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retro-asteroids/sketch.js
Eric Ratliff 681feab148 even better
2025-06-25 22:55:16 -05:00

265 lines
7.5 KiB
JavaScript

let ship;
let asteroids = [];
let pizzas = [];
let hamburgers = [];
let bullets = [];
let shieldOrb = null;
let greenOrb = null;
let lives = 100;
let score = 0;
let gameOver = false;
let lastShieldSpawn = 0;
let lastGreenSpawn = 0;
let pizzaImg, hamburgerImg;
let level = 1;
let initialObjects = 5;
function preload() {
pizzaImg = loadImage('pizza.png', () => console.log('Pizza image loaded'), () => console.error('Failed to load pizza.png'));
hamburgerImg = loadImage('hamburger.png', () => console.log('Hamburger image loaded'), () => console.error('Failed to load hamburger.png'));
}
function setup() {
createCanvas(800, 600);
ship = new Ship();
spawnObjects(initialObjects);
}
function spawnObjects(numObjects) {
for (let i = 0; i < numObjects; i++) {
let rand = random();
if (rand < 0.25) {
pizzas.push(new Pizza());
console.log(`Spawned pizza at level ${level}, total pizzas: ${pizzas.length}`);
} else if (rand < 0.25) {
asteroids.push(new Asteroid(null, null, true)); // Golden asteroid
console.log(`Spawned golden asteroid at level ${level}, total asteroids: ${asteroids.length}`);
} else {
asteroids.push(new Asteroid(null, null, false)); // White asteroid
console.log(`Spawned white asteroid at level ${level}, total asteroids: ${asteroids.length}`);
}
}
}
function draw() {
background(0);
if (gameOver) {
textSize(32);
fill(255);
textAlign(CENTER);
text("Game Over! Score: " + score, width / 2, height / 2);
text("Press R to Restart", width / 2, height / 2 + 40);
return;
}
// Display lives, score, and level
textSize(20);
fill(255);
text("Lives: " + lives, 50, 30);
text("Score: " + score, 50, 60);
text("Level: " + level, 50, 90);
// Handle continuous key input (WASD and Arrow Keys)
if (keyIsDown(65) || keyIsDown(LEFT_ARROW)) { // A or Left Arrow
ship.setRotation(-0.1);
}
if (keyIsDown(68) || keyIsDown(RIGHT_ARROW)) { // D or Right Arrow
ship.setRotation(0.1);
}
if (keyIsDown(87) || keyIsDown(UP_ARROW)) { // W or Up Arrow
ship.boosting(true);
} else {
ship.boosting(false);
}
// Update and show ship
ship.update();
ship.show();
ship.edges();
// Spawn shield orb periodically
if (millis() - lastShieldSpawn > 15000 && !shieldOrb) {
shieldOrb = new ShieldOrb();
lastShieldSpawn = millis();
}
// Spawn green orb periodically
if (millis() - lastGreenSpawn > 20000 && !greenOrb) {
greenOrb = new GreenOrb();
lastGreenSpawn = millis();
}
// Update and show shield orb
if (shieldOrb) {
shieldOrb.update();
shieldOrb.show();
shieldOrb.edges();
if (ship.hits(shieldOrb)) {
ship.activateShield();
shieldOrb = null;
}
}
// Update and show green orb
if (greenOrb) {
greenOrb.update();
greenOrb.show();
greenOrb.edges();
if (ship.hits(greenOrb)) {
ship.activateQuadShot();
greenOrb = null;
}
}
// Update and show bullets
for (let i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
bullets[i].show();
if (bullets[i].offscreen()) {
bullets.splice(i, 1);
}
}
// Update and show asteroids
for (let i = asteroids.length - 1; i >= 0; i--) {
if (!asteroids[i]) continue; // Skip if asteroid is undefined
asteroids[i].update();
asteroids[i].show();
asteroids[i].edges();
// Check collision with ship
if (ship.hits(asteroids[i]) && !ship.shieldActive) {
lives--;
if (lives <= 0) {
gameOver = true;
} else {
ship = new Ship(); // Reset ship position
}
}
// Check collision with bullets
