Files
retro-asteroids/sketch.js
2025-06-25 22:14:38 -05:00

167 lines
3.9 KiB
JavaScript

let ship;
let asteroids = [];
let bullets = [];
let shieldOrb = null;
let greenOrb = null;
let lives = 3;
let score = 0;
let gameOver = false;
let lastShieldSpawn = 0;
let lastGreenSpawn = 0;
function setup() {
createCanvas(800, 600);
ship = new Ship();
for (let i = 0; i < 5; i++) {
asteroids.push(new Asteroid());
}
}
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 and score
textSize(20);
fill(255);
text("Lives: " + lives, 50, 30);
text("Score: " + score, 50, 60);
// Handle continuous key input (WASD)
if (keyIsDown(65)) { // A key
ship.setRotation(-0.1);
}
if (keyIsDown(68)) { // D key
ship.setRotation(0.1);
}
if (keyIsDown(87)) { // W key
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 ? 20 : 10; // Use stored isGolden value
break; // Exit bullet loop after collision
}
}
}
}
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 = 3;
score = 0;
asteroids = [];
bullets = [];
shieldOrb = null;
greenOrb = null;
ship = new Ship();
lastShieldSpawn = millis();
lastGreenSpawn = millis();
for (let i = 0; i < 5; i++) {
asteroids.push(new Asteroid());
}
gameOver = false;
}
}
function keyReleased() {
if (keyCode === 65 || keyCode === 68) { // A or D key
ship.setRotation(0);
}
if (keyCode === 87) { // W key
ship.boosting(false);
}
}