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              <main class="main">
	<div id="game-screen" class="game-screen"></div>
</main>
            
          
!
            
              @import url('https://fonts.googleapis.com/css?family=Press+Start+2P');

// VARS

$color-black: #111;
$screen-width: 1000px;

$color-player: #00ff00;

$color-type-0: #ff00ff;
$color-type-1: #00ffff;
$color-type-2: #ffff00;
$color-type-3: #ff0000;

$color-explode-player: #ff6900;

// RESET 

*,
*::after,
*::before {
	padding: 0;
	margin: 0;
	vertical-align: middle;
}

html, body {
	height: 100%;
	font-family: 'Press Start 2P', cursive;	
}

body {
	font-size: 62.5%;
	
	background-color: rgba($color-black, 0.6);
}

.main {
	margin-top: 5px;
	display: flex;
	justify-content: space-around;
}

.u-display-none {
	visibility: hidden;
}
// GAME

.main-menu {
	color: #fff;
	perspective: 120px;
	
	&__header {
		transform: rotateX(-25deg);
		margin-top: 8rem;
		margin-bottom: 5rem;
		text-align: center;
	}
	
	&__primary-heading {
		font-size: 4rem;
	}
	
	&__secondary-heading {
		font-size: 2rem;
	}
	
	&__start {
		margin-top: 5rem;
		font-size: 1rem;
		text-align: center;
	}
	
	&__group {
		display: block;
		text-align: center;
		
		&--enemy {
			display: inline-block;
			width: 80px;		
			height: 40px;
		}	
		
		&--points {
			display: inline-block;
			font-size: 1.5rem;
			padding: 1rem 0;
		}
		
	}
}

.game-screen {
	width: $screen-width;
	height: 750px;
	
	background-color: $color-black;
	
	transform: scale(1);
}

.game-ui {
	margin-top: .5rem;
	font-size: 1rem;	
	
	&__menu {
		width: $screen-width;
		text-align: center;	
		display: flex;
		justify-content: space-around;
		color: white;
	}
	
	&__text {
		display: inline-block;	
		margin-bottom: .5rem;
	}
}

.game-over {
	text-align: center;
	color: white;	
	height: 100%;
	display: flex;
	flex-direction: column;
	justify-content: center;
	
	&__text-group {
		transform: translateY(-3rem);
	}
	
	&__primary-header {
		font-size: 3rem;	
		margin-bottom: 4rem;
	}
	
	&__secondary-header {
		font-size: 1rem;
	}
}

.load-level {
	color: #fff;
	text-align: center;
	
	&__heading-primary {
		margin-top: 20rem;
		font-size: 2em;
	}
	
	&__heading-secondary {
		margin-top: 1rem;
		font-size: 1.5em;
	}
}

.position-component {
	position: absolute;
}

.bullet-asset {
	background-color: #fff;
	box-shadow: 0px 0px 5px #fff;
}

.enemy-bullet-asset {
	background-color: #ff0000;
	box-shadow: 0px 0px 5px #ff0000;
}

.player-asset {
	background-position: center;
	background-repeat: no-repeat;
	background-image: url('data:image/svg+xml;utf8,  
		<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 13 8" >
			<g id="player-ship">
				<polygon fill="#{$color-player}" points=" 0 8, 0 4,  1 4,  1 3, 5 3, 5 1, 6 1, 6 0, 7 0, 7 1, 8 1, 8 3, 12 3, 12 4, 13 4, 13 8 "></polygon>
			</g>
		</svg>
		');
	filter: drop-shadow(0px 0px 5px $color-player);
}

.player-asset.--explode,
.enemy-asset.--explode,
.boss-asset.--explode {
	background-position: center;
	background-repeat: no-repeat;
	background-image: url('data:image/svg+xml;utf8,  
		<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 11 11" >
			<g id="explode">
				<polygon fill="#{$color-explode-player}" points="1 1, 2 1, 2 2, 1 2"> </polygon>
				<polygon fill="#{$color-explode-player}" points="2 2, 3 2, 3 3, 2 3"> </polygon>
				<polygon fill="#{$color-explode-player}" points="3 3, 4 3, 4 4, 3 4"> </polygon>
				<polygon fill="#{$color-explode-player}" points="4 0, 5 0, 5 2, 4 2"> </polygon>
				<polygon fill="#{$color-explode-player}" points="7 4, 8 4, 8 5, 7 5"> </polygon>
				<polygon fill="#{$color-explode-player}" points="8 2, 9 2, 9 4, 8 4"> </polygon>
				<polygon fill="#{$color-explode-player}" points="9 5, 10 5, 10 6, 9 6"> </polygon>
				<polygon fill="#{$color-explode-player}" points="10 4, 11 4, 11 5, 10 5"> </polygon>
				<polygon fill="#{$color-explode-player}" points="9 7, 11 7, 11 8, 9 8"> </polygon>
				<polygon fill="#{$color-explode-player}" points="8 9, 9 9, 9 10, 8 10"> </polygon>
				<polygon fill="#{$color-explode-player}" points="7 8, 8 8, 8 9, 7 9"> </polygon>
				<polygon fill="#{$color-explode-player}" points="6 7, 7 7, 7 8, 6 8"> </polygon>
				<polygon fill="#{$color-explode-player}" points="5 9, 6 9, 6 11, 5 11"> </polygon>
				<polygon fill="#{$color-explode-player}" points="3 6, 4 6, 4 7, 3 7"> </polygon>
				<polygon fill="#{$color-explode-player}" points="2 7, 3 7, 3 9, 2 9"> </polygon>
				<polygon fill="#{$color-explode-player}" points="0 6, 1 6, 1 7, 0 7"> </polygon>
				<polygon fill="#{$color-explode-player}" points="1 5, 2 5, 2 6, 1 6"> </polygon>
			</g>
		</svg>
	') !important;
	filter: drop-shadow(0px 0px 5px $color-explode-player) !important;
}

.enemy-asset {
	background-position: center;
	background-repeat: no-repeat;
}

.--type-2.--frame-0 {
	background-image: url('data:image/svg+xml;utf8,
	<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 8 8">
		<defs>
			<filter id="shadow">
			  <feDropShadow dx="4" dy="8" stdDeviation="4"/>
			</filter>
		</defs>	
		<g id="enemy-type-2-frame-0" style="filter:url(#shadow);">
			<polygon fill="#{$color-type-2}"
				points="0 3, 1 3, 1 2, 2 2, 2 1, 3 1, 3 0, 5 0, 5 1, 6 1, 6 2, 7 2, 7 3, 8 3, 8 5, 7 5, 7 6, 6 6, 6 5, 5 5, 5 6, 3 6, 3 5, 2 5, 2 6, 1 6, 1 5, 0 5">

			</polygon>
			<polygon style="fill:#000; filter:url(#shadow);"
				points="2 3, 3 3, 3 4, 2 4">
			</polygon>
			<polygon fill="#111"
				points="5 3, 6 3, 6 4, 5 4">
			</polygon>
			<polygon fill="#{$color-type-2}"
				points="0 6, 1 6, 1 7, 0 7">
			</polygon>
			<polygon fill="#{$color-type-2}"
				points="7 6, 8 6, 8 7, 7 7">
			</polygon>
			<polygon fill="#{$color-type-2}"
				points="1 7, 2 7, 2 8, 1 8">
			</polygon>
			<polygon fill="#{$color-type-2}"
				points="6 7, 7 7, 7 8, 6 8">
			</polygon>
		</g>
	</svg>
	');
	filter: drop-shadow(0px 0px 5px $color-type-2);
}

