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Merge pull request #2355 from karthikyandrapu/kart
Added new project Classic Arcade Game Clone
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body { | ||
text-align: center; | ||
} | ||
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div { | ||
font-size: 30px; | ||
} |
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<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<meta charset="UTF-8"> | ||
<title>Effective JavaScript: Frogger</title> | ||
<link rel="icon" href="images/star.png"> | ||
<link rel="stylesheet" href="css/style.css"> | ||
</head> | ||
<body> | ||
<h1> Classic Arcade Game </h1> | ||
<hr width="500" size="5" color="black"> | ||
<div><b><span>Score: </span><span id="score"></span></b></div> | ||
<script src="js/resources.js"></script> | ||
<script src="js/app.js"></script> | ||
<script src="js/engine.js"></script> | ||
</script> | ||
</body> | ||
</html> |
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// Declaring variables | ||
var maximum_speed = 150; | ||
var minimum_speed = 100; | ||
var points = 0; | ||
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// Printing zero for score | ||
document.getElementById("score").innerHTML = points; | ||
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// Enemies our player must avoid | ||
var Enemy = function(x,y) { | ||
// Variables applied to each of our instances go here, | ||
// we've provided one for you to get started | ||
this.x = x; | ||
this.y = y; | ||
this.speed = this.setspeed(); | ||
// The image/sprite for our enemies, this uses | ||
// a helper we've provided to easily load images | ||
this.sprite = 'images/enemy-bug.png'; | ||
}; | ||
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// Function to randomize the speed of the enemies | ||
Enemy.prototype.setspeed = function() { | ||
return Math.floor(Math.random() * (maximum_speed - minimum_speed) + 500 * Math.random()); | ||
}; | ||
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// Update the enemy's position, required method for game | ||
// Parameter: dt, a time delta between ticks | ||
Enemy.prototype.update = function(dt) { | ||
// You should multiply any movement by the dt parameter | ||
// which will ensure the game runs at the same speed for | ||
// all computers. | ||
if(this.x < 550) | ||
{ | ||
this.x += this.speed * dt; | ||
} | ||
else | ||
{ | ||
this.x = -90; | ||
this.speed = this.setspeed(); | ||
} | ||
}; | ||
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// Draw the enemy on the screen, required method for game | ||
Enemy.prototype.render = function() { | ||
ctx.drawImage(Resources.get(this.sprite), this.x, this.y); | ||
}; | ||
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// Now write your own player class | ||
var Player = function(x,y) | ||
{ | ||
this.x = x; | ||
this.y = y; | ||
this.sprite = 'images/char-boy.png'; | ||
}; | ||
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// Function to initialize the position of the player after every game | ||
Player.prototype.start_position = function() { | ||
this.x = 203; | ||
this.y = 400; | ||
}; | ||
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// This class requires an update(), render() and | ||
// a handleInput() method. | ||
Player.prototype.update = function() { | ||
for (var i = 0; i < allEnemies.length; i++) { | ||
if ((this.x + 72 > allEnemies[i].x) && (this.x < allEnemies[i].x + 72) && (this.y + 72 > allEnemies[i].y) && (this.y < allEnemies[i].y + 72)) { | ||
this.start_position(); | ||
points = 0; | ||
document.getElementById("score").innerHTML = points; | ||
} | ||
} | ||
}; | ||
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Player.prototype.handleInput = function(key) { | ||
if (key == 'up') { | ||
if (this.y > 40) | ||
this.y -= 90; | ||
else { | ||
points++; | ||
this.start_position(); | ||
document.getElementById("score").innerHTML = points; | ||
if(points == 10) { | ||
alert("Your have won. Your score is " + points + ". Press OK to start a new game"); | ||
//this.start_position(); | ||
points = 0; | ||
document.getElementById("score").innerHTML = points; | ||
} | ||
} | ||
} else if (key == 'down') { | ||
if (this.y < 470) { | ||
this.y += 90; | ||
} /*else { | ||
this.start_position(); | ||
}*/ | ||
} else if (key == 'left') { | ||
if (this.x > 50) | ||
this.x -= 100; | ||
} else if (key == 'right') { | ||
if (this.x < 400) | ||
this.x += 100; | ||
} | ||
}; | ||
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Player.prototype.render = function() { | ||
