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script.js
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let gamebox = document.getElementById("gamebox");
let context = gamebox.getContext("2d");
var player_img = document.getElementById("player");
var enemy_img = document.getElementById("enemy");
var goal_img = document.getElementById("goal");
let next_level = document.getElementById("next_level");
let restart_level = document.getElementById("restart_level");
var $button = document.querySelector(".button");
let level = 1;
let flag = true;
let playerdefault = {
x: 5,
y: 285,
};
let player = {
name: "mario",
h: 45,
w: 45,
x: 5,
y: 285,
vx: 7,
vy: 7,
};
let goal = {
name: "princess",
h: 45,
w: 45,
x: 945,
y: 285,
};
let enemy = [
{
name: "turtle",
h: 50,
w: 50,
x: 200,
y: 0,
vy: 3,
d_vy: 4,
},
{
name: "turtle",
h: 50,
w: 50,
x: 450,
y: 0,
vy: 4,
d_vy: 5,
},
{
name: "turtle",
h: 50,
w: 50,
x: 700,
y: 0,
vy: 5,
d_vy: 6,
},
];
function drawbox(box) {
let img = document.getElementById(box.name);
context.drawImage(img, box.x, box.y, box.w, box.h);
}
next_level.addEventListener("click", function () {
var duration = 0.3,
delay = 0.08;
TweenMax.to(next_level, duration, { scaleY: 1.6, ease: Expo.easeOut });
TweenMax.to(next_level, duration, {
scaleX: 1.2,
scaleY: 1,
ease: Back.easeOut,
easeParams: [3],
delay: delay,
});
TweenMax.to(next_level, duration * 1.25, {
scaleX: 1,
scaleY: 1,
ease: Back.easeOut,
easeParams: [6],
delay: delay * 3,
});
window.requestAnimationFrame(updateCanvas);
flag = true;
setTimeout(function () {
next_level.hidden = true;
}, 1000);
});
restart_level.addEventListener("click", function () {
var duration = 0.3,
delay = 0.08;
TweenMax.to(restart_level, duration, { scaleY: 1.6, ease: Expo.easeOut });
TweenMax.to(restart_level, duration, {
scaleX: 1.2,
scaleY: 1,
ease: Back.easeOut,
easeParams: [3],
delay: delay,
});
TweenMax.to(restart_level, duration * 1.25, {
scaleX: 1,
scaleY: 1,
ease: Back.easeOut,
easeParams: [6],
delay: delay * 3,
});
for (let i = 0; i < enemy.length; i++) {
enemy[i].y = 1;
}
player.x = playerdefault.x;
player.y = playerdefault.y;
window.requestAnimationFrame(updateCanvas);
flag = true;
setTimeout(function () {
restart_level.hidden = true;
}, 1000);
});
document.addEventListener("keydown", moveplayer);
function moveplayer(e) {
if (flag == false) {
return;
}
if (e.code == "ArrowLeft") {
player.x -= player.vx;
} else if (e.code == "ArrowRight") {
player.x += player.vx;
} else if (e.code == "ArrowUp") {
player.y -= player.vy;
} else if (e.code == "ArrowDown") {
player.y += player.vy;
}
if (player.x + player.w + 5 >= gamebox.width) {
player.x = gamebox.width - player.w - 5;
} else if (player.x < 5) {
player.x = 5;
}
if (player.y + player.h + 5 >= gamebox.height) {
player.y = gamebox.height - player.h - 5;
} else if (player.y < 5) {
player.y = 5;
}
}
function updateEnemyPosition() {
for (let i = 0; i < enemy.length; i++) {
enemy[i].y += enemy[i].vy;
if (enemy[i].y + enemy[i].h >= gamebox.height || enemy[i].y <= 0) {
enemy[i].vy *= -1;
}
}
}
function checkCollision() {
// Player corner positions
let pl_x = player.x;
let pl_y = player.y;
let pl_w_x = player.x + player.w;
let pl_h_y = player.y + player.h;
for (let i = 0; i < enemy.length; i++) {
// Enemy corner positions
let en_x = enemy[i].x;
let en_y = enemy[i].y;
let en_w_x = enemy[i].x + enemy[i].w;
let en_h_y = enemy[i].y + enemy[i].h;
if (pl_x <= en_x && pl_w_x >= en_x && pl_y <= en_y && pl_h_y >= en_y) {
// Check TopLeft enemy corner with BottomRight player corner
return true;
} else if (
pl_x <= en_x &&
pl_w_x >= en_x &&
pl_y <= en_h_y &&
pl_h_y >= en_h_y
) {
// Check BottomLeft enemy corner with TopRight player corner
return true;
} else if (
en_x <= pl_x &&
en_w_x >= pl_x &&
en_y <= pl_y &&
en_h_y >= pl_y
) {
// Check TopLeft player corner with BottomRight enemy corner
return true;
} else if (
en_x <= pl_x &&
en_w_x >= pl_x &&
en_y <= pl_h_y &&
en_h_y >= pl_h_y
) {
// Check BottomLeft player corner with TopRight enemy corner
return true;
}
}
return false;
}
function levelComplete() {
// Player corner positions
let pl_x = player.x;
let pl_y = player.y;
let pl_w_x = player.x + player.w;
let pl_h_y = player.y + player.h;
// Goal corner positions
let gl_x = goal.x;
let gl_y = goal.y;
let gl_w_x = goal.x + goal.w;
let gl_h_y = goal.y + goal.h;
if (pl_x <= gl_x && pl_w_x >= gl_x) {
if (pl_y <= gl_y && pl_h_y >= gl_y) {
// Check TopLeft enemy corner with BottomRight player corner
return true;
} else if (pl_y <= gl_h_y && pl_h_y >= gl_h_y) {
// Check BottomLeft enemy corner with TopRight player corner
return true;
}
} else if (pl_x <= gl_w_x && pl_w_x >= gl_w_x) {
if (pl_y <= gl_y && pl_h_y >= gl_y) {
// Check TopRight enemy corner with BottomLeft player corner
return true;
} else if (pl_y <= gl_h_y && pl_h_y >= gl_h_y) {
// Check BottomRight enemy corner with TopLeft player corner
return true;
}
}
return false;
}
function updateCanvas() {
// Show Level
level_div = document.getElementById("level");
level_div.innerHTML = "Level " + level;
// Update enemy position
updateEnemyPosition();
// Clear the canvas
context.clearRect(0, 0, gamebox.width, gamebox.height);
// Display enemies
for (let i = 0; i < enemy.length; i++) {
drawbox(enemy[i]);
}
// Display player and goal
drawbox(player);
drawbox(goal);
let collision = checkCollision();
let levelup = levelComplete();
if (collision) {
// Collision, restart level
flag = false;
context.font = "80pt serif";
context.fillStyle = "brown";
context.fillRect(200, 240, 580, 110);
context.strokeText("Game Over", 230, 330);
restart_level.hidden = false;
} else if (levelup) {
// Level Up
flag = false;
level++;
console.log("PLayer Leveled Up");
for (let i = 0; i < enemy.length; i++) {
enemy[i].y = 1;
enemy[i].vy = enemy[i].d_vy;
enemy[i].d_vy += 1;
}
player.x = playerdefault.x;
player.y = playerdefault.y;
context.font = "60pt serif";
context.fillStyle = "brown";
context.fillRect(200, 240, 580, 130);
context.strokeText("Level Complete", 230, 330);
next_level.hidden = false;
} else {
// Request Next Frame
window.requestAnimationFrame(updateCanvas);
}
}
updateCanvas();