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spaceship.js
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spaceship.js
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var spaceshipShader;
function initSpaceshipShader() {
spaceshipShader = initShaders("spaceship-vs","spaceship-fs");
// active ce shader
gl.useProgram(spaceshipShader);
// recupere la localisation de l'attribut dans lequel on souhaite acceder aux positions
spaceshipShader.vertexPositionAttribute = gl.getAttribLocation(spaceshipShader, "aVertexPosition");
gl.enableVertexAttribArray(spaceshipShader.vertexPositionAttribute); // active cet attribut
// pareil pour les coordonnees de texture
spaceshipShader.vertexCoordAttribute = gl.getAttribLocation(spaceshipShader, "aVertexCoord");
gl.enableVertexAttribArray(spaceshipShader.vertexCoordAttribute);
spaceshipShader.timeUniform = gl.getUniformLocation(spaceshipShader, "uTime");
spaceshipShader.invincibleUniform = gl.getUniformLocation(spaceshipShader, "uInvincible");
// adresse de la variable uniforme uOffset dans le shader
spaceshipShader.positionUniform = gl.getUniformLocation(spaceshipShader, "uPosition");
// adresse de la variable uniforme uTexture dans le shader
spaceshipShader.textureUniform = gl.getUniformLocation(spaceshipShader, "uTexture");
console.log("spaceship shader initialized");
}
var spaceshipTexture;
function initSpaceshipTexture() {
// creation de la texture
spaceshipTexture = gl.createTexture();
spaceshipTexture.image = new Image();
spaceshipTexture.image.onload = function () {
// active la texture (les operations qui suivent feront effet sur celle-ci)
gl.bindTexture(gl.TEXTURE_2D, spaceshipTexture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
// envoie les donnees sur GPU
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, spaceshipTexture.image);
// options (filtrage+effets de bordure)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.generateMipmap(gl.TEXTURE_2D, gl.LINEAR_MIPMAP_LINEAR);
// desactive la texture courante
gl.bindTexture(gl.TEXTURE_2D, null);
}
spaceshipTexture.image.src = "img/falcon.png";
}
function Spaceship() {
this.initParameters();
// cree un nouveau buffer sur le GPU et l'active
this.vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
// un tableau contenant les positions des sommets (sur CPU donc)
var wo2 = 0.5*this.width;
var ho2 = 0.5*this.height;
var vertices = [
-wo2,-ho2, -0.5,
wo2,-ho2, -0.5,
wo2, ho2, -0.5,
-wo2, ho2, -0.5
];
// on envoie ces positions au GPU ici (et on se rappelle de leur nombre/taille)
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
this.vertexBuffer.itemSize = 3;
this.vertexBuffer.numItems = 4;
// position de texture
this.coordBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.coordBuffer);
var coords = [
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(coords), gl.STATIC_DRAW);
this.coordBuffer.itemSize = 2;
this.coordBuffer.numItems = 4;
// creation des faces du cube (les triangles) avec les indices vers les sommets
this.triangles = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.triangles);
var tri = [0,1,2,0,2,3];
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(tri), gl.STATIC_DRAW);
this.triangles.numItems = 6;
console.log("spaceship initialized");
}
Spaceship.prototype.initParameters = function() {
this.width = 0.096;
this.height = 0.3;
this.position = [0.0,-0.7];
this.timer = 0.0;
this.time = 0.0;
this.score = 0.0;
// temps de rechagement (ms)
this.reloadTime = 400;
// vitesse du missile en y
this.missileSpeed = 1;
this.missiles = []; // Les tirs du joueur
this.fire = false;
this.timeBeforeNextFire = 0;
this.hp = 100;
this.invincibleTime = 0;
