Spaces:
Running
Running
Create game.js
Browse files
game.js
ADDED
@@ -0,0 +1,130 @@
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// Create the canvas
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var canvas = document.createElement("canvas");
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var ctx = canvas.getContext("2d");
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canvas.width = 512;
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canvas.height = 480;
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document.body.appendChild(canvas);
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// Background image
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var bgReady = false;
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var bgImage = new Image();
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bgImage.onload = function () {
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bgReady = true;
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};
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bgImage.src = "images/background.png";
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// Hero image
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var heroReady = false;
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var heroImage = new Image();
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heroImage.onload = function () {
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heroReady = true;
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};
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heroImage.src = "images/hero.png";
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// Monster image
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var monsterReady = false;
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var monsterImage = new Image();
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monsterImage.onload = function () {
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monsterReady = true;
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};
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monsterImage.src = "images/monster.png";
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// Game objects
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var hero = {
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speed: 256 // movement in pixels per second
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};
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var monster = {};
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var monstersCaught = 0;
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// Handle keyboard controls
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var keysDown = {};
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addEventListener("keydown", function (e) {
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keysDown[e.keyCode] = true;
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}, false);
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addEventListener("keyup", function (e) {
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delete keysDown[e.keyCode];
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}, false);
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// Reset the game when the player catches a monster
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var reset = function () {
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hero.x = canvas.width / 2;
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hero.y = canvas.height / 2;
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// Throw the monster somewhere on the screen randomly
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monster.x = 32 + (Math.random() * (canvas.width - 64));
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monster.y = 32 + (Math.random() * (canvas.height - 64));
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};
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// Update game objects
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var update = function (modifier) {
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if (38 in keysDown) { // Player holding up
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hero.y -= hero.speed * modifier;
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}
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if (40 in keysDown) { // Player holding down
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hero.y += hero.speed * modifier;
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}
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if (37 in keysDown) { // Player holding left
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hero.x -= hero.speed * modifier;
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}
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if (39 in keysDown) { // Player holding right
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hero.x += hero.speed * modifier;
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}
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// Are they touching?
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if (
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hero.x <= (monster.x + 32)
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&& monster.x <= (hero.x + 32)
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&& hero.y <= (monster.y + 32)
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&& monster.y <= (hero.y + 32)
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) {
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++monstersCaught;
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reset();
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}
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};
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// Draw everything
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var render = function () {
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if (bgReady) {
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ctx.drawImage(bgImage, 0, 0);
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}
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if (heroReady) {
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ctx.drawImage(heroImage, hero.x, hero.y);
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}
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if (monsterReady) {
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ctx.drawImage(monsterImage, monster.x, monster.y);
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}
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// Score
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ctx.fillStyle = "rgb(250, 250, 250)";
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ctx.font = "24px Helvetica";
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ctx.textAlign = "left";
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ctx.textBaseline = "top";
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ctx.fillText("Goblins caught: " + monstersCaught, 32, 32);
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};
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// The main game loop
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var main = function () {
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var now = Date.now();
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var delta = now - then;
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update(delta / 1000);
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render();
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then = now;
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// Request to do this again ASAP
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requestAnimationFrame(main);
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};
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// Cross-browser support for requestAnimationFrame
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var w = window;
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requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;
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// Let's play this game!
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var then = Date.now();
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reset();
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main();
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