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index.js
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index.js
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const background = new Sprite({
position: { x: 0, y: -420 },
imageSrc: "./images/background/Greek_style_background__16bit.png",
scale: 1,
});
//Initiate Player and Enemy objects
const player = new Fighter({
position: { x: 200, y: 2000 },
velocity: { x: 0, y: 0 },
isPlayer: true,
atkOffset: { x: 25, y: 0 },
controls: p1Controls,
name: "player",
imageSrc: "./images/Char1.png",
framesMax: { x: 3, y: 3 },
scale: 3.5,
framesHold: 60,
framesLimit: { start: 0, end: 1 },
});
const enemy = new Fighter({
position: { x: 800, y: 2000 },
velocity: { x: 0, y: 0 },
atkOffset: { x: -50, y: 0 },
controls: p2Controls,
name: "enemy",
imageSrc: "./images/Char1rev.png",
framesMax: { x: 3, y: 3 },
scale: 3.5,
framesHold: 60,
framesLimit: { start: 0, end: 1 },
});
function findSpriteMid(obj, axis) {
let xy;
axis == "x" ? (xy = "width") : (xy = "height");
return obj.position[axis] + obj[xy] / 2;
}
function checkCollision({ attacker, target }) {
return (
attacker.attackBox.position.x +
attacker.attackBox.width +
attacker.attackBox.atkOffset.x >=
target.position.x &&
attacker.attackBox.position.x + attacker.attackBox.atkOffset.x <=
target.position.x + target.width &&
attacker.attackBox.position.y +
attacker.attackBox.height +
attacker.attackBox.atkOffset.y >=
target.position.y &&
attacker.attackBox.position.y + attacker.attackBox.atkOffset.y <=
target.position.y + target.height
);
}
function damage(attacker, target) {
target.health -= attacker.damage;
this.hpUpdate(target);
}
function hpUpdate(target) {
document.querySelector(
`#${target.name}Health`
).style.width = `${target.health}%`;
}
function timer(time) {
time -= 1;
document.querySelector("#timer").innerHTML = `${time}`;
if (time > 0) timerID = setTimeout(() => timer(time), 1000);
}
function gameInit() {
player.health = 100;
enemy.health = 100;
hpUpdate(player);
hpUpdate(enemy);
player.position = { x: 200, y: 2000 };
enemy.position = { x: 800, y: 2000 };
timer(time);
gameLoop();
}
function menuInit() {
ctx.fillStyle = "black";
ctx.fillRect(0, 0, canvas.width, canvas.height);
document.querySelector("#gameOver").style.display = "none";
document.querySelector("#menu").style.display = "flex";
// document.querySelector("#options").addEventListener("click", (event) => {});
// document.querySelector("#credits").addEventListener("click", (event) => {});
// document.querySelector("#quit").addEventListener("click", (event) => {});
}
function gameOver({ timerID, player, enemy }) {
clearTimeout(timerID);
document.querySelector("#gameOver").innerHTML = "Game Over<br>";
document.querySelector("#gameOver").style.display = "flex";
if (player.health > enemy.health) {
document.querySelector("#gameOver").innerHTML += "Player 1 Won";
} else if (player.health < enemy.health) {
document.querySelector("#gameOver").innerHTML += "Player 2 Won";
} else document.querySelector("#gameOver").innerHTML += "Tie";
setTimeout(menuInit, 4000);
}
//Animate Game Loop
function gameLoop() {
if (player.health > 0 && enemy.health > 0 && time > 0) {
window.requestAnimationFrame(gameLoop);
//background
ctx.fillStyle = "green";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "brown";
ctx.fillRect(0, floorHeight - 50, canvas.width, canvas.height);
//input
background.update();
player.update();
enemy.update();
player.drawAttack();
enemy.drawAttack();
if (
player.isAttacking &&
checkCollision({ attacker: player, target: enemy })
) {
damage(player, enemy);
player.isAttacking = false;
}
if (
enemy.isAttacking &&
checkCollision({ attacker: enemy, target: player })
) {
damage(enemy, player);
enemy.isAttacking = false;
}
} else gameOver({ timerID, player, enemy });
}
player.setKeys();
enemy.setKeys();
let time = 100;
let timerID;
menuInit();
document.querySelector("#start").addEventListener("click", (event) => {
document.querySelector("#menu").style.display = "none";
gameInit();
});