1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
|
import Anime from "./Animation";
import { Background } from "./drawables/Background";
import Bullet from "./drawables/Bullet";
import { canvas, ctx } from "./consts";
import BigCircle from "./enemies/BigCircle";
import Enemy from "./enemies/Enemy";
import { clearCtx, sleep } from "./helpers";
import Player from "./Player";
import { TopBar } from "./drawables/TopBar";
import { keys } from "./Events";
import Highscore from "./Highscore";
let p = new Player()
let pLifes = 3;
let bullets = [] as Bullet[]
let enemies = [] as Enemy[]
// let bg = new Background();
let animations = [] as Anime[]
let intervalId = 0;
let rafId = 0;
intervalId; rafId;
const bg = new Background()
const tb = new TopBar()
const hg = new Highscore()
export function start() {
p = new Player()
bullets = [] as Bullet[]
enemies = [] as Enemy[]
animations = [] as Anime[]
enemies.push(new BigCircle(25, -20))
// enemies.push(new Straight(20, 0))
intervalId = setTimeout(cpuLoop, 1000 / keys.fps)
rafId = requestAnimationFrame(gpuLoop)
}
export function cpuLoop() {
if (hg.show) {
hg.move();
setTimeout(cpuLoop, 1000 / keys.fps)
return;
}
p.move()
p.shoot(bullets)
bg.move()
if (enemies.length === 0) {
enemies.push(new BigCircle(25, -20))
setTimeout(() => enemies.push(new BigCircle(25, -20)), 1000)
}
// enemies = enemies.filter(e => !bullets.some(b => b.collides(e)))
enemies.forEach(e => Math.random() < 0.05 && e.shoot(bullets))
enemies = enemies.filter(e => !e.move())
bullets = bullets.filter(b => !b.move())
// const collidingEnemy = enemies.filter(e => p.collides(e));
// const collidingBullets = bullets.filter(b => p.collides(b));
// if (collidingBullets.length || collidingEnemy.length) playerDied(collidingEnemy[0])
setTimeout(cpuLoop, 1000 / keys.fps)
}
export function gpuLoop() {
rafId = requestAnimationFrame(gpuLoop)
clearCtx()
if (hg.show) {
hg.drawHg(bg)
tb.draw()
return;
}
bg.draw()
bullets.forEach(b => b.draw())
p.squares.forEach(s => s.draw())
p.draw()
enemies.forEach(e => {
e.draw()
if (e instanceof BigCircle) {
e.squares.forEach(s => s.draw())
}
})
animations = animations.filter(a => a.draw())
tb.draw()
}
export async function playerDied(_enemy?: Enemy) {
animations.push(p.deathAnimation)
p.width = 0;
p.height = 0;
// clearTimeout(intervalId)
// cancelAnimationFrame(rafId)
if (--pLifes) {
await drawRestartScreen();
start()
} else {
hg.show = true
}
}
export async function drawRestartScreen() {
clearCtx()
ctx.fillStyle = "yellow"
ctx.fillRect(0, 0, canvas.width, canvas.height)
await sleep(2000)
}
|