.--type-2.--frame-1 {
	background-image: url('data:image/svg+xml;utf8,
	<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 8 8">
		<g id="enemy-type-2-frame-1">	
			<polygon fill="#{$color-type-2}"
				points="0 3, 1 3, 1 2, 2 2, 2 1, 3 1, 3 0, 5 0, 5 1, 6 1, 6 2, 7 2, 7 3, 8 3, 8 5, 6 5, 6 6, 5 6, 5 5, 5 5, 3 5, 3 5, 3 6, 2 6, 2 5, 0 5">

			</polygon>
			<polygon fill="#{$color-type-2}"
				points="3 6, 5 6, 5 7, 3 7">
			</polygon>
			<polygon fill="#{$color-type-2}"
				points="1 6, 2 6, 2 7, 1 7">
			</polygon>
			<polygon fill="#{$color-type-2}"
				points="6 6, 7 6, 7 7, 6 7">
			</polygon>
			<polygon fill="#{$color-type-2}"
				points="0 7, 1 7, 1 8, 0 8">
			</polygon>
			<polygon fill="#{$color-type-2}"
				points="7 7, 8 7, 8 8, 7 8">
			</polygon>
			<polygon fill="#{$color-type-2}"
				points="2 7, 3 7, 3 8, 2 8">
			</polygon>
			<polygon fill="#{$color-type-2}"
				points="5 7, 6 7, 6 8, 5 8">
			</polygon>
			<polygon fill="#111"
				points="2 3, 3 3, 3 4, 2 4">
			</polygon>
			<polygon fill="#111"
				points="5 3, 6 3, 6 4, 5 4">
			</polygon>
		</g>
	</svg>
	');
	filter: drop-shadow(0px 0px 5px $color-type-2);
}

.--type-1.--frame-0 {
	background-image: url('data:image/svg+xml;utf8,
		<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 11 9">
			<g id="enemy-type-1-frame-0">
		<polygon fill="#{$color-type-0}"
					points="0 1, 1 1, 1 3, 2 3, 2 2, 3 2, 3 1, 4 1, 4 2, 7 2, 7 1, 8 1, 8 2, 9 2, 9 3, 10 3, 10 1, 11 1, 11 5, 10 5, 10 6, 9 6, 9 7, 8 7, 8 6, 3 6, 3 7, 2 7, 2 6, 1 6, 1 5, 0 5">
				</polygon>
		
				<polygon fill="#111"
					points="3 3, 4 3, 4 4, 3 4">
				</polygon>
		
				<polygon fill="#111"
					points="7 3, 8 3, 8 4, 7 4">
				</polygon>
		
		<polygon fill="#{$color-type-0}"
					points="2 0, 3 0, 3 1, 2 1">
				</polygon>
		
		<polygon fill="#{$color-type-0}"
					points="8 0, 9 0, 9 1, 8 1">
				</polygon>
		
		<polygon fill="#{$color-type-0}"
					points="1 7, 2 7, 2 8, 1 8">
				</polygon>
		
		<polygon fill="#{$color-type-0}"
					points="9 7, 10 7, 10 8, 9 8">
				</polygon>
			</g>
		</svg>
		');
	filter: drop-shadow(0px 0px 5px $color-type-0);
}

.--type-1.--frame-1 {
	background-image: url('data:image/svg+xml;utf8,
		<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 11 9">
			<g id="enemy-type-1-frame-0">
				<polygon fill="#{$color-type-0}"
					points="0 7, 0 4, 1 4, 1 3, 2 3, 2 2, 3 2, 3 1, 4 1, 4 2, 7 2, 7 1, 8 1, 8 2, 9 2, 9 3, 10 3, 10 4, 11 4, 11 7, 10 7, 10 5, 9 5, 9 7, 8 7, 8 6, 3 6, 3 7, 2 7, 2 5, 1 5, 1 7">
				</polygon>
		
				<polygon fill="#111"
					points="3 3, 4 3, 4 4, 3 4">
				</polygon>
		
				<polygon fill="#111"
					points="7 3, 8 3, 8 4, 7 4">
				</polygon>
		
				<polygon fill="#{$color-type-0}"
					points="2 0, 3 0, 3 1, 2 1">
				</polygon>
		
				<polygon fill="#{$color-type-0}"
					points="8 0, 9 0, 9 1, 8 1">
				</polygon>
		
				<polygon fill="#{$color-type-0}"
					points="3 7, 5 7, 5 8, 3 8">
				</polygon>
		
				<polygon fill="#{$color-type-0}"
					points="6 7, 8 7, 8 8, 6 8">
				</polygon>
				
			</g>
		</svg>
		');
	filter: drop-shadow(0px 0px 5px $color-type-0);
}

.--type-0.--frame-0 {
	background-image: url('data:image/svg+xml;utf8,
		<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 12 9">
			<g id="enemy-type-2">
				<polygon fill="#{$color-type-1}"
					points="0 2, 1 2, 1 1, 4 1, 4 0, 8 0, 8 1, 11 1, 11 2, 12 2, 12 5, 9 5, 9 6, 10 6, 10 7, 8 7, 8 6, 7 6, 7 5, 5 5, 5 6, 4 6, 4 7, 2 7, 2 6, 3 6, 3 5, 0 5">
				</polygon>
				<polygon fill="#{$color-type-1}"
					points="0 8, 0 7, 2 7, 2 8">
				</polygon>
		
				<polygon fill="#{$color-type-1}"
					points="10 8, 10 7, 12 7, 12 8">
				</polygon>
		
				<polygon fill="#111" 
					points="3 3, 5 3, 5 4, 3 4">
				</polygon>
		
				<polygon fill="#111" 
					points="7 3, 9 3, 9 4, 7 4">
				</polygon>
			</g>
		</svg>
		');
	filter: drop-shadow(0px 0px 5px $color-type-1);
}

.--type-0.--frame-1 {
	background-image: url('data:image/svg+xml;utf8,
		<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 12 9">
			<g id="enemy-type-2">
				<polygon fill="#{$color-type-1}"
					points="0 2, 1 2, 1 1, 4 1, 4 0, 8 0, 8 1, 11 1, 11 2, 12 2, 12 5, 10 5, 10 6, 11 6, 11 7, 10 7, 10 8, 8 8, 8 7, 9 7, 9 6, 7 6, 7 5, 5 5, 5 6, 3 6, 3 7, 4 7, 4 8, 2 8, 2 7, 1 7, 1 6, 2 6, 2 5, 0 5">
				</polygon>
				<polygon fill="#111" 
					points="3 3, 5 3, 5 4, 3 4">
				</polygon>
		
				<polygon fill="#111" 
					points="7 3, 9 3, 9 4, 7 4">
				</polygon>
		
				<polygon fill="#{$color-type-1}"
					points="5 6, 7 6, 7 7, 5 7">
				</polygon>
			</g>
		</svg>
		');
	filter: drop-shadow(0px 0px 5px $color-type-1);
}


.obstacle-asset-full-0 {
	background-color: #fff;
	box-shadow: 0px 0px 5px #fff;
}

