play();
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audioStarted = true;
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}
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});
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//Stanley
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for (var i = 0; i < enemyImgArray.length; i++) {
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enemyImgArray[i] = new Image();
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enemyImgArray[i].src = 'img/alien_' + [i] + '.png';
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}
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var missilesArray = [];
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var enemyShipArray = [];
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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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var planetImages = [];
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var explosion_enemy = document.createElement("audio");
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explosion_enemy.src = "music/explosion-small.mp3"
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var planetImages = [];
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for (let i = 1; i <= 4; i++) {
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let img = new Image();
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img.src = `img/SpritesPlanet/planet_${i}.png`;
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@ -83,40 +106,28 @@ window.onload = function () {
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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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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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gameStarted = true;
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//randomb bgm yg kita punya we have 3 songs///
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pickRandomBGM();
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currentBGM.volume = 1;
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currentBGM.play();
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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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requestAnimationFrame(gameLoop);
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}
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//Aku ganti function game loop that follows the 90FPS Cap rule
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function gameLoop(timestamp) {
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if (!gameStarted) return;
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if (game.gameOver) {
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drawGameOver();
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return;
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}
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if (timestamp - lastFrameTime >= frameInterval) {
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lastFrameTime = timestamp;
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@ -150,7 +161,6 @@ function keyDownPressed(e) {
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keys.fire = true;
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missilesArray.push(new LaserBullet(player1.x + 150, player1.y + 50));
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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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@ -186,6 +196,9 @@ function updateGame() {
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addShips();
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player1.update();
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if (player1.invincible > 0) player1.invincible--;
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spawnPlanet();
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if (currentPlanet) currentPlanet.update();
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game.frames++;
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@ -196,7 +209,6 @@ function drawGame() {
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player1.draw();
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// Enemy ships
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for (var i = 0; i < enemyShipArray.length; i++) {
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var s = enemyShipArray[i];
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s.draw();
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@ -204,16 +216,59 @@ function drawGame() {
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if (s.x < -200) {
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enemyShipArray.splice(i, 1);
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i--;
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i--;
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continue;
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}
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}
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// Missiles
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if (Tabrakan(player1, s)) {
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if (player1.invincible <= 0) {
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player1.lives--;
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player1.invincible = 60;
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//self note: change this later
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explosion_enemy.play();
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player1.x = 15;
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player1.y = 300;
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game.frames = 0;
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enemyShipArray.splice(i, 1);
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i--;
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if (player1.lives <= 0) {
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game.gameOver = true;
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crossfadeToGameOver();
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}
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continue;
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}
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}
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}
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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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// Hit detecttion
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for (var j = 0; j < enemyShipArray.length; j++) {
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var en = enemyShipArray[j];
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if (Tabrakan(m, en)) {
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player1.score += 100;
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explosion_enemy.play();
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missilesArray.splice(i, 1);
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enemyShipArray.splice(j, 1);
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}
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}
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//Hits end
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if (m.x > canvasWidth) {
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missilesArray.splice(i, 1);
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i--;
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@ -222,15 +277,6 @@ function drawGame() {
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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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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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class PlayerObject {
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@ -244,6 +290,7 @@ class PlayerObject {
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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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this.invincible = 0;
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}
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draw() {
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ctx.save();
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@ -365,14 +412,12 @@ class LaserBullet {
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}
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}
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class EnemyObj {
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constructor(x, y, speed, img) {
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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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//gambar
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this.image = img;
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this.speed = speed;
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this.health = 100;
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@ -404,7 +449,7 @@ class Planet {
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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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}
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update() {
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this.x -= this.speed;
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@ -436,3 +481,45 @@ function addShips() {
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}
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}
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function Tabrakan(o, p){
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if (o.x + o.width > p.x &&
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o.x < p.x + p.width &&
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o.y + o.height > p.y &&
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o.y < p.y + p.height) {
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return true;
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}
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return false;
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}
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function drawGameOver() {
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ctx.fillStyle = "rgba(0,0,0,0.7)";
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ctx.fillRect(0, 0, canvasWidth, canvasHeight);
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ctx.font = "80px Arial";
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ctx.fillStyle = "red";
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ctx.textAlign = "center";
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ctx.fillText("GAME OVER", canvasWidth / 2, canvasHeight / 2 - 50);
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ctx.font = "40px Arial";
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ctx.fillStyle = "white";
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ctx.fillText("Refresh to Restart", canvasWidth / 2, canvasHeight / 2 + 30);
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}
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function crossfadeToGameOver() {
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let fadeSpeed = 0.02; // smaller = slower fade
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gameOverBGM.volume = 0;
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gameOverBGM.play();
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let fadeInterval = setInterval(() => {
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currentBGM.volume -= fadeSpeed;
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gameOverBGM.volume += fadeSpeed;
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if (currentBGM.volume <= 0) {
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currentBGM.pause();
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currentBGM.volume = 1;
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clearInterval(fadeInterval);
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}
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}, 1000 / 30); // 30 updates per second
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}
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BIN
music/Chill.mp3
Normal file
BIN
music/Chill.mp3
Normal file
Binary file not shown.
BIN
music/ChillGO.mp3
Normal file
BIN
music/ChillGO.mp3
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Binary file not shown.
BIN
music/Fear.mp3
Normal file
BIN
music/Fear.mp3
Normal file
Binary file not shown.
BIN
music/FearGO.mp3
Normal file
BIN
music/FearGO.mp3
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Binary file not shown.
Binary file not shown.
BIN
music/Scary.mp3
Normal file
BIN
music/Scary.mp3
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Binary file not shown.
BIN
music/ScaryGO.mp3
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BIN
music/ScaryGO.mp3
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Binary file not shown.
BIN
music/explosion-small.mp3
Normal file
BIN
music/explosion-small.mp3
Normal file
Binary file not shown.
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