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Asteroid_Beatdown.js
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/*
@title: Asteroid Beatdown
@author: aidanq06
@tags: []
@addedOn: 2024-09-15
*/
const spaceship = "s";
const asteroid = "a";
const bullet = "b";
const empty = ".";
const background = "n";
const life = "l";
setLegend(
[ background, bitmap`
00000000000000000
00000000000000000
00000000000000000
00000000000000000
00000000000000000
00000000000000000
00000000000000000
00000000000000000
00000000000000000
00000000000000000
00000000000000000
00000000000000000
00000000000000000
00000000000000000
00000000000000000
00000000000000000`],
[ spaceship, bitmap`
......0000......
.....002200.....
.....022220.....
....00222200....
....02211220....
...0022112200...
...0221111220...
..002211112200..
.00221177112200.
.02221177112220.
.02221177112220.
.00222111122200.
..002222222200..
...0022222200...
....00222200....
.....000000.....`],
[ asteroid, bitmap`
....11111111....
...1111L11L11...
..1111LLL11111..
.1111LLLL11L111.
1111LLLLLL1LL111
1111LLLLLL111111
1L111LLLL1111LL1
111111LL11111LL1
11111111111L1111
11LL111111111111
11LLL1111L111111
111L1111LLLL1111
.1111111LLLL111.
..1L111111LL11..
...111L111111...
....11111111....`],
[ bullet, bitmap`
......7777......
......7777......
......7777......
......7777......
......7777......
......7777......
......7777......
......7777......
......7777......
......7777......
......7777......
......7777......
......7777......
......7777......
......7777......
......7777......`],
[ life, bitmap`
................
................
...333....333...
..33333..33333..
.33333333333333.
.33333333333333.
.33333333333333.
.33333333333333.
.33333333333333.
..333333333333..
...3333333333...
....33333333....
.....333333.....
......3333......
.......33.......
................`]
);
setBackground(background);
let gameState = "menu";
let level = 1;
let score = 0;
let lives = 3;
let gameOver = false;
let ticks = 0;
let playerX = 4;
const playerY = 8;
let asteroids = [];
let bullets = [];
let maxBullets = 1;
let bulletSpeed = 1;
let asteroidSpeed = 0.1; // smaller increments
let asteroidsDestroyed = 0;
const asteroidsForUpgrade = 5; // Set the amount of asteroids for each level upgrade
let totalAsteroids = 5;
let asteroidSpawnRate = 1;
let abilityTextTimeout;
const createMap = () => {
return map`
..........
..........
..........
..........
..........
..........
..........
..........
....s.....
..........`;
};
let currentMap = createMap();
setMap(currentMap);
onInput("j", () => {
if (gameState === "menu") {
gameState = "playing";
resetGame();
} else if (gameOver) {
resetGame();
}
});
onInput("a", () => {
if (playerX > 0 && gameState === "playing" && !gameOver) {
playerX--;
updateGame();
}
});
onInput("d", () => {
if (playerX < 9 && gameState === "playing" && !gameOver) {
playerX++;
updateGame();
}
});
onInput("k", () => {
if (bullets.length < maxBullets) {
bullets.push({ x: playerX, y: playerY - 1 });
}
});
onInput("l", () => {
if (gameState === "menu") {
gameState = "tutorial";
drawTutorial();
} else if (gameState === "tutorial") {
gameState = "menu";
drawMenu();
}
});
function updateGame() {
if (gameState === "menu" || gameState === "tutorial") {
return; // Don't update game if in menu or tutorial mode
}
ticks++;
let mapArray = currentMap.trim().split('\n').map(row => row.split(''));
for (let y = 0; y < 10; y++) {
for (let x = 0; x < 10; x++) {
mapArray[y][x] = empty;
}
}
bullets = bullets.filter(bullet => {
bullet.y -= bulletSpeed;
