1175 lines
26 KiB
JavaScript
1175 lines
26 KiB
JavaScript
"use strict";
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const DEBUG_HITBOX = false;
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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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// --- OPTIMASI 1: Resolusi Tetap (HD 720p) ---
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var canvasWidth = 1280;
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var canvasHeight = 720;
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var c, ctx;
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var gameStarted = false;
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var musicMuted = false;
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// --- OPTIMASI 2: Cache Vignette ---
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let vignetteCanvas = null;
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let lastFrameTime = 0;
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const frameInterval = 1000 / 60;
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let cameraY = 0;
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let respawnCounter = 0;
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let damageFlash = 0;
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let currentWave = null;
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let waveCooldown = 0;
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let abilityCharges = 0;
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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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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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var playerShipImg = new Image();
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playerShipImg.src = "img/Player/pesawat22.png";
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var bg0 = new Image();
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bg0.src = "img/bg_0.png";
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var bg1 = new Image();
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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 enemyImgArray = [];
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enemyImgArray.length = 4;
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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().catch(() => {});
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audioStarted = true;
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}
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});
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window.addEventListener("click", () => {
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if (!audioStarted) {
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currentBGM.play().catch(() => {});
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audioStarted = true;
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}
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});
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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 enemyBulletsArray = [];
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var explosions = [];
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var abilityTokens = [];
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var particles = [];
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var laser = document.createElement("audio");
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laser.src = "music/laser2.mp3";
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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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planetImages.push(img);
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}
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let currentPlanet = null;
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window.onload = function () {
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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", { alpha: false });
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c.width = canvasWidth;
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c.height = canvasHeight;
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document.addEventListener("keydown", keyDownPressed, false);
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document.addEventListener("keyup", keyUpPressed, false);
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gameStarted = true;
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pickRandomBGM();
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currentBGM.volume = 1;
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requestAnimationFrame(gameLoop);
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}
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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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clearGame();
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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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if (!gamePaused) {
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clearGame();
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updateGame();
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drawGame();
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} else {
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drawPauseOverlay();
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}
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}
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requestAnimationFrame(gameLoop);
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}
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let gamePaused = false;
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function keyDownPressed(e) {
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if (e.keyCode === 87 || e.keyCode === 38) keys.up = true;
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else if (e.keyCode === 83 || e.keyCode === 40) keys.down = true;
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if (e.keyCode === 65 || e.keyCode === 37) keys.left = true;
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if (e.keyCode === 68 || e.keyCode === 39) keys.right = true;
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if (e.keyCode === 32) {
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keys.fire = true;
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if (!player1.dead) {
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fireBullet();
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}
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}
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if (e.keyCode === 80) togglePause();
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if (e.keyCode === 16) {
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// --- FIX DI SINI: Tambahkan pengecekan !player1.dead ---
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if (abilityCharges > 0 && !game.gameOver && !gamePaused && !player1.dead) {
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useAbility();
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abilityCharges--;
