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+<!DOCTYPE html>
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+<html>
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+
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+<head>
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+ <meta charset="UTF-8">
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+ <title>Raid on river</title>
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+ <style></style>
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+</head>
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+ <body>
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+ <canvas id="gameCanvas" width="1280" height="720"></canvas>
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+ <script type="text/javascript">
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+ const FPS = 60;
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+ const SCENE_SPEED = 3;
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+ const SPEED_INCREASE = 0.2; //увеличение скорсоти на
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+ const GEN_TIME = 5;
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+ const LIFES = 1;
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+ const PLANE_SIZE = 30; //plane height in pixels
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+ const PLANE_ACCELERATION = 2/5; //TODO пока пиксели в секунду
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+ const MISSLE_SPEED = 13; //TODO обдумать на размер сцены
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+ const MISSLE_SIZEY = 20/3*2; //длина снаряда
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+ const MISSLE_SIZEX = 5; //ширина снаряда
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+ const SHOOT_COOLDOWN = 3/8; //в секундах
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+
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+ const SHIPS_COUNT = 5; //начальное кол-во кораблей
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+ const SHIP_SIZEY = 25; //высота корабля
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+ const SHIP_SIZEX = 100; //ширина корабля
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+ const CONTROL_START = 32;
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+ const CONTROL_LEFT = 90; //90 - Z
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+ const CONTROL_RIGHT = 88; //88 - X
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+ const CONTROL_FIRE = 190; //190 - ,
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+
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+ const SHOW_BOUNDING = true;
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+ const GOD = false;
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+
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+
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+ /** @type {HTMLCanvasElement} */
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+ var canv = document.getElementById("gameCanvas");
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+ var ctx = canv.getContext("2d");
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+
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+ var score = 0;
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+
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+ var scene = { //хранит бэкраунд
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+ lifes: LIFES,
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+ speed: SCENE_SPEED,
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+ gameOver: false,
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+ genTimer: GEN_TIME * FPS,
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+ blocks: []
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+ //boundaries: []
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+ }
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+ addStartingBlock();
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+
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+ var plane;
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+ newPlane();
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+
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+ var ships = [];
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+ createShip();
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+
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+ //set up event handler
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+ document.addEventListener("keydown", keyDown);
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+ document.addEventListener("keyup", keyUp);
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+
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+ //game loop
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+ setInterval(update, 1000 / FPS);
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+
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+ function addStartingBlock(){
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+ var block = {
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+ x: 0,
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+ y: 0,
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+ replaced: false,
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+ boundaries: [],
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+ }
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+ block.x = 0;
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+ block.y = -3 * 720;
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+ block.boundaries.push(addBounadry(0, block.y, 1280 / 4, 4 * 720));
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+ block.boundaries.push(addBounadry(1280 - 1280 / 4, block.y, 1280 / 4, 4 * 720));
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+
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+ scene.blocks.push(block);
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+ }
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+
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+ function addBounadry(bx,by,bw,bh){
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+ var boundary = {
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+ //replaced: false,
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+ collision: {
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+ x: bx,
