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<!-- Please carefully review the rules about academic integrity found in the academicIntegrity.md file found at the root of this project. -->
<!doctype html>
<html>
<head>
<title>Game Shooter</title>
<style>
/* Engine-Specific */
* {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="canv"></canvas>
<script src="./engine/Engine.js"></script>
<script src="./engine/Scene.js"></script>
<script src="./engine/GameObject.js"></script>
<script src="./engine/Component.js"></script>
<script src="./engine/Input.js"></script>
<script src="./engine/Vector2.js"></script>
<script src="./engine/Time.js"></script>
<script src="./engine/Collisions.js"></script>
<script src="./engine/SceneManager.js"></script>
<script src="./engine/Mathf.js"></script>
<script src="./engine/BehaviorTree.js"></script>
<script src="./engine/components/Transform.js"></script>
<script src="./engine/components/TextLabel.js"></script>
<script src="./engine/components/Polygon.js"></script>
<script src="./engine/components/Collider.js"></script>
<script src="./engine/components/RigidBody.js"></script>
<script src="./engine/components/Camera.js"></script>
<script>
const square = [new Vector2(-10, -10), new Vector2(-10, 10), new Vector2(0, 0), new Vector2(10, 10), new Vector2(10, -10), new Vector2(5, -5), new Vector2(0, -10), new Vector2(-5, -5)]
const spaceShip = [new Vector2(-8, -5), new Vector2(-10, 10), new Vector2(-6, 6), new Vector2(0, 8), new Vector2(6, 6), new Vector2(10, 10), new Vector2(8, -5), new Vector2(0, -18)]
const laser = [new Vector2(-1, -3), new Vector2(1, -3), new Vector2(1, 3), new Vector2(-1, 3)]
const star = [new Vector2(-1, 0), new Vector2(0, 1), new Vector2(1, 0), new Vector2(0, -1)]
class MainScene extends Scene {
constructor() {
super("#333")
this.instantiate(new HeroGameObject(), new Vector2(0, 0))
const controller = this.instantiate(new GameObject("Empty Controller"))
controller.addComponent(new Controller())
}
}
//Game Objects
class EnemyGameObject extends GameObject {
constructor() {
super("Enemy Game Object", { layer: "foreground" })
this.addComponent(new Polygon(), { points: square, fillStyle: "blue" })
this.addComponent(new Collider())
this.addComponent(new RigidBody())
this.addComponent(new EnemyController())
}
}
class HeroLaserGameObject extends GameObject {
constructor() {
super("Hero Laser Game Object", { layer: "foreground" })
this.addComponent(new Polygon(), { points: laser, fillStyle: "yellow" })
this.addComponent(new Collider(), { isTrigger: true })
this.addComponent(new HeroLaserGameController())
}
}
class EnemyLaserGameObject extends GameObject {
constructor() {
super("Enemy Laser Game Object", { layer: "foreground" })
this.addComponent(new Polygon(), { points: laser, fillStyle: "lightblue" })
this.addComponent(new Collider(), { isTrigger: true })
this.addComponent(new EnemyLaserController())
}
}
class HeroGameObject extends GameObject {
constructor() {
super("Hero Game Object", { layer: "foreground" })
this.addComponent(new Polygon(), { points: spaceShip, fillStyle: "red" })
this.addComponent(new Collider())
this.addComponent(new RigidBody())
this.addComponent(new HeroController())
}
}
class StarGameObject extends GameObject {
constructor() {
super("Star Game Object", { layer: "default" })
this.addComponent(new Polygon(), { points: star, fillStyle: "white" })
this.addComponent(new StarController())
}
}
//Controllers
class StarController extends Component {
speed = 50
start() {
this.speed = Math.random() * 20 + 30
}
update() {
this.transform.position.plusEquals(new Vector2(0, Time.deltaTime * this.speed))
if (this.transform.position.y > 200)
this.gameObject.destroy()
}
}
class HeroLaserGameController extends Component {
update() {
this.transform.position.plusEquals(new Vector2(0, Time.deltaTime * - 300))
if (this.transform.position.y < -300)
this.gameObject.destroy()
}
onTriggerEnter(other, mtv) {
if (other.name == "Enemy Game Object") {
other.destroy()
}
}
}
class EnemyLaserController extends Component {
update() {
this.transform.position.plusEquals(new Vector2(0, Time.deltaTime * 100))
if (this.transform.position.y > 100)
this.gameObject.destroy()
}
onTriggerEnter(other, mtv) {
if (other.name == "Hero Game Object") {
SceneManager.loadScene(MainScene)
}
}
}
class Controller extends Component {
nextEnemy = Time.time
enemyInterval = 2
nextStar = Time.time
starInterval = .1
start() {
//Prepopulate Stars
for (let i = 0; i < 200; i++) {
instantiate(new StarGameObject(), new Vector2((Math.random() * 2 - 1) * 400, (Math.random() * 2 - 1) * 400))
}
}
update() {
if (Time.time > this.nextEnemy) {
this.nextEnemy = Time.time + this.enemyInterval
instantiate(new EnemyGameObject, new Vector2((Math.random() * 2 - 1) * 300, -200))
}
if (Time.time > this.nextStar) {
this.nextStar = Time.time + this.starInterval
instantiate(new StarGameObject(), new Vector2((Math.random() * 2 - 1) * 400, -300))
}
}
}
class Fire {
update(gameObject) {
instantiate(new EnemyLaserGameObject, gameObject.transform.position.clone())
return BehaviorTree.SUCCEEDED
}
reset() {
}
}
class EnemyController extends Component {
directionRight = true
nextDirectionSwitch = Time.time
directionSwitchInterval = 1
speed = 15
behavior = new Parallel(
[
new Sequence([new Fire(), new Wait(3)]),
new Sequence([new Move(1, new Vector2(15, 0)), new Move(1, new Vector2(-15, 0))])
]
)
update() {
this.behavior.update(this.gameObject)
}
}
class HeroController extends Component {
speed = 200
nextFire = Time.time
fireInterval = .25
start() {
Camera.main.transform.position = new Vector2(0, -100)
}
update() {
if (Time.time > this.nextFire) {
this.nextFire = Time.time + this.fireInterval
instantiate(new HeroLaserGameObject, this.transform.position.clone().add(new Vector2(-6, -10)))
instantiate(new HeroLaserGameObject, this.transform.position.clone().add(new Vector2(6, -10)))
}
}
fixedUpdate() {
let offset = new Vector2(0, 0)
if (Input.keysDown.includes("ArrowRight")) offset = offset.add(new Vector2(1, 0))
if (Input.keysDown.includes("ArrowLeft")) offset = offset.add(new Vector2(-1, 0))
if (Input.keysDown.includes("ArrowUp")) offset = offset.add(new Vector2(0, -1))
if (Input.keysDown.includes("ArrowDown")) offset = offset.add(new Vector2(0, 1))
let c = offset
let a = c.normalized()
let b = offset.times(Time.deltaTime * this.speed)
this.transform.position = this.transform.position.add(b)
}
}
SceneManager.currentScene = new MainScene()
Engine.start({ aspectRatio: 2, cameraWidth: 750, layers: ["foreground"] })
</script>
</body>
</html>