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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 || e.keyCode === 38) keys.up = false;
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else if (e.keyCode === 83 || e.keyCode === 40) keys.down = false;
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if (e.keyCode === 65 || e.keyCode === 37) keys.left = false;
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if (e.keyCode === 68 || e.keyCode === 39) keys.right = false;
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if (e.keyCode === 32) keys.fire = false;
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}
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function fireBullet() {
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missilesArray.push(
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new LaserBullet(player1.x + player1.width, player1.y + player1.height / 2)
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);
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laser.currentTime = 0;
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laser.volume = 0.4;
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laser.play();
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createParticles(
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player1.x + player1.width,
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player1.y + player1.height / 2,
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5,
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"#00e1ff"
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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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game.frames++;
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game.level = 1 + Math.floor(player1.score / 500);
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game.speed = 1 + game.level * 0.1;
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updateStarField();
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addShips();
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maybeSpawnAbilityToken();
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if (keys.fire && !player1.dead && game.frames % 8 === 0) {
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fireBullet();
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}
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if (!player1.dead) {
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player1.update();
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if (player1.invincible > 0) player1.invincible--;
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updateCamera();
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} else {
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if (respawnCounter > 0) {
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respawnCounter--;
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if (respawnCounter <= 0 && player1.lives > 0) {
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player1.dead = false;
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player1.invincible = 120;
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player1.x = 100;
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player1.y = canvasHeight / 2 - player1.height / 2;
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player1.vx = 0;
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player1.vy = 0;
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}
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}
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}
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spawnPlanet();
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if (currentPlanet) currentPlanet.update();
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updateParticles();
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}
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function drawGame() {
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ctx.save();
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ctx.translate(0, cameraY);
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drawStarField();
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if (currentPlanet) currentPlanet.draw();
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drawParticles();
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for (let i = 0; i < abilityTokens.length; i++) {
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const t = abilityTokens[i];
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t.draw();
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t.update();
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if (
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!player1.dead &&
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Tabrakan(player1.getHitbox(), {
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x: t.x,
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y: t.y,
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width: t.width,
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height: t.height,
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})
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) {
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abilityCharges++;
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abilityTokens.splice(i, 1);
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createParticles(t.x, t.y, 15, "#00ffea");
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i--;
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continue;
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}
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if (t.x + t.width < 0) {
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abilityTokens.splice(i, 1);
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i--;
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}
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}
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if (!player1.dead) {
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player1.draw();
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if (DEBUG_HITBOX) drawDebugHitbox(player1.getHitbox(), "lime");
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}
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for (let i = 0; i < enemyShipArray.length; i++) {
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let s = enemyShipArray[i];
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s.draw();
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s.update();
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if (DEBUG_HITBOX) drawDebugHitbox(s.getHitbox(), "red");
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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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continue;
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}
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// BALANCING TEMBAKAN (Low Rate)
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let shootChance = 0.005 + game.level * 0.0012;
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if (shootChance > 0.04) shootChance = 0.04;
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if (!player1.dead && Math.random() < shootChance && s.x > player1.x + 50) {
