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3 changes: 2 additions & 1 deletion README.md
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# Asteroids

This simple [processing](https://processing.org/) sketch was meant to look like cells. The cells have control vertexes that are animated with perlin noise and are then used to draw the bezier outer curved lines.
This simple [processing](https://processing.org/) sketch was meant to look like cells. The cells have control vertexes that are animated with perlin noise and are then used to draw the bezier outer curved lines.

Collision detection is estimated with the point-sphere method.

![example gif](https://github.com/Ryan-Bell/Asteroids/blob/master/example.gif)

16 changes: 16 additions & 0 deletions docs/index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Asteroids - p5.js</title>
<style>
body { margin: 0; padding: 0; overflow: hidden; background: #000; }
canvas { display: block; }
</style>
<script src="https://cdn.jsdelivr.net/npm/p5@1.6.0/lib/p5.min.js"></script>
</head>
<body>
<script src="sketch.js"></script>
</body>
</html>
252 changes: 252 additions & 0 deletions docs/sketch.js
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let asteroids = [];
let bullets = [];
let player;
let manager;
let keys = [false, false, false, false, false];

class GameManager {
constructor() {
this.bulletIndex = 0;
for (let i = 0; i < 20; i++) {
bullets.push(new Bullet());
}
for (let i = 0; i < 10; i++) {
asteroids.push(new Asteroid(random(width), random(height), random(1), random(1), random(360)));
}
player = new Ship();
}

drawGame() {
this.checkCollisions();
fill(0, 50);
rect(0, 0, width, height);
fill(255);
player.drawShip();
for (let a of asteroids) {
a.drawAsteroid();
}
for (let b of bullets) {
b.drawBullet();
}
}

checkCollisions() {
for (let i = asteroids.length - 1; i >= 0; i--) {
let testHolder = asteroids[i];
if (dist(testHolder.asteroidPosition.x, testHolder.asteroidPosition.y, player.shipPosition.x, player.shipPosition.y) < testHolder.asteroidSize) {
player.destroyShip();
}
for (let j = 0; j < bullets.length; j++) {
let bulletHolder = bullets[j];
if (bulletHolder.bulletHidden) continue;
if (dist(testHolder.asteroidPosition.x, testHolder.asteroidPosition.y, bulletHolder.bulletPosition.x, bulletHolder.bulletPosition.y) < testHolder.asteroidSize) {
testHolder.split();
bulletHolder.bulletHidden = true;
j++;
}
}
}
}

fireBullet(pos, spe, dir) {
bullets[this.bulletIndex].reset(pos, spe, dir);
this.bulletIndex++;
this.bulletIndex %= bullets.length;
}
}

class Asteroid {
constructor(px, py, vx, vy, inD, s) {
this.asteroidVelocity = createVector(vx, vy);
this.asteroidPosition = createVector(px, py);
this.asteroidDirection = inD;
this.asteroidSize = s !== undefined ? random(s / 3, s / 1.5) : random(15, 30);
this.numAnchors = 6;
this.rotAngle = 0;
this.anchorsX = new Array(this.numAnchors);
this.anchorsY = new Array(this.numAnchors);
}

drawAsteroid() {
this.updateAsteroid();
push();
noStroke();
beginShape();
for (let i = 0; i < this.numAnchors; i++) {
curveVertex(this.anchorsX[i], this.anchorsY[i]);
}
for (let i = 0; i < this.numAnchors; i++) {
curveVertex(this.anchorsX[i], this.anchorsY[i]);
}
endShape(CLOSE);
pop();
}

updateAsteroid() {
this.asteroidPosition.add(this.asteroidVelocity);
this.asteroidPosition.x = (this.asteroidPosition.x + width) % width;
this.asteroidPosition.y = (this.asteroidPosition.y + height) % height;
this.rotAngle = 0;
for (let i = 0; i < this.numAnchors; i++) {
this.anchorsX[i] = this.asteroidPosition.x + cos(radians(this.rotAngle) + noise(this.asteroidPosition.x / 20 + i * 4)) * this.asteroidSize;
this.anchorsY[i] = this.asteroidPosition.y + sin(radians(this.rotAngle) + noise(this.asteroidPosition.y / 20 + i * 4)) * this.asteroidSize;
this.rotAngle += 360 / this.numAnchors;
}
this.asteroidSize += 0.01;
if (this.asteroidSize < 10) {
this.die();
}
if (this.asteroidSize > 50) {
this.split();
}
}

split() {
asteroids.push(new Asteroid(this.asteroidPosition.x, this.asteroidPosition.y, this.asteroidVelocity.x + random(-2, 2), this.asteroidVelocity.y + random(-2, 2), this.asteroidDirection + random(-40, 40), this.asteroidSize));
asteroids.push(new Asteroid(this.asteroidPosition.x, this.asteroidPosition.y, this.asteroidVelocity.x + random(-2, 2), this.asteroidVelocity.y + random(-2, 2), this.asteroidDirection + random(-40, 40), this.asteroidSize));
this.die();
}

