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<div class="b-panel">
Score:
<span id="g-score">0</span>
<div class="b-panel_right">
Change color:
<label><input onclick="ChangeGameColor(1)" type="radio" name="color" />Red</label>
<label><input onclick="ChangeGameColor(0)" type="radio" checked="checked" name="color" />Green</label>
<label><input onclick="ChangeGameColor(2)" type="radio" name="color" />Blue</label>
</div>
</div>
<canvas id="g-game"></canvas>
<div id="g-endgame" class="b-msgbox">
<div id="g-leaderboard"></div>
<button class="b-button" onclick="SaveScore(game.score,this)">Save score</button>
<button class="b-button" onclick="(function(){window.location.href = window.location.pathname})()">New game</button>
</div>
@font: ~"normal 16px/16px 'Consolas', monospace";
/* Styles */
body {
font: @font;
}
.b-panel {
padding: 16px;
&_right {
float: right;
}
}
#g-game {
font: @font;
position: absolute;
top: 48px;
left: 0;
width: 100%;
height: calc(~"100% - 48px");
min-width: 320px;
min-height: 240px;
}
.b-msgbox {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
padding: 16px;
display: none;
}
.b-scores {
list-style: decimal outside;
padding-left: 32px;
&__input {
padding: 4px;
outline: 0;
}
}
.b-button {
padding: 8px;
margin: 16px 0;
outline: 0;
&:hover,&:focus {
cursor: pointer;
text-decoration: underline;
}
}
/* Modifiers */
.m- {
&green {
background: #010;
color: #0F0;
text-shadow: 0px 0px 5px #0d0;
& .b-msgbox{
background: #010;
}
& .b-scores__input, & .b-button {
font: @font;
background: #010;
color: #0F0;
text-shadow: 0px 0px 5px #0d0;
border: 1px solid #0F0;
}
}
&blue {
background: #001;
color: #09F;
text-shadow: 0px 0px 5px #09F;
& .b-msgbox{
background: #001;
}
& .b-scores__input, & .b-button {
font: @font;
background: #001;
color: #09F;
text-shadow: 0px 0px 5px #09F;
border: 1px solid #09F;
}
}
&red {
background: #100;
color: #F00;
text-shadow: 0px 0px 5px #F00;
& .b-msgbox{
background: #100;
}
& .b-scores__input, & .b-button {
font: @font;
background: #100;
color: #F00;
text-shadow: 0px 0px 5px #F00;
border: 1px solid #F00;
}
}
}
/**
* Cross-browser wrapper for function "requestAnimationFrame"
*/
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
/**
* Basic game class constructor
* @param {String} canvasSelector
* @param {String} scoreSelector
*/
var GameEngine = function(canvasSelector, scoreSelector) {
var cnv = document.querySelector(canvasSelector) || document.querySelector("canvas");
var ctx = cnv.getContext("2d");
var scr = document.querySelector(scoreSelector);
var w = 320;
var h = 240;
// Setting defualt leaderboard data
if (typeof(Storage) !== "undefined") {
localStorage["board.0.name"] = "John Doe";
localStorage["board.0.score"] = 9990;
localStorage["board.1.name"] = "Artem N";
localStorage["board.1.score"] = 1700;
}
var engine = {
canvas: cnv,
context: ctx,
score: 0,
objects: [],
input: {
mouse: {
x: 0,
y: 0
},
fire: false,
left: false,
right: false,
forward: false
}
};
/* Input events */
engine.canvas.addEventListener("mousemove", function(e){
engine.input.mouse.x = e.layerX;
engine.input.mouse.y = e.layerY;
});
document.addEventListener("keydown", function(e){
switch(e.keyCode) {
case 32:
engine.input.fire = true;
break;
// Left:
case 37:
engine.input.left = true;
break;
case 65:
engine.input.left = true;
