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app.js
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app.js
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const grid = document.querySelector(".grid");
const resultDisplay = document.querySelector(".results");
let currentShooterIndex = 202;
const width = 15;
const aliensRemoved = [];
let invadersId;
let isGoingRight = true;
let direction = 1;
let results = 0;
// Set the Grid Size
for (let i = 0; i < width * width; i++) {
const square = document.createElement("div");
// square.id = i;
grid.appendChild(square);
}
const squares = Array.from(document.querySelectorAll(".grid div"));
// console.log(squares);
// Squares with original sprite placement
const alienInvaders = [
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 30, 31,
32, 33, 34, 35, 36, 37, 38, 39,
];
// squares[alienInvaders[0]].classList.add("invader");
// Places Invaders on the screen
function draw() {
for (let i = 0; i < alienInvaders.length; i++) {
if (!aliensRemoved.includes(i)) {
squares[alienInvaders[i]].classList.add("invader");
}
}
}
draw();
squares[currentShooterIndex].classList.add("shooter");
// Removes Invaders
function remove() {
for (let i = 0; i < alienInvaders.length; i++) {
squares[alienInvaders[i]].classList.remove("invader");
}
}
// Move Shooter With Keyboard
function moveShooter(e) {
squares[currentShooterIndex].classList.remove("shooter");
switch (e.key) {
case "ArrowLeft":
if (currentShooterIndex % width !== 0) currentShooterIndex -= 1;
break;
case "ArrowRight":
if (currentShooterIndex % width < width - 1) currentShooterIndex += 1;
break;
}
squares[currentShooterIndex].classList.add("shooter");
}
document.addEventListener("keydown", moveShooter);
// Move Invaders With Draw and SetInterval
function moveInvaders() {
const leftEdge = alienInvaders[0] % width === 0;
const rightEdge =
alienInvaders[alienInvaders.length - 1] % width === width - 1;
remove();
if (rightEdge && isGoingRight) {
for (let i = 0; i < alienInvaders.length; i++) {
alienInvaders[i] += width + 1;
direction = -1;
isGoingRight = false;
}
}
if (leftEdge && !isGoingRight) {
for (let i = 0; i < alienInvaders.length; i++) {
alienInvaders[i] += width - 1;
direction = 1;
isGoingRight = true;
}
}
for (let i = 0; i < alienInvaders.length; i++) {
alienInvaders[i] += direction;
}
draw();
if (squares[currentShooterIndex].classList.contains("invader")) {
squares[currentShooterIndex].classList.remove("shooter");
resultDisplay.innerHTML = "GAME OVER";
clearInterval(invadersId);
}
if (aliensRemoved.length === alienInvaders.length) {
resultDisplay.innerHTML = "YOU WIN";
clearInterval(invadersId);
}
}
// Set The Speed of the Invaders
invadersId = setInterval(moveInvaders, 500);
function shoot(e) {
let laserId;
let currentLaserIndex = currentShooterIndex;
function moveLaser() {
squares[currentLaserIndex].classList.remove("laser");
currentLaserIndex -= width;
squares[currentLaserIndex].classList.add("laser");
if (squares[currentLaserIndex].classList.contains("invader")) {
squares[currentLaserIndex].classList.remove("laser");
squares[currentLaserIndex].classList.remove("invader");
squares[currentLaserIndex].classList.add("boom");
setTimeout(
() => squares[currentLaserIndex].classList.remove("boom"),
300
);
clearInterval(laserId);
const alienRemoved = alienInvaders.indexOf(currentLaserIndex);
aliensRemoved.push(alienRemoved);
results++;
resultDisplay.innerHTML = results;
}
}
if (e.key === "ArrowUp" || e.key === " ") {
laserId = setInterval(moveLaser, 100);
}
}
document.addEventListener("keydown", shoot);