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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();
            
          
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