break;
// Right:
case 39:
engine.input.right = true;
break;
case 68:
engine.input.right = true;
break;
// Forward:
case 38:
engine.input.forward = true;
break;
case 87:
engine.input.forward = true;
break;
}
});
document.addEventListener("keyup", function(e){
switch(e.keyCode) {
case 32:
engine.input.fire = false;
break;
// Left:
case 37:
engine.input.left = false;
break;
case 65:
engine.input.left = false;
break;
// Right:
case 39:
engine.input.right = false;
break;
case 68:
engine.input.right = false;
break;
// Forward:
case 38:
engine.input.forward = false;
break;
case 87:
engine.input.forward = false;
break;
}
});
/* Get each object by name */
engine.eachByName = function(name, callback) {
var n = name || "";
var c = callback || function(){console.exception("Callback is undefined");};
for (var i = 0; i < this.objects.length; i++) {
if (this.objects[i].name == n) {
c(this.objects[i], i);
}
}
};
/* Basic engine functions */
var Load = function() {
engine.canvas.width = Math.max(document.documentElement.clientWidth, window.innerWidth || w);
engine.canvas.height = Math.max(document.documentElement.clientHeight, window.innerHeight || h)-48;
for (var i = 0; i < engine.objects.length; i++) {
engine.objects[i].Start();
}
};
var Update = function() {
var prevScore = engine.score;
// Clear canvas
engine.context.clearRect(0, 0, engine.canvas.width, engine.canvas.height);
// Delete unused objects
for (var i = 0; i < engine.objects.length; i++) {
if (engine.objects[i].delete) {
engine.objects.splice(i, 1);
}
}
// Update objects
for (var j = 0; j < engine.objects.length; j++) {
engine.objects[j].Update();
engine.objects[j].Draw(engine.context);
}
// Update score
if (engine.score > prevScore) {
scr.innerHTML = engine.score;
}
// Game loop
window.requestAnimFrame(Update);
};
engine.Run = function() {
Load();
Update();
};
return engine;
};
/**
* Constructor for objects that would be rendered.
* @param {Object} options
*/
var Polygon = function (options) {
var name = options.name || "Polygon";
var color = options.color || "#0F0";
var points = options.points || [{x:0, y:0},{x:10, y:10},{x:10, y:0},{x:0, y:0},{x:0, y:10},{x:10, y:10}];
var pos = options.position || {x:0, y:0};
var vel = options.velocity || {x:0, y:0};
var size = options.size || {x:100, y:100};
var base = options.base || {x:50, y:50};
var p = {
name: name,
position: pos,
velocity: vel,
color: color,
points: points,
rotation: 0,
base: base,
size: size,
newcnv: document.createElement("canvas"),
delete: false
};
p.newctx = p.newcnv.getContext("2d");
p.newcnv.width = p.size.x;
p.newcnv.height = p.size.y;
p.constructor.prototype.Start = function() {};
p.constructor.prototype.Update = function() {};
p.Draw = function(ctx) {
this.newctx.clearRect(0, 0, this.newcnv.width, this.newcnv.height);
this.newctx.save();
this.newctx.translate(this.base.x, this.base.y);
this.newctx.beginPath();
this.newctx.moveTo(this.points[0].x, this.points[0].y);
for (var i = 1; i < this.points.length; i++) {
this.newctx.lineTo(this.points[i].x, this.points[i].y);
}
this.newctx.closePath();
this.newctx.shadowBlur = 5;
this.newctx.shadowColor = this.color;
this.newctx.strokeStyle = this.color;
this.newctx.stroke();
this.newctx.restore();
// Draw this object 8 times to simulate closed space near canvas edges.