for (let j = bullets.length - 1; j >= 0; j--) {
if (asteroids[i] && asteroids[i].hits(bullets[j])) {
let isGolden = asteroids[i].isGolden; // Store before removal
let newAsteroids = asteroids[i].breakup();
asteroids.splice(i, 1);
bullets.splice(j, 1);
asteroids.push(...newAsteroids);
score += isGolden ? 50 : 10; // 50 points for golden, 10 for regular
break; // Exit bullet loop after collision
}
}
}
// Update and show pizzas
for (let i = pizzas.length - 1; i >= 0; i--) {
if (!pizzas[i]) continue; // Skip if pizza is undefined
pizzas[i].update();
pizzas[i].show();
pizzas[i].edges();
// Check collision with ship
if (ship.hits(pizzas[i]) && !ship.shieldActive) {
lives--;
if (lives <= 0) {
gameOver = true;
} else {
ship = new Ship(); // Reset ship position
}
}
// Check collision with bullets
for (let j = bullets.length - 1; j >= 0; j--) {
if (pizzas[i] && pizzas[i].hits(bullets[j])) {
let newHamburgers = pizzas[i].breakup();
pizzas.splice(i, 1);
bullets.splice(j, 1);
hamburgers.push(...newHamburgers);
score += 20; // 20 points for pizza
console.log(`Pizza destroyed, spawned ${newHamburgers.length} hamburgers, total hamburgers: ${hamburgers.length}`);
break; // Exit bullet loop after collision
}
}
}
// Update and show hamburgers
for (let i = hamburgers.length - 1; i >= 0; i--) {
if (!hamburgers[i]) continue; // Skip if hamburger is undefined
hamburgers[i].update();
hamburgers[i].show();
hamburgers[i].edges();
// Check collision with ship
if (ship.hits(hamburgers[i]) && !ship.shieldActive) {
lives--;
if (lives <= 0) {
gameOver = true;
} else {
ship = new Ship(); // Reset ship position
}
}
// Check collision with bullets
for (let j = bullets.length - 1; j >= 0; j--) {
if (hamburgers[i] && hamburgers[i].hits(bullets[j])) {
hamburgers.splice(i, 1);
bullets.splice(j, 1);
score += 10; // 10 points for hamburger
console.log(`Hamburger destroyed, total hamburgers: ${hamburgers.length}`);
break; // Exit bullet loop after collision
}
}
}
// Check for level completion
if (asteroids.length === 0 && pizzas.length === 0 && hamburgers.length === 0 && !gameOver) {
console.log(`Level ${level} completed! Asteroids: ${asteroids.length}, Pizzas: ${pizzas.length}, Hamburgers: ${hamburgers.length}`);
level++;
initialObjects = Math.ceil(initialObjects * 1.1); // Increase by 10%
bullets = []; // Clear bullets
ship = new Ship(); // Reset ship position
spawnObjects(initialObjects);
console.log(`Starting Level ${level} with ${initialObjects} objects`);
}
}
function keyPressed() {
if (keyCode === 32) { // Spacebar to shoot
if (ship.quadShotActive) {
// Fire in four directions: forward, backward, left, right
bullets.push(new Bullet(ship.pos, ship.heading));
bullets.push(new Bullet(ship.pos, ship.heading + PI));
bullets.push(new Bullet(ship.pos, ship.heading - PI / 2));
bullets.push(new Bullet(ship.pos, ship.heading + PI / 2));
} else {
bullets.push(new Bullet(ship.pos, ship.heading));
}
}
if (keyCode === 82 && gameOver) { // R to restart
lives = 100;
score = 0;
level = 1;
initialObjects = 5;
asteroids = [];
pizzas = [];
hamburgers = [];
bullets = [];
shieldOrb = null;
greenOrb = null;
ship = new Ship();
lastShieldSpawn = millis();
lastGreenSpawn = millis();
spawnObjects(initialObjects);
gameOver = false;
}
}
function keyReleased() {
if (keyCode === 65 || keyCode === 68 || keyCode === LEFT_ARROW || keyCode === RIGHT_ARROW) { // A, D, Left, Right
ship.setRotation(0);
}
if (keyCode === 87 || keyCode === UP_ARROW) { // W or Up Arrow
ship.boosting(false);
}
}