.obstacle--broke {
	background-image: url('data:image/svg+xml;utf8,
		<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 10 10">
			<g id="enemy-type-2">	
			</g>
		</svg>
		');
}

.obstacle-asset-destroy {
	visibility: hidden;
}

.boss-asset {	
	background-position: center;
	background-repeat: no-repeat;
	background-image: url('data:image/svg+xml;utf8,
		<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 14 7">
			<g id="enemy-type-2">
				<polygon fill="#{$color-type-3}"
					points="0 4, 1 4, 1 3, 2 3, 2 2, 3 2, 3 1, 5 1, 5 0, 9 0, 9 1, 11 1, 11 2, 12 2, 12 3 ,13 3, 13 4, 14 4, 14 5, 12 5, 12 6, 11 6, 11 7, 10 7, 10 6, 9 6, 9 5, 8 5, 8 6, 6 6, 6 5, 5 5, 5 6, 4 6, 4 7, 3 7, 3 6, 2 6, 2 5, 0 5 ">
				</polygon>
		
				<polygon fill="#111"
					points="3 3, 4 3, 4 4, 3 4">
				</polygon>
				<polygon fill="#111"
					points="5 3, 6 3, 6 4, 5 4">
				</polygon>
				<polygon fill="#111"
					points="8 3, 9 3, 9 4, 8 4">
				</polygon>
				<polygon fill="#111"
					points="10 3, 11 3, 11 4, 10 4">
				</polygon>
			</g>
		</svg>
		');
	filter: drop-shadow(0px 0px 8px $color-type-3);
}
            
          
!
            
              /* 

0. Constants
1. Engine
	1.1 Engine Object (game loop),
	1.2 Entity Compoent System,
		1.1.1 Entity,
		1.1.2 ECS,
	1.3 Input Manager,
	1.4 Scene Manager
2. Game
	2.1 Components,
	2.2 Systems,
	2.3 Entities,
	2.4 Game Scene
	
#TODO: 
	Scale, normal, reload wait.
	
*/

console.clear();

// 0. Constants

const COMPONENTS = {
	PLAYER: 'PLAYER_COMPONENT',
	POSITION: 'POSITION_COMPONENT',
	APPERANCE: 'APPERANCE_COMPONENT',
	ENEMY: 'ENEMY_COMPONENT',
	PHYSICS: 'PHYSICS_COMPONENT',
	NODE: 'NODE_COMPONENT',
	BULLET: 'BULLET_COMPONENT',
	COLLISION: 'COLLISION_COMPONENT',
	OBSTACLE: 'OBSTACLE_COMPONENT',
	LEVEL: 'LEVEL_COMPONENT',
	EXPLODE: 'EXPLODE_COMPONENT',
	BOSS: 'BOSS_COMPONENT'
};

const COLLISION_MASKS = {
	NO: 0b00000,	
	WORLD: 0b00001,
	BULLET: 0b00010,
	PLAYER: 0b00100,
	ENEMY: 0b01000,
	OBSTACLE: 0b10000
};

const SCREEN_WIDTH = 1000;
const SCREEN_HEIGHT = 750;

const ENEMY_ROWS = 5;
const ENEMY_COLS = 8;

const OBSTACLE_WIDTH = 10;
const OBSTACLE_ROWS = 7;
const OBSTACLE_COLS = 10;

const PLAYER_X_SPEED = 5;

const obstacleMap =  [
	0, 0, 1, 1, 1, 1, 1, 1, 0, 0,
	0, 1, 1, 1, 1, 1, 1, 1, 1, 0,
	1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
	1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
	1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
	1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 
	1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 
	];


const GAME_SCREEEN_ELEMENT = document.querySelector('#game-screen');

let SPEED_FACTOR = 1;

// 1. Engine
// 1.1 Engine Object (game loop)


const kt = {};

kt.Engine = {
	init() {
		this.running = true;
		kt.Engine.InputManager.init('#game-screen');
		this.gameLoop();
	},
	gameLoop() {
		var hardBind = this.gameLoop.bind(this);
		window.requestAnimationFrame(hardBind);
		kt.Engine.SceneManager.tick();
	}
}

// 1.2 ENTITY COMPONENT SYSTEM:

// 1.2.1 ENTITY

kt.Engine.Entity = function(name) {
    this.id = (Math.random() * 10000000).toString(16);
	this.name = name;
    this.components = {};
    return this;
};

kt.Engine.Entity.prototype.addComponent = function(component) {
    if(!component.name) throw new Error('Component has to have a name!');
    this.components[component.name] = component;
    return this;
};

kt.Engine.Entity.prototype.removeComponent = function(componentName) {
    var name = componentName;
    if(typeof componentName === 'function'){ name = componentName.name; }
    delete this.components[name];
    return this;
};

kt.Engine.Entity.prototype.print = function() {
    console.log(JSON.stringify(this, null, 4));
    return this;
};

// 1.2.2 Entity component system

kt.Engine.EntityComponentSystem = function(entities = [], systems = []){
    this.Entities = entities;
    this.Systems = systems;

    this.update = function(){
        if(!this.Systems) { return; }
        this.Systems.forEach(system => { system.tick(this.Entities); });
    }

    this.destroy = function() {
        this.Systems = [];
        this.Entities = [];
    }
}

kt.Engine.EntityComponentSystem.prototype.addEntities = function(entities){
    this.Entities = this.Entities.concat(entities);
};

kt.Engine.EntityComponentSystem.prototype.addSystems = function(systems){
    systems.forEach(system => {
        if(system.init) system.init(this.Entities);
    });
    this.Systems = this.Systems.concat(systems);
};

// 1.3 Input manager
kt.Engine.InputManager = {
    update: function() {
        let i;
        for(i = 8; i < 222; i++){
            if(!this.keys[i].isDown) continue;
			this.keys[i].prevIsDown = this.keys[i].isDown;
		}
	},
	init: function(selector) {
        this.keys = [];
         
        for (let i = 8; i < 222; i++){
            this.keys[i] = {
                isDown: false,
                isPressed: () => this.keys[i].isDown && !this.keys[i].prevIsDown
            };
        }

        window.addEventListener('keydown', (event) => {
			event.preventDefault();
            this.keys[event.which].isDown = true;
        });

        window.addEventListener('keyup', (event) => {
			event.preventDefault();
            this.keys[event.which].isDown = false;
            this.keys[event.which].prevIsDown = false;
        });
	}
}

// 1.4 Scene manager 
kt.Engine.Scene = function(config){
    this.name = config.name;
    this.init = config.init;
    this.destroy = config.destroy;
    this.update = config.update;

    kt.Engine.SceneManager._scenes[this.name] = this;
};

kt.Engine.SceneManager = {
    _scenes: {},
    scenesStack: [],
    pushScene(sceneName, payload){
        let scene = this._scenes[sceneName];
        if(scene.init) { scene.init(payload); }
        this.scenesStack.push(scene);
    },
    popScene(){
        this.scenesStack[this.scenesStack.length - 1].destroy();
        this.scenesStack.pop();
    },
    changeScene(sceneName, payload){
        this.popScene();
        this.pushScene(sceneName, payload);
    },
    tick(){
        let currentScene = this.scenesStack[this.scenesStack.length - 1];
        currentScene.update();
    }
};