die() {
let idx = asteroids.indexOf(this);
if (idx !== -1) {
asteroids.splice(idx, 1);
}
}
}

class Bullet {
constructor() {
this.bulletHidden = true;
this.bulletSize = 5;
this.bulletPosition = createVector();
this.bulletVelocity = createVector();
this.bulletCreationTime = 0;
this.bulletLifespan = 2000;
this.bulletSpeed = 3;
}

updateBullet() {
if (!this.bulletHidden) {
this.bulletPosition.add(this.bulletVelocity);
if (millis() - this.bulletCreationTime > this.bulletLifespan) {
this.bulletHidden = true;
}
this.bulletPosition.x = (this.bulletPosition.x + width) % width;
this.bulletPosition.y = (this.bulletPosition.y + height) % height;
}
}

drawBullet() {
if (!this.bulletHidden) {
this.updateBullet();
ellipse(this.bulletPosition.x, this.bulletPosition.y, this.bulletSize, this.bulletSize);
}
}

reset(pos, spe, direct) {
this.bulletPosition = createVector(pos.x + 20 * cos(radians(direct) - PI / 2), pos.y + 20 * sin(radians(direct) - PI / 2));
this.bulletVelocity.x = this.bulletSpeed * cos(radians(direct) - PI / 2) + spe.x;
this.bulletVelocity.y = this.bulletSpeed * sin(radians(direct) - PI / 2) + spe.y;
this.bulletCreationTime = millis();
this.bulletHidden = false;
}
}

class Ship {
constructor() {
this.shipAcceleration = createVector();
this.shipVelocity = createVector();
this.shipPosition = createVector(width / 2, height / 2);
this.shipDirection = 0;
this.shipLastFire = 0;
this.shipDelayTime = 300;
}

drawShip() {
this.updateShip();
push();
translate(this.shipPosition.x, this.shipPosition.y);
rotate(radians(this.shipDirection));
fill(255);
strokeWeight(1);
beginShape();
vertex(0, -4);
vertex(2, 0);
vertex(2, 2);
vertex(0, 1);
vertex(-2, 2);
vertex(-2, 0);
vertex(0, -4);
endShape();
pop();
}

destroyShip() {
fill(150);
textAlign(CENTER, CENTER);
textSize(72);
noLoop();
text('You Lose', width / 2, height / 2);
}

updateShip() {
this.shipAcceleration.x = 0;
this.shipAcceleration.y = 0;
if (keys[0]) {
this.shipAcceleration.x = 0.5 * cos(radians(this.shipDirection) - PI / 2);
this.shipAcceleration.y = 0.5 * sin(radians(this.shipDirection) - PI / 2);
}
if (keys[1] && !keys[2]) {
this.shipDirection -= 5;
}
if (keys[2] && !keys[1]) {
this.shipDirection += 5;
}
this.shipVelocity.add(this.shipAcceleration);
this.shipPosition.add(this.shipVelocity);
this.shipVelocity.mult(0.95);
this.shipPosition.x = (this.shipPosition.x + width) % width;
this.shipPosition.y = (this.shipPosition.y + height) % height;
if (keys[4]) {
if (millis() - this.shipLastFire > this.shipDelayTime) {
this.shipLastFire = millis();
manager.fireBullet(this.shipPosition, this.shipVelocity, this.shipDirection);
}
}
}
}

function setup() {
createCanvas(1080, 480);
background(0);
manager = new GameManager();
}

function draw() {
manager.drawGame();
}

function keyPressed() {
if (keyCode === UP_ARROW) keys[0] = true;
if (keyCode === LEFT_ARROW) keys[1] = true;
if (keyCode === RIGHT_ARROW) keys[2] = true;
if (keyCode === DOWN_ARROW) keys[3] = true;
if (key === 'w') keys[0] = true;
if (key === 'a') keys[1] = true;
if (key === 'd') keys[2] = true;
if (key === 's') keys[3] = true;
if (key === ' ') keys[4] = true;
}

function keyReleased() {
if (keyCode === UP_ARROW) keys[0] = false;
if (keyCode === LEFT_ARROW) keys[1] = false;
if (keyCode === RIGHT_ARROW) keys[2] = false;
if (keyCode === DOWN_ARROW) keys[3] = false;
if (key === 'w') keys[0] = false;
if (key === 'a') keys[1] = false;
if (key === 'd') keys[2] = false;
if (key === 's') keys[3] = false;
if (key === ' ') keys[4] = false;
}