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+ y: by,
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+ w: bw,
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+ h: bh,
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+ }
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+ }
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+ return boundary;
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+ }
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+
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+ function createShip() {
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+ ships = [];
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+ for (var i = 0; i < 3; i++) {
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+ var ship = newShip();
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+ if (ship != null) {
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+ ships.push(ship);
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+ }
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+ }
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+ }
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+
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+ //key events
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+ function keyDown(/** @type {KeyboardEvent} */ ev) {
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+ switch (ev.keyCode) {
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+ case CONTROL_LEFT: //Move to the left
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+ if (!scene.gameOver){
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+ plane.acceleration.negx = true;
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+ }
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+ break;
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+ case CONTROL_RIGHT: //Move to the right
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+ if (!scene.gameOver){
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+ plane.acceleration.posx = true;
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+ }
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+ break;
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+ case CONTROL_FIRE: //Fire the missle
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+ if (!scene.gameOver){
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+ plane.shooting = true;
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+ }
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+ break;
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+ case CONTROL_START:
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+ if (scene.gameOver){
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+ newGame();
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+ }
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+ break;
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+ }
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+ }
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+
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+ function keyUp(/** @type {KeyboardEvent} */ ev) {
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+ switch (ev.keyCode) {
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+ case CONTROL_LEFT: //Move to the left
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+ if (!scene.gameOver){
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+ plane.acceleration.negx = false;
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+ }
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+ break;
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+ case CONTROL_RIGHT: //Move to the right
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+ if (!scene.gameOver){
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+ plane.acceleration.posx = false;
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+ }
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+ break;
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+ case CONTROL_FIRE: //Fire the missle
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+ if (!scene.gameOver){
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+ plane.shooting = false;
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+ }
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+ //plane.reload = false;
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+ break;
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+ }
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+ }
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+
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+ function newGame() {
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+ console.log("New Game!");
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+ scene.blocks = [];
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+ addStartingBlock();
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+ newPlane();
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+ createShip();
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+ score = 0;
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+ scene.gameOver = false;
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+ scene.lifes = LIFES;
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+ scene.speed = SCENE_SPEED;
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+ scene.genTimer = GEN_TIME * FPS;
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+ }
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+
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+ function newPlane() {
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+ plane = {
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+ x: canv.width / 2,
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+ y: canv.height / 2 + 100,
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+ r: PLANE_SIZE / 2,
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+ a: 90 / 180 * Math.PI,
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+ acceleration: {
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+ posx: false,
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+ negx: false,
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+ },
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+ speedx: 0,
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+ shooting: false,
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+ reload: false,