ctx.drawImage(Resources.get(this.sprite), this.x, this.y); | ||
}; | ||
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// Now instantiate your objects. | ||
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// Place all enemy objects in an array called allEnemies | ||
var allEnemies = [ | ||
new Enemy(0,50), | ||
new Enemy(0,145), | ||
new Enemy(0,230), | ||
new Enemy(0,310) | ||
]; | ||
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// Place the player object in a variable called player | ||
var player = new Player(203,400); | ||
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// This listens for key presses and sends the keys to your | ||
// Player.handleInput() method. You don't need to modify this. | ||
document.addEventListener('keyup', function(e) { | ||
var allowedKeys = { | ||
37: 'left', | ||
38: 'up', | ||
39: 'right', | ||
40: 'down' | ||
}; | ||
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player.handleInput(allowedKeys[e.keyCode]); | ||
}); |
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/* Engine.js | ||
* This file provides the game loop functionality (update entities and render), | ||
* draws the initial game board on the screen, and then calls the update and | ||
* render methods on your player and enemy objects (defined in your app.js). | ||
* | ||
* A game engine works by drawing the entire game screen over and over, kind of | ||
* like a flipbook you may have created as a kid. When your player moves across | ||
* the screen, it may look like just that image/character is moving or being | ||
* drawn but that is not the case. What's really happening is the entire "scene" | ||
* is being drawn over and over, presenting the illusion of animation. | ||
* | ||
* This engine is available globally via the Engine variable and it also makes | ||
* the canvas' context (ctx) object globally available to make writing app.js | ||
* a little simpler to work with. | ||
*/ | ||
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var Engine = (function(global) { | ||
/* Predefine the variables we'll be using within this scope, | ||
* create the canvas element, grab the 2D context for that canvas | ||
* set the canvas elements height/width and add it to the DOM. | ||
*/ | ||
var doc = global.document, | ||
win = global.window, | ||
canvas = doc.createElement('canvas'), | ||
ctx = canvas.getContext('2d'), | ||
lastTime; | ||
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canvas.width = 505; | ||
canvas.height = 706; | ||
doc.body.appendChild(canvas); | ||
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/* This function serves as the kickoff point for the game loop itself | ||
* and handles properly calling the update and render methods. | ||
*/ | ||
function main() { | ||
/* Get our time delta information which is required if your game | ||
* requires smooth animation. Because everyone's computer processes | ||
* instructions at different speeds we need a constant value that | ||
* would be the same for everyone (regardless of how fast their | ||
* computer is) - hurray time! | ||
*/ | ||
var now = Date.now(), | ||
dt = (now - lastTime) / 1000.0; | ||
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/* Call our update/render functions, pass along the time delta to | ||
* our update function since it may be used for smooth animation. | ||
*/ | ||
update(dt); | ||
render(); | ||
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/* Set our lastTime variable which is used to determine the time delta | ||
* for the next time this function is called. | ||
*/ | ||
lastTime = now; | ||
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/* Use the browser's requestAnimationFrame function to call this | ||
* function again as soon as the browser is able to draw another frame. | ||
*/ | ||
win.requestAnimationFrame(main); | ||
} | ||
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/* This function does some initial setup that should only occur once, | ||
* particularly setting the lastTime variable that is required for the | ||
* game loop. | ||
*/ | ||
function init() { | ||
reset(); | ||
lastTime = Date.now(); | ||
main(); | ||
} | ||
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/* This function is called by main (our game loop) and itself calls all | ||
* of the functions which may need to update entity's data. Based on how | ||
* you implement your collision detection (when two entities occupy the | ||
* same space, for instance when your character should die), you may find | ||
* the need to add an additional function call here. For now, we've left | ||
