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sketch.js
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// Constants
const canvasWidth = 400;
const canvasHeight = 400;
const playerSpeed = 4;
const bulletSpeed = 4;
const enemySpeed = 2;
const enemySpacing = 40;
const levelEnemyCount = 4;
// Player variables
let playerX;
let playerY;
let playerWidth = 40;
let playerHeight = 20;
// Bullet variables
let playerBullets = [];
let enemyBullets = [];
// Enemy variables
let enemies = [];
let enemyDirection = 1; // 1 for right, -1 for left
let enemyYIncrement = 20;
let level = 1;
// Game state
let isGamePaused = false;
let isGameOver = false;
function setup() {
createCanvas(canvasWidth, canvasHeight);
playerX = canvasWidth / 2;
playerY = canvasHeight - playerHeight;
createEnemies();
}
function draw() {
background(0);
if (isGamePaused) {
fill(255);
textSize(24);
textAlign(CENTER, CENTER);
text("Press SPACE to start", canvasWidth / 2, canvasHeight / 2);
} else if (isGameOver) {
fill(255);
textSize(24);
textAlign(CENTER, CENTER);
text(`Game Over\nScore: ${levelScore}`, canvasWidth / 2, canvasHeight / 2);
} else {
// Game logic
movePlayer();
movePlayerBullets();
moveEnemies();
moveEnemyBullets();
checkCollisions();
// Draw player
fill(0, 0, 255);
rect(playerX, playerY, playerWidth, playerHeight);
// Draw bullets
for (let bullet of playerBullets) {
fill(255, 0, 0);
rect(bullet.x, bullet.y, 5, 10);
}
for (let bullet of enemyBullets) {
fill(0, 255, 0);
rect(bullet.x, bullet.y, 5, 10);
}
// Draw enemies
for (let enemy of enemies) {
fill(0, 255, 0);
rect(enemy.x, enemy.y, enemy.width, enemy.height);
}
}
}
function keyPressed() {
if (isGamePaused && key === ' ') {
isGamePaused = false;
} else if (isGameOver && key === ' ') {
isGameOver = false;
isGamePaused = true; // Pause until space is pressed again to start
level = 1;
playerBullets = [];
enemyBullets = [];
createEnemies();
} else if (!isGamePaused && !isGameOver) {
if (key === ' ' && playerBullets.length < 3) {
playerBullets.push({ x: playerX + playerWidth / 2, y: playerY });
}
}
}
function createEnemies() {
enemies = [];
for (let i = 0; i < levelEnemyCount; i++) {
for (let j = 0; j < 6; j++) {
enemies.push({
x: j * enemySpacing + 30,
y: i * enemySpacing + 30,
width: 30,
height: 30,
direction: 1,
fireCooldown: Math.random() * 1200 + 10,
});
}
}
}
function movePlayer() {
if (keyIsDown(LEFT_ARROW) && playerX > 0) {
playerX -= playerSpeed;
}
if (keyIsDown(RIGHT_ARROW) && playerX + playerWidth < canvasWidth) {
playerX += playerSpeed;
}
}
function movePlayerBullets() {
for (let i = playerBullets.length - 1; i >= 0; i--) {
let bullet = playerBullets[i];
bullet.y -= bulletSpeed;
if (bullet.y < 0) {
playerBullets.splice(i, 1);
}
}
}
function moveEnemies() {
for (let enemy of enemies) {
enemy.x += enemy.direction * enemySpeed;
if (
enemy.x + enemy.width >= canvasWidth ||
enemy.x <= 0
) {
enemy.direction *= -1;
enemy.y += enemyYIncrement;
}
enemy.fireCooldown--;
if (enemy.fireCooldown <= 0) {
enemyBullets.push({ x: enemy.x + enemy.width / 2, y: enemy.y + enemy.height });
enemy.fireCooldown = Math.random() * 1200 + 10;
}
}
}
function moveEnemyBullets() {
for (let i = enemyBullets.length - 1; i >= 0; i--) {
let bullet = enemyBullets[i];
bullet.y += bulletSpeed;
if (bullet.y > canvasHeight) {
enemyBullets.splice(i, 1);
}
}
}
function checkCollisions() {
for (let i = playerBullets.length - 1; i >= 0; i--) {
let playerBullet = playerBullets[i];
for (let j = enemies.length - 1; j >= 0; j--) {
let enemy = enemies[j];
if (
playerBullet.x + 5 > enemy.x &&
playerBullet.x < enemy.x + enemy.width &&
playerBullet.y < enemy.y + enemy.height
) {
playerBullets.splice(i, 1);
enemies.splice(j, 1);
levelScore++;
}
}
}
for (let i = enemyBullets.length - 1; i >= 0; i--) {
let enemyBullet = enemyBullets[i];
if (
enemyBullet.x + 5 > playerX &&
enemyBullet.x < playerX + playerWidth &&
enemyBullet.y + 10 > playerY
) {
gameOver();
}
}
if (enemies.length === 0) {
level++;
createEnemies();
}
}
function gameOver() {
isGameOver = true;
isGamePaused = true;
}
// You can keep track of the player's score using a variable
let levelScore = 0;