// 2 GAME

// 2.1 Components

let PositionComponent = function(x = 0, y = 0, width = 0, height = 0, visible = false) {
	return {
		name: COMPONENTS.POSITION,
		x, y, width, height, visible
	};
}

let ApperanceComponent = function(assetClass, totalFrames = 1) {
	return {
		name: COMPONENTS.APPERANCE,
		frame: 0,
		totalFrames, assetClass
	};
}

let PhysicsComponent = function(vx = 0, vy = 0, ax = 0, ay = 0) {
	return {
		name: COMPONENTS.PHYSICS,
		vx, vy, ax, ay 
	};
}

let CollisionComponent = function(collisionId = COLLISION_MASKS.NO, collisionMask = COLLISION_MASKS.NO) {
	return {
		name: COMPONENTS.COLLISION,
		collisions: [],
		collisionId,
		collisionMask,
	};	
}

let EnemyComponent = function(directionX, type) {
	return {
		name: COMPONENTS.ENEMY,
		live: true,
		directionX,
		type,
	};
}

let PlayerComponent = function(lives = 3) {
	return {
		name: COMPONENTS.PLAYER,
		live: true,
		lives,
		explode: false,
		timer: 0,
		explodeTimer: 2
	};
}

let LevelComponent = function(score = 0) {
	return {
		name: COMPONENTS.LEVEL,
		score
	};
}

let BulletComponent = function(isPlayerBullet) {
	return {
		name: COMPONENTS.BULLET,
		isPlayerBullet,
		hit: true,
	};
}

let NodeComponent = function(domNode) {
	return {
		name: COMPONENTS.NODE,
		domNode
	};
}

let ObstacleComponent = function(group, type) {
	return {
		name: COMPONENTS.OBSTACLE,
		lives: 1,
		group,
		type
	};
}

let ExplodeComponent = function() {
	return {
		name: COMPONENTS.EXPLODE,
		explode: false,
		explodeTimer: 0,
		explodeTime: 50
	};
}

let BossComponent = function() {
	return {
		name: COMPONENTS.BOSS,
		bossTimer: 0,
		bossTime: 600,
		bossSpawned: false,
		bossSpawnTimes: 0,
		bossMaxSpawnTimes: 2,
		bossMinNumberOfEnemiesSpawn: 15,
		bossSpawnCooldown: 500,
	};
}

// 2.2 Systems

const RenderSystem = {
	init(entities) {
		entities
			.filter(entity => entity.components[COMPONENTS.POSITION] && entity.components[COMPONENTS.NODE])
			.map(entity => {
				var newElement = document.createElement('div');	
				newElement.classList.add('position-component');	
			
				newElement.style.top = `${entity.components[COMPONENTS.POSITION].y}px`;
				newElement.style.left = `${entity.components[COMPONENTS.POSITION].x}px`;
				newElement.style.width = `${entity.components[COMPONENTS.POSITION].width}px`;
				newElement.style.height = `${entity.components[COMPONENTS.POSITION].height}px`;
			
				var apperanceComponent = entity.components[COMPONENTS.APPERANCE];
				if(apperanceComponent) {
					newElement.classList.add(apperanceComponent.assetClass);
				}	
			
				entity.components[COMPONENTS.NODE].domNode = newElement;
				
				GAME_SCREEEN_ELEMENT.appendChild(newElement);
			});
		
	},
	tick(entities) {
		entities
			.filter(entity => 
							entity.components[COMPONENTS.POSITION] &&
							entity.components[COMPONENTS.NODE] &&
				   			entity.components[COMPONENTS.APPERANCE ])
			.map(entity => {
				let domElement = entity.components[COMPONENTS.NODE].domNode;
				let position = entity.components[COMPONENTS.POSITION];
			
				domElement.style.display = position.visible ? 'block' : 'none';
				
				domElement.style.left = `${position.x}px`;
				domElement.style.top = `${position.y}px`;
			});
	}
};

const PhysicsSystem = {
	init(){},
	tick(entities) {
			entities
				.filter(entity => entity.components[COMPONENTS.PHYSICS] && entity.components[COMPONENTS.POSITION].visible)
				.map(entity => {
					let position = entity.components[COMPONENTS.POSITION];	
					let physics = entity.components[COMPONENTS.PHYSICS];	
					let enemy = entity.components[COMPONENTS.ENEMY];
				
					position.x += physics.vx;
					position.y += physics.vy;
				});
	}
}

const ControllSystem = {
	init(){},
	tick(entities) {
		let playerEntity = entities.find(entity => entity.components[COMPONENTS.PLAYER]);
		
		playerEntity.components[COMPONENTS.PHYSICS].vx = 0;
		
		if(playerEntity.components[COMPONENTS.EXPLODE].explodeTimerStarted){
			return;
		}
		
		if(kt.Engine.InputManager.keys[37].isDown) {
			let position = playerEntity.components[COMPONENTS.PHYSICS];
			position.vx -= PLAYER_X_SPEED * SPEED_FACTOR;
		}
		
		if(kt.Engine.InputManager.keys[39].isDown) {
			let position = playerEntity.components[COMPONENTS.PHYSICS];
			position.vx += PLAYER_X_SPEED * SPEED_FACTOR;
		}
		
		if(kt.Engine.InputManager.keys[32].isPressed()) {
			let playerPosition = entities.find(entity => entity.components[COMPONENTS.PLAYER]).components[COMPONENTS.POSITION];
			let bulletEntity = entities.find(entity => entity.components[COMPONENTS.BULLET]);	
			
			let bullet = bulletEntity.components[COMPONENTS.BULLET];
			
			if(bullet.hit) {
				bullet.hit = false;
				bulletEntity.components[COMPONENTS.POSITION].visible = true;
				bulletEntity.components[COMPONENTS.POSITION].y = 720;
				bulletEntity.components[COMPONENTS.PHYSICS].vy = -10 * SPEED_FACTOR;
				bulletEntity.components[COMPONENTS.POSITION].x = 
					playerPosition.x + 
					playerPosition.width / 2 - 
					bulletEntity.components[COMPONENTS.POSITION].width / 2;
			}
		}
	}
};

const EnemySystem = {
	init(entities){
		this.timer = 0;
		
		entities
			.filter(entity => entity.components[COMPONENTS.ENEMY])	
			.map(enemy => {
				let node = enemy.components[COMPONENTS.NODE].domNode;
				let enemyComponent = enemy.components[COMPONENTS.ENEMY];
			
				node.classList.add(`--type-${enemyComponent.type}`);
			});
	},
	tick(entities) {
		this.timer++;
		
		let enemies = entities.filter(entity => entity.components[COMPONENTS.ENEMY] && entity.components[COMPONENTS.ENEMY].type !== 3);
		let visibleEnemies = enemies.filter(entity => entity.components[COMPONENTS.POSITION].visible);
		