ctx.save();
ctx.translate(this.position.x, this.position.y); // 0
ctx.rotate(this.rotation*Math.PI/180);
ctx.drawImage(this.newcnv,-this.base.x,-this.base.y);
ctx.restore();
ctx.save();
ctx.translate(this.position.x - ctx.canvas.width, this.position.y); // 1
ctx.rotate(this.rotation*Math.PI/180);
ctx.drawImage(this.newcnv,-this.base.x,-this.base.y);
ctx.restore();
ctx.save();
ctx.translate(this.position.x + ctx.canvas.width, this.position.y); // 2
ctx.rotate(this.rotation*Math.PI/180);
ctx.drawImage(this.newcnv,-this.base.x,-this.base.y);
ctx.restore();
ctx.save();
ctx.translate(this.position.x, this.position.y - ctx.canvas.height); // 3
ctx.rotate(this.rotation*Math.PI/180);
ctx.drawImage(this.newcnv,-this.base.x,-this.base.y);
ctx.restore();
ctx.save();
ctx.translate(this.position.x, this.position.y + ctx.canvas.height); // 4
ctx.rotate(this.rotation*Math.PI/180);
ctx.drawImage(this.newcnv,-this.base.x,-this.base.y);
ctx.restore();
ctx.save();
ctx.translate(this.position.x - ctx.canvas.width, this.position.y - ctx.canvas.height); // 5
ctx.rotate(this.rotation*Math.PI/180);
ctx.drawImage(this.newcnv,-this.base.x,-this.base.y);
ctx.restore();
ctx.save();
ctx.translate(this.position.x + ctx.canvas.width, this.position.y - ctx.canvas.height); // 6
ctx.rotate(this.rotation*Math.PI/180);
ctx.drawImage(this.newcnv,-this.base.x,-this.base.y);
ctx.restore();
ctx.save();
ctx.translate(this.position.x - ctx.canvas.width, this.position.y + ctx.canvas.height); // 7
ctx.rotate(this.rotation*Math.PI/180);
ctx.drawImage(this.newcnv,-this.base.x,-this.base.y);
ctx.restore();
ctx.save();
ctx.translate(this.position.x + ctx.canvas.width, this.position.y + ctx.canvas.height); // 8
ctx.rotate(this.rotation*Math.PI/180);
ctx.drawImage(this.newcnv,-this.base.x,-this.base.y);
ctx.restore();
};
return p;
};
/**
* Asteroid constructor
* @param {Number} rad Asteroid radius.
*/
var Asteroid = function(rad){
var asteroid = new Polygon({
points: asteroidVertices(Math.max(Math.floor(rad/5), 3), rad),
color: game.color,
name: "asteroid",
size: {x: 210, y: 210},
base: {x: 105, y: 105},
velocity: {x: (Math.random()*2-1)*Math.random()*2, y: (Math.random()*2-1)*Math.random()*2},
position: {x: Math.random()*500, y:Math.random()*1000}
});
asteroid.Start = function() {
this.rotationSpeed = (Math.random()*2-1)*Math.random()*2;
this.radius = rad;
this.score = (80/this.radius)*5;
};
asteroid.Update = function() {
this.position.x += this.velocity.x;
this.position.y += this.velocity.y;
// Teleporting on edges
if (this.position.x > game.canvas.width) {
this.position.x -= game.canvas.width;
}
if (this.position.x < 0) {
this.position.x += game.canvas.width;
}
if (this.position.y > game.canvas.height) {
this.position.y -= game.canvas.height;
}
if (this.position.y < 0) {
this.position.y += game.canvas.height;
}
// Set rotation
this.rotation += this.rotationSpeed;
if (this.rotation >= 360) {
this.rotation -= 360;
}
if (this.rotation < 0) {
this.rotation += 360;
}
};
return asteroid;
};
/**
* Bullet constructor
*/
var Bullet = function() {
var bul = new Polygon({
points: [
{x:0, y:0},
{x:0, y:-5}
],
size: {x:10, y:15},
base: {x:5, y:10},
color: game.color,
name: "bullet"
});
bul.Start = function () {
var posDelta = RotatePoint({x:0, y:-20}, {x:0,y:0}, ship.rotation*Math.PI/180);
this.position = {x: ship.position.x + posDelta.x, y: ship.position.y + posDelta.y};
this.rotation = ship.rotation;
