2025-12-08 13:58:01 +07:00

529 lines
11 KiB
JavaScript

"use strict";
// BGM system
const bgmList = [
{ normal: "music/Scary.mp3", gameover: "music/ScaryGO.mp3" },
{ normal: "music/Fear.mp3", gameover: "music/FearGO.mp3" },
{ normal: "music/Chill.mp3", gameover: "music/ChillGO.mp3" }
];
let currentBGM = new Audio();
let gameOverBGM = new Audio();
currentBGM.loop = true;
gameOverBGM.loop = true;
function pickRandomBGM() {
const bgm = bgmList[Math.floor(Math.random() * bgmList.length)];
currentBGM.src = bgm.normal;
gameOverBGM.src = bgm.gameover;
}
var canvasWidth = 1280;
var canvasHeight = 650;
var c = undefined;
var ctx = undefined;
var gameStarted = false;
var musicMuted = false;
/// 90 FPS (Cause I got motion sickness while playing our game fr)
let lastFrameTime = 0;
const frameInterval = 1000 / 80; // 90 FPS limit right now it's capped at 80
// 90 FPS mark (change the const x/x to what fps you want)
// Changing FPS actually makes the game slower ya or faster, tergantung(?)
var game = {
level: 1,
speed: 1,
gameOver: false,
frames: 0,
timer: 0,
};
var keys = {
up: false,
down: false,
left: false,
right: false,
fire: false,
};
var playerShipImg = new Image();
playerShipImg.src = "img/ships2.png";
var bg0 = new Image();
bg0.src = "img/bg_0.png";
var bg1 = new Image();
bg1.src = "img/bg_1.png";
var bg2 = new Image();
bg2.src = "img/bg_2.png";
var enemy1 = new Image();
enemy1.src = "img/alien_0.png";
var enemyImgArray = [];
enemyImgArray.length = 4;
///Key listen
let audioStarted = false;
window.addEventListener("keydown", () => {
if (!audioStarted) {
currentBGM.play();
audioStarted = true;
}
});
//Stanley
for (var i = 0; i < enemyImgArray.length; i++) {
enemyImgArray[i] = new Image();
enemyImgArray[i].src = 'img/alien_' + [i] + '.png';
}
var missilesArray = [];
var enemyShipArray = [];
var laser = document.createElement("audio");
laser.src = "music/laser2.mp3";
var explosion_enemy = document.createElement("audio");
explosion_enemy.src = "music/explosion-small.mp3"
var planetImages = [];
for (let i = 1; i <= 4; i++) {
let img = new Image();
img.src = `img/SpritesPlanet/planet_${i}.png`;
planetImages.push(img);
}
window.onload = function () {
init();
};
function init() {
c = document.getElementById("canvas");
ctx = c.getContext("2d");
document.addEventListener("keydown", keyDownPressed, false);
document.addEventListener("keyup", keyUpPressed, false);
gameStarted = true;
//randomb bgm yg kita punya we have 3 songs///
pickRandomBGM();
currentBGM.volume = 1;
currentBGM.play();
requestAnimationFrame(gameLoop);
}
//Aku ganti function game loop that follows the 90FPS Cap rule
function gameLoop(timestamp) {
if (!gameStarted) return;
if (game.gameOver) {
drawGameOver();
return;
}
if (timestamp - lastFrameTime >= frameInterval) {
lastFrameTime = timestamp;
clearGame();
updateGame();
drawGame();
}
requestAnimationFrame(gameLoop);
}
// End of 90fps mark
function keyDownPressed(e) {
if (e.keyCode == 87) {
keys.up = true;
} else if (e.keyCode == 83) {
keys.down = true;
}
if (e.keyCode == 65) {
keys.left = true;
}
if (e.keyCode == 68) {
keys.right = true;
}
if (e.keyCode == 32) {
keys.fire = true;