		SPEED_FACTOR = 1 + (40 - visibleEnemies.length) / 40;
		
		enemies
			.filter(entity => entity.components[COMPONENTS.ENEMY])
			.map(entity => {
				let physics = entity.components[COMPONENTS.PHYSICS];
				let enemy = entity.components[COMPONENTS.ENEMY];
			});
		
		let enemyBullets =  
			entities
			.filter(entity => 
				entity.components[COMPONENTS.BULLET] &&
				!entity.components[COMPONENTS.BULLET].isPlayerBullet &&
				entity.components[COMPONENTS.BULLET].hit 
			);
		
		if((enemyBullets.length && (Math.random() * 100) + 1 > 99.9) || enemyBullets.length === 3) {
			let livingEnemies = enemies.filter(enemy => enemy.components[COMPONENTS.ENEMY].live)
			
			let enemyIndex = Math.round((Math.random() * livingEnemies.length));
			let shootingEnemy = livingEnemies[enemyIndex];
			
			if(!shootingEnemy) { return; } // #FIXME - this isonly temporary fix.
			
			let bulletPosition = enemyBullets[0].components[COMPONENTS.POSITION];
			let enemyPosition = shootingEnemy.components[COMPONENTS.POSITION];
			
			bulletPosition.visible = true;
			bulletPosition.x = enemyPosition.x + enemyPosition.width + (Math.random() * enemyPosition.width / 2 - enemyPosition.width);
			bulletPosition.y = enemyPosition.y;
			enemyBullets[0].components[COMPONENTS.BULLET].hit = false;
			enemyBullets[0].components[COMPONENTS.PHYSICS].vy = 5 * SPEED_FACTOR;
		}
		
		enemies.map(enemy => {
				enemy.components[COMPONENTS.PHYSICS].vx = 0;
			});
		
		if(this.timer > 200 / (SPEED_FACTOR * 5))  {
			this.timer = 0;
			enemies.map(enemy => {
				enemy.components[COMPONENTS.APPERANCE].frame += 1;
				enemy.components[COMPONENTS.PHYSICS].vx = enemy.components[COMPONENTS.ENEMY].directionX;
			});
		}
	}	
};

const CollisionSystem = {
	init(entities) {
		let collisionEntities = entities.filter(entity => entity.components[COMPONENTS.COLLISION]);
		collisionEntities.map(entity => {
			let collisionComponent = entity.components[COMPONENTS.COLLISION];
			let physicsComponent = entity.components[COMPONENTS.PHYSICS];

			collisionEntities.map(innerEntity => {
				if(entity.id === innerEntity.id) {
					return;
				}

				let innerEntityCollision = innerEntity.components[COMPONENTS.COLLISION];

				let canCollide = innerEntityCollision.collisionId & collisionComponent.collisionMask;
				if(canCollide) {
					collisionComponent.collisions.push({
						entity: innerEntity,
						mask: canCollide,
						checked: false
					});
					
				}	

			});
		});
	},
	tick(entities) {
		entities
			.filter(entity => entity.components[COMPONENTS.COLLISION])
			.map(entity => {
				let collisionComponent = entity.components[COMPONENTS.COLLISION];
				if(!entity.components[COMPONENTS.POSITION].visible || 
				   (entity.components[COMPONENTS.EXPLODE] && entity.components[COMPONENTS.EXPLODE].explodeTimerStarted)) {
					return;
				}
				
				collisionComponent
					.collisions
					.map(collision => {
						switch(collision.mask) {
							case COLLISION_MASKS.WORLD:
								this.handleCollisionWithWorld(entity, collision, entities);
								break;
							case COLLISION_MASKS.BULLET:
								this.handleCollisionWithBullet(entity, collision, entities);
								break;
							case COLLISION_MASKS.ENEMY: 
								this.handleCollisionWithEnemy(entity, collision, entities);
						}
					});
			});
	},
	
	handleCollisionWithWorld(entity, collision, entities) {
		let collideX = false;
		let collideY = false;
		let worldBounds = collision.entity.components[COMPONENTS.POSITION];
		let entityPosition = entity.components[COMPONENTS.POSITION];
		let entityPhysics = entity.components[COMPONENTS.PHYSICS];
		
		// Check if entity collides with world.
		if(entityPosition.x < worldBounds.x || entityPosition.x + entityPosition.width > worldBounds.width) {
			collideX = true;
		}
		
		if(entityPosition.y < worldBounds.y || entityPosition.y + entityPosition.height > worldBounds.height) {
			collideY = true;
		}
		
		if(!collideX && !collideY) {
			return false; // no collision detected
		}
		
		// Player - world collision,
		if(entity.components[COMPONENTS.COLLISION].collisionId === COLLISION_MASKS.PLAYER) {
			if(collideX) {
				entityPosition.x -= entityPhysics.vx * SPEED_FACTOR;
			}
			
			if(collideY) {
				entityPosition.y -= entityPhysics.vy * SPEED_FACTOR;
			}
		}
		
		// Enemy - world collision,	
		if(entity.components[COMPONENTS.COLLISION].collisionId === COLLISION_MASKS.ENEMY) {
			if(collideX) {
				
				if(entity.components[COMPONENTS.BOSS]) {
					entity.components[COMPONENTS.PHYSICS].vx *= -1;
					return;
				}		
				
				entities
					.filter(innerEntity => innerEntity.components[COMPONENTS.ENEMY] && !innerEntity.components[COMPONENTS.BOSS])
					.map(enemyEntity => {
						enemyEntity.components[COMPONENTS.POSITION].x -= enemyEntity.components[COMPONENTS.ENEMY].directionX * 2;	
						enemyEntity.components[COMPONENTS.ENEMY].directionX *= -1;
						enemyEntity.components[COMPONENTS.POSITION].y += 20;
				});
			}
		}
		
		// Bullet - world collision,
		if(entity.components[COMPONENTS.COLLISION].collisionId === COLLISION_MASKS.BULLET) {
			entity.components[COMPONENTS.BULLET].hit = true;
			entity.components[COMPONENTS.POSITION].visible = false;
			entity.components[COMPONENTS.POSITION].y = -250;	
		}
		
		return true;
				
	},
	handleCollisionWithBullet(entity, collision, entities) {
		let collide = false;
		
		let bulletPosition = collision.entity.components[COMPONENTS.POSITION];
		let entityPosition = entity.components[COMPONENTS.POSITION];
		let levelEntity = entities.find(entity => entity.components[COMPONENTS.LEVEL]);
		
		if(bulletPosition.x < entityPosition.x + entityPosition.width && 
		   bulletPosition.x + bulletPosition.width > entityPosition.x &&
		   bulletPosition.y < entityPosition.y + entityPosition.height && 
		   bulletPosition.y + bulletPosition.height > entityPosition.y) {
			collide = true;
		}
		
		if(!collide) {
			return;
		}
			
		// Enemy - player bullet collision
		if(entity.components[COMPONENTS.COLLISION].collisionId === COLLISION_MASKS.ENEMY && collision.entity.components[COMPONENTS.BULLET].isPlayerBullet) {
			if(entity.components[COMPONENTS.PLAYER]) {
				collision.entity.components[COMPONENTS.BULLET].hit = false;
			} else {
				collision.entity.components[COMPONENTS.BULLET].hit = true;
				/* move to bullet and enemy systems */
				collision.entity.components[COMPONENTS.POSITION].visible = false;
				collision.entity.components[COMPONENTS.POSITION].x = -20;
				collision.entity.components[COMPONENTS.POSITION].y = -20;
				
