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HTML

              
                .dialogue
  .dialogue__content
    h1 Space Shooter
    ul
      li Use the #[span.key.key--arrow &larr;] and #[span.key.key--arrow &rarr;] keys to move.
      li Use #[span.key spacebar] to fire lasers.
      //- li Try not to die.
    button Start
    
ul.hud.hud--hidden
  li.hud__score Score: #[span 0]
  //- li.hud__lives Coming soon
  
              
            
!

CSS

              
                $base: #ffffff;
$highlight: #ff9d00;

%button-style {
  border: 1px solid currentColor;
  border-radius: 5px;
  display: inline-block;
  padding: .8em;
}

body {
  color: $base;
  font-family: 'Press Start 2P', sans-serif;
  -webkit-font-smoothing: antialiased;
  -moz-osx-font-smoothing: grayscale;
}

canvas {
  display: block;
}

h1 {
  font-size: 3rem;
  margin-bottom: .5em;
}

ul {
  margin-bottom: 2rem;
}

li {
  color: $highlight;
  font-size: .8rem;
  margin-bottom: 1em;
  text-transform: uppercase;
}

button {
  @extend %button-style;
  
  appearance: none;
  background-color: $base;
  cursor: pointer;
  font-family: inherit;
  font-size: 1rem;
  outline: none;
  padding: .7em .85em .6em 1em;
  text-transform: uppercase;
  transition: color .2s linear, background-color .2s linear;
  
  &:focus,
  &:hover {
    background-color: black;
    color: $highlight;
    transition-duration: .07s;
  }
}

.dialogue {
  align-items: center;
  background-color: rgba(0, 0, 0, .85);
  bottom: 0;
  display: flex;
  justify-content: center;
  left: 0;
  opacity: 1;
  position: fixed;
  right: 0;
  text-align: center;
  top: 0;
  transform: translateX(0);
}

.dialogue--hidden {
  $duration: .3s;
  opacity: 0;
  transform: translateX(-100vw);
  transition: opacity $duration linear 0s, transform 0s linear $duration;
}

.dialogue__content {
  max-width: 31.25rem; // 500px / 16px
  padding: 18px;
}

.key {
  @extend %button-style;
  
  border-color: white;
  color: white;
}

.key--arrow {
  font-size: 1.8rem;
  padding: 0.35em 0.1em 0.6em;
  position: relative;
  line-height: 0.3;
  top: .05em;
}

.hud {
  box-sizing: border-box;
  display: flex;
  justify-content: flex-start;
  margin: 0;
  left: 0;
  opacity: 1;
  padding: 1rem;
  position: fixed;
  top: 0;
  transition: opacity .07s linear .5s;
  width: 100%;
}

.hud--hidden {
  opacity: 0;
}

.hud__score {
  margin: 0;
}
              
            
!

JS

              
                const DEV_MODE = false;

const stage = document.createElement('canvas'),
      ctx = stage.getContext('2d'),
      dialogue = document.querySelector('.dialogue'),
      startBtn = dialogue.querySelector('button'),
      hud = document.querySelector('.hud'),
      scoreNode = hud.querySelector('.hud__score span');

let ship, lasers = [], enemies = [],
    playing = false,
    gameStarted = false,
    speedMultiplier,
    enemySeedFrameInterval,
    score = 0,
    tick = 0,
    laserTick = 0;

function randomBetween(min, max) {
  return Math.floor(Math.random() * (max - min + 1)) + min;
}

function calcScore(x) {
  return Math.floor((1 / x) * 500);
}

function Ship(options) {  
  this.radius = 15;
  this.x = options.x || stage.width * .5 - this.radius - .5;
  this.y = options.y || stage.height - this.radius - 30;
  this.width = this.radius * 2;
  this.height = this.width;
  this.color = options.color || 'red';
  this.left = false;
  this.right = false;
  this.speed = 10;
  this.active = true;

  document.addEventListener('keydown', this.onKeyDown.bind(this));
  document.addEventListener('keyup', this.onKeyUp.bind(this));
}

Ship.prototype.update = function(x) {
  this.x = x;
  this.y = stage.height - this.radius - 30;
}

Ship.prototype.draw = function() {
  ctx.save();
  
  if (DEV_MODE) {
    ctx.fillStyle = 'skyblue';
    ctx.fillRect(this.x, this.y, this.width, this.width);
  }
  
  ctx.fillStyle = this.color;
  ctx.fillRect(this.x + this.radius - 5, this.y, 10, this.radius);
  ctx.fillRect(this.x, this.y + this.radius, this.width, 10);
  ctx.fillRect(this.x, this.y + this.radius + 10, 10, 5);
  ctx.fillRect(this.x + this.width - 10, this.y + this.radius + 10, 10, 5);
  
  ctx.restore();
}

Ship.prototype.onKeyDown = function(e) {
  if (ship.active) {
    if (e.keyCode === 39) this.right = true;
    else if (e.keyCode === 37) this.left = true;

    if (e.keyCode == 32 && !this.shooting) {
      this.shooting = true;
      laserTick = 0;
    }
  }
}

Ship.prototype.onKeyUp = function(e) {
  if (e.key === 'ArrowRight') this.right = false;
  else if (e.key === 'ArrowLeft') this.left = false;
  else if (e.keyCode == 32) this.shooting = false;
}

function Laser(options) {
  this.x = options.x - .5;
  this.y = options.y || stage.height - 50;
  this.width = 6;
  this.height = 20;
  this.speed = 15;
  this.color = options.color || 'white';
  this.active = true;
}

