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script.js
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script.js
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// NEXT STEPS:
// dont forget to un-comment if conditions in the animate section
// change you survived from timer code block to if gameOver == true after the gameOver clearRect from canvas
//we want javascript to wait until game is fully loaded
window.addEventListener("load", () => {
const canvas = document.getElementById("canvas1");
//ctx = context --> instance of built-in canvas 2d that holds drawing methods and properties needed for animation
const ctx = canvas.getContext("2d");
let containerWidth = document.querySelector(".game-window").offsetWidth;
let containerHeight = document.querySelector(".game-window").offsetHeight;
let obstacles = [];
let time;
let timerStart = false;
let gameOver = false;
let gameLost = false;
let gameWindow = document.querySelector(".game-window");
const gameAudio = new Audio("music/scary-chase-music.mp3");
const gameAudio2 = new Audio("music/chase-music-option-2.mp3");
let musicArr = [gameAudio, gameAudio2];
let randomTrack = musicArr[Math.floor(Math.random() * musicArr.length)];
console.log(containerWidth, containerHeight);
canvas.width = containerWidth;
canvas.height = containerHeight;
// input handler class (applies event listeners to keyboard and holds array of all currently active keys)
class InputHandler {
constructor() {
//this.keys will handle control events, keys are added and removed from this array as pressed and released
this.keys = [];
// event listener in constructor so when instance of class is created/executed, this allows event listeners to be auto applied
window.addEventListener(
"keydown",
(e) => {
if (
e.key === "ArrowRight" ||
e.key === "ArrowDown" ||
e.key === "ArrowLeft" ||
e.key === "ArrowUp"
) {
musicArr[0].play();
timerStart = true;
time = 110;
setTimeout(showControls, 1600);
setTimeout(hideControls, 8000);
}
},
{once: true}
);
window.addEventListener("keydown", (e) => {
if (e.key === "m" || e.key === "M") {
musicArr[0].pause();
} else if (e.key === "p" || e.key === "P") {
musicArr[0].play();
}
});
window.addEventListener("keydown", (e) => {
if (
(e.key === "ArrowDown" ||
e.key === "ArrowLeft" ||
e.key === "ArrowRight" ||
e.key === "ArrowUp") &&
this.keys.indexOf(e.key) === -1
) {
this.keys.push(e.key);
}
// console.log(e.key, this.keys);
});
//when we release a key, if the key is arrowdown find index of that key in this.keys and remove from the end of the array
//in short when pressed added when released remove
window.addEventListener("keyup", (e) => {
if (
e.key === "ArrowDown" ||
e.key === "ArrowLeft" ||
e.key === "ArrowRight" ||
e.key === "ArrowUp"
) {
this.keys.splice(this.keys.indexOf(e.key), 1);
}
// console.log(e.key, this.keys);
});
}
}
// meyers class
class MichaelMeyers {
constructor(gameWidth, gameHeight) {
this.gameWidth = gameWidth;
this.gameHeight = gameHeight;
this.width = 265;
this.height = 280;
//can move player by adjusting x and y coords
this.x = 0 - this.width * 1.28;
//the game height minus the players height starts it right on the ground
this.y = this.gameHeight - this.height;
this.image = document.getElementById("meyersImg");
this.frameX = 0;
this.frameY = 0;
this.maxFrame = 11;
this.fps = 7;
this.frameTimer = 0;
this.frameInterval = 1000 / this.fps;
this.speed = 0.78;
this.speedIncrement = 0.06; //change back to 0.14
}
draw(context) {
// context.fillStyle = "white";
// context.fillRect(this.x, this.y, this.width, this.height);
context.drawImage(
this.image,
this.frameX * this.width + 5,
this.frameY * this.height,
this.width,
this.height - 17,
this.x,
this.y,
this.width,
this.height
);
}
update(deltaTime, obstacles) {
// collision detection
// obstacles.forEach((obstacle) => {
const dx = laurie.x + laurie.width / 2 - (this.x + this.width / 2);
const dy = laurie.y - this.y;