* it commented out - you may or may not want to implement this | ||
* functionality this way (you could just implement collision detection | ||
* on the entities themselves within your app.js file). | ||
*/ | ||
function update(dt) { | ||
updateEntities(dt); | ||
// checkCollisions(); | ||
} | ||
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/* This is called by the update function and loops through all of the | ||
* objects within your allEnemies array as defined in app.js and calls | ||
* their update() methods. It will then call the update function for your | ||
* player object. These update methods should focus purely on updating | ||
* the data/properties related to the object. Do your drawing in your | ||
* render methods. | ||
*/ | ||
function updateEntities(dt) { | ||
allEnemies.forEach(function(enemy) { | ||
enemy.update(dt); | ||
}); | ||
player.update(); | ||
} | ||
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/* This function initially draws the "game level", it will then call | ||
* the renderEntities function. Remember, this function is called every | ||
* game tick (or loop of the game engine) because that's how games work - | ||
* they are flipbooks creating the illusion of animation but in reality | ||
* they are just drawing the entire screen over and over. | ||
*/ | ||
function render() { | ||
/* This array holds the relative URL to the image used | ||
* for that particular row of the game level. | ||
*/ | ||
var rowImages = [ | ||
'images/water-block.png', // Top row is water | ||
'images/stone-block.png', // Row 1 of 3 of stone | ||
'images/stone-block.png', // Row 2 of 3 of stone | ||
'images/stone-block.png', // Row 3 of 3 of stone | ||
'images/stone-block.png', | ||
'images/grass-block.png', // Row 1 of 2 of grass | ||
'images/grass-block.png' // Row 2 of 2 of grass | ||
], | ||
numRows = 7, | ||
numCols = 5, | ||
row, col; | ||
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/* Loop through the number of rows and columns we've defined above | ||
* and, using the rowImages array, draw the correct image for that | ||
* portion of the "grid" | ||
*/ | ||
for (row = 0; row < numRows; row++) { | ||
for (col = 0; col < numCols; col++) { | ||
/* The drawImage function of the canvas' context element | ||
* requires 3 parameters: the image to draw, the x coordinate | ||
* to start drawing and the y coordinate to start drawing. | ||
* We're using our Resources helpers to refer to our images | ||
* so that we get the benefits of caching these images, since | ||
* we're using them over and over. | ||
*/ | ||
ctx.drawImage(Resources.get(rowImages[row]), col * 101, row * 83); | ||
} | ||
} | ||
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renderEntities(); | ||
} | ||
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/* This function is called by the render function and is called on each game | ||
* tick. Its purpose is to then call the render functions you have defined | ||
* on your enemy and player entities within app.js | ||
*/ | ||
function renderEntities() { | ||
/* Loop through all of the objects within the allEnemies array and call | ||
* the render function you have defined. | ||
*/ | ||
allEnemies.forEach(function(enemy) { | ||
enemy.render(); | ||
}); | ||
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player.render(); | ||
} | ||
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/* This function does nothing but it could have been a good place to | ||
* handle game reset states - maybe a new game menu or a game over screen | ||
* those sorts of things. It's only called once by the init() method. | ||
*/ | ||
function reset() { | ||
// noop | ||
} | ||
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/* Go ahead and load all of the images we know we're going to need to | ||
* draw our game level. Then set init as the callback method, so that when | ||
* all of these images are properly loaded our game will start. | ||
*/ | ||
Resources.load([ | ||
'images/stone-block.png', | ||
'images/water-block.png', | ||
'images/grass-block.png', | ||
'images/enemy-bug.png', | ||
'images/char-boy.png' | ||
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]); | ||
Resources.onReady(init); | ||
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/* Assign the canvas' context object to the global variable (the window | ||
* object when run in a browser) so that developers can use it more easily | ||
* from within their app.js files. | ||
*/ | ||
global.ctx = ctx; | ||
})(this); |
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