missilesArray.push(new LaserBullet(player1.x + 150, player1.y + 50));
laser.currentTime = 0;
laser.play();
laser.volume = 0.4;
}
}
function keyUpPressed(e) {
if (e.keyCode == 87) {
keys.up = false;
} else if (e.keyCode == 83) {
keys.down = false;
}
if (e.keyCode == 65) {
keys.left = false;
}
if (e.keyCode == 68) {
keys.right = false;
}
if (e.keyCode == 32) {
keys.fire = false;
}
}
function clearGame() {
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
}
function updateGame() {
addStarField();
addShips();
player1.update();
if (player1.invincible > 0) player1.invincible--;
spawnPlanet();
if (currentPlanet) currentPlanet.update();
game.frames++;
}
function drawGame() {
if (currentPlanet) currentPlanet.draw();
player1.draw();
for (var i = 0; i < enemyShipArray.length; i++) {
var s = enemyShipArray[i];
s.draw();
s.update();
if (s.x < -200) {
enemyShipArray.splice(i, 1);
i--;
continue;
}
if (Tabrakan(player1, s)) {
if (player1.invincible <= 0) {
player1.lives--;
player1.invincible = 60;
//self note: change this later
explosion_enemy.play();
player1.x = 15;
player1.y = 300;
game.frames = 0;
enemyShipArray.splice(i, 1);
i--;
if (player1.lives <= 0) {
game.gameOver = true;
crossfadeToGameOver();
}
continue;
}
}
}
for (var i = 0; i < missilesArray.length; i++) {
var m = missilesArray[i];
m.draw();
m.update();
// Hit detecttion
for (var j = 0; j < enemyShipArray.length; j++) {
var en = enemyShipArray[j];
if (Tabrakan(m, en)) {
player1.score += 100;
explosion_enemy.play();
missilesArray.splice(i, 1);
enemyShipArray.splice(j, 1);
}
}
//Hits end
if (m.x > canvasWidth) {
missilesArray.splice(i, 1);
i--;
}
}
drawNewText("Score: " + player1.score, 30, 610, "white");
drawNewText("Player Lives: " + player1.lives, 1100, 610, "white");
}
class PlayerObject {
constructor(x, y) {
this.x = x;
this.y = y;
this.width = 170;
this.height = 105;
this.image = playerShipImg;
this.speed = 8;
this.lives = 3;
this.score = 0;
this.health = 100;
this.invincible = 0;
}
draw() {
ctx.save();
ctx.drawImage(this.image, this.x, this.y, this.width, this.height);
ctx.restore();
}
update() {
if (keys.up) {
if (this.y > 0) {
this.y -= this.speed;
}
} else if (keys.down) {
if (this.x < canvasWidth - this.width) {
this.y += this.speed;
}
}
if (keys.right) {
if (this.x < canvasWidth - this.width) {
this.x += this.speed;
}
}
if (keys.left) {
if (this.x > 10) {
this.x -= this.speed;
}
}
}
}
let player1 = new PlayerObject(100, 100);
function drawNewText(txt, x, y, color) {
ctx.font = "20px Arial";
ctx.fillStyle = color;
ctx.fillText(txt, x, y);
}
class backgroundObj {
constructor(img, x, y, speed) {
this.x = x;
this.y = y;
this.width = 2000;
this.height = 1200;
this.img = img;
this.speed = speed;
}
draw() {
ctx.save();
ctx.drawImage(this.img, this.x, this.y, this.width, this.height);
ctx.restore();
}
update() {
this.x -= this.speed;
if (this.x < -2000) {
this.x = 2000;
}
}
}
let background1 = new backgroundObj(bg0, 0, 0, game.speed * 3);
let background1a = new backgroundObj(bg0, 2000, 0, game.speed * 3);
let background2 = new backgroundObj(bg1, 0, 0, game.speed * 2);
let background2a = new backgroundObj(bg1, 2000, 0, game.speed * 2);