				/* applyScore */
				if(entity.components[COMPONENTS.ENEMY]){
					levelEntity.components[COMPONENTS.LEVEL].score += 100 * (entity.components[COMPONENTS.ENEMY].type + 1);

					entity.components[COMPONENTS.EXPLODE].explode = true;
					entity.components[COMPONENTS.ENEMY].live = false;
				} else {
					levelEntity.components[COMPONENTS.LEVEL].score += 500;	
					entity.components[COMPONENTS.EXPLODE].explode = true;
				}
			} 
		}
		
		// player - bullet collision
		if(entity.components[COMPONENTS.COLLISION].collisionId === COLLISION_MASKS.PLAYER && !collision.entity.components[COMPONENTS.BULLET].isPlayerBullet) {
			collision.entity.components[COMPONENTS.BULLET].hit = true;
			collision.entity.components[COMPONENTS.POSITION].visible = false;
			collision.entity.components[COMPONENTS.POSITION].x = -40;
			collision.entity.components[COMPONENTS.POSITION].y = -40;
			entity.components[COMPONENTS.EXPLODE].explode = true;
		}
		
		// obstacle - bullet collision
		if(entity.components[COMPONENTS.COLLISION].collisionId === COLLISION_MASKS.OBSTACLE && entity.components[COMPONENTS.OBSTACLE].lives > 0) {
			collision.entity.components[COMPONENTS.BULLET].hit = true;
			collision.entity.components[COMPONENTS.POSITION].visible = false;
			collision.entity.components[COMPONENTS.POSITION].x = -40;
			collision.entity.components[COMPONENTS.POSITION].y = -40;
			entity.components[COMPONENTS.OBSTACLE].hit = true;
		}
	},
	handleCollisionWithEnemy(entity, collision, entities) {
		let collide = false;		
		let enemyPosition = collision.entity.components[COMPONENTS.POSITION];
		let entityPosition = entity.components[COMPONENTS.POSITION];
		
		if(enemyPosition.x < entityPosition.x + entityPosition.width && 
		   enemyPosition.x + enemyPosition.width > entityPosition.x &&
		   enemyPosition.y < entityPosition.y + entityPosition.height && 
		   enemyPosition.y + enemyPosition.height > entityPosition.y) {
			collide = true;
		}
		
		if(!collide) {
			return;
		}
		
		
		let playerEntity = entities.find(entity => entity.components[COMPONENTS.PLAYER]);
		
		if(entity.components[COMPONENTS.COLLISION].collisionId === COLLISION_MASKS.OBSTACLE &&  entity.components[COMPONENTS.OBSTACLE].lives > 0) {
			playerEntity.components[COMPONENTS.PLAYER].lives = 0;	
		}
	}
}

const AnimationSystem = {
	init() { },
	tick(entities) {
		let animationEntities = entities.filter(entity => entity.components[COMPONENTS.APPERANCE]);
		animationEntities
			.map(animationEntity => {
				let frame = animationEntity.components[COMPONENTS.APPERANCE].frame;
				let totalFrames = animationEntity.components[COMPONENTS.APPERANCE].totalFrames;
			
				animationEntity.components[COMPONENTS.APPERANCE].frame = frame % totalFrames;
			
				if(animationEntity.components[COMPONENTS.ENEMY]) {
					let node = animationEntity.components[COMPONENTS.NODE].domNode;
					let prevFrame = frame - 1 < 0 ? totalFrames - 1 : frame;
					node.classList.remove(`--frame-${prevFrame}`);
					node.classList.add(`--frame-${frame}`);
				}
			});
	}
}

const ObstacleSystem = {
	init(entities){
		entities
			.filter(entity => entity.components[COMPONENTS.OBSTACLE])
			.map(obstacle => {
				let nodeComponent = obstacle.components[COMPONENTS.NODE].domNode;	
				let obstacleComponent = obstacle.components[COMPONENTS.OBSTACLE];
			
				nodeComponent.classList.add(`obstacle-asset-full-${obstacleComponent.type}`);
			});
	},
	tick(entities){
		let obstacles = entities.filter(entity => entity.components[COMPONENTS.OBSTACLE]);
		
		obstacles
			.map(entity => {
				let obstacleComponent = entity.components[COMPONENTS.OBSTACLE];
				let nodeComponent = entity.components[COMPONENTS.NODE].domNode;
			
				if(obstacleComponent.hit) {
					nodeComponent.classList.remove('obstacle-asset-full');
					nodeComponent.classList.add('obstacle-asset-destroy');
					
					obstacleComponent.lives--;
					obstacleComponent.hit = false;
					
					let siblingObstacles = obstacles.filter(obstacle =>  obstacle.components[COMPONENTS.OBSTACLE].group === obstacleComponent.group );
					
					siblingObstacles.map(siblingObstacle => {
						for (let i = -1; i < 2; i++) {
							for (let j = -1; j < 2; j++) {
								if(i === j || i === -1 && j === 1 || i === 1 && j === -1) {
									continue;
								}
								this.breakSiblingObstacle({x: i, y: j}, siblingObstacle, entity);
							}
						}
					});
				}
					
			});
	},	
	breakSiblingObstacle(coords, siblingObstacle, hitObstacle) {
		let xFound, yFound;
		let siblingObstaclePosition = siblingObstacle.components[COMPONENTS.POSITION];
		let hitObstaclePosition = hitObstacle.components[COMPONENTS.POSITION];
	
		xFound = siblingObstaclePosition.x === hitObstaclePosition.x + hitObstaclePosition.width * coords.x;
		yFound = siblingObstaclePosition.y === hitObstaclePosition.y + hitObstaclePosition.height * coords.y;
		
		if(xFound && yFound && siblingObstacle.components[COMPONENTS.OBSTACLE].lives > 0) {
			siblingObstacle.components[COMPONENTS.NODE].domNode.classList.add('obstacle-asset-destroy');
			siblingObstacle.components[COMPONENTS.OBSTACLE].lives--;
			return true;
		}
	}
}

const ExplodeSystem = {
	init(){},
	tick(entities) {
		entities
			.filter(entity => entity.components[COMPONENTS.EXPLODE])
			.map(entity => {
			
			let explodeComponent = entity.components[COMPONENTS.EXPLODE];
			
			if(explodeComponent.explode) {
				explodeComponent.explode = false;
				explodeComponent.explodeTimerStarted = true;
				entity.components[COMPONENTS.NODE].domNode.classList.add('--explode');
				entity.components[COMPONENTS.PHYSICS].vx = 0;
			}

			if(explodeComponent.explodeTimer > explodeComponent.explodeTime && explodeComponent.explodeTimerStarted) {

				// player explode
				if(entity.components[COMPONENTS.COLLISION].collisionId === COLLISION_MASKS.PLAYER) {
						entity.components[COMPONENTS.PLAYER].lives--;
						entity.components[COMPONENTS.POSITION].x = 400;
						entity.components[COMPONENTS.NODE].domNode.classList.remove('--explode');
				}
				