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+ reloadtime: 0,
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+ missles: [],
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+ collision: {
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+ x: 0,
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+ y: 0,
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+ w: PLANE_SIZE,
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+ h: PLANE_SIZE,
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+ },
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+ }
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+ }
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+
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+ function newShip(x) {
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+ let direction
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+ if (Math.floor(Math.random()*2) == 0) {
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+ direction = -1;
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+ } else {
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+ direction = 1;
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+ }
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+ var ship = {
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+ x: 0,
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+ y: 0 - SHIP_SIZEY,
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+ a: direction,
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+ collision: {
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+ x: 0,
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+ y: 0,
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+ w: SHIP_SIZEX,
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+ h: SHIP_SIZEY,
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+ },
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+ }
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+ //console.log("shipgeneration");
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+ var shipPosGeneration = 0;
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+ while (shipPosGeneration != -1 && shipPosGeneration <= 10) {
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+ ship.x = Math.floor(Math.random()*1280);
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+ ship.collision.x = ship.x - SHIP_SIZEX / 2;
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+ shipPosGenerationInit = shipPosGeneration;
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+ for (var i = scene.blocks.length - 1; i >= 0 ; i--) {
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+ for (var j = scene.blocks[i].boundaries.length - 1; j >= 0 ; j--) {
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+ if (checkRectangularCollision(ship.collision, scene.blocks[i].boundaries[j].collision)) {
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+ shipPosGeneration++;
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+ i = -1;
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+ j = -1;
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+ }
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+ }
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+ }
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+ if (shipPosGeneration == shipPosGenerationInit) {
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+ for (var i = ships.length - 1; i >= 0; i--){
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+ if (checkRectangularCollision(ship.collision, ships[i].collision) ) {
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+ shipPosGeneration++;
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+ i = -1;
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+ }
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+ }
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+ }
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+ //console.log(shipPosGeneration);
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+ if (shipPosGeneration == shipPosGenerationInit) {
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+ shipPosGeneration = -1;
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+ }
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+
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+ }
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+ if (shipPosGeneration >= 10) {
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+ return null;
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+ }
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+ console.log(ship.x);
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+ return ship;
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+ }
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+
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+ function shootMissle() {
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+ if (!plane.reload && plane.shooting) {
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+ plane.missles.push({
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+ x: plane.x + 4 / 3 * plane.r * Math.cos(plane.a),
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+ y: plane.y - 4 / 3 * plane.r * Math.sin(plane.a),
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+ collision: {
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+ x: plane.x + 4 / 3 * plane.r * Math.cos(plane.a) - MISSLE_SIZEX / 2,
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+ y: plane.y - 4 / 3 * plane.r * Math.sin(plane.a),
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+ w: MISSLE_SIZEX,
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+ h: MISSLE_SIZEY,
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+ },
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+ })
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+ console.log("*shoot*");
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+ plane.reloadtime = SHOOT_COOLDOWN * FPS;
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+ plane.reload = true;
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+ }
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+
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+ }
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+
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+ function death() {
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+ scene.lifes--;
