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Galaxy Blaster.js
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/*
First time? Check out the tutorial game:
https://sprig.hackclub.com/gallery/getting_started
@title: Galaxy Blaster
@author: G1useppeV
@tags: []
@addedOn: 2024-09-27
*/
// Define new sprites
let player = "p";
let enemy = "e";
let bullet = "b";
let enemyBullet = "r";
let background = "g";
// Player and Enemy Sprites
setLegend(
[player, bitmap`
......................
........0.............
.......000............
......00000...........
.....0000000..........
....00.000.00.........
...00000000000........
...00000000000........
..0000000000000.......
...00000000000........
....000000000.........
.....0000000..........
......0...0...........
......0...0...........
.....000.000..........
....000...000.........`],
[enemy, bitmap`
................
................
................
....00000000000.
....05555555550.
....053L333L350.
....05555355550.
....00005350000.
.......05350....
.......05350....
.......01110....
................
................
................
................
................`],
[bullet, bitmap`
................
.......0........
.......0........
.......0........
.......0........
.......0........
.......0........
.......0........
................
................
................
................
................
................
................
................`],
[enemyBullet, bitmap`
................
......333.......
......333.......
......333.......
......333.......
......333.......
......333.......
......333.......
................
................
................
................
................
................
................
................`],
[background, bitmap`
1111111111111111
1111111111111111
1111111111111111
1111111111111111
1111111111111111
1111111111111111
1111111111111111
1111111111111111
1111111111111111
1111111111111111
1111111111111111
1111111111111111
1111111111111111
1111111111111111
1111111111111111
1111111111111111`]
);
setBackground(background);
// Setup the player movement and shooting
setMap(map`
................
................
................
................
................
................
................
................
................
................
........p.......`);
let playerX = 8; // Starting X position
let playerY = 10; // Fixed Y position for player
// Clear old position and add the player at the new position
function movePlayer(newX) {
clearTile(playerX, playerY); // Clear the old position
playerX = newX; // Update the new X position
addSprite(playerX, playerY, player); // Place the player at the new position
}
// Input to move left and right
onInput("a", () => {
if (playerX > 0) {
movePlayer(playerX - 1);
}
});
onInput("d", () => {
if (playerX < 15) {
movePlayer(playerX + 1);
}
});
// Shooting
onInput("w", () => {
addSprite(playerX, playerY - 1, bullet);
});
// Moving bullet
let bulletIntervalId = setInterval(() => {
getAll(bullet).forEach((b) => {
let x = b.x;
let y = b.y;
if (y > 0) {enemyMoveIntervalId
clearTile(x, y);
addSprite(x, y - 1, bullet);
} else {
clearTile(x, y);
}
});
}, 100);
// inital enemies
for (let i = 0; i < 5; i++) {
addSprite(i * 3, 0, enemy);
}
// Slow down the enemy spawn rate (every 5 seconds)
setInterval(() => {
for (let i = 0; i < 5; i++) {
addSprite(i * 3, 0, enemy);
}
}, 5000); // Slower rate (5 seconds)
// Enemies moving
let enemyMoveIntervalId = setInterval(() => {
getAll(enemy).forEach((e) => {
let x = e.x;
let y = e.y;
if (y < 10) {
clearTile(x, y);
addSprite(x, y + 1, enemy);
} else if (y == 10){
clearTile(x, y);
}
});
}, 1000);
// Randomly select enemies to shoot back
let enemyShootIntervalId = setInterval(() => {
let enemies = getAll(enemy);
if (enemies.length > 0) {
let randomEnemy = enemies[Math.floor(Math.random() * enemies.length)];
addSprite(randomEnemy.x, randomEnemy.y + 1, enemyBullet); // Shoot from below the enemy
}
}, 2000); // Enemies shoot every 2 seconds
// Move enemy bullets and check for collision with player
let enemyBulletMoveIntervalId = setInterval(() => {
getAll(enemyBullet).forEach((eb) => {
let x = eb.x;
let y = eb.y;
if (y < 9) { // As long as the bullet is above the player area
clearTile(x, y);
addSprite(x, y + 1, enemyBullet);
} else {
clearTile(x, y); // Clear bullet when it moves off-screen
}
// Check if the player is hit by the enemy bullet
if (x === playerX && y + 1 === playerY) {
endGame("Game Over! ");
}
});
}, 100);
// Check if the player collides with an enemy
let collisionCheckIntervalId = setInterval(() => {
getAll(enemy).forEach((e) => {
if (e.x === playerX && e.y === playerY) {
endGame("Game Over!");
}
});
}, 100);
function endGame(message) {
console.log(message);
onInput("w", () => {});
onInput("a", () => {});
onInput("d", () => {});
clearInterval(bulletIntervalId);
clearInterval(enemyMoveIntervalId);
clearInterval(enemyShootIntervalId);
clearInterval(enemyBulletMoveIntervalId);
clearInterval(collisionCheckIntervalId); // Stops all intervals, effectively ending the game
addText(message, { x: 5, y: 5, color: color`3`, scale: 0.2 });
}