				// enemy explode
				if(entity.components[COMPONENTS.COLLISION].collisionId === COLLISION_MASKS.ENEMY) {
					if(entity.components[COMPONENTS.ENEMY]){
						entity.components[COMPONENTS.ENEMY].live = false;
					} else {
						entity.components[COMPONENTS.BOSS].bossSpawned = false;
					}
					entity.components[COMPONENTS.POSITION].visible = false;
					entity.components[COMPONENTS.POSITION].x = 800;
				}
				
				explodeComponent.explodeTimerStarted = false;
				explodeComponent.explodeTimer = 0;
			}

			if(explodeComponent.explodeTimerStarted) {
				explodeComponent.explodeTimer++;
			}
		});
	}
}

const BossSpawnSystem = {
	init() {},
	tick(entities) {
		if(!entities.find(entity => entity.components[COMPONENTS.POSITION] && 
						 		    entity.components[COMPONENTS.POSITION].y < 200 && 
						 		    entity.components[COMPONENTS.POSITION].visible &&
						  			entity.components[COMPONENTS.ENEMY])) {
			
			let boss = entities.find(entity => entity.components[COMPONENTS.BOSS])
			let bossComponent = boss.components[COMPONENTS.BOSS];
			let numberOfVisibleEnemies = entities.filter(entity => entity.components[COMPONENTS.ENEMY] && entity.components[COMPONENTS.POSITION].visible).length
			
			if(!boss.components[COMPONENTS.POSITION].visible) {
				bossComponent.bossSpawnCooldown--;
			}
			
			if(!bossComponent.bossSpawned && 
			   	bossComponent.bossSpawnTimes < bossComponent.bossMaxSpawnTimes && 
			    bossComponent.bossSpawnCooldown < 0 && 
			   	numberOfVisibleEnemies > bossComponent.bossMinNumberOfEnemiesSpawn && 
			    Math.random() * 100 + 1 > 99.99999999999999999999) {
				
				boss.components[COMPONENTS.NODE].domNode.classList.contains('--explode') && boss.components[COMPONENTS.NODE].domNode.classList.remove('--explode');
				boss.components[COMPONENTS.POSITION].visible = true;	
				boss.components[COMPONENTS.POSITION].x = 300;	
				boss.components[COMPONENTS.PHYSICS].vx = 4 * SPEED_FACTOR;	
				bossComponent.bossSpawned = true;
				bossComponent.bossSpawnTimes++;
				bossComponent.bossTimer++;
				bossComponent.bossSpawnCooldown = 500;
			}
			
			if(bossComponent.bossTimer && bossComponent.bossTimer > bossComponent.bossTime) {
				bossComponent.bossTimer = 0;
				bossComponent.bossSpawned = false;
				boss.components[COMPONENTS.POSITION].visible = false;	
			}
			
			if(bossComponent.bossTimer) {
				bossComponent.bossTimer++;
			}
		}	
	}
}

// 2.4 Scenes

new kt.Engine.Scene({
	name: 'GameScene',
	init(payload) {
		this.currentLevel = payload.level;
		this.playerLives = payload.lives;
		this.score = payload.score;
		
		this.GameECS = new kt.Engine.EntityComponentSystem();
		
		this.entities = [
			new kt.Engine.Entity('PLAYER_ENTITY')
				.addComponent(new PositionComponent(400, 720, 50, 30, true))
				.addComponent(new NodeComponent())
				.addComponent(new PlayerComponent(this.playerLives))
				.addComponent(new PhysicsComponent())
				.addComponent(new ApperanceComponent('player-asset'))
				.addComponent(new CollisionComponent(COLLISION_MASKS.PLAYER, 0b00011))
				.addComponent(new ExplodeComponent()),
			new kt.Engine.Entity('PLAYER_BULLET') 
				.addComponent(new PositionComponent(0, 720, 2, 15))
				.addComponent(new NodeComponent())
				.addComponent(new BulletComponent(true))
				.addComponent(new PhysicsComponent(0, -10))
				.addComponent(new ApperanceComponent('bullet-asset'))
				.addComponent(new CollisionComponent(COLLISION_MASKS.BULLET, 0b01001)),
			new kt.Engine.Entity('WORLD')
				.addComponent(new PositionComponent(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, false))
				.addComponent(new CollisionComponent(COLLISION_MASKS.WORLD))

		];

		for(let i = 1; i <= 9; i++) {
			for(let j = 1; j <= 5; j++) {
				let type = (j === 1) ? 2 : (j > 1 && j < 4) ? 1 : 0;
				
				this.entities.push(
					new kt.Engine.Entity(`ENEMY_${i}_ENTITY`)
						.addComponent(new PositionComponent(80 * i + 100, 40 * j + 100, 40, 30, true))
						.addComponent(new NodeComponent())
						.addComponent(new EnemyComponent(20, type))
						.addComponent(new PhysicsComponent(1, 0))
						.addComponent(new ApperanceComponent('enemy-asset', 2))
						.addComponent(new ExplodeComponent())
						.addComponent(new CollisionComponent(COLLISION_MASKS.ENEMY, 0b00011))
				);
				
			}
		}

		for(let i = 0; i < 3; i++) {
			this.entities.push(
				new kt.Engine.Entity(`ENEMY_BULLET_${i}_ENTITY`)
					.addComponent(new PositionComponent(-100, -100, 3, 15))
					.addComponent(new NodeComponent())
					.addComponent(new BulletComponent())
					.addComponent(new ApperanceComponent('enemy-bullet-asset'))
					.addComponent(new PhysicsComponent(0, 5))
					.addComponent(new CollisionComponent(COLLISION_MASKS.BULLET, 0b10101))
			)	
		};
		
		for(let k = 0; k < 4; k++) {
			for(let i = 0; i < OBSTACLE_ROWS ;i++) {
				for(let j = 0; j < OBSTACLE_COLS; j++) {
					if(!obstacleMap[j + i * OBSTACLE_COLS]) {
						continue;
					}
					
					this.entities.push(
						new kt.Engine.Entity(`OBSTACLE_${ j + i * OBSTACLE_COLS + k * OBSTACLE_ROWS * OBSTACLE_COLS }`)
							.addComponent(new PositionComponent(75 + OBSTACLE_WIDTH * j + (k * 250), 600 + OBSTACLE_WIDTH * i, OBSTACLE_WIDTH, OBSTACLE_WIDTH, true))
							.addComponent(new NodeComponent())
							.addComponent(new CollisionComponent(COLLISION_MASKS.OBSTACLE, 0b01010))
							.addComponent(new ObstacleComponent('obstacle-1', 0))
					);	
				}
			}
		}
		
		this.entities.push(
			new kt.Engine.Entity('BOSS')
				.addComponent(new PositionComponent(0, 150, 80, 35, false))
				.addComponent(new NodeComponent())
				.addComponent(new BossComponent())
				.addComponent(new PhysicsComponent(3, 0))
				.addComponent(new ApperanceComponent('boss-asset'))
				.addComponent(new ExplodeComponent())
				.addComponent(new CollisionComponent(COLLISION_MASKS.ENEMY, 0b00011))
		);
		
		this.entities.push(
			new kt.Engine.Entity(`SCORE`).addComponent(new LevelComponent(this.score))
		);

		this.GameECS.addEntities(this.entities);
		this.GameECS.addSystems([
			RenderSystem, 
			ControllSystem,
			PhysicsSystem, 
			EnemySystem,
			CollisionSystem,
			ObstacleSystem,
			AnimationSystem,
			ExplodeSystem,
			BossSpawnSystem
		]);
		