const dist = Math.sqrt(dx ** 2 + dy ** 2); //pythagorean theorem
const collideDist = this.width / 4 - 5;
// console.log(dist);
if (laurie.x <= this.x + -1) {
laurie.x = this.x + 4; // if player position moves onto neg x-axis set player position back to zero (left game boundary)
}
if (dist < collideDist) {
gameLost = true;
gameOver = true;
}
// });
// sprite animation
if (this.frameTimer > this.frameInterval) {
if (this.frameX >= this.maxFrame) {
this.frameX = 0;
} else {
this.frameX++;
this.frameTimer = 0;
}
} else {
this.frameTimer += deltaTime;
}
// Michael's movement
if (timerStart) {
this.x += this.speed * this.speedIncrement;
if (this.x > this.gameWidth - this.width) {
this.x = this.gameWidth - this.width;
this.x = 0 - this.width * 1.4; // if player position moves out of game window set player position back to right game boundary
}
}
}
}
// player class (reacts to keys and reacts by draws in and update players)
class LaurieStrode {
constructor(gameWidth, gameHeight) {
this.gameWidth = gameWidth;
this.gameHeight = gameHeight;
this.width = 220;
this.height = 220;
//can move player by adjusting x and y coords
this.x = 0;
//the game height minus the players height starts it right on the ground
this.y = this.gameHeight - this.height;
this.image = document.getElementById("playerImg");
this.frameX = 0;
this.frameY = 0;
this.maxFrame = 5;
this.fps = 13;
this.frameTimer = 0;
this.frameInterval = 1000 / this.fps;
this.speed = 0;
this.vy = 0;
this.gravity = 0.8;
}
//this canvas method allows us to draw the context that we pass in to the canvas
draw(context) {
context.drawImage(
// laurie width around left/right: 72 bottom/top; 34 when running left/right: 54
this.image,
this.frameX * this.width + 5,
this.frameY * this.height,
this.width,
this.height - 20,
this.x,
this.y,
this.width,
this.height
);
}
// this allows us to update the state of movement by placing in an animation loop and requesting animation frames
update(input, deltaTime, obstacles) {
// collision detection
obstacles.forEach((obstacle) => {
const dx = obstacle.x - this.x;
const dy = obstacle.y - this.y;
const dist = Math.sqrt(dx ** 2 + dy ** 2); //pythagorean theorem
// console.log(dist);
if (dist < obstacle.width / 2 + 100) {
//160 px
this.x -= 120;
}
});
// sprite animation
if (timerStart) {
if (this.frameTimer > this.frameInterval) {
if (this.frameX >= this.maxFrame) {
this.frameX = 1;
} else {
this.frameX++;
this.frameTimer = 0;
}
} else {
this.frameTimer += deltaTime;
}
}
// controls
if (input.keys.indexOf("ArrowRight") > -1) {
this.speed = 5; // while "arrowright" move 5
} else if (input.keys.indexOf("ArrowLeft") > -1) {
this.speed = -5; // while "arrowleft" move 5 in negative
} else if (input.keys.indexOf("ArrowUp") > -1 && this.onGround()) {
// if player up and player on ground then register the jump this prevent double and triple jump and rpevents key hold to stay flying
this.vy -= 18; // this is from the top of the screen essentially hence the negative
} else {
this.speed = 0; // if no key is pressed dont move anything
}
// this section will deal horizontal movement
this.x += this.speed; // player position incremented by "speed"
if (this.x < -5) {
this.x = this.x + 1; // if player position moves onto neg x-axis set player position back to zero (left game boundary)
} else if (this.x > this.gameWidth - this.width) {
this.x = this.gameWidth - this.width; // if player position moves out of game window set player position back to right game boundary
}
// this section will deal with vertical movement
this.y += this.vy; // at all times we want loc equal to vertical movement
// here we inject the onGround method which will return a boolean so the controls can recognize if we are in the air or not
if (!this.onGround()) {
this.vy += this.gravity; //basically as player move updates, this "gravity" is just a counter move to the negative jump displacement so while not on ground we add basically add gravity to the antigravity created above
