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143 lines (122 loc) · 4.87 KB
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Copy pathscript.js
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143 lines (122 loc) · 4.87 KB
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const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
class Player {
constructor(x, y, radius, color) {
this.x = x;
this.y = y;
this.radius = radius;
this.color = color;
}
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class Projectile {
constructor(x, y, radius, color, velocity) {
this.x = x;
this.y = y;
this.radius = radius;
this.color = color;
this.velocity = velocity;
}
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
ctx.fillStyle = this.color;
ctx.fill();
}
update() {
this.draw();
this.x += this.velocity.x;
this.y += this.velocity.y;
}
}
class Enemy {
constructor(x, y, radius, color, velocity) {
this.x = x;
this.y = y;
this.radius = radius;
this.color = color;
this.velocity = velocity;
}
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
ctx.fillStyle = this.color;
ctx.fill();
}
update() {
this.draw();
this.x += this.velocity.x;
this.y += this.velocity.y;
}
}
const player = new Player(canvas.width / 2, canvas.height / 2, 30, 'white');
const projectiles = [];
const enemies = [];
function spawnEnemies() {
setInterval(() => {
const radius = Math.random() * (30 - 4) + 4;
let x, y;
if (Math.random() < 0.5) {
x = Math.random() < 0.5 ? 0 - radius : canvas.width + radius;
y = Math.random() * canvas.height;
} else {
x = Math.random() * canvas.width;
y = Math.random() < 0.5 ? 0 - radius : canvas.height + radius;
}
const color = `hsl(${Math.random() * 360}, 50%, 50%)`;
const angle = Math.atan2(canvas.height / 2 - y, canvas.width / 2 - x);
const velocity = {
x: Math.cos(angle),
y: Math.sin(angle)
};
enemies.push(new Enemy(x, y, radius, color, velocity));
}, 1000);
}
let animationId;
function animate() {
animationId = requestAnimationFrame(animate);
ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
player.draw();
projectiles.forEach((projectile, index) => {
projectile.update();
if (projectile.x + projectile.radius < 0 || projectile.x - projectile.radius > canvas.width || projectile.y + projectile.radius < 0 || projectile.y - projectile.radius > canvas.height) {
setTimeout(() => {
projectiles.splice(index, 1);
}, 0);
}
});
enemies.forEach((enemy, index) => {
enemy.update();
const dist = Math.hypot(player.x - enemy.x, player.y - enemy.y);
if (dist - enemy.radius - player.radius < 1) {
cancelAnimationFrame(animationId);
}
projectiles.forEach((projectile, projectileIndex) => {
const dist = Math.hypot(projectile.x - enemy.x, projectile.y - enemy.y);
if (dist - enemy.radius - projectile.radius < 1) {
setTimeout(() => {
enemies.splice(index, 1);
projectiles.splice(projectileIndex, 1);
}, 0);
}
});
});
}
window.addEventListener('click', (event) => {
const angle = Math.atan2(event.clientY - canvas.height / 2, event.clientX - canvas.width / 2);
const velocity = {
x: Math.cos(angle) * 5,
y: Math.sin(angle) * 5
};
projectiles.push(new Projectile(canvas.width / 2, canvas.height / 2, 5, 'white', velocity));
});
animate();
spawnEnemies();