this.invincible = 0.0;
}
Spaceship.prototype.beginFire = function() {
this.fire = true;
}
Spaceship.prototype.stopFire = function() {
this.fire = false;
}
Spaceship.prototype.setParameters = function(elapsed) {
// on pourrait animer des choses ici
this.timer = this.timer+elapsed*0.0004;
this.time = Math.max(0.0, Math.sin((this.timer + 25.0) * 0.1) *0.25 + 0.25);
this.invincible = this.invincibleTime > 0 ? this.invincibleTime % 8 < 4 ? 1.0 : 0.0 : 0.0;
this.invincibleTime = Math.max(0, this.invincibleTime - 1);
}
Spaceship.prototype.fireMissile = function(elapsed) {
// test des tirs
this.timeBeforeNextFire -= elapsed;
if (this.fire && this.timeBeforeNextFire <= 0) {
if (this.score > 50000) {
this.missiles.push(new Missile(this.position[0], this.position[1] + this.height/2, 0, this.missileSpeed, true));
this.missiles.push(new Missile(this.position[0], this.position[1] + this.height/2, -this.missileSpeed*0.2, this.missileSpeed*0.9, true));
this.missiles.push(new Missile(this.position[0], this.position[1] + this.height/2, this.missileSpeed*0.2, this.missileSpeed*0.9, true));
} else if (this.score > 20000) {
this.missiles.push(new Missile(this.position[0] + (this.width * 0.25), this.position[1] + this.height/2, 0, this.missileSpeed, true));
this.missiles.push(new Missile(this.position[0] - (this.width * 0.25), this.position[1] + this.height/2, 0, this.missileSpeed, true));
} else {
this.missiles.push(new Missile(this.position[0], this.position[1] + this.height/2, 0, this.missileSpeed, true));
}
this.timeBeforeNextFire = this.reloadTime;
}
}
Spaceship.prototype.takeDamage = function(damages) {
if (this.invincibleTime <= 0) {
this.hp -= damages;
if (this.hp < 0) {
this.hp = 0;
}
this.invincibleTime = 50;
console.log("took " + damages + " damages");
console.log(this.hp + " hp left");
dam = new Audio('damage.mp3');
dam.play();
}
}
Spaceship.prototype.bonus = function(bonus) {
if (bonus.type === 0) {
this.missileSpeed = Math.min(2.5, this.missileSpeed + 0.2);
} else if (bonus.type === 1) {
this.reloadTime = Math.max(100, this.reloadTime - 40);
} else if (bonus.type === 2) {
this.hp += 20;
} else if (bonus.type === 3) {
this.invincibleTime = 200;
}
this.score += 300;
}
Spaceship.prototype.setPosition = function(x,y) {
this.position = [x,y];
}
Spaceship.prototype.removeMissile = function(missileIndex) {
this.missiles.splice(missileIndex, 1);
}
Spaceship.prototype.shader = function() {
return spaceshipShader;
}
Spaceship.prototype.sendUniformVariables = function() {
gl.uniform1f(spaceshipShader.invincibleUniform,this.invincible);
gl.uniform1f(spaceshipShader.timeUniform,this.time);
gl.uniform2fv(spaceshipShader.positionUniform,this.position);
}
Spaceship.prototype.draw = function() {
// active le buffer de position et fait le lien avec l'attribut aVertexPosition dans le shader
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.vertexAttribPointer(spaceshipShader.vertexPositionAttribute, this.vertexBuffer.itemSize, gl.FLOAT, false, 0, 0);
// active le buffer de coords
gl.bindBuffer(gl.ARRAY_BUFFER, this.coordBuffer);
gl.vertexAttribPointer(spaceshipShader.vertexCoordAttribute, this.coordBuffer.itemSize, gl.FLOAT, false, 0, 0);
// envoie la texture au shader
gl.activeTexture(gl.TEXTURE0); // on active l'unite de texture 0
gl.bindTexture(gl.TEXTURE_2D, spaceshipTexture); // on place maTexture dans l'unité active
gl.uniform1i(spaceshipShader.textureUniform, 0); // on dit au shader que maTextureUniform se trouve sur l'unite de texture 0
// dessine les buffers actifs
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.triangles);
gl.drawElements(gl.TRIANGLES, this.triangles.numItems, gl.UNSIGNED_SHORT, 0);
}