this.velocity = {x:posDelta.x/2, y:posDelta.y/2};
};
bul.Update = function () {
// Move
this.position.x += this.velocity.x;
this.position.y += this.velocity.y;
// Check for intersection with asteroid
var pos = this.position;
var collision = false;
game.eachByName("asteroid", function(node, k){
// Check if close enough
if (Math.sqrt( (node.position.x-pos.x)*(node.position.x-pos.x) + (node.position.y-pos.y)*(node.position.y-pos.y) ) < node.radius) {
// Prepare vertices data
var verts = [];
for (var i = 0; i < node.points.length; i++) {
var np = RotatePoint(node.points[i], {x:0,y:0}, node.rotation*Math.PI/180);
verts.push({
x: np.x + node.position.x,
y: np.y + node.position.y
});
}
// Checking
if (CheckPointInPoly(pos, verts)) {
collision = true;
var r = node.radius/2;
if (r > 5) {
var ast1 = new Asteroid(node.radius/2);
var ast2 = new Asteroid(node.radius/2);
ast1.Start();
ast2.Start();
ast1.velocity = RotatePoint(node.velocity, {x:0,y:0}, 10*Math.PI/180);
ast2.velocity = RotatePoint(node.velocity, {x:0,y:0}, 360-10*Math.PI/180);
ast1.position = {x: node.position.x + ast1.velocity.x, y: node.position.y + ast1.velocity.y};
ast2.position = {x: node.position.x + ast2.velocity.x, y: node.position.y + ast2.velocity.y};
game.objects.push(ast1, ast2);
} else {
var burst = new Burst({position: node.position, color: game.color});
game.objects.push(burst);
}
node.delete = true;
game.score += node.score;
}
}
});
if (collision) {
this.delete = true;
}
// Delete if it goes out of world bounds
if (this.position.x < 0 || this.position.y < 0 || this.position.x > game.canvas.width || this.position.y > game.canvas.height) {
this.delete = true;
}
};
return bul;
};
/**
* Burst constructor
* @param {Object} options
*/
var Burst = function (options) {
var length = options.length || 10;
var count = options.count || 36;
var color = options.color || "#F00";
var name = options.name || "burst";
var pos = options.position || {x:0,y:0};
var speed = options.speed || 10;
var obj = {
delete: false,
radius: 0,
count: count,
color: color,
name: name,
position: pos,
length: length
};
obj.Start = function() {};
obj.Update = function() {
this.radius += speed;
if (this.radius > game.canvas.width || this.radius > game.canvas.height) {
this.delete = true;
}
};
obj.Draw = function(ctx) {
ctx.save();
ctx.translate(this.position.x, this.position.y);
ctx.beginPath();
for (var i = 0; i < this.count; i++) {
var v1 = RotatePoint({x:0, y:this.radius}, {x:0,y:0}, 2/this.count*i*Math.PI);
var v2 = RotatePoint({x:0, y:this.radius+this.length}, {x:0,y:0}, 2/this.count*i*Math.PI);
ctx.moveTo(v1.x, v1.y);
ctx.lineTo(v2.x, v2.y);
}
ctx.closePath();
ctx.strokeStyle = this.color;
ctx.shadowColor = this.color;
ctx.shadowBlur = 5;
ctx.stroke();
ctx.restore();
};
return obj;
};
/* Helpers */
/**
* Checks intersection between 2 lines
* @param {Object} v1 {x: Number, y: Number}
* @param {Object} v2 {x: Number, y: Number}
* @param {Object} v3 {x: Number, y: Number}
* @param {Object} v4 {x: Number, y: Number}
*/
var CheckIntersection = function (v1, v2, v3, v4) {
var n1, n2, n3, n4;
n1 = (v4.x - v3.x) * (v1.y - v3.y) - (v4.y - v3.y) * (v1.x - v3.x);
n2 = (v4.x - v3.x) * (v2.y - v3.y) - (v4.y - v3.y) * (v2.x - v3.x);
n3 = (v2.x - v1.x) * (v3.y - v1.y) - (v2.y - v1.y) * (v3.x - v1.x);
n4 = (v2.x - v1.x) * (v4.y - v1.y) - (v2.y - v1.y) * (v4.x - v1.x);
return (n1 * n2 < 0) && (n3 * n4 < 0);
};
/**