} else {
this.vy = 0; //basically stay on ground aka stopping vertical movement when on ground and wait for arrowup key log
}
if (this.y > this.gameHeight - this.height) {
this.y = this.gameHeight - this.height; // prevents Laurie from falling through floor slightly after a jump lol
}
}
// utility method that checks if player is on the ground or not
// returns true or false based on whether or not Laurie is on the ground
onGround() {
return this.y >= this.gameHeight - this.height;
}
}
//background class (endless scrolling background)
class Background {
constructor(gameWidth, gameHeight) {
this.gameHeight = gameHeight;
this.gameWidth = gameWidth;
this.image = document.getElementById("backgroundImg");
this.x = 0;
this.y = -126;
this.width = containerWidth;
this.height = containerHeight + 190;
// scroll of background image makes it appear player is moving forward
this.speed = 5.5;
}
draw(context) {
context.drawImage(this.image, this.x, this.y, this.width, this.height);
// draw translated image to the right to give appearance of seamless scrolling of backdrop
context.drawImage(
this.image,
this.x + this.width - 1, // minus scroll speed helps create a slight overlap in img so no gap is vis
this.y,
this.width,
this.height
);
}
update() {
//this updates the background to scroll to the left
if (timerStart) {
this.x -= this.speed;
if (this.x < 0 - this.width) {
this.x = 0;
} // once background scrolls off-screen, set back to zero position
}
}
}
// obstacle generation class
class Obstacle {
constructor(gameWidth, gameHeight) {
this.gameWidth = gameWidth;
this.gameHeight = gameHeight;
this.width = 100;
this.height = 100;
this.image = document.getElementById("obstacleImg");
this.x = this.gameWidth; //hides just outside of game window
this.y = this.gameHeight - this.height; // prevents from going out of bounds vertically
this.speed = Math.floor(Math.random() * (10 - 6) + 5); // rate at which obstacles approach Laurie // could possibly have difficulty where its random and another where it's constant
this.toDelete = false;
}
draw(context) {
// context.strokeStyle = "clear";
// context.strokeRect(this.x, this.y + 12, this.width, this.height - 35);
context.drawImage(
this.image,
0,
0,
this.width,
this.height,
this.x,
this.y - 18,
this.width,
this.height
);
}
update() {
this.x -= this.speed;
if (this.x < 0 - this.width) {
this.toDelete = true;
}
}
}
// function for adding, animating and removing obstacles (periodically adds new ones)
function handleObstacles(deltaTime) {
if (timerStart) {
if (obsTimer > obsInterval + randomSpawnInterval) {
// increasing a timer and when that timer is greater than the minimum set interval plus a random time extender, spawn an enemy and reset the clock
// obstacle class instantiation and pushing into array only goes once, otherwise it will live in animation and push 60 obs per min
obstacles.push(new Obstacle(canvas.width, canvas.height));
obsTimer = 0;
} else {
obsTimer += deltaTime;
}
}
// for each obstacle that exists in array, it will draw, set a move and this total function will animate
obstacles.forEach((obstacle) => {
obstacle.draw(ctx);
obstacle.update(deltaTime);
});
obstacles = obstacles.filter((obstacle) => !obstacle.toDelete);
}
// time global up top
function countdown() {
if (time > 0) {
time -= 1;
}
}
setInterval(countdown, 1000);
// display status text (have a timer possibly or display score)
function displayStatusText(context) {
context.fillStyle = "#b73014";
context.font = "24px scaryFont";
let displayTime;
if (time >= 110) {
displayTime = `1:${time - 60}`;
} else if (time >= 70) {
displayTime = `1:${time - 60}`;
} else if (time > 59) {
displayTime = `1:0${time - 60}`;
} else if (time > 9) {
displayTime = `0:${time}`;
} else {
displayTime = `0:0${time}`;
}
context.fillText(displayTime, containerWidth * 0.91, 40);
if (time === 0) {
gameOver = true;
}
}