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const ex = s.x;
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const ey = s.y + s.height / 2;
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const px = player1.x + player1.width / 2;
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const py = player1.y + player1.height / 2;
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enemyBulletsArray.push(new EnemyBullet(ex, ey, px, py));
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}
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if (!player1.dead && Tabrakan(player1.getHitbox(), s.getHitbox())) {
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explosions.push(new Explosion(s.x + s.width / 2, s.y + s.height / 2));
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createParticles(s.x + s.width / 2, s.y + s.height / 2, 20, "#ff6600");
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enemyShipArray.splice(i, 1);
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i--;
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handlePlayerHit();
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continue;
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}
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}
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for (let i = 0; i < missilesArray.length; i++) {
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let m = missilesArray[i];
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m.draw();
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m.update();
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if (DEBUG_HITBOX) drawDebugHitbox(m.getHitbox(), "cyan");
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let hit = false;
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for (let j = 0; j < enemyShipArray.length; j++) {
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let en = enemyShipArray[j];
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if (Tabrakan(m.getHitbox(), en.getHitbox())) {
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// --- BALANCING DAMAGE PLAYER ---
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let playerDamage = 100 + game.level * 5;
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en.health -= playerDamage;
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createParticles(
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en.x + en.width / 2,
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en.y + en.height / 2,
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5,
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"#ff9900"
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);
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missilesArray.splice(i, 1);
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hit = true;
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if (en.health <= 0) {
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player1.score += 100 + game.level * 10;
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explosion_enemy.currentTime = 0;
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explosion_enemy.play();
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explosions.push(
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new Explosion(en.x + en.width / 2, en.y + en.height / 2)
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);
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enemyShipArray.splice(j, 1);
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}
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break;
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}
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}
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if (hit) {
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i--;
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continue;
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}
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if (m.x > canvasWidth + 50) {
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missilesArray.splice(i, 1);
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i--;
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}
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}
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for (let i = 0; i < enemyBulletsArray.length; i++) {
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let b = enemyBulletsArray[i];
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b.draw();
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b.update();
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if (DEBUG_HITBOX) drawDebugHitbox(b.getHitbox(), "orange");
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if (!player1.dead && Tabrakan(b.getHitbox(), player1.getHitbox())) {
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explosions.push(
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new Explosion(
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player1.x + player1.width / 2,
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player1.y + player1.height / 2
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)
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);
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createParticles(
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player1.x + player1.width / 2,
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player1.y + player1.height / 2,
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12,
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"#ff3300"
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);
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enemyBulletsArray.splice(i, 1);
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i--;
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handlePlayerHit();
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continue;
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}
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if (
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b.x + b.width < -100 ||
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b.x > canvasWidth + 100 ||
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b.y + b.height < -100 ||
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b.y > canvasHeight + 100
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) {
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enemyBulletsArray.splice(i, 1);
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i--;
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}
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}
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for (let i = 0; i < explosions.length; i++) {
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let ex = explosions[i];
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ex.draw();
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ex.update();
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if (ex.done) {
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explosions.splice(i, 1);
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i--;
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}
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}