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+ ships = [];
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+ if (scene.lifes == 0) {
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+ console.log("Game Over!"); //в функции gameOver
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+ console.log("Your Score:");
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+ console.log(score);
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+ scene.gameOver = true;
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+ scene.speed = 0;
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+
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+ }
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+ }
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+
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+ function checkRectangularCollision(a, b){ //проверка коллизии 2х прямоугольных объекттов
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+ if (a.x < b.x + b.w &&
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+ a.x + a.w > b.x &&
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+ a.y < b.y + b.h &&
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+ a.h + a.y > b.y) {
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+ //console.log("collision detected");
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+ return true
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+ }
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+ else {
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+ //console.log("no collision");
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+ return false;
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+ }
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+ }
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+
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+ function checkPlaneSceneCollision(x,y,c) { //проверка коллизии самолёта с сценой
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+ var collsion = {
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+ x: x + 4 / 3 * plane.r * Math.cos(plane.a) - PLANE_SIZE / 2,
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+ y: y - 4 / 3 * plane.r * Math.sin(plane.a),
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+ w: PLANE_SIZE,
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+ h: PLANE_SIZE,
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+ }
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+
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+ //plane.collision.x =
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+ //plane.collision.y = plane.y - 4 / 3 * plane.r * Math.sin(plane.a)
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+ var problem = false;
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+ if (collsion.x < c.x + c.w &&
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+ collsion.x + collsion.w > c.x &&
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+ collsion.y < c.y + c.h &&
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+ collsion.h + collsion.y > c.y) {
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+ problem = true;
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+ }
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+ if (problem) {
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+ if (collsion.x + PLANE_SIZE / 2 <= (c.x + c.w + PLANE_SIZE / 2) && collsion.x + PLANE_SIZE / 2 >= c.x + c.w / 2) { //левостороняя коллизия
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+ return c.x + c.w + PLANE_SIZE / 2;
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+ }
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+ if (collsion.x + PLANE_SIZE / 2 > c.x - PLANE_SIZE / 2 && collsion.x + PLANE_SIZE / 2 < c.x + c.w / 2) { //правостороняя коллизия
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+ return c.x - plane.r;
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+ }
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+
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+ }
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+ else {
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+ return 0;
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+ }
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+ return 1280/2;
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+ }
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+
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+
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+ function drawCollision(a, color) { //Рисует коллизию объекта
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+ ctx.strokeStyle = color;
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+ ctx.strokeRect(a.x, a.y, a.w, a.h);
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+ }
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+
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+ function update() {
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+ //draw scene
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+ ctx.fillStyle = "black";
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+ ctx.fillRect(0,0, canv.width, canv.height)
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+
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+ //отрисовка бэкграунда
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+ for (var i = 0; i < scene.blocks.length; i++) {
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+ for (var j = 0; j < scene.blocks[i].boundaries.length; j++) {
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+ if (SHOW_BOUNDING) {
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+ drawCollision(scene.blocks[i].boundaries[j].collision,"green");
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+ }
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+ }
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+ }
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+
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+
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+ //проверка коллизии
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+ //коллизия кораблей с самолётом
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+ for (var i = 0; i < ships.length; i++){
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+ if (checkRectangularCollision(ships[i].collision, plane.collision)) {