* Checks if point is inside the polygon
* @param {Object} p {x: Number, y: Number}
* @param {Array} poly Array of objects: {x: Number, y: Number}
*/
var CheckPointInPoly = function (p, poly) {
for (var i = 0, j = poly.length-1, res = false; i < poly.length; j = i++) {
var v1 = {x: poly[i].x, y: poly[i].y};
var v2 = {x: poly[j].x, y: poly[j].y};
if ( ((v1.y > p.y) != (v2.y > p.y)) && (p.x < (v2.x - v1.x)*(p.y - v1.y)/(v2.y - v1.y) + v1.x) )
res = !res;
}
return res;
};
/**
* Rotate point around center on certain angle
* @param {Object} p {x: Number, y: Number}
* @param {Object} center {x: Number, y: Number}
* @param {Number} angle Angle in radians
*/
var RotatePoint = function (p, center, angle) {
return {
x: ((p.x-center.x)*Math.cos(angle) - (p.y-center.y)*Math.sin(angle)) + center.x,
y: ((p.x-center.x)*Math.sin(angle) + (p.y-center.y)*Math.cos(angle)) + center.y
};
};
/**
* Generates vertices for asteroid polygon with certain count and radius
* @param {Number} count Number of vertices
* @param {Number} rad Maximal radius of polygon
* @return {Array} Array of vertices: {x: Number, y: Number}
*/
var asteroidVertices = function (count, rad) {
var p = [];
for (var i = 0; i < count; i++) {
p[i] = {
x: (-Math.sin((360/count)*i*Math.PI/180) + Math.round(Math.random()*2-1)*Math.random()/3)*rad,
y: (-Math.cos((360/count)*i*Math.PI/180) + Math.round(Math.random()*2-1)*Math.random()/3)*rad
};
}
return p;
};
/**
* Shows message box at the end of game
* @param {String} selector
* @param {Number} score
*/
var EngGameMessage = function (selector, score) {
var scores = [];
// If local storage exists…
if (typeof(Storage) !== "undefined") {
// Reading storage for saved scores
for (var i = 0; i < localStorage.length; i++) {
if (typeof localStorage["board."+i+".name"] !== "undefined") {
scores.push({
name: localStorage["board."+i+".name"],
score: localStorage["board."+i+".score"]
});
}
}
// Sorting leaderboard
scores.sort(function(a,b){return b.score-a.score;});
// Prepare html to show
var html = "<ol class=\"b-scores\">";
for (var j = 0; j < scores.length; j++) {
html += "<li class=\"b-scores__box\">";
if (score > scores[j].score) {
html += "Your score: "+score+". <input onchange=\"SaveName(this)\" value=\"\" autofocus=\"autofocus\" type=\"text\" placeholder=\"Enter your name\" class=\"b-scores__input\" \/><\/li><li class=\"b-scores__box\">";
score = 0;
}
html += scores[j].score + ": " + scores[j].name + "<\/li>";
}
if (score !== 0) {
html += "<li class=\"b-scores__box\">Your score: "+score+". <input onchange=\"SaveName(this)\" value=\"\" autofocus=\"autofocus\" type=\"text\" placeholder=\"Enter your name\" class=\"b-scores__input\" \/><\/li>";
}
html += "<\/ol>";
document.querySelector(selector).innerHTML = html;
}
};
/**
* Saves score in local storage
* @param {Number} score
* @param {HTML node} node
*/
var SaveScore = function (score, node) {
if (score > 0 && typeof(Storage) !== "undefined") {
var k = 0;
for (var i = 0; i < localStorage.length; i++) {
if (typeof localStorage["board."+i+".name"] !== "undefined") {
k = i+1;
}
}
localStorage["board."+k+".name"] = game.name;
localStorage["board."+k+".score"] = score;
node.innerHTML = "Done!";
}
};
/**
* Saves name from input into global variable
* @param {HTML node} node
*/
var SaveName = function (node) {game.name = node.value;};
/**
* Changes polygon and page color
* @param {Number} color Color code: 0 - green, 1 - red, 2 - blue.
