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import Anime from "./Animation";
import { Background } from "./drawables/Background";
import Bullet from "./drawables/Bullet";
import { canvas, ctx, TOPBAR_HEIGHT } from "./consts";
import BigCircle from "./enemies/BigCircle";
import Straight from "./enemies/Straight";
import Red1 from "./enemies/Red1";
import Red2 from "./enemies/Red2";
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";
import Green1 from "./enemies/Green1";
import Green2 from "./enemies/Green2";
import Strange from "./enemies/Strange";
import White from "./enemies/White";
import Startscreen from "./drawables/Startscreen";
import { getHighscore } from "./Storage";
import AnimStart from "./drawables/AnimStart";
let p = new Player()
let pLifes = 3;
let score = 25004;
let highscore = getHighscore();
let rolls = 3;
let bullets = [] as Bullet[]
const playerBullets = () => bullets.filter(b => b.players)
const enemyBullets = () => bullets.filter(b => !b.players)
let enemies = [] as Enemy[]
let animations = [] as Anime[]
let intervalId = 0;
let rafId = 0;
let showMenu = false
let showAnimStart = true
const bg = new Background()
const tb = new TopBar()
const hg = new Highscore()
const animStart = new AnimStart(0, TOPBAR_HEIGHT)
// const ss = new Startscreen();
export async 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))
// enemies.push(new Red1(0, 51))
// enemies.push(new Green1(115, canvas.height, true), new Green1(170, canvas.height, false))
// enemies.push(new Strange(160, canvas.height))
// enemies.push(new White(60, 0, true), new White(230, 0, false))
// enemies.push(new Red2(100, 0, true), new Red2(180, 0, false))
// enemies.push(new Green2(100, 0, true), new Green2(180, 0, false))
newTimeout()
rafId = requestAnimationFrame(gpuLoop)
}
export function cpuLoop() {
if (showMenu) {
cpuMenu()
newTimeout()
return
}
if (hg.show) {
hg.move();
tb.setData(score, pLifes, rolls, highscore)
newTimeout()
return;
}
p.move()
p.shoot(bullets)
bg.move()
spawnEnemies()
tb.setData(score, pLifes, rolls, highscore)
// enemies = enemies.filter(e => !bullets.some(b => b.collides(e)))
enemies.forEach(e => e.shoot(bullets))
enemies = enemies.filter(e => !e.move())
bullets = bullets.filter(b => !b.move())
const enemCollPlay = enemies.filter(e => p.collides([e]));
const bullCollPlay = enemyBullets().filter(b => p.collides([b]));
bullets = bullets.filter(b => !bullCollPlay.includes(b))
// const enemiesToDie = enemies.filter(e => e.collides(bullets))
// console.log("bef: ", enemies.length);
enemies = enemies.filter(e => {
if (e.collides(playerBullets())) {
e.health -= p.power;
bullets = bullets.filter(b => !b.collides([e]))
if (e.health < 1) {
animations.push(e.deathAnim)
score += e.points
return false
}
}
return true;
})
// console.log("aft: ", enemies.length);
// playerDied({} as Enemy)
if (bullCollPlay.length || enemCollPlay.length) playerDied(enemCollPlay)
// if (bullCollPlay.length || enemCollPlay.length) animations.push(p.deathAnimation)
// else newTimeout()
newTimeout()
}
export function gpuLoop() {
rafId = requestAnimationFrame(gpuLoop)
clearCtx()
if (showAnimStart) {
showAnimStart = animStart.draw()
return
}
if (showMenu) {
gpuMenu()
return
}
if (hg.show) {
hg.drawHg(bg, score)
tb.draw()
return;
}
bg.draw()
bullets.forEach(b => b.draw())
bullets.forEach(b => b.squares.forEach(s => s.draw()))
p.squares.forEach(s => s.draw())
p.draw()
enemies.forEach(e => {
e.draw()
e.squares.forEach(s => s.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.alive = false
p.squares = []
// clearTimeout(intervalId)
// cancelAnimationFrame(rafId)
// pLifes -= 1;
// if (pLifes !== 0) {
// await drawRestartScreen();
// start()
// } else {
// hg.show = true
// newTimeout()
// requestAnimationFrame(gpuLoop)
// }
}
export async function drawRestartScreen() {
clearCtx()
ctx.fillStyle = "yellow"
ctx.fillRect(0, 0, canvas.width, canvas.height)
await sleep(2000)
}
const startscreen = new Startscreen()
tb.setData(score, pLifes, rolls, highscore)
function cpuMenu() {
startscreen.move()
if (keys.fire === true) showMenu = false;
}
function gpuMenu() {
tb.draw()
startscreen.draw()
}
const newTimeout = (f = cpuLoop) => { clearTimeout(intervalId); intervalId = setTimeout(f, 1000 / keys.fps) }
function spawnEnemies() {
if (bg.delta === 180) enemies.push(new Straight(80, 0));
if (bg.delta === 180 + 20) enemies.push(new Straight(110, 0));
if (bg.delta === 180 + 20 + 30) enemies.push(new Straight(160, 0));
if (bg.delta === 180 + 20 + 30 + 25) enemies.push(new Straight(210, 0));
if (bg.delta === 180 + 20 + 30 + 25 + 80) enemies.push(new Straight(130, 0));
if (bg.delta === 180 + 20 + 30 + 25 + 80 + 50) enemies.push(new Straight(90, 0));
if (bg.delta === 180 + 20 + 30 + 25 + 80 + 50 + 32) enemies.push(new Straight(220, 0));
if (bg.delta === 630) enemies.push(new BigCircle(16, TOPBAR_HEIGHT - 40))
if (bg.delta === 630 + 38) enemies.push(new Straight(90, 0), new Straight(266, 0))
if (bg.delta === 630 + 38 + 38) enemies.push(new Straight(140, 0))
if (bg.delta === 630 + 38 + 38 + 70) enemies.push(new Straight(30, 0))
if (bg.delta === 630 + 38 + 38 + 70 + 30) enemies.push(new Straight(266, 0))
if (bg.delta === 1016 + 21 * 0) enemies.push(new Red1(-20, 52))
if (bg.delta === 1016 + 21 * 1) enemies.push(new Red1(-20, 52))
if (bg.delta === 1016 + 21 * 2) enemies.push(new Red1(-20, 52))
if (bg.delta === 1016 + 21 * 3) enemies.push(new Red1(-20, 52))
if (bg.delta === 1016 + 21 * 4) enemies.push(new Red1(-20, 52))
if (bg.delta === 1120) enemies.push(new Green1(110, canvas.height, true), new Green1(170, canvas.height, false))
if (bg.delta === 1498) enemies.push(new Strange(160, canvas.height))
if (bg.delta === 1498 + 45) enemies.push(new Red2(100, 0, true), new Red2(180, 0, false))
if (bg.delta === 1498 + 45 + 90) enemies.push(new Green2(100, 0, true), new Green2(180, 0, false))
if (bg.delta === 2000 + 85 * 0) enemies.push(new White(60, 0, true), new White(230, 0, false))
if (bg.delta === 2000 + 85 * 1) enemies.push(new White(60, 0, true), new White(230, 0, false))
if (bg.delta === 2000 + 85 * 2) enemies.push(new White(60, 0, true), new White(230, 0, false))
if (bg.delta === 2000 + 85 * 3) enemies.push(new White(60, 0, true))
// if (bg.delta > 2200)
// console.log(bg.delta);
}
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