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+ console.log("Plane collading with ship no. " + i);
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+ if (!GOD) {
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+ death();
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+ }
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+ }
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+ }
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+ //коллизия снаряда с кораблями
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+ for (var i = ships.length - 1; i >= 0; i--){
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+ for (var j = plane.missles.length - 1; j >= 0; j--) {
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+ if (checkRectangularCollision(ships[i].collision, plane.missles[j].collision)) {
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+ console.log("Missle no. " + j + " collading with ship no. " + i )
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+ plane.missles.splice(j,1);
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+ ships.splice(i,1);
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+ score += 30;
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+ console.log("New score: " + score);
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+ var ship = newShip();
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+ if (ship != null) {
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+ ships.push(ship);
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+ }
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+ }
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+ }
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+ }
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+
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+
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+ //move scene
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+ //движение бэкграунда
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+ for (var i = scene.blocks.length - 1; i >= 0; i--) {
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+ if (scene.blocks[i].y > 720 ) { //удаление ушедшего блока
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+ scene.blocks.splice(i,1);
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+ continue;
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+ }
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+ if (scene.blocks[i].y > 0 && !scene.blocks[i].replaced) { //подстановка нового блока
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+
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+ var block = {
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+ x: 0,
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+ y: scene.blocks[i].y - (4 * 720) + scene.speed,
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+ replaced: false,
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+ boundaries: [],
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+ }
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+ block.boundaries.push(addBounadry(0, block.y, 1280 / 4, 4 * 720));
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+ block.boundaries.push(addBounadry(1280 - 1280 / 4, block.y, 1280 / 4, 4 * 720));
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+ block.boundaries.push(addBounadry(1280 / 2 - 1280 / 8, block.y + 720, 1280 / 4, 2 * 720));
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+ block.boundaries.push(addBounadry(1280 / 2 - 1280 / 8 + PLANE_SIZE / 2, block.y + 720 - PLANE_SIZE / 2, 1280 / 4 - PLANE_SIZE, 2 * 720 + PLANE_SIZE));
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+ block.boundaries.push(addBounadry(1280 / 2 - 1280 / 8 + PLANE_SIZE, block.y + 720 - PLANE_SIZE, 1280 / 4 - 2 * PLANE_SIZE, 2 * 720 + 2 * PLANE_SIZE));
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+ scene.blocks.push(block);
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+
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+ scene.blocks[i].replaced = true;
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+ }
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+
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+ //движение блока, его баундари(TODO) и коллизий внутри
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+ scene.blocks[i].y += scene.speed;
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+
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+ for (var j = scene.blocks[i].boundaries.length - 1; j >= 0; j--) {
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+ scene.blocks[i].boundaries[j].collision.y += scene.speed; //TODO двигать не только коллизию
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+ }
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+ }
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+
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+
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+ scene.genTimer--;
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+ //console.log(scene.genTimer);
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+ if (scene.genTimer == 0 && !scene.gameOver) {
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+ if (ships.length < SHIPS_COUNT) {
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+ var ship = newShip();
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+ if (ship != null) {
|
|
|
+ ships.push(ship);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ scene.speed += SPEED_INCREASE;
|
|
|
+ console.log("New speed:");
|
|
|
+ console.log(scene.speed);
|
|
|
+ scene.genTimer = 5 * FPS;
|
|
|
+ }
|
|
|
+
|
|
|
+ //двигаем объекты
|
|
|
+ //двигаем корабли
|
|
|
+ for (var i = ships.length - 1; i >= 0 ; i--){
|
|
|
+ if (ships[i].y > 720 + SHIP_SIZEY / 2) { //удаление снарядов за экраном
|
|
|
+ ships.splice(i,1);
|
|
|
+ var ship = newShip();
|
|
|
+ if (ship != null) {
|
|
|
+ ships.push(ship);
|
|
|
+ }
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ ships[i].y += scene.speed;
|
|
|
+ ships[i].collision.x = ships[i].x - SHIP_SIZEX / 2;
|
|
|
+ ships[i].collision.y = ships[i].y - SHIP_SIZEY / 2;
|
|
|
+ //console.log(ships[i].collision.w);
|
|
|
+ }
|
|
|
+
|
|
|
+ //рисуем корабли
|
|
|
+ for (var i = 0; i < ships.length ; i++){
|
|
|
+
|
|
|
+ ctx.beginPath();
|
|
|
+ ctx.moveTo( //корабля
|
|
|
+ ships[i].x + ships[i].a * (SHIP_SIZEX / 6),
|
|
|
