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main.js
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main.js
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// SELECT CVS
const cvs = document.getElementById('mycanvas');
const ctx = cvs.getContext('2d');
// GAME VARS AND CONSTS
let frames = 0;
const DEGREE = Math.PI / 180;
// LOAD SPRITE IMAGE
const sprite = new Image();
sprite.src = 'img/sprite.png';
// LOAD SOUNDS
const SCORE_S = new Audio();
SCORE_S.src = 'audio/sfx_point.wav';
const FLAP = new Audio();
FLAP.src = 'audio/sfx_flap.wav';
const HIT = new Audio();
HIT.src = 'audio/sfx_hit.wav';
const SWOOSHING = new Audio();
SWOOSHING.src = 'audio/sfx_swooshing.wav';
const DIE = new Audio();
DIE.src = 'audio/sfx_die.wav';
// GAME STATE
const state = {
current: 0,
getReady: 0,
game: 1,
over: 2,
};
// START BUTTON COORD
const startBtn = {
x: 120,
y: 263,
w: 83,
h: 29,
};
// CONTROL GAME STATE
cvs.addEventListener('click', function (e) {
switch (state.current) {
case state.getReady:
state.current = state.game;
SWOOSHING.play();
break;
case state.game:
bird.flap();
FLAP.play();
break;
case state.over:
let rect = cvs.getBoundingClientRect();
let clickX = e.clientX - rect.left;
let clickY = e.clientY - rect.top;
// CHECK IF WE CLICK ON THE START BUTTON
if (
clickX >= startBtn.x &&
clickX <= startBtn.x + startBtn.w &&
clickY >= startBtn.y &&
clickY <= startBtn.y + startBtn.h
) {
pipes.reset();
bird.speedReset();
score.reset();
state.current = state.getReady;
}
break;
}
});
// BACKGROUND
const bg = {
sX: 0,
sY: 0,
w: 275,
h: 226,
x: 0,
y: cvs.height - 226,
draw: function () {
ctx.drawImage(
sprite,
this.sX,
this.sY,
this.w,
this.h,
this.x,
this.y,
this.w,
this.h
);
ctx.drawImage(
sprite,
this.sX,
this.sY,
this.w,
this.h,
this.x + this.w,
this.y,
this.w,
this.h
);
},
};
// FOREGROUND
const fg = {
sX: 276,
sY: 0,
w: 224,
h: 112,
x: 0,
y: cvs.height - 112,
dx: 2,
draw: function () {
ctx.drawImage(
sprite,
this.sX,
this.sY,
this.w,
this.h,
this.x,
this.y,
this.w,
this.h
);
ctx.drawImage(
sprite,
this.sX,
this.sY,
this.w,
this.h,
this.x + this.w,
this.y,
this.w,
this.h
);
},
update: function () {
if (state.current == state.game) {
this.x = (this.x - this.dx) % (this.w / 2);
}
},
};
// BIRD
const bird = {
animation: [
{ sX: 276, sY: 112 },
{ sX: 276, sY: 139 },
{ sX: 276, sY: 164 },
{ sX: 276, sY: 139 },
],
x: 50,
y: 150,
w: 34,
h: 26,
radius: 12,
frame: 0,
gravity: 0.25,
jump: 3,
speed: 0,
rotation: 0,
draw: function () {
let bird = this.animation[this.frame];
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.rotation);
ctx.drawImage(
sprite,
bird.sX,
bird.sY,
this.w,
this.h,
-this.w / 2,
-this.h / 2,
this.w,
this.h
);
ctx.restore();
},
flap: function () {
this.speed = -this.jump;
},
update: function () {
// IF THE GAME STATE IS GETREADY, THE BIRD MUST FLAP SLOWLY
this.period = state.current == state.getReady ? 10 : 5;
// WE INCREMENT THE FRAME BY 1, EACH PERIOD
this.frame += frames % this.period == 0 ? 1 : 0;
// FRAME GOES FROM 0 TO 4, THEN AGAIN TO 0
this.frame = this.frame % this.animation.length;
if (state.current == state.getReady) {
this.y = 150; // RESET POSITION OF BIRD AFTER GAME OVER
this.rotation = 0 * DEGREE;
} else {
this.speed += this.gravity;
this.y += this.speed;
if (this.y + this.h / 2 >= cvs.height - fg.h) {
this.y = cvs.height - fg.h - this.h / 2;
if (state.current == state.game) {
