167 lines
3.9 KiB
JavaScript
167 lines
3.9 KiB
JavaScript
let ship;
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let asteroids = [];
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let bullets = [];
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let shieldOrb = null;
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let greenOrb = null;
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let lives = 3;
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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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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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}
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}
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function draw() {
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background(0);
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if (gameOver) {
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textSize(32);
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fill(255);
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textAlign(CENTER);
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text("Game Over! Score: " + score, width / 2, height / 2);
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text("Press R to Restart", width / 2, height / 2 + 40);
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return;
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}
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// Display lives and score
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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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// Handle continuous key input (WASD)
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if (keyIsDown(65)) { // A key
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ship.setRotation(-0.1);
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}
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if (keyIsDown(68)) { // D key
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ship.setRotation(0.1);
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}
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if (keyIsDown(87)) { // W key
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ship.boosting(true);
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} else {
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ship.boosting(false);
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}
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// Update and show ship
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ship.update();
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ship.show();
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ship.edges();
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// Spawn shield orb periodically
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if (millis() - lastShieldSpawn > 15000 && !shieldOrb) {
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shieldOrb = new ShieldOrb();
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lastShieldSpawn = millis();
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}
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// Spawn green orb periodically
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if (millis() - lastGreenSpawn > 20000 && !greenOrb) {
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greenOrb = new GreenOrb();
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lastGreenSpawn = millis();
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}
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// Update and show shield orb
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if (shieldOrb) {
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shieldOrb.update();
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shieldOrb.show();
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shieldOrb.edges();
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if (ship.hits(shieldOrb)) {
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ship.activateShield();
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shieldOrb = null;
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}
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}
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// Update and show green orb
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if (greenOrb) {
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greenOrb.update();
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greenOrb.show();
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greenOrb.edges();
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if (ship.hits(greenOrb)) {
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ship.activateQuadShot();
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greenOrb = null;
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}
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}
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// Update and show bullets
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for (let i = bullets.length - 1; i >= 0; i--) {
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bullets[i].update();
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bullets[i].show();
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if (bullets[i].offscreen()) {
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bullets.splice(i, 1);
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}
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}
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// Update and show asteroids
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for (let i = asteroids.length - 1; i >= 0; i--) {
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if (!asteroids[i]) continue; // Skip if asteroid is undefined
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asteroids[i].update();
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asteroids[i].show();
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asteroids[i].edges();
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// Check collision with ship
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if (ship.hits(asteroids[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 (asteroids[i] && asteroids[i].hits(bullets[j])) {
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let isGolden = asteroids[i].isGolden; // Store before removal
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let newAsteroids = asteroids[i].breakup();
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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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break; // Exit bullet loop after collision
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}
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}
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}
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}
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function keyPressed() {
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if (keyCode === 32) { // Spacebar to shoot
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if (ship.quadShotActive) {
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// Fire in four directions: forward, backward, left, right
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bullets.push(new Bullet(ship.pos, ship.heading));
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bullets.push(new Bullet(ship.pos, ship.heading + PI));
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bullets.push(new Bullet(ship.pos, ship.heading - PI / 2));
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bullets.push(new Bullet(ship.pos, ship.heading + PI / 2));
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} else {
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bullets.push(new Bullet(ship.pos, ship.heading));
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}
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}
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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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asteroids = [];
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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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gameOver = false;
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}
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}
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function keyReleased() {
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if (keyCode === 65 || keyCode === 68) { // A or D key
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ship.setRotation(0);
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}
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if (keyCode === 87) { // W key
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ship.boosting(false);
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}
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} |