Stirling-PDF/src/main/resources/static/js/game.js
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2024-03-21 20:58:01 +00:00

276 lines
7.9 KiB
JavaScript

function initializeGame() {
const gameContainer = document.getElementById("game-container");
const player = document.getElementById("player");
let playerSize = gameContainer.clientWidth * 0.0625; // 5% of container width
player.style.width = playerSize + "px";
player.style.height = playerSize + "px";
let playerX = gameContainer.clientWidth / 2 - playerSize / 2;
let playerY = gameContainer.clientHeight * 0.1;
const scoreElement = document.getElementById("score");
const levelElement = document.getElementById("level");
const livesElement = document.getElementById("lives");
const highScoreElement = document.getElementById("high-score");
let pdfSize = gameContainer.clientWidth * 0.0625; // 5% of container width
let projectileWidth = gameContainer.clientWidth * 0.00625; // 0.00625; // 0.5% of container width
let projectileHeight = gameContainer.clientHeight * 0.01667; // 1% of container height
let paused = false;
const fireRate = 200; // Time between shots in milliseconds
let lastProjectileTime = 0;
let lives = 3;
let highScore = localStorage.getItem("highScore") ? parseInt(localStorage.getItem("highScore")) : 0;
updateHighScore();
const PLAYER_MOVE_SPEED = 5;
const BASE_PDF_SPEED = 1;
const LEVEL_INCREASE_PDF_SPEED = 0.2;
const BASE_SPAWN_INTERVAL_MS = 1250; // milliseconds before a new enemy spawns
const LEVEL_INCREASE_FACTOR_MS = 25; // milliseconds to decrease the spawn interval per level
const MAX_SPAWN_RATE_REDUCTION_MS = 800; // Max milliseconds from the base spawn interval
let keysPressed = {};
const pdfs = [];
const projectiles = [];
let score = 0;
let level = 1;
let pdfSpeed = BASE_PDF_SPEED;
let gameOver = false;
function handleKeys() {
if (keysPressed["ArrowLeft"]) {
playerX -= PLAYER_MOVE_SPEED;
playerX = Math.max(0, playerX)
}
if (keysPressed["ArrowRight"]) {
playerX += PLAYER_MOVE_SPEED;
playerX = Math.min(gameContainer.clientWidth - playerSize, playerX);
}
if (keysPressed[" "] && !gameOver) {
const currentTime = new Date().getTime();
if (currentTime - lastProjectileTime >= fireRate) {
shootProjectile();
lastProjectileTime = currentTime;
}
}
updatePlayerPosition();
}
function onKeydown(event) {
if (event.key === " ") {
event.preventDefault();
}
keysPressed[event.key] = true;
handleKeys();
}
function onKeyUp(event) {
keysPressed[event.key] = false;
}
document.removeEventListener("keydown", onKeydown);
document.removeEventListener("keyup", onKeyUp);
document.addEventListener("keydown", onKeydown);
document.addEventListener("keyup", onKeyUp);
function updatePlayerPosition() {
player.style.left = playerX + "px";
player.style.bottom = playerY + "px";
}
function updateLives() {
livesElement.textContent = "Lives: " + lives;
}
function updateHighScore() {
highScoreElement.textContent = "High Score: " + highScore;
}
function shootProjectile() {
const projectile = document.createElement("div");
projectile.classList.add("projectile");
projectile.style.backgroundColor = "black";
projectile.style.width = projectileWidth + "px";
projectile.style.height = projectileHeight + "px";
projectile.style.left = playerX + playerSize / 2 - projectileWidth / 2 + "px";
projectile.style.top = gameContainer.clientHeight - playerY - playerSize + "px";
gameContainer.appendChild(projectile);
projectiles.push(projectile);
}
function spawnPdf() {
const pdf = document.createElement("img");
pdf.src = "images/file-earmark-pdf.svg";
pdf.classList.add("pdf");
pdf.style.width = pdfSize + "px";