function displayEndGameText() {
if (gameOver && gameLost) {
ctx.textAlign = "center";
ctx.fillStyle = "white";
ctx.fillText("You Lost", containerWidth / 2 - 4, containerHeight / 2 - 3);
ctx.textAlign = "center";
ctx.fillStyle = "black";
ctx.fillText("You Lost", containerWidth / 2 - 3, containerHeight / 2 - 2);
ctx.textAlign = "center";
ctx.fillStyle = "#b73014";
ctx.fillText("You Lost", containerWidth / 2, containerHeight / 2);
} else if (gameOver) {
ctx.textAlign = "center";
ctx.fillStyle = "#b73014";
ctx.fillText("You Survived", containerWidth / 2, containerHeight / 2);
}
// console.log(context);
}
function playAgain() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
let remBorder = document.querySelector(".game-window");
remBorder.style.borderStyle = "none";
let titleDiv = document.getElementById("title");
titleDiv.style.display = "none";
ctx.font = "42px scaryFont";
ctx.textAlign = "center";
ctx.fillStyle = "white";
ctx.fillText(
"Play Again?",
containerWidth / 2 - 3,
containerHeight / 2 + 9
);
ctx.font = "42px scaryFont";
ctx.textAlign = "center";
ctx.fillStyle = "black";
ctx.fillText(
"Play Again?",
containerWidth / 2 - 3,
containerHeight / 2 + 10
);
ctx.font = "42px scaryFont";
ctx.textAlign = "center";
ctx.fillStyle = "#b73014";
ctx.fillText("Play Again?", containerWidth / 2, containerHeight / 2 + 11);
toggleDisplay();
}
window.addEventListener("keydown", (e) => {
if (e.key === "Enter" && gameOver == true) {
console.log("restart the game");
gameOver = false;
gameLost = false;
location.reload();
}
});
let enterBtn = document.getElementById("enterBtn");
enterBtn.addEventListener("click", () => {
if (gameOver == true) {
console.log("restart the game");
gameOver = false;
gameLost = false;
location.reload();
}
});
function toggleDisplay() {
document.getElementById("enterBtn").style.display = "inherit";
}
function showControls() {
document.getElementById("controls").style.display = "inherit";
}
function hideControls() {
document.getElementById("controls").style.display = "none";
}
function endGameFunc() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
displayEndGameText();
}
// instantiate the input handler
const input = new InputHandler();
const michael = new MichaelMeyers(canvas.width, canvas.height);
//in this instance of the Player class, we pass in the canvas width and height to establish game boundaries (check this)
const laurie = new LaurieStrode(canvas.width, canvas.height);
// instantiate the background object class
const background = new Background(canvas.width, canvas.height);
// helper variable to track change in time using time stamps
let lastTime = 0;
//base case to reset obs generation
let obsTimer = 0;
let obsInterval = 1000;
let randomSpawnInterval = Math.random() * 1500;
// main animation loop to update and draw game 60 times per second
console.log(gameOver);
function animate(timeStamp) {
// diff in time stamp from last animation to loop to this animation loop (requestAnimationFrame auto generates time stamp) so animate function is passed time stamp as an argument
const deltaTime = timeStamp - lastTime;
lastTime = timeStamp; // will auto adjust refresh rate
// deletes entire canvas between each animation so not "painting" over itself
ctx.clearRect(0, 0, canvas.width, canvas.height);
// we have to have the player draw the context onto the canvas
background.draw(ctx);
background.update();
laurie.draw(ctx);
laurie.update(input, deltaTime, obstacles);
michael.draw(ctx);
michael.update(deltaTime);
handleObstacles(deltaTime);
if (timerStart) displayStatusText(ctx);
// recursion for endless animation loop
if (gameOver != true) requestAnimationFrame(animate);
if (gameOver == true) {
setTimeout(endGameFunc, 2200);
hideControls();
gameAudio.pause();
gameAudio2.play();
setTimeout(playAgain, 10600);
}
}
//invoke continuous animation loop
animate(0); // pass zero for timestamp feature
if (gameOver) console.log(gameOver);
});