Laser.prototype.update = function(y) {
  this.y = y;
}

Laser.prototype.draw = function() {
  ctx.save();
  ctx.fillStyle = this.color;
  ctx.beginPath();
  ctx.rect(this.x, this.y, this.width, this.height);
  ctx.closePath();
  ctx.fill();
  ctx.restore();
}

function Enemy(options) {
  this.radius = randomBetween(10, 40);
  this.width = this.radius * 2;
  this.height = this.width;
  this.x = randomBetween(0, stage.width - this.width);
  this.y = -this.radius * 2;
  this.color = options != undefined && options.color ? options.color : 'white';
  this.speed = 2;
  this.active = true;
}

Enemy.prototype.update = function(x, y) {
  this.x = x;
  this.y = y;
}

Enemy.prototype.draw = function() {
  if (DEV_MODE) {
    ctx.fillStyle = 'skyblue';
    ctx.fillRect(this.x, this.y, this.width, this.width);
  }
  
  ctx.save();
  ctx.fillStyle = this.color;
  ctx.beginPath();
  ctx.arc(this.x + this.radius, this.y + this.radius, this.radius, 0, Math.PI * 2);
  ctx.closePath();
  ctx.fill();
  ctx.restore();
}

function hitTest(item1, item2) {
  let collision = true;
  if (
    item1.x > item2.x + item2.width ||
    item1.y > item2.y + item2.height ||
    item2.x > item1.x + item1.width ||
    item2.y > item1.y + item1.height
  ) {
    collision = false;
  }
  return collision;
}

function handleLaserCollision() {
  for (let enemy of enemies) {
    for (let laser of lasers) {
      let collision = hitTest(laser, enemy);
      if (collision && laser.active) {
        console.log('you destroyed an enemy');
        enemy.active = false;
        laser.active = false;
        
        // increase enemy speed and frequency of enemy spawns
        speedMultiplier += .025;
        if (enemySeedFrameInterval > 20) {
          enemySeedFrameInterval -= 2;
        }
        
        // increase score
        score += calcScore(enemy.radius);
        scoreNode.textContent = score;
      }
    }
  }
}

function handleShipCollision() {
  // check for collisions between ship and enemies
  if (enemies.length) {
    for (let enemy of enemies) {
      let collision = hitTest(ship, enemy);
      if (collision) {
        console.log('your ship was destroyed');
        ship.active = false;
        setTimeout(() => {
          ship.active = true;
          speedMultiplier = 1;
          enemySeedFrameInterval = 100;
          score = 0;
          scoreNode.textContent = score;
        }, 2000);
      }
    }
  }
}

function drawShip(xPosition) {
  if (ship.active) {
    ship.update(xPosition);
    ship.draw();
  }
}

function drawEnemies() {
  if (enemies.length) {

    for (let enemy of enemies) {
      // draw an enemy if it's active
      if (enemy.active) {
        enemy.update(enemy.x, enemy.y += enemy.speed * speedMultiplier);
        enemy.draw();
      }
    }
  }
}

function enemyCleanup() {
  if (enemies.length) {
    enemies = enemies.filter(enemy => {
      let visible = enemy.y < stage.height + enemy.width;
      let active = enemy.active === true;
      return visible && active;
    });
  }
}

function drawLasers() {
  if (lasers.length) {
    for (let laser of lasers) {
      if (laser.active) {
        laser.update(laser.y -= laser.speed);
        laser.draw();
      }
    }
  }
}

function laserCleanup() {
  lasers = lasers.filter(laser => {
    let visible = laser.y > -laser.height;
    let active = laser.active === true;
    return visible && active;
  });
}

function render(delta) {
  if (playing) {
    let xPos = ship.x;
    
    // seed new enemies
    if (tick % enemySeedFrameInterval === 0 && ship.active) {
      const enemy = new Enemy();
      enemies.push(enemy);
      console.log({enemySeedFrameInterval, speedMultiplier})
    }
  
    // background
    ctx.save();
    ctx.fillStyle = '#222222';
    ctx.fillRect(0, 0, stage.width, stage.height);
    ctx.restore();

    // ship movement
    if (ship.left) 
      xPos = ship.x -= ship.speed;
    else if (ship.right) 
      xPos = ship.x += ship.speed;

    // stage boundaries
    if (gameStarted) {
      if (xPos < 0) 
        xPos = 0;
      else if (xPos > stage.width - ship.width) 
        xPos = stage.width - ship.width;  
    }
    
    // create lasers, if shooting
    if (ship.active && ship.shooting) {
       if (laserTick === 0 || laserTick % 10 === 0) {
         let laser = new Laser({
           color: 'skyblue',
           x: ship.x + ship.radius - 3
         });
         lasers.push(laser);
       }
    }
    
    drawShip(xPos);
    
    handleShipCollision();
    handleLaserCollision();
    
    drawLasers();
    drawEnemies();
    
    enemyCleanup();
    laserCleanup();
    
    if (ship.shooting) laserTick++;
    tick++;
  }
  
  requestAnimationFrame(render);
}

function startGame(e) {
  console.log('starting game'); 
  dialogue.classList.add('dialogue--hidden');
  hud.classList.remove('hud--hidden');
  e.currentTarget.blur();
  
  // reset the demo/intro to the actual game settings:
  speedMultiplier = 1;
  enemySeedFrameInterval = 100;
  ship.x = stage.width * .5 - ship.radius - .5;
  ship.y = stage.height - ship.radius - 30;
  enemies = [];
  gameStarted = true;
}

function onResize() {
  stage.width = window.innerWidth;
  stage.height = window.innerHeight;
}

startBtn.addEventListener('click', startGame);
window.addEventListener('resize', onResize);

document.body.appendChild(stage);
onResize();

// start the ship off-screen:
ship = new Ship({ color:'#ff9d00', x: -100, y: -100});

// set up some ridiculous enemy speeds for the intro:
speedMultiplier = 6,
enemySeedFrameInterval = 20;

playing = true;
render();

              
            
!
999px

Console