if (bullet.y >= 0) {
mapArray[Math.floor(bullet.y)][bullet.x] = "b";
return true;
}
return false;
});
asteroids = asteroids.filter(asteroid => {
asteroid.y += asteroidSpeed;
if (asteroid.y < 9) {
mapArray[Math.floor(asteroid.y)][asteroid.x] = "a";
return true;
} else {
lives--;
playTune(tune`
96.46302250803859: C4~96.46302250803859,
2990.3536977491963`);
if (lives <= 0) {
gameOver = true;
}
return false;
}
});
checkCollisions();
spawnAsteroids();
mapArray[playerY][playerX] = spaceship;
// Display lives in the top left
for (let i = 0; i < lives; i++) {
mapArray[0][i+7] = life;
}
// Display bullets in the top right
for (let i = 0; i < bullets.length; i++) {
mapArray[1][9 - i] = bullet;
}
currentMap = mapArray.map(row => row.join('')).join('\n');
setMap(currentMap);
clearText();
addText(`Score: ${score}`, { y: 15, color: color`7` });
addText(`Level: ${level}`, { y: 1, x: 1, color: color`7` });
addText(`Asteroids: ${totalAsteroids}`, { y: 17, color: color`7` });
if (gameOver) {
addText("Game Over!", { y: 7, color: color`7` });
addText("press 'j' to restart", { y: 9, color: color`H` });
}
}
function spawnAsteroids() {
if (ticks % 60 === 0 && asteroidsDestroyed < totalAsteroids) {
let newX = Math.floor(Math.random() * 10);
asteroids.push({ x: newX, y: 0 });
}
}
function checkCollisions() {
for (let i = bullets.length - 1; i >= 0; i--) {
for (let j = asteroids.length - 1; j >= 0; j--) {
if (Math.floor(bullets[i].y) === Math.floor(asteroids[j].y) &&
bullets[i].x === asteroids[j].x) {
bullets.splice(i, 1);
asteroids.splice(j, 1);
playTune(tune`H`);
score += 10;
asteroidsDestroyed++;
if (asteroidsDestroyed % asteroidsForUpgrade === 0) {
upgradeShip();
}
return;
}
}
}
for (let i = asteroids.length - 1; i >= 0; i--) {
if (Math.floor(asteroids[i].y) === playerY && asteroids[i].x === playerX) {
asteroids.splice(i, 1);
lives--;
playTune(tune`
96.46302250803859: C4~96.46302250803859,
2990.3536977491963`);
if (lives <= 0) {
gameOver = true;
playTune(tune`
61.09979633401222: D5-61.09979633401222,
61.09979633401222: G4-61.09979633401222,
61.09979633401222: D4-61.09979633401222,
61.09979633401222: C4-61.09979633401222,
1710.794297352342`);
}
return;
}
}
}
function upgradeShip() {
level++;
totalAsteroids += 10;
playTune(tune`
61.09979633401222: D4~61.09979633401222,
61.09979633401222: G4~61.09979633401222,
61.09979633401222: D5~61.09979633401222`);
clearText();
addText("New ability!", { y: 1, color: color`3` });
abilityTextTimeout = setTimeout(() => {
clearText();
}, 3000);
asteroidSpeed += 0.05;
if (maxBullets <= 3){
maxBullets += 1;
}
}
function resetGame() {
gameState = "playing";
currentMap = createMap();
setMap(currentMap);
score = 0;
lives = 3;
gameOver = false;
playerX = 4;
asteroids = [];
bullets = [];
level = 1;
totalAsteroids = 50;
asteroidsDestroyed = 0;
bulletSpeed = 1;
asteroidSpeed = 0.1;
maxBullets = 1;
}
function drawMenu() {
clearText();
addText("Asteroid Beatdown", { y: 4, color: color`7` });
addText("press 'j' to play", { y: 6, color: color`H` });
addText("press 'l'", { y: 8, color: color`4` });
addText("for tutorial", { y: 9, color: color`4` });
}
let tutorialPage = 0;
function drawTutorial() {
clearText();
const tutorialPages = [
["'a' to move left",
"'d'to move right",
"'k' to shoot",
" ",
"Destroy asteroids",
"to level up",
" ",
"Don't let asteroids",
"reach the end!",
" ",
"'l' for main menu",
],
];
tutorialPages[tutorialPage].forEach((line, index) => {
addText(line, { y: index + 2, color: color`7` });
});
}
drawMenu();
setInterval(updateGame, 100);