Best game ever
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107
sketch.js
107
sketch.js
@@ -1,5 +1,7 @@
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let ship;
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let asteroids = [];
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let pizzas = [];
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let hamburgers = [];
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let bullets = [];
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let shieldOrb = null;
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let greenOrb = null;
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@@ -8,12 +10,29 @@ let score = 0;
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let gameOver = false;
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let lastShieldSpawn = 0;
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let lastGreenSpawn = 0;
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let pizzaImg, hamburgerImg;
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let level = 1;
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let initialObjects = 5;
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function preload() {
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pizzaImg = loadImage('pizza.png', () => console.log('Pizza image loaded'), () => console.error('Failed to load pizza.png'));
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hamburgerImg = loadImage('hamburger.png', () => console.log('Hamburger image loaded'), () => console.error('Failed to load hamburger.png'));
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}
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function setup() {
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createCanvas(800, 600);
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ship = new Ship();
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for (let i = 0; i < 5; i++) {
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asteroids.push(new Asteroid());
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spawnObjects(initialObjects);
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}
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function spawnObjects(numObjects) {
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for (let i = 0; i < numObjects; i++) {
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if (random() < 0.15) {
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pizzas.push(new Pizza());
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console.log(`Spawned pizza at level ${level}, total pizzas: ${pizzas.length}`);
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} else {
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asteroids.push(new Asteroid());
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}
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}
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}
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@@ -29,11 +48,12 @@ function draw() {
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return;
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}
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// Display lives and score
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// Display lives, score, and level
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textSize(20);
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fill(255);
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text("Lives: " + lives, 50, 30);
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text("Score: " + score, 50, 60);
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text("Level: " + level, 50, 90);
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// Handle continuous key input (WASD)
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if (keyIsDown(65)) { // A key
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@@ -121,11 +141,82 @@ function draw() {
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asteroids.splice(i, 1);
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bullets.splice(j, 1);
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asteroids.push(...newAsteroids);
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score += isGolden ? 20 : 10; // Use stored isGolden value
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score += isGolden ? 50 : 10; // 50 points for golden, 10 for regular
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break; // Exit bullet loop after collision
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}
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}
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}
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// Update and show pizzas
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for (let i = pizzas.length - 1; i >= 0; i--) {
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if (!pizzas[i]) continue; // Skip if pizza is undefined
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pizzas[i].update();
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pizzas[i].show();
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pizzas[i].edges();
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// Check collision with ship
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if (ship.hits(pizzas[i]) && !ship.shieldActive) {
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lives--;
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if (lives <= 0) {
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gameOver = true;
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} else {
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ship = new Ship(); // Reset ship position
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}
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}
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// Check collision with bullets
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for (let j = bullets.length - 1; j >= 0; j--) {
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if (pizzas[i] && pizzas[i].hits(bullets[j])) {
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let newHamburgers = pizzas[i].breakup();
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pizzas.splice(i, 1);
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bullets.splice(j, 1);
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hamburgers.push(...newHamburgers);
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score += 20; // 20 points for pizza
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console.log(`Pizza destroyed, spawned ${newHamburgers.length} hamburgers, total hamburgers: ${hamburgers.length}`);
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break; // Exit bullet loop after collision
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}
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}
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}
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// Update and show hamburgers
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for (let i = hamburgers.length - 1; i >= 0; i--) {
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if (!hamburgers[i]) continue; // Skip if hamburger is undefined
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hamburgers[i].update();
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hamburgers[i].show();
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hamburgers[i].edges();
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// Check collision with ship
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if (ship.hits(hamburgers[i]) && !ship.shieldActive) {
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lives--;
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if (lives <= 0) {
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gameOver = true;
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} else {
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ship = new Ship(); // Reset ship position
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}
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}
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// Check collision with bullets
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for (let j = bullets.length - 1; j >= 0; j--) {
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if (hamburgers[i] && hamburgers[i].hits(bullets[j])) {
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hamburgers.splice(i, 1);
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bullets.splice(j, 1);
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score += 10; // 10 points for hamburger
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console.log(`Hamburger destroyed, total hamburgers: ${hamburgers.length}`);
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break; // Exit bullet loop after collision
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}
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}
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}
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// Check for level completion
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if (asteroids.length === 0 && pizzas.length === 0 && hamburgers.length === 0 && !gameOver) {
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console.log(`Level ${level} completed! Asteroids: ${asteroids.length}, Pizzas: ${pizzas.length}, Hamburgers: ${hamburgers.length}`);
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level++;
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initialObjects = Math.ceil(initialObjects * 1.1); // Increase by 10%
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bullets = []; // Clear bullets
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ship = new Ship(); // Reset ship position
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spawnObjects(initialObjects);
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console.log(`Starting Level ${level} with ${initialObjects} objects`);
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}
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}
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function keyPressed() {
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@@ -143,16 +234,18 @@ function keyPressed() {
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if (keyCode === 82 && gameOver) { // R to restart
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lives = 3;
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score = 0;
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level = 1;
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initialObjects = 5;
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asteroids = [];
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pizzas = [];
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hamburgers = [];
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bullets = [];
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shieldOrb = null;
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greenOrb = null;
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ship = new Ship();
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lastShieldSpawn = millis();
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lastGreenSpawn = millis();
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for (let i = 0; i < 5; i++) {
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asteroids.push(new Asteroid());
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}
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spawnObjects(initialObjects);
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gameOver = false;
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}
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}
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