+ ships[i].y - SHIP_SIZEY / 2
|
|
|
+ )
|
|
|
+ ctx.lineTo(
|
|
|
+ ships[i].x - ships[i].a * (SHIP_SIZEX / 20 ) + ships[i].a * (SHIP_SIZEX / 6),
|
|
|
+ ships[i].y - SHIP_SIZEY / 2
|
|
|
+ )
|
|
|
+ ctx.lineTo(
|
|
|
+ ships[i].x - ships[i].a * (SHIP_SIZEX / 13) + ships[i].a * (SHIP_SIZEX / 6),
|
|
|
+ ships[i].y - SHIP_SIZEY / 4
|
|
|
+ )
|
|
|
+ ctx.lineTo(
|
|
|
+ ships[i].x - ships[i].a * (SHIP_SIZEX / 5) + ships[i].a * (SHIP_SIZEX / 6),
|
|
|
+ ships[i].y - SHIP_SIZEY / 4
|
|
|
+ )
|
|
|
+ ctx.lineTo(
|
|
|
+ ships[i].x - ships[i].a * (SHIP_SIZEX / 3) + ships[i].a * (SHIP_SIZEX / 6),
|
|
|
+ ships[i].y + SHIP_SIZEY / 6
|
|
|
+ )
|
|
|
+ ctx.lineTo(
|
|
|
+ ships[i].x - ships[i].a * SHIP_SIZEX / 2,
|
|
|
+ ships[i].y + SHIP_SIZEY / 6
|
|
|
+ )
|
|
|
+ ctx.lineTo(
|
|
|
+ ships[i].x - ships[i].a * SHIP_SIZEX * 2 / 7,
|
|
|
+ ships[i].y + SHIP_SIZEY / 2
|
|
|
+ )
|
|
|
+ ctx.lineTo(
|
|
|
+ ships[i].x + ships[i].a * SHIP_SIZEX / 3,
|
|
|
+ ships[i].y + SHIP_SIZEY / 2
|
|
|
+ )
|
|
|
+ ctx.lineTo(
|
|
|
+ ships[i].x + ships[i].a * SHIP_SIZEX / 2 ,
|
|
|
+ ships[i].y + SHIP_SIZEY / 6
|
|
|
+ )
|
|
|
+ ctx.lineTo(
|
|
|
+ ships[i].x + ships[i].a * SHIP_SIZEX / 2 - ships[i].a * SHIP_SIZEX / 10 ,
|
|
|
+ ships[i].y + SHIP_SIZEY / 6
|
|
|
+ )
|
|
|
+
|
|
|
+ ctx.lineTo(
|
|
|
+ ships[i].x + ships[i].a * (SHIP_SIZEX / 6),
|
|
|
+ ships[i].y - SHIP_SIZEY / 4
|
|
|
+ )
|
|
|
+ ctx.closePath();
|
|
|
+
|
|
|
+ ctx.fillStyle = "red";
|
|
|
+ ctx.fill();
|
|
|
+
|
|
|
+ if (SHOW_BOUNDING) {
|
|
|
+ ctx.strokeStyle = "lime";
|
|
|
+ ctx.strokeRect(
|
|
|
+ ships[i].x - SHIP_SIZEX / 2,
|
|
|
+ ships[i].y - SHIP_SIZEY / 2,
|
|
|
+ SHIP_SIZEX,
|
|
|
+ SHIP_SIZEY
|
|
|
+ )
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ //draw plane
|
|
|
+ //ctx.lineWidth = PLANE_SIZE / 20;
|
|
|
+ ctx.beginPath();
|
|
|
+ ctx.moveTo( //nose of the plane
|
|
|
+ plane.x + 4 / 3 * plane.r * Math.cos(plane.a),
|
|
|
+ plane.y - 4 / 3 * plane.r * Math.sin(plane.a)
|
|
|
+ );
|
|
|
+
|
|
|
+ ctx.lineTo( //rear left of the plane
|
|
|
+ plane.x - plane.r * (2 / 3 * Math.cos(plane.a) + Math.sin(plane.a)),
|
|
|
+ plane.y + plane.r * (2 / 3 * Math.sin(plane.a) - Math.cos(plane.a))
|
|
|
+ );
|
|
|
+
|
|
|
+ ctx.lineTo( //rear right of the plane
|
|
|
+ plane.x - plane.r * (2 / 3 * Math.cos(plane.a) - Math.sin(plane.a)),
|
|
|
+ plane.y + plane.r * (2 / 3 * Math.sin(plane.a) + Math.cos(plane.a))
|
|
|
+ );
|
|
|
+
|
|
|
+ ctx.closePath();
|
|
|
+ ctx.fillStyle = "yellow";
|
|
|
+ ctx.fill();
|
|
|
+ //ctx.strokeStyle = "yellow";
|
|
|
+ //ctx.stroke();
|
|
|
+
|
|
|
+ if (SHOW_BOUNDING) {
|
|
|
+ //console.log(plane.collision.x);
|
|
|
+ drawCollision(plane.collision,"blue");
|
|
|
+ }
|
|
|
+
|
|
|
+ //Рисуем снаряды
|
|
|
+ for (var i = 0; i < plane.missles.length; i++) {
|
|
|
+ ctx.beginPath();
|
|
|
+ ctx.moveTo( //верхушка снаряда
|
|
|
+ plane.missles[i].x,
|
|
|
+ plane.missles[i].y
|
|
|
+ )
|
|
|
+ ctx.lineTo( //левый верхний угол снаряда
|
|
|
+ plane.missles[i].x - MISSLE_SIZEX / 2,
|
|
|
+ plane.missles[i].y + MISSLE_SIZEX / 2
|
|
|
+ )
|
|
|
+ ctx.lineTo( //левый нижний угол снаряда
|
|
|
+ plane.missles[i].x - MISSLE_SIZEX / 2,
|
|
|
+ plane.missles[i].y + MISSLE_SIZEY
|
|
|
+ )
|
|
|
+ ctx.lineTo( //правый нижний угол снаряда
|
|
|
+ plane.missles[i].x + MISSLE_SIZEX / 2,
|
|
|
+ plane.missles[i].y + MISSLE_SIZEY
|
|
|
+ )
|
|
|
+ ctx.lineTo( //правый верхний угол снаряда
|
|
|
+ plane.missles[i].x + MISSLE_SIZEX / 2,
|
|
|
+ plane.missles[i].y + MISSLE_SIZEX / 2
|
|
|
+ )
|
|
|
+ ctx.closePath();
|
|
|
+ //ctx.strokeStyle = "cyan";
|
|
|
+ ctx.fillStyle = "cyan";
|
|
|
+ ctx.fill();
|
|
|
+ if (SHOW_BOUNDING) {
|
|
|
+ drawCollision(plane.missles[i].collision,"pink");
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ shootMissle();
|
|
|
+
|
|
|
+ //update acceleration
|
|
|
+ if (plane.acceleration.posx ^ plane.acceleration.negx){
|
|
|
+ //console.log("acceleration calc")
|
|
|
+ if (plane.acceleration.posx){
|
|
|
+ if (plane.speedx > 0) plane.speedx = 0 //исключение "пьяного" замедления
|
|
|
+ plane.speedx -= PLANE_ACCELERATION;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (plane.acceleration.negx) {
|
|
|
+ if (plane.speedx < 0) plane.speedx = 0 //исключение "пьяного" замедления
|
|
|
+ plane.speedx += PLANE_ACCELERATION;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ plane.speedx = 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ //move the plane
|
|
|
+ //TODO размер сцены
|
|
|
+ if (!scene.gameOver) {
|
|
|
+ for (var i = 0; i < scene.blocks.length; i++) {
|
|
|
+ for (var j = 0; j < scene.blocks[i].boundaries.length; j++) {
|
|
|
+ var newPlaneX = checkPlaneSceneCollision(plane.x - plane.speedx, plane.y,scene.blocks[i].boundaries[j].collision)
|
|
|
+ if (newPlaneX != 0){
|
|
|
+ plane.speedx = 0;
|
|
|
+ plane.x = newPlaneX;
|
|
|
+ console.log("collsion with boundary no." + j + " in block no. " + i);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ plane.x -= plane.speedx;
|
|
|
+ }
|
|
|
+
|
|
|
+ /*
|
|
|
+ rightBorder = 1280;
|
|
|
+ leftBorder = 0;
|
|
|
+ if ((plane.x - plane.speedx) <= (rightBorder - plane.r) && (plane.x - plane.speedx) >= (0 + plane.r))
|
|
|
+ { plane.x -= plane.speedx;
|
|
|
+ } else {
|
|
|
+ if ((plane.x - plane.speedx) > (rightBorder - plane.r)){
|
|
|
+ plane.x =(rightBorder - plane.r);
|
|
|
+ } else {
|
|
|
+ if ((plane.x - plane.speedx) < (leftBorder + plane.r)) {
|
|
|
+ plane.x = (leftBorder + plane.r);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ */
|
|
|
+ plane.collision.x = plane.x + 4 / 3 * plane.r * Math.cos(plane.a) - PLANE_SIZE / 2;
|
|
|
+ plane.collision.y = plane.y - 4 / 3 * plane.r * Math.sin(plane.a)
|
|
|
+
|
|
|
+ //двигаем снаряды
|
|
|
+ for (var i = plane.missles.length - 1; i >= 0 ; i--) {
|
|
|
+ if (plane.missles[i].y < 0 - MISSLE_SIZEY) { //удаление снарядов за экраном
|
|
|
+ plane.missles.splice(i,1);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ plane.missles[i].y -= MISSLE_SPEED;
|
|
|
+
|
|
|
+ plane.missles[i].collision.x = plane.missles[i].x - MISSLE_SIZEX / 2;
|
|
|
+ plane.missles[i].collision.y = plane.missles[i].y;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (plane.reload) { //перезарядка
|
|
|
+ if (plane.reloadtime <= 0){
|
|
|
+ console.log("reloaded");
|
|
|
+ plane.reload = false;
|
|
|
+ } else {
|
|
|
+ plane.reloadtime--;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ </script>
|
|
|
+ </body>
|
|
|
+</html>
|