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ctx.restore();
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drawScreenShading();
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drawUI();
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}
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function drawDebugHitbox(rect, color) {
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ctx.save();
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ctx.strokeStyle = color;
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ctx.lineWidth = 2;
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ctx.strokeRect(rect.x, rect.y, rect.width, rect.height);
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ctx.restore();
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}
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function drawUI() {
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drawNewText(
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"Score: " + player1.score,
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canvasWidth - 200,
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canvasHeight - 50,
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"white"
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);
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drawNewText("LVL " + game.level, canvasWidth - 150, 50, "#00ff00");
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let livesText = "Lives: ";
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for (let i = 0; i < player1.lives; i++) {
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livesText += "♥ ";
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}
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drawNewText(livesText, 30, canvasHeight - 50, "#ff3366");
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drawNewText("Bombs: " + abilityCharges, 30, 50, "#ffffff");
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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 = 100;
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this.height = 64;
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this.image = playerShipImg;
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this.vx = 0;
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this.vy = 0;
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this.acceleration = 0.8;
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this.friction = 0.92;
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this.maxSpeed = 10;
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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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this.dead = false;
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this.totalFrames = 5;
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this.frameIndex = 2;
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this.spriteWidth = 0;
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this.sourceHeight = 0;
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// --- SIZE PLAYER: Middle Ground ---
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this.scale = 1.0;
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this.image.onload = () => {
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this.spriteWidth = this.image.width / this.totalFrames;
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this.sourceHeight = this.image.height;
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this.width = this.spriteWidth * this.scale;
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this.height = this.sourceHeight * this.scale;
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this.y = canvasHeight / 2 - this.height / 2;
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};
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}
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getHitbox() {
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const h = this.height * 0.05;
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const w = this.width * 0.8;
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const x = this.x + (this.width - w) / 2;
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const y = this.y + (this.height - h) / 2;
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return { x, y, width: w, height: h };
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}
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draw() {
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if (this.invincible > 0 && game.frames % 10 < 5) {
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return;
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}
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ctx.save();
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if (this.spriteWidth > 0) {
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ctx.drawImage(
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this.image,
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this.frameIndex * this.spriteWidth,
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0,
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this.spriteWidth,
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this.sourceHeight,
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this.x,
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this.y,
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this.width,
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this.height
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);
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} else {
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ctx.fillStyle = "red";
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ctx.fillRect(this.x, this.y, 50, 50);
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}
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ctx.restore();
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}
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update() {
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if (keys.up) this.vy -= this.acceleration;
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if (keys.down) this.vy += this.acceleration;
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if (keys.left) this.vx -= this.acceleration;
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if (keys.right) this.vx += this.acceleration;
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this.vx *= this.friction;
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this.vy *= this.friction;
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const speed = Math.sqrt(this.vx * this.vx + this.vy * this.vy);
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if (speed > this.maxSpeed) {
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const scale = this.maxSpeed / speed;
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this.vx *= scale;
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this.vy *= scale;
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}
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this.x += this.vx;
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this.y += this.vy;
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const bleedY = this.height * 0.4;
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const bleedX = this.width * 0.4;