let background3 = new backgroundObj(bg2, 0, 0, game.speed * 1);
let background3a = new backgroundObj(bg2, 2000, 0, game.speed * 1);
function addStarField() {
background3.draw();
background3.update();
background3a.draw();
background3a.update();
background2.draw();
background2.update();
background2a.draw();
background2a.update();
background1.draw();
background1.update();
background1a.draw();
background1a.update();
}
class LaserBullet {
constructor(x, y) {
this.x = x;
this.y = y;
this.width = 14;
this.height = 4;
this.speed = 16;
}
draw() {
let g = ctx.createLinearGradient(
this.x,
this.y,
this.x + this.width,
this.y
);
g.addColorStop(0, "#00e1ff");
g.addColorStop(0.5, "#ffffff");
g.addColorStop(1, "#00e1ff");
ctx.fillStyle = g;
ctx.shadowColor = "#00ffff";
ctx.shadowBlur = 15;
ctx.fillRect(this.x, this.y, this.width, this.height);
ctx.shadowBlur = 0;
}
update() {
this.x += this.speed;
}
}
class EnemyObj {
constructor(x, y, speed, img) {
this.x = x;
this.y = y;
this.width = 170;
this.height = 105;
this.image = img;
this.speed = speed;
this.health = 100;
this.damage = 10;
}
draw() {
ctx.save();
ctx.drawImage(this.image, this.x, this.y, this.width, this.height);
ctx.restore();
}
update() {
this.x -= this.speed;
}
}
let enemy = new EnemyObj(800, 200, 12, enemyImgArray[0]);
class Planet {
constructor(img) {
this.image = img;
this.width = 160;
this.height = 160;
this.x = canvasWidth + 50;
this.y = Math.random() * 300 + 50;
this.speed = 1.2;
this.active = true;
}
draw() {
ctx.drawImage(this.image, this.x, this.y, this.width, this.height);
}
update() {
this.x -= this.speed;
if (this.x < -this.width) {
this.active = false;
}
}
}
let currentPlanet = null;
function spawnPlanet() {
if (currentPlanet == null || currentPlanet.active === false) {
let randomImg =
planetImages[Math.floor(Math.random() * planetImages.length)];
currentPlanet = new Planet(randomImg);
}
}
function addShips() {
if (game.frames > 200) {
if (game.frames % 150 == 0) {
var randomY = Math.floor(Math.random() * 500) + 20;
var randomSpeed = Math.floor(Math.random() * 10) + 1;
var randomShip = Math.floor(Math.random() * enemyImgArray.length);
enemyShipArray.push(new EnemyObj(1300, randomY, randomSpeed, enemyImgArray[randomShip]));
}
}
}
function Tabrakan(o, p){
if (o.x + o.width > p.x &&
o.x < p.x + p.width &&
o.y + o.height > p.y &&
o.y < p.y + p.height) {
return true;
}
return false;
}
function drawGameOver() {
ctx.fillStyle = "rgba(0,0,0,0.7)";
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
ctx.font = "80px Arial";
ctx.fillStyle = "red";
ctx.textAlign = "center";
ctx.fillText("GAME OVER", canvasWidth / 2, canvasHeight / 2 - 50);
ctx.font = "40px Arial";
ctx.fillStyle = "white";
ctx.fillText("Refresh to Restart", canvasWidth / 2, canvasHeight / 2 + 30);
}
function crossfadeToGameOver() {
let fadeSpeed = 0.02;
gameOverBGM.volume = 0;
gameOverBGM.play();
let fadeInterval = setInterval(() => {
currentBGM.volume -= fadeSpeed;
if (currentBGM.volume < 0) currentBGM.volume = 0;
gameOverBGM.volume += fadeSpeed;
if (gameOverBGM.volume > 1) gameOverBGM.volume = 1;
if (currentBGM.volume === 0) {
currentBGM.pause();
clearInterval(fadeInterval);
}
}, 1000 / 30);
}