pdf.style.height = pdfSize + "px";
pdf.style.left = Math.floor(Math.random() * (gameContainer.clientWidth - (2*pdfSize))) + pdfSize + "px";
pdf.style.top = "0px";
gameContainer.appendChild(pdf);
pdfs.push(pdf);
}
function resetEnemies() {
pdfs.forEach((pdf) => gameContainer.removeChild(pdf));
pdfs.length = 0;
}
function updateGame() {
if (gameOver || paused) return;
handleKeys();
for (let pdfIndex = 0; pdfIndex < pdfs.length; pdfIndex++) {
const pdf = pdfs[pdfIndex];
const pdfY = parseFloat(pdf.style.top) + pdfSpeed;
if (pdfY + 50 > gameContainer.clientHeight) {
gameContainer.removeChild(pdf);
pdfs.splice(pdfIndex, 1);
// Deduct 2 points when a PDF gets past the player
score -= 0;
updateScore();
// Decrease lives and check if game over
lives--;
updateLives();
if (lives <= 0) {
endGame();
return;
}
} else {
pdf.style.top = pdfY + "px";
// Check for collision with player
if (collisionDetected(player, pdf)) {
lives--;
updateLives();
resetEnemies();
if (lives <= 0) {
endGame();
return;
}
}
}
}
projectiles.forEach((projectile, projectileIndex) => {
const projectileY = parseInt(projectile.style.top) - 10;
if (projectileY < 0) {
gameContainer.removeChild(projectile);
projectiles.splice(projectileIndex, 1);
} else {
projectile.style.top = projectileY + "px";
}
for (let pdfIndex = 0; pdfIndex < pdfs.length; pdfIndex++) {
const pdf = pdfs[pdfIndex];
if (collisionDetected(projectile, pdf)) {
gameContainer.removeChild(pdf);
gameContainer.removeChild(projectile);
pdfs.splice(pdfIndex, 1);
projectiles.splice(projectileIndex, 1);
score = score + 10;
updateScore();
break;
}
}
});
setTimeout(updateGame, 1000 / 60);
}
function resetGame() {
playerX = gameContainer.clientWidth / 2;
playerY = 50;
updatePlayerPosition();
pdfs.forEach((pdf) => gameContainer.removeChild(pdf));
projectiles.forEach((projectile) => gameContainer.removeChild(projectile));
pdfs.length = 0;
projectiles.length = 0;
score = 0;
level = 1;
lives = 3;
gameOver = false;
updateScore();
updateLives();
levelElement.textContent = "Level: " + level;
pdfSpeed = BASE_PDF_SPEED;
clearTimeout(spawnPdfTimeout); // Clear the existing spawnPdfTimeout
setTimeout(updateGame, 1000 / 60);
spawnPdfInterval();
}
function updateScore() {
scoreElement.textContent = "Score: " + score;
checkLevelUp();
}
function checkLevelUp() {
const newLevel = Math.floor(score / 100) + 1;
if (newLevel > level) {
level = newLevel;
levelElement.textContent = "Level: " + level;
pdfSpeed += LEVEL_INCREASE_PDF_SPEED;
}
}
function collisionDetected(a, b) {
const rectA = a.getBoundingClientRect();
const rectB = b.getBoundingClientRect();
return rectA.left < rectB.right && rectA.right > rectB.left && rectA.top < rectB.bottom && rectA.bottom > rectB.top;
}
function endGame() {
gameOver = true;
if (score > highScore) {
highScore = score;
localStorage.setItem("highScore", highScore);
updateHighScore();
}
alert("Game Over! Your final score is: " + score);
document.getElementById("game-container-wrapper").close();
}
let spawnPdfTimeout;
function spawnPdfInterval() {
if (gameOver || paused) {
clearTimeout(spawnPdfTimeout);
return;
}
spawnPdf();
let spawnRateReduction = Math.min(level * LEVEL_INCREASE_FACTOR_MS, MAX_SPAWN_RATE_REDUCTION_MS);
let spawnRate = BASE_SPAWN_INTERVAL_MS - spawnRateReduction;
spawnPdfTimeout = setTimeout(spawnPdfInterval, spawnRate);
}
updatePlayerPosition();
updateGame();
spawnPdfInterval();
document.addEventListener("visibilitychange", function () {
if (document.hidden) {
paused = true;
} else {
paused = false;
updateGame();
spawnPdfInterval();
}
});
window.resetGame = resetGame;
}
window.initializeGame = initializeGame;