*/
var ChangeGameColor = function (color) {
var c = "#0F0";
var page = document.querySelector("body");
switch(color) {
case 1:
c = "#F00";
page.className = "m-red";
break;
case 2:
c = "#06F";
page.className = "m-blue";
break;
default:
c = "#0F0";
page.className = "m-green";
}
for (var i = 0; i < game.objects.length; i++) {
game.objects[i].color = c;
}
game.color = c;
localStorage["game.color"] = c;
};
/**********************************************************************************/
/* Making new game object */
var game = new GameEngine("#g-game", "#g-score");
game.color = "";
if (typeof(Storage) !== "undefined") {
game.color = localStorage["game.color"] || "#0F0";
var c = 0;
switch (game.color) {
case "#F00":
c = 1;
break;
case "#06F":
c = 2;
break;
default:
c = 0;
}
ChangeGameColor(c);
}
/* Adding ship */
var ship = new Polygon({
points: [
{x: 0, y: 0},
{x: 10, y: 10},
{x: 0, y: -20},
{x: -10, y: 10}
],
color: game.color,
name: "ship",
size: {x: 30, y: 45},
base: {x: 15, y: 25}
});
ship.Start = function () {
this.position = {x: game.canvas.width/2, y: game.canvas.height/2};
this.rotationSpeed = 7;
this.speed = 0.2;
this.inertia = 0;
this.inertiaMax = 0.99;
this.shootDate = 0;
};
ship.Update = function () {
// Rotate
if (game.input.left) {
this.rotation -= this.rotationSpeed;
}
if (game.input.right) {
this.rotation += this.rotationSpeed;
}
if (this.rotation >= 360) {
this.rotation -= 360;
}
if (this.rotation < 0) {
this.rotation += 360;
}
// Change velocity vector when engine is on
if (game.input.forward) {
this.velocity.x -= Math.sin(-this.rotation*Math.PI/180) * this.speed;
this.velocity.y -= Math.cos(-this.rotation*Math.PI/180) * this.speed;
this.inertia = this.inertiaMax;
// Draw flame
this.points = [
{x: 0, y: 0},
{x: 10, y: 10},
{x: 0, y: -20},
{x: -10, y: 10},
{x: 0, y: 0},
{x: 3, y: 8},
{x: 0, y: 15},
{x: -3, y: 8}
];
} else {
// Hide flame
this.points = [
{x: 0, y: 0},
{x: 10, y: 10},
{x: 0, y: -20},
{x: -10, y: 10}
];
}
// fire
if (game.input.fire && Date.now() - this.shootDate > 300) {
var b = new Bullet();
b.Start();
game.objects.push(b);
this.shootDate = Date.now();
}
// Add inertia
this.position.x += this.velocity.x;
this.position.y += this.velocity.y;
this.velocity.x *= this.inertia;
this.velocity.y *= this.inertia;
// Teleporting
if (this.position.x > game.canvas.width) {
this.position.x -= game.canvas.width;
}
if (this.position.x < 0) {
this.position.x += game.canvas.width;
}
if (this.position.y > game.canvas.height) {
this.position.y -= game.canvas.height;
}
if (this.position.y < 0) {
this.position.y += game.canvas.height;
}
// Check intersection with asteroid
var pos = this.position;
var verts = this.points;
var collision = false;
var base = this.base;
var angle = this.rotation*Math.PI/180;
var asteroidCount = 0;
game.eachByName("asteroid", function(node, k){
asteroidCount++;
if (Math.sqrt( (node.position.x-pos.x)*(node.position.x-pos.x) + (node.position.y-pos.y)*(node.position.y-pos.y) ) < 130) {
for (var i = 0; i < verts.length; i++) {
var s1 = i;
var s2 = i+1 < verts.length ? i+1 : 0;
var rs1 = RotatePoint({x: verts[s1].x, y: verts[s1].y}, {x:0,y:0}, angle);
var rs2 = RotatePoint({x: verts[s2].x, y: verts[s2].y}, {x:0,y:0}, angle);
for (var j = 0; j < node.points.length; j++) {
var n1 = j;
var n2 = j+1 < node.points.length ? j+1 : 0;
var rn1 = RotatePoint({x: node.points[n1].x, y: node.points[n1].y}, {x:0,y:0}, node.rotation*Math.PI/180);
var rn2 = RotatePoint({x: node.points[n2].x, y: node.points[n2].y}, {x:0,y:0}, node.rotation*Math.PI/180);
if (CheckIntersection(
{x: rs1.x + pos.x, y: rs1.y + pos.y},
{x: rs2.x + pos.x, y: rs2.y + pos.y},
{x: rn1.x + node.position.x, y: rn1.y + node.position.y},
{x: rn2.x + node.position.x, y: rn2.y + node.position.y}
)) {
collision = true;
}
}
}
}
});
if (collision) {
this.delete = true;
var burst = new Burst({position: this.position, color: game.color});
game.objects.push(burst);
EngGameMessage("#g-leaderboard", game.score);
document.querySelector("#g-endgame").style.display = "block";
}
// Make new asteroids
if (asteroidCount < 1) {
for (var i = 0; i < 4; i++) {
var rock = new Asteroid(80);
rock.Start();
game.objects.push(rock);
}
}
};
game.objects.push(ship);
/* Making procedural asteroids */
for (var i = 0; i < 4; i++) {
var rock = new Asteroid(80);
rock.Start();
game.objects.push(rock);
}
/* Run game */
game.Run();
Also see: Tab Triggers