state.current = state.over;
DIE.play();
}
}
// IF THE SPEED IS GREATER THAN THE JUMP MEANS THE BIRD IS FALLING DOWN
if (this.speed >= this.jump) {
this.rotation = 90 * DEGREE;
this.frame = 1;
} else {
this.rotation = -25 * DEGREE;
}
}
},
speedReset: function () {
this.speed = 0;
},
};
// GET READY MESSAGE
const getReady = {
sX: 0,
sY: 228,
w: 173,
h: 152,
x: cvs.width / 2 - 173 / 2,
y: 80,
draw: function () {
if (state.current == state.getReady) {
ctx.drawImage(
sprite,
this.sX,
this.sY,
this.w,
this.h,
this.x,
this.y,
this.w,
this.h
);
}
},
};
// GAME OVER MESSAGE
const gameOver = {
sX: 175,
sY: 228,
w: 225,
h: 202,
x: cvs.width / 2 - 225 / 2,
y: 90,
draw: function () {
if (state.current == state.over) {
ctx.drawImage(
sprite,
this.sX,
this.sY,
this.w,
this.h,
this.x,
this.y,
this.w,
this.h
);
}
},
};
// PIPES
const pipes = {
position: [],
top: {
sX: 553,
sY: 0,
},
bottom: {
sX: 502,
sY: 0,
},
w: 53,
h: 400,
gap: 85,
maxYPos: -150,
dx: 2,
draw: function () {
for (let i = 0; i < this.position.length; i++) {
let p = this.position[i];
let topYPos = p.y;
let bottomYPos = p.y + this.h + this.gap;
// TOP PIPE
ctx.drawImage(
sprite,
this.top.sX,
this.top.sY,
this.w,
this.h,
p.x,
topYPos,
this.w,
this.h
);
// BOTTOM PIPE
ctx.drawImage(
sprite,
this.bottom.sX,
this.bottom.sY,
this.w,
this.h,
p.x,
bottomYPos,
this.w,
this.h
);
}
},
update: function () {
if (state.current !== state.game) return;
if (frames % 100 == 0) {
this.position.push({
x: cvs.width,
y: this.maxYPos * (Math.random() + 1),
});
}
for (let i = 0; i < this.position.length; i++) {
let p = this.position[i];
let bottomPipeYPos = p.y + this.h + this.gap;
// COLLISION DETECTION
// TOP PIPE COLLISION
if (
bird.x + bird.radius > p.x &&
bird.x - bird.radius < p.x + this.w &&
bird.y + bird.radius > p.y &&
bird.y - bird.radius < p.y + this.h
) {
state.current = state.over;
HIT.play();
}
// BOTTOM PIPE
if (
bird.x + bird.radius > p.x &&
bird.x - bird.radius < p.x + this.w &&
bird.y + bird.radius > bottomPipeYPos &&
bird.y - bird.radius < bottomPipeYPos + this.h
) {
state.current = state.over;
HIT.play();
}
// MOVE THE PIPES TO THE LEFT
p.x -= this.dx;
// IF PIPES GO BEYOND CANVAS, WE DELETE THEM FROM THE ARRAY
if (p.x + this.w <= 0) {
this.position.shift();
score.value += 1;
SCORE_S.play();
score.best = Math.max(score.value, score.best);
localStorage.setItem('best', score.best);
}
}
},
reset: function () {
this.position = [];
},
};
// SCORE
const score = {
best: parseInt(localStorage.getItem('best')) || 0,
value: 0,
draw: function () {
ctx.fillStyle = '#fff';
if (state.current == state.game) {
ctx.lineWidth = 2;
ctx.font = '35px Teko';
ctx.fillText(this.value, cvs.width / 2, 50);
ctx.strokeText(this.value, cvs.width / 2, 50);
} else if (state.current == state.over) {
// SCORE VALUE
ctx.font = '25px Teko';
ctx.fillText(this.value, 225, 186);
ctx.strokeText(this.value, 225, 186);
// BEST SCORE
ctx.fillText(this.best, 225, 228);
ctx.strokeText(this.best, 225, 228);
}
},
reset: function () {
this.value = 0;
},
};
// DRAW
function draw() {
ctx.fillStyle = '#70c5ce';
ctx.fillRect(0, 0, cvs.width, cvs.height);
bg.draw();
pipes.draw();
fg.draw();
bird.draw();
getReady.draw();
gameOver.draw();
score.draw();
}
// UPDATE
function update() {
bird.update();
fg.update();
pipes.update();
}
// LOOP
function loop() {
update();
draw();
frames++;
requestAnimationFrame(loop);
}
loop();