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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <script src="//cdnjs.cloudflare.com/ajax/libs/p5.js/0.4.10/p5.js"></script>
            
          
!
            
              canvas {
    display: block;
} 

body {
  padding: 0;
  margin: 0;
  background-color: #FFFFFF;
}
            
          
!
            
              /*
Iimplementation of the classic Atseroids game, made in Javasript using P5.js library, based on Dan Shiffman's "CodingChallenge" https://www.youtube.com/watch?v=hacZU523FyM

Use LEFT/RIGHT arrow to rotate the spaceship, UP arror to activate boost, SPACEBAR to fire. Collect green dots from exploded asteroids to augment shield level and gain temporary invulnerability (the ship turns green).
*/

var ship;
var asteroids = [];
var astnum;
var initastnum = 2;
var debris = [];
var energy = [];
var gameLevel = 0;
var message;

function setup() {
  createCanvas(windowWidth, windowHeight);
  textFont("Courier");
  ship = new Ship();
  initialize("let's play!", initastnum);
}

function draw() {
  background(0);
  for (var i = debris.length - 1; i >= 0; i--) {
    debris[i].update();
    debris[i].render();
    if (debris[i].transparency <= 0) {
      debris.splice(i, 1);
    }
  }

  for (var i = energy.length - 1; i >= 0; i--) {
    energy[i].update();
    energy[i].render();
    energy[i].edges();
    if (ship.hit(energy[i]) && !ship.safe) {
      ship.safe = true;
      setTimeout(function() {
        ship.safe = !ship.safe;
      }, 2000);
      ship.getBonus();
      energy[i].alive = false;
    };
    if (energy[i].life <= 20) {
      energy[i].alive = false;
    };
    if (!energy[i].alive) {
      energy.splice(i, 1);
    };
  }

  if (ship.alive) {
    ship.update();
    ship.render();
    ship.edges();
  } else {
    console.log("Game Over");
    message = "Game Over";
    //restart();
  };

  if (asteroids.length == 0) { // player cleared the level
    astnum += 3;
    initialize("You Win! Level up!", astnum);
  }

  for (var i = asteroids.length - 1; i >= 0; i--) {
    asteroids[i].render();
    asteroids[i].update();
    asteroids[i].edges();
    if (ship.hit(asteroids[i]) && !ship.safe) {
      ship.danger = true;
      setTimeout(function() {
        ship.danger = !ship.danger;
      }, 100);
      ship.getDamage(asteroids[i]);
      console.log("Damaging the shield " + ship.shieldLevel);
      asteroids[i].explode();
      asteroids.splice(i, 1);
      //console.log(asteroids.length);
      //ship.explode();
    }
  }

  //interface info
  ship.interface();
  }


  function initialize(messageText, newastnum) {
    message = messageText;
    gameLevel += 1;
    astnum = newastnum;
    basicinit();
  }

  function restart(messageText, newastnum) {
    ship.init();
    gameLevel = 1;
    asteroids = [];
    energy = [];
    message = messageText;
    astnum = newastnum;
    basicinit();
  }

  function basicinit() {
    for (var i = 0; i < astnum; i++) {
      asteroids.push(new Asteroid());
    }
    ship.shieldLevel == 100;
    ship.safe = true;
    setTimeout(function() {
      ship.safe = false;
      message = "";
    }, 4000);
  }


  function keyReleased() {
    if (keyCode == RIGHT_ARROW || keyCode == LEFT_ARROW) {
      ship.setRotation(0);
    } else if (keyCode == UP_ARROW) {
      ship.boosting = false;
    }
  }

  function keyPressed() {
    if (key == ' ') {
      ship.lasers.push(new Laser(ship.pos, ship.heading));
    } else if (keyCode == RIGHT_ARROW) {
      ship.setRotation(0.1);
    } else if (keyCode == LEFT_ARROW) {
      ship.setRotation(-0.1);
    } else if (keyCode == UP_ARROW) {
      ship.boosting = true;
    } else if (keyCode == ENTER && message == "Game Over") {
      console.log("DAMN!!");
      restart("let's play again!", initastnum);
    }
  }


function windowResized() {
    resizeCanvas(windowWidth, windowHeight);
}

/////// SHIP Class

function Ship() {
  this.pos = createVector(width / 2, height / 2 + 50);
  this.vel = createVector(0, 0);
  this.r = 10;
  this.heading = 0;
  this.rotation = 0;
  this.boosting = false;
  this.lasers = [];
  this.shieldLevel = 100;
  this.shieldMax = 200;
  this.alive = true;
  this.danger = false;
  this.safe = true;
  this.score = 0;
}

Ship.prototype.interface = function() {
  textSize(14);
  fill(255);
  noStroke();
  text("Score = " + this.score, 50, 50);
  //text("Shield = " + constrain(round(ship.shieldLevel), 0, 100), 50, 65);
  if (this.shieldLevel >= this.shieldMax) {
    text("Shield = Max!", 50, 65);
  } else {
    text("Shield = " + constrain(round(this.shieldLevel), 0, round(this.shieldLevel)), 50, 65);
  }
  text("Level = " + gameLevel, 50, 80);
  if (message) {
    textSize(32);
    text(message, width / 2 - message.length * 10, height / 2);
  }
}