		this.ui = document.createElement('div');
		this.ui.classList.add('game-ui');
		this.ui.innerHTML = `
			<div class="game-ui">
				<div class="game-ui__menu game-ui-__menu--top">
					<div class="game-ui__group">
						<div class="game-ui__text">SCORE</div>
						<div class="game-ui__value" id="score"></div>
					</div>
					<div class="game-ui__group">
						<div class="game-ui__text">HI-SCORE</div>
						<div class="game-ui__value" id="hi-score"></div>
					</div>
					<div class="game-ui__group">
						<div class="game-ui__text">LEVEL</div>
						<div class="game-ui__value" id="level"></div>
					</div>
					<div class="game-ui__group">
						<div class="game-ui__text">LIVES</div>
						<div class="game-ui__value" id="lives"></div>
					</div>
				</div>
			</div>
		`
		GAME_SCREEEN_ELEMENT.appendChild(this.ui);
		
		this.hiScore = localStorage.getItem('hiScore');
		this.hiScore = this.hiScore ? this.hiScore : 0;
		
		this.domElements = {
			level: document.querySelector('#level'),
			lives: document.querySelector('#lives'),
			score: document.querySelector('#score'),
			hiScore: document.querySelector('#hi-score'),
		};
		
		this.domElements.hiScore.innerHTML = `${this.hiScore}`;
		this.domElements.level.innerHTML = `${this.currentLevel}`;
	},
	update() {
		this.GameECS.update();
		kt.Engine.InputManager.update();
		
		let playerLives = this.entities.find(entity => entity.components[COMPONENTS.PLAYER]).components[COMPONENTS.PLAYER].lives;
		let enemies = this.entities.filter(entity => entity.components[COMPONENTS.ENEMY] && entity.components[COMPONENTS.POSITION].visible);
		let level = this.entities.find(entity => entity.components[COMPONENTS.LEVEL]).components[COMPONENTS.LEVEL];
		
		this.domElements.score.innerHTML = `${level.score}`;
		this.domElements.lives.innerHTML = `${playerLives}`;
		
		
		if(!playerLives) {
			localStorage.setItem('hiScore', level.score);
			
			this.currentLevel = 0;
			this.score = 0;
			
			this.hiScore = localStorage.getItem('hiScore');
			this.hiScore = this.hiScore ? this.hiScore : 0;
			
			kt.Engine.SceneManager.changeScene('GameoverScene');
		}
		
		if(!enemies.length) {
			this.currentLevel++;
			this.playerLives = playerLives + 1;
			this.score = level.score;
			
			kt.Engine.SceneManager.changeScene('LoadScene', {
				level: this.currentLevel,
				lives: this.playerLives,
				score: this.score
			});
		}
	},
	
	destroy() {
		let gameNode = document.querySelector('#game-screen');
		while (gameNode.firstChild) {
			gameNode.removeChild(gameNode.firstChild);
		}
	}
});

new kt.Engine.Scene({
	name: 'GameoverScene', 	
	init() {
		this.ui = document.createElement('div');
		this.ui.classList.add('game-over');
		this.ui.innerHTML = `
			<div class="game-over__text-group">
				<h2 class="game-over__primary-header">GAME OVER</h2>
				<h3 id="restart-text" class="game-over__secondary-header">Press SPACE to restart</h3>
			</div>
		`
		
		GAME_SCREEEN_ELEMENT.appendChild(this.ui);
		
		this.elements = {
			restartText: document.querySelector('#restart-text')
		};
		
		this.interval = setInterval(() => {
			this.elements.restartText.classList.toggle('u-display-none')
		}, 700);
	},
	update() {
		if(kt.Engine.InputManager.keys[32].isPressed()) {
			kt.Engine.SceneManager.changeScene('MenuScene');
		}
		
		kt.Engine.InputManager.update();
	},
	destroy() {
		let gameNode = document.querySelector('#game-screen');
		while (gameNode.firstChild) {
			gameNode.removeChild(gameNode.firstChild);
		}
	}
});

new kt.Engine.Scene({
	name: 'MenuScene',	
	init() {
		this.ui = document.createElement('div');	
		this.ui.classList.add('main-menu');
		this.ui.innerHTML = `
<div class="main-menu">
	<div class="main-menu__header">
		<h1 class="main-menu__primary-heading">SPACE</h1>
		<h2 class="main-menu__secondary-heading">INVADERS</h2>
	</div>
	<div class="main-menu__enemies">
		<figure class="main-menu__group">
			<div id="type-0" class=" main-menu__group--enemy enemy-asset --type-0 --frame-0"></div>
			<figcaption class="main-menu__group main-menu__group--points">= 100 pts</figcaption>
		</figure>
		<figure class="main-menu__group">
			<div id="type-1" class="main-menu__group main-menu__group--enemy enemy-asset --type-1 --frame-0"></div>
			<figcaption class="main-menu__group main-menu__group--points">= 200 pts</figcaption>
		</figure>
		<figure class="main-menu__group">
			<div id="type-2" class="main-menu__group main-menu__group--enemy enemy-asset --type-2 --frame-0"></div>
			<figcaption class="main-menu__group main-menu__group--points"> = 300 pts </figcaption>
		</figure>
		<figure class="main-menu__group">
			<div class="main-menu__group main-menu__group--enemy boss-asset"></div>
			<figcaption class="main-menu__group main-menu__group--points"> = 600 pts </figcaption>
		</figure>
	</div>
	<div id="start-text" class="main-menu__start">
		PRESS &lt;SPACE&gt; TO START
	</div>

</div>
		`
		
		GAME_SCREEEN_ELEMENT.appendChild(this.ui);
		
		this.elements = {
			type0: document.querySelector('#type-0'),
			type1: document.querySelector('#type-1'),
			type2: document.querySelector('#type-2'),
			startText: document.querySelector('#start-text')
		};
		
		this.interval = setInterval(() => {
			this.elements.type0.classList.toggle('--frame-1');
			this.elements.type1.classList.toggle('--frame-1');
			this.elements.type2.classList.toggle('--frame-1');
			this.elements.startText.classList.toggle('u-display-none');
		}, 700)
	
	}, 
	update() {
		if(kt.Engine.InputManager.keys[32].isPressed()) {
			kt.Engine.SceneManager.changeScene('LoadScene', {
				lives: 3,
				score: 0,
				level: 0
			});
		}
		
		kt.Engine.InputManager.update();
	},
	destroy() {
		let gameNode = document.querySelector('#game-screen');
		while (gameNode.firstChild) {
			gameNode.removeChild(gameNode.firstChild);
		}
		clearInterval(this.interval);
	}
});

new kt.Engine.Scene({
	name: 'LoadScene',
	init(payload) {
		this.ui = document.createElement('div');	
		this.ui.innerHTML = `
			<div class="load-level">
				<div class="load-level__heading-primary">LEVEL ${payload.level}</div>
				<div class="load-level__heading-secondary">GET READY!</div>
			</div>
		`;
		
		setTimeout(() => {
			kt.Engine.SceneManager.changeScene('GameScene', payload);	
		}, 700);
		
		GAME_SCREEEN_ELEMENT.appendChild(this.ui);
	},
	update() {  },
	destroy() {
		let gameNode = document.querySelector('#game-screen');
		while (gameNode.firstChild) {
			gameNode.removeChild(gameNode.firstChild);
		}
	}
});

kt.Engine.SceneManager.pushScene('MenuScene', { level: 0, lives: 3, score: 0 });
kt.Engine.init();

            
          
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