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if (this.y < -bleedY) {
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this.y = -bleedY;
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if (this.vy < 0) this.vy = 0;
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}
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if (this.y > canvasHeight - this.height + bleedY) {
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this.y = canvasHeight - this.height + bleedY;
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if (this.vy > 0) this.vy = 0;
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}
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if (this.x < -bleedX) {
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this.x = -bleedX;
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if (this.vx < 0) this.vx = 0;
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}
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if (this.x > canvasWidth - this.width + bleedX) {
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this.x = canvasWidth - this.width + bleedX;
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if (this.vx > 0) this.vx = 0;
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}
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|
if (this.vy < -2.5) {
|
|
this.frameIndex = 4;
|
|
} else if (this.vy < -0.5) {
|
|
this.frameIndex = 3;
|
|
} else if (this.vy > 2.5) {
|
|
this.frameIndex = 0;
|
|
} else if (this.vy > 0.5) {
|
|
this.frameIndex = 1;
|
|
} else {
|
|
this.frameIndex = 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
let player1 = new PlayerObject(100, 300);
|
|
|
|
function handlePlayerHit() {
|
|
if (player1.invincible > 0 || player1.dead || game.gameOver) return;
|
|
|
|
explosion_enemy.currentTime = 0;
|
|
explosion_enemy.play();
|
|
damageFlash = 20;
|
|
|
|
player1.lives--;
|
|
|
|
if (player1.lives <= 0) {
|
|
game.gameOver = true;
|
|
crossfadeToGameOver();
|
|
return;
|
|
}
|
|
|
|
player1.dead = true;
|
|
respawnCounter = 80 * 3;
|
|
}
|
|
|
|
function drawNewText(txt, x, y, color) {
|
|
ctx.font = "20px Arial";
|
|
ctx.fillStyle = color;
|
|
ctx.textAlign = "left";
|
|
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 updateStarField() {
|
|
background3.update();
|
|
background3a.update();
|
|
background2.update();
|
|
background2a.update();
|
|
background1.update();
|
|
background1a.update();
|
|
}
|
|
|
|
function drawStarField() {
|
|
background3.draw();
|
|
background3a.draw();
|
|
background2.draw();
|
|
background2a.draw();
|
|
background1.draw();
|
|
background1a.draw();
|
|
}
|
|
|
|
function updateCamera() {
|
|
const offset = player1.y + player1.height / 2 - canvasHeight / 2;
|
|
const target = -offset * 0.7;
|
|
const bgHeight = 1200;
|
|
const minY = canvasHeight - bgHeight;
|
|
const maxY = 0;
|
|
|
|
const clamped = Math.max(minY, Math.min(maxY, target));
|
|
cameraY += (clamped - cameraY) * 0.1;
|
|
}
|
|
|
|
class LaserBullet {
|
|
constructor(x, y) {
|
|
this.x = x;
|
|
this.y = y;
|
|
this.width = 13;
|
|
this.height = 4;
|
|
this.speed = 16;
|
|
}
|
|
|
|
getHitbox() {
|
|
return { x: this.x, y: this.y, width: this.width, height: this.height };
|
|
}
|
|
|
|
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, pattern = "straight") {
|
|
this.x = x;
|
|
this.y = y;
|
|
// --- SIZE MUSUH: Middle Ground ---
|
|
this.width = 145;
|
|
this.height = 90;
|
|
this.image = img;
|
|
this.speed = speed;
|
|
this.health = 100;
|
|
this.damage = 10;
|
|
this.pattern = pattern;
|
|
this.angle = 0;
|
|
}
|
|
|
|
getHitbox() {
|
|
const w = this.width * 0.55;
|
|
const h = this.height * 0.55;
|
|
const x = this.x + (this.width - w) / 2;
|
|
const y = this.y + (this.height - h) / 2;
|
|
return { x, y, width: w, height: h };
|
|
}
|
|
|
|
draw() {
|
|
ctx.save();
|
|
ctx.drawImage(this.image, this.x, this.y, this.width, this.height);
|
|
ctx.restore();
|
|
}
|
|
|
|
update() {
|
|
this.x -= this.speed;
|
|
if (this.pattern === "sine") {
|
|
this.angle += 0.05 * this.speed;
|
|
this.y += Math.sin(this.angle) * 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
class EnemyBullet {
|
|
constructor(x, y, targetX, targetY) {
|
|
this.x = x;
|
|
this.y = y;
|
|
this.width = 10;
|
|
this.height = 4;
|
|
|
|
const dx = targetX - x;
|
|
const dy = targetY - y;
|
|
const len = Math.sqrt(dx * dx + dy * dy) || 1;
|
|
const speed = 8;
|
|
|
|
this.vx = (dx / len) * speed;
|
|
this.vy = (dy / len) * speed;
|
|
}
|
|
|
|
getHitbox() {
|
|
const padding = 1;
|
|
return {
|
|
x: this.x + padding,
|
|
y: this.y + padding,
|
|
width: this.width - padding * 2,
|
|
height: this.height - padding * 2,
|
|
};
|
|
}
|
|
|
|
draw() {
|
|
let g = ctx.createLinearGradient(
|
|
this.x + this.width,
|
|
this.y,
|
|
this.x,
|
|
this.y
|
|
);
|
|
g.addColorStop(0, "#ff9900");
|
|
g.addColorStop(0.5, "#ffffff");
|
|
g.addColorStop(1, "#ff3300");
|
|
ctx.fillStyle = g;
|
|
ctx.shadowColor = "#ff6600";
|
|
ctx.shadowBlur = 10;
|
|
ctx.fillRect(this.x, this.y, this.width, this.height);
|
|
ctx.shadowBlur = 0;
|
|
}
|
|
|
|
update() {
|
|
this.x += this.vx;
|
|
this.y += this.vy;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
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) return;
|
|
|
|
if (currentWave) {
|
|
if (currentWave.spawned < currentWave.count) {
|
|
if (currentWave.spawnTimer <= 0) {
|
|
spawnEnemyFromWave(currentWave);
|
|
currentWave.spawned++;
|
|
// --- RANDOM SPACING ---
|
|
let randomSpacing =
|
|
currentWave.spacing + Math.floor(Math.random() * 30);
|
|
currentWave.spawnTimer = randomSpacing;
|
|
} else {
|
|
currentWave.spawnTimer--;
|
|
}
|
|
} else {
|
|
if (enemyShipArray.length === 0) {
|
|
currentWave = null;
|
|
waveCooldown = Math.max(60, 120 - game.level * 2);
|
|
}
|
|
}
|
|
} else {
|
|
if (waveCooldown > 0) {
|
|
waveCooldown--;
|
|
} else {
|
|
startNewWave();
|
|
}
|
|
}
|
|
}
|
|
|
|
function startNewWave() {
|
|
// --- CHAOS WAVE MODE ---
|
|
// Tidak ada pattern 'line', 'v', 'zigzag'.
|
|
// Kita hanya menentukan jumlah musuh yang akan muncul di wave ini.
|
|
|
|
let baseCount = 3;
|
|
let scalingCount = Math.floor(game.level / 2);
|
|
let count = Math.min(
|
|
20, // Max musuh ditingkatkan sedikit untuk kompensasi sebaran
|
|
baseCount + scalingCount + Math.floor(Math.random() * 5)
|
|
);
|
|
|
|
// Spacing dasar (nanti diacak lagi per musuh)
|
|
let spacing = Math.max(15, 40 - game.level);
|
|
|
|
currentWave = {
|
|
count: count,
|
|
spacing: spacing,
|
|
spawned: 0,
|
|
spawnTimer: 0,
|
|
};
|
|
}
|
|
|
|
function spawnEnemyFromWave(wave) {
|
|
// --- POSISI BENAR-BENAR ACAK ---
|
|
// Tentukan Y sembarang di area layar
|
|
// Area aman: 60px dari atas, 100px dari bawah
|
|
const minY = 60;
|
|
const maxY = canvasHeight - 120;
|
|
|
|
const y = Math.random() * (maxY - minY) + minY;
|
|
|
|
// Random X Offset biar tidak muncul dalam satu garis lurus sempurna
|
|
const xOffset = Math.random() * 200;
|
|
|
|
const randomShip = Math.floor(Math.random() * enemyImgArray.length);
|
|
|
|
// Scaling Speed per 5 Level (0.2 factor)
|
|
let rawSpeed = 3.5 + Math.random() * 2 + game.level * 0.2;
|
|
const speed = Math.min(rawSpeed, 8);
|
|
|
|
// --- RANDOM MOVEMENT TYPE ---
|
|
// Setiap musuh melempar dadu sendiri untuk menentukan tipe gerakannya
|
|
// 30% kemungkinan gerak gelombang (sine), sisanya lurus.