Ship.prototype.init = function() {
  this.pos = createVector(width / 2, height / 2 + 50);
  this.vel = createVector(0, 0);
  ship.alive = true;
  ship.score = 0;
  ship.shieldLevel = 100;
}

Ship.prototype.hit = function(obj) {
  var d = dist(this.pos.x, this.pos.y, obj.pos.x, obj.pos.y);
  if (d < this.r + obj.r) {
    return true;
  } else {
    return false;
  }
}

Ship.prototype.getDamage = function(obj) {
  var damount = obj.r; // the bigger the object hitting the ship the heavier the damage amount
  this.shieldLevel -= damount;
  if (this.shieldLevel <= 0) {
    this.explode();
  }
}

Ship.prototype.getBonus = function() {
  this.shieldLevel += 30;
  this.score += 20;
  this.shieldLevel = constrain(this.shieldLevel, 0, this.shieldMax);
}

Ship.prototype.explode = function() {
  var debrisVel = p5.Vector.random2D().mult(random(0.5, 1.5));
  //var debrisVel = p5.Vector.add(this.lasers[i].vel.mult(0.2), asteroids[j].vel);
  var debrisNum = 50;
  generateDebris(this.pos, debrisVel, debrisNum); // handeling ship explosion
  this.alive = false;
}

Ship.prototype.update = function() {
  this.pos.add(this.vel);
  this.vel.mult(0.99); // simulating friction
  this.turn();
  if (this.boosting) {
    this.boost();
  }
  for (var i = this.lasers.length - 1; i >= 0; i--) {
    this.lasers[i].render();
    this.lasers[i].update();
    //console.log(this.lasers.length);
    if (this.lasers[i].offscreen()) { // cleaning up my laser beam array when beams are out off the screen
      this.lasers.splice(i, 1);
      //console.log(this.lasers.length);
    } else {
      for (var j = asteroids.length - 1; j >= 0; j--) {
        if (this.lasers[i].hits(asteroids[j])) {
          console.log("asteroid number " + j + " has been hitted! " + asteroids.length);
          var debrisVel = p5.Vector.add(this.lasers[i].vel.mult(0.2), asteroids[j].vel);
          var debrisNum = (asteroids[j].r) * 5;
          generateDebris(asteroids[j].pos, debrisVel, debrisNum); // handeling asteroids explosions
          var newAsteroids = asteroids[j].breakup(); // returns an array of two smaller asteroids
          if (newAsteroids.length > 0) {
            //console.log(newAsteroids);
            //asteroids.push(newAsteroids[0]); //asteroids.push(newAsteroids[1]);
            var probability = random() * 100;
            if (probability > 80) {
              //console.log("Shupershield!!!!");
              generateEnergy(asteroids[j].pos, debrisVel);
            }
            asteroids = asteroids.concat(newAsteroids); // concatenating (merging) arrays // https://www.w3schools.com/js/js_array_methods.asp
          } else {
            //update the score and do something else
            this.score += 10;
            console.log(this.score);
          }
          asteroids.splice(j, 1); // removing the hitted asteroid
          this.lasers.splice(i, 1); // removing the laser beam that hitted the target to prevent hitting the newly created smaller asteroids
          break; // exiting the loop to be safe not checking already removed stuff
        }
      }
    }
  }
}

Ship.prototype.boost = function() {
  var boostForce = p5.Vector.fromAngle(this.heading);
  boostForce.mult(0.1);
  this.vel.add(boostForce);
}

Ship.prototype.render = function() {
  push();
  translate(this.pos.x, this.pos.y);
  rotate(this.heading + PI / 2);
  fill(0);
  if (this.boosting) {
    console.log("bosting");
    stroke(255, 0, 0);
    line(-this.r + 3, this.r + 3, this.r - 3, this.r + 3);
  }
  if (this.danger) {
    stroke(255, 0, 0);
  } else if (this.safe) {
    stroke(0, 255, 0);
  } else {
    stroke(255);
  }
  triangle(-this.r, this.r, this.r, this.r, 0, -this.r);
  pop();
}

Ship.prototype.edges = function() {
  if (this.pos.x > width + this.r) {
    this.pos.x = -this.r;
  } else if (this.pos.x < -this.r) {
    this.pos.x = width + this.r;
  }
  if (this.pos.y > height + this.r) {
    this.pos.y = -this.r;
  } else if (this.pos.y < -this.r) {
    this.pos.y = height + this.r;
  }
}

Ship.prototype.setRotation = function(angle) {
  this.rotation = angle;
}

Ship.prototype.turn = function(angle) {
  this.heading += this.rotation;
}


////// LASER

function Laser(spos, angle) {
  this.pos = createVector(spos.x, spos.y);
  this.vel = p5.Vector.fromAngle(angle);
  this.vel.mult(10);
  this.r = 1;
}