|
|
let movementType = Math.random() < 0.3 ? "sine" : "straight";
|
|
|
|
let enemy = new EnemyObj(
|
|
canvasWidth + 50 + xOffset, // X position + random offset
|
|
y,
|
|
speed,
|
|
enemyImgArray[randomShip],
|
|
movementType
|
|
);
|
|
|
|
// BALANCING HEALTH
|
|
enemy.health = 60 + game.level * 10;
|
|
|
|
enemyShipArray.push(enemy);
|
|
}
|
|
|
|
class AbilityToken {
|
|
constructor(x, y) {
|
|
this.x = x;
|
|
this.y = y;
|
|
this.width = 32;
|
|
this.height = 32;
|
|
this.speed = 4;
|
|
}
|
|
|
|
draw() {
|
|
ctx.save();
|
|
ctx.beginPath();
|
|
const cx = this.x + this.width / 2;
|
|
const cy = this.y + this.height / 2;
|
|
ctx.arc(cx, cy, 12, 0, Math.PI * 2);
|
|
const g = ctx.createRadialGradient(cx, cy, 0, cx, cy, 12);
|
|
g.addColorStop(0, "#ffffff");
|
|
g.addColorStop(0.5, "#00ffea");
|
|
g.addColorStop(1, "#0066ff");
|
|
ctx.fillStyle = g;
|
|
ctx.fill();
|
|
ctx.restore();
|
|
}
|
|
|
|
update() {
|
|
this.x -= this.speed;
|
|
}
|
|
}
|
|
|
|
function maybeSpawnAbilityToken() {
|
|
if (Math.random() < 0.002 && abilityTokens.length < 3) {
|
|
const y = Math.random() * (canvasHeight - 120) + 60;
|
|
abilityTokens.push(new AbilityToken(canvasWidth + 40, y));
|
|
}
|
|
}
|
|
|
|
function useAbility() {
|
|
if (enemyShipArray.length === 0 && enemyBulletsArray.length === 0) return;
|
|
|
|
explosion_enemy.currentTime = 0;
|
|
explosion_enemy.play();
|
|
|
|
enemyShipArray.forEach((e) => {
|
|
explosions.push(new Explosion(e.x + e.width / 2, e.y + e.height / 2));
|
|
createParticles(e.x + e.width / 2, e.y + e.height / 2, 20, "#ff9900");
|
|
});
|
|
|
|
enemyShipArray = [];
|
|
enemyBulletsArray = [];
|
|
missilesArray = [];
|
|
|
|
damageFlash = 10;
|
|
}
|
|
|
|
class Particle {
|
|
constructor(x, y, color) {
|
|
this.x = x;
|
|
this.y = y;
|
|
this.vx = (Math.random() - 0.5) * 8;
|
|
this.vy = (Math.random() - 0.5) * 8;
|
|
this.life = 30;
|
|
this.maxLife = 30;
|
|
this.color = color;
|
|
this.size = Math.random() * 3 + 2;
|
|
}
|
|
|
|
update() {
|
|
this.x += this.vx;
|
|
this.y += this.vy;
|
|
this.vx *= 0.95;
|
|
this.vy *= 0.95;
|
|
this.life--;
|
|
}
|
|
|
|
draw() {
|
|
const alpha = this.life / this.maxLife;
|
|
ctx.save();
|
|
ctx.globalAlpha = alpha;
|
|
ctx.fillStyle = this.color;
|
|
ctx.beginPath();
|
|
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
ctx.restore();
|
|
}
|
|
|
|
get isDead() {
|
|
return this.life <= 0;
|
|
}
|
|
}
|
|
|
|
function createParticles(x, y, count, color) {
|
|
for (let i = 0; i < count; i++) {
|
|
particles.push(new Particle(x, y, color));
|
|
}
|
|
}
|
|
|
|
function updateParticles() {
|
|
for (let i = particles.length - 1; i >= 0; i--) {
|
|
particles[i].update();
|
|
if (particles[i].isDead) {
|
|
particles.splice(i, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
function drawParticles() {
|
|
particles.forEach((p) => p.draw());
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