// collision detection for asteroids and other eventual additional stuff
Laser.prototype.hits = function(target) {
  var d = dist(this.pos.x, this.pos.y, target.pos.x, target.pos.y);
  if(d < this.r + target.r){
    //console.log("hit!");
    return true;
  } else {
    return false;
  }
}

Laser.prototype.update = function() {
  this.pos.add(this.vel);
}

Laser.prototype.render = function() {
  push();
  strokeWeight(2);
  stroke(255);
  point(this.pos.x, this.pos.y);
  pop();
}

Laser.prototype.offscreen = function() {
  if (this.pos.x > width + this.r || this.pos.x < -this.r || this.pos.y > height + this.r || this.pos.y < -this.r) {
    return true;
  } else {
    return false;
  }
}


///// ENERGY

function Energy(pos, vel) {
  this.pos = pos.copy();
  this.vel = vel.copy();
  this.vel.mult(-0.2);
  //this.vel.add(p5.Vector.random2D().mult(-0.5));
  this.r = 10;
  this.life = random(100, 300);
  this.alive = true;

  this.update = function() {
    this.pos.add(this.vel);
    this.life -= 0.2;
  }

  this.render = function() {
    if (this.life > 20) {
      noFill();
      stroke(0, this.life, 0);
      ellipse(this.pos.x, this.pos.y, this.r, this.r);
    }
  }
}

Energy.prototype.edges = function() {
  if (this.pos.x > width + this.r) {
    this.pos.x = -this.r;
  } else if (this.pos.x < -this.r) {
    this.pos.x = width + this.r;
  }
  if (this.pos.y > height + this.r) {
    this.pos.y = -this.r;
  } else if (this.pos.y < -this.r) {
    this.pos.y = height + this.r;
  }
}

function generateEnergy(pos, vel) {
    energy.push(new Energy(pos, vel));
}


///// DEBRIS

function Debris(pos, vel) {
  this.pos = pos.copy();
  this.vel = vel.copy();
  this.vel.add(p5.Vector.random2D().mult(random(0.5, 1.5)));
  this.transparency = random(200, 255);

  this.update = function() {
    this.pos.add(this.vel);
    this.transparency -= 2;
  }

  this.render = function() {
    if (this.transparency > 0) {
      stroke(this.transparency);
      point(this.pos.x, this.pos.y);
    }
  }
}


function generateDebris(pos, vel, n) {
  for (var i = 0; i < n; i++) {
    debris.push(new Debris(pos, vel));
  }
}


///// ASTEROIDS 

function Asteroid(pos, s) {
  if (pos) {
    this.pos = pos.copy();
  } else {
    this.pos = createVector(random(width), random(height));
  }
  this.vel = p5.Vector.random2D();
  this.sides = floor(random(15, 30));
  if (s) {
    this.sides = floor(s * 0.5);
  } else {
    this.sides = floor(random(15, 30));
  }
  this.rmin = 20;
  this.rmax = 40;
  this.r = map(this.sides, 15, 30, this.rmin, this.rmax);
  this.offset = [];
  for (var i = 0; i < this.sides; i++) {
    this.offset[i] = random(-5, 5); // alternative // -this.r/8, this.r/8
  }
  this.angle = 0;
  var increment = map(this.r, this.rmin, this.rmax, 0.1, 0.01);
  if (random() > 0.5) {
    this.increment = increment * -1;
  } else {
    this.increment = increment;
  }
}

Asteroid.prototype.explode = function() {
  //var debrisVel = p5.Vector.random2D().mult(random(0.5, 1.5));
  var debrisVel = this.vel.copy();
  var debrisNum = this.r * 5;
  generateDebris(this.pos, debrisVel, debrisNum); // handeling ship explosion
}

Asteroid.prototype.breakup = function() {
  var newA = [];
  if (this.sides > 5) {
    newA[0] = new Asteroid(this.pos, this.sides);
    newA[1] = new Asteroid(this.pos, this.sides);
  }
  return newA; // returning the array with my new asteroids
}

Asteroid.prototype.update = function() {
  this.pos.add(this.vel);
  this.angle += this.increment;
}

Asteroid.prototype.render = function() {
  push();
  translate(this.pos.x, this.pos.y);
  rotate(this.angle);
  noFill();
  stroke(255);
  //ellipse(0, 0, this.r*2, this.r*2);
  beginShape();
  for (var i = 0; i < this.sides; i++) {
    var angle = map(i, 0, this.sides, 0, TWO_PI);
    var r = this.r + this.offset[i];
    var x = r * cos(angle);
    var y = r * sin(angle);
    vertex(x, y);
  }
  endShape(CLOSE);
  pop();
}

Asteroid.prototype.edges = function() {
  if (this.pos.x > width + this.r) {
    this.pos.x = -this.r;
  } else if (this.pos.x < -this.r) {
    this.pos.x = width + this.r;
  }
  if (this.pos.y > height + this.r) {
    this.pos.y = -this.r;
  } else if (this.pos.y < -this.r) {
    this.pos.y = height + this.r;
  }
}

Asteroid.prototype.setRotation = function(angle) {
  this.rotation = angle;
}

Asteroid.prototype.turn = function(angle) {
  this.heading += this.rotation;
}

            
          
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