class Explosion {
|
|
constructor(x, y, scale = 1) {
|
|
this.x = x;
|
|
this.y = y;
|
|
this.frame = 0;
|
|
this.maxFrames = 30;
|
|
this.scale = scale;
|
|
}
|
|
|
|
update() {
|
|
this.frame++;
|
|
}
|
|
|
|
draw() {
|
|
let progress = this.frame / this.maxFrames;
|
|
let radius = (20 + 60 * progress) * this.scale;
|
|
ctx.save();
|
|
ctx.globalAlpha = 1 - progress;
|
|
let gradient = ctx.createRadialGradient(
|
|
this.x,
|
|
this.y,
|
|
0,
|
|
this.x,
|
|
this.y,
|
|
radius
|
|
);
|
|
gradient.addColorStop(0, "#ffffff");
|
|
gradient.addColorStop(0.2, "#ffe066");
|
|
gradient.addColorStop(0.5, "#ff8c42");
|
|
gradient.addColorStop(1, "#ff0000");
|
|
ctx.fillStyle = gradient;
|
|
ctx.beginPath();
|
|
ctx.arc(this.x, this.y, radius, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
ctx.restore();
|
|
}
|
|
|
|
get done() {
|
|
return this.frame >= this.maxFrames;
|
|
}
|
|
}
|
|
|
|
function drawGameOver() {
|
|
ctx.fillStyle = "rgba(53, 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(
|
|
"Final Score: " + player1.score,
|
|
canvasWidth / 2,
|
|
canvasHeight / 2 + 20
|
|
);
|
|
ctx.fillText("Refresh to Restart", canvasWidth / 2, canvasHeight / 2 + 70);
|
|
|
|
ctx.textAlign = "left";
|
|
}
|
|
|
|
function drawPauseOverlay() {
|
|
ctx.fillStyle = "rgba(0,0,0,0.5)";
|
|
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
|
|
|
|
ctx.font = "60px Arial";
|
|
ctx.fillStyle = "white";
|
|
ctx.textAlign = "center";
|
|
ctx.fillText("PAUSED", canvasWidth / 2, canvasHeight / 2);
|
|
ctx.font = "24px Arial";
|
|
ctx.fillText("Press P to Resume", canvasWidth / 2, canvasHeight / 2 + 50);
|
|
ctx.textAlign = "left";
|
|
}
|
|
|
|
function drawScreenShading() {
|
|
if (!vignetteCanvas) {
|
|
vignetteCanvas = document.createElement("canvas");
|
|
vignetteCanvas.width = canvasWidth;
|
|
vignetteCanvas.height = canvasHeight;
|
|
const vCtx = vignetteCanvas.getContext("2d");
|
|
|
|
let grd = vCtx.createRadialGradient(
|
|
canvasWidth / 2,
|
|
canvasHeight / 2,
|
|
200,
|
|
canvasWidth / 2,
|
|
canvasHeight / 2,
|
|
canvasWidth
|
|
);
|
|
grd.addColorStop(0, "rgba(0,0,0,0)");
|
|
grd.addColorStop(1, "rgba(0,0,0,0.6)");
|
|
vCtx.fillStyle = grd;
|
|
vCtx.fillRect(0, 0, canvasWidth, canvasHeight);
|
|
}
|
|
|
|
ctx.drawImage(vignetteCanvas, 0, 0);
|
|
|
|
if (damageFlash > 0) {
|
|
let alpha = (damageFlash / 20) * 0.6;
|
|
ctx.fillStyle = "rgba(255,0,0," + alpha.toFixed(2) + ")";
|
|
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
|
|
damageFlash--;
|
|
}
|
|
}
|
|
|
|
function togglePause() {
|
|
if (game.gameOver || !gameStarted) return;
|
|
gamePaused = !gamePaused;
|
|
|
|
if (gamePaused) {
|
|
currentBGM.pause();
|
|
} else if (!musicMuted && audioStarted) {
|
|
currentBGM.play().catch(() => {});
|
|
lastFrameTime = performance.now ? performance.now() : Date.now();
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|