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flappy bird one.js
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flappy bird one.js
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// Select canvas
const cvs = document.getElementById("bird");
const ctx = cvs.getContext("2d");
// Game variables and consts
let frames = 0;
const DEGREE = Math.PI / 180;
// Load sprite image
const sprite = new Image();
sprite.src = 'https://i.postimg.cc/XJQVyb5Y/sprite.png';
/* Load sounds */
// Score
//const SCORE_S = new Audio();
//SCORE_S.src = "audio/sfx_point.wav";
// Flap
//const FLAP = new Audio();
//FLAP.src = "audio/sfx_flap.wav";
// Hit
//const HIT = new Audio();
//HIT.src = "audio/sfx_hit.wav";
// Swooshing
//const SWOOSHING = new Audio();
//SWOOSHING.src = "audio/sfx_swooshing.wav";
//const DIE = new Audio();
//DIE.src = "audio/sfx_die.wav";
// Game states
const state = {
current: 0,
getReady: 0,
game: 1,
over: 2
}
// Start button to make sure user clicks inside of restart button to restart
const startBtn = {
x: 120,
y: 263,
w: 83,
h: 29
}
// Control game state
cvs.addEventListener("click", function(evt) {
switch (state.current) {
case state.getReady:
state.current = state.game;
//SWOOSHING.play();
break;
case state.game:
bird.flap();
//FLAP.play();
break;
case state.over:
let rect = cvs.getBoundingClientRect();
let clickX = evt.clientX - rect.left;
let clickY = evt.clientY - rect.top;
// Check if restart button was clicked
if (clickX >= startBtn.x && clickX <= startBtn.x + startBtn.w &&
clickY >= startBtn.y && clickY <= startBtn.y + startBtn.h) {
pipes.reset();
bird.speedReset();
score.reset();
state.current = state.getReady;
}
break;
}
})
// Background
const bg = {
sX: 0, // Source x position
sY: 0, // Source y position
w: 275,
h: 226,
x: 0,
y: cvs.height - 226,
draw: function() {
ctx.drawImage(sprite, this.sX, this.sY, this.w, this.h,
this.x, this.y, this.w, this.h);
ctx.drawImage(sprite, this.sX, this.sY, this.w, this.h,
this.x + this.w, this.y, this.w, this.h);
}
}
// Foreground
const fg = {
sX: 276,
sY: 0,
w: 224,
h: 112,
x: 0,
y: cvs.height - 112,
dx: 2, // delta x to move ground to the left by
draw: function() {
ctx.drawImage(sprite, this.sX, this.sY, this.w, this.h,
this.x, this.y, this.w, this.h);
ctx.drawImage(sprite, this.sX, this.sY, this.w, this.h,
this.x + this.w, this.y, this.w, this.h);
},
update: function() {
if (state.current == state.game) {
this.x = (this.x - this.dx) % (this.w / 2); // reset ground position when edge of screen is reached
}
}
}
// Bird
const bird = {
animation: [
{ sX: 276, sY: 112 },
{ sX: 276, sY: 139 },
{ sX: 276, sY: 164 },
{ sX: 276, sY: 139 }
],
x: 50,
y: 150,
w: 34,
h: 26,
radius: 12,
frame: 0,
gravity: 0.25,
jump: 4.6,
speed: 0,
rotation: 0,
draw: function() {
let bird = this.animation[this.frame];
// Rotate bird
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.rotation);
ctx.drawImage(sprite, bird.sX, bird.sY, this.w, this.h, -this.w / 2, -this.h / 2, this.w, this.h);
ctx.restore();
},
flap: function() {
this.speed = -this.jump;
},
update: function() {
// Bird flaps slower if in getReady state
this.period = state.current == state.getReady ? 10 : 5;
// Increment the frame by 1 each period
this.frame += frames % this.period == 0 ? 1 : 0;
// Frame resets to 0 whenever it reaches 4
this.frame = this.frame % this.animation.length;
if (state.current == state.getReady) {
this.y = 150; // Reset position after game over
this.rotation = 0 * DEGREE;
} else {
this.speed += this.gravity;
this.y += this.speed;
if (this.y + this.h / 2 >= cvs.height - fg.h) {
this.y = cvs.height - fg.h - this.h / 2;
if (state.current == state.game) {
state.current = state.over;
//DIE.play();
}
}
// If speed > jump, bird is falling
if (this.speed >= this.jump) {
this.rotation = 90 * DEGREE
this.frame = 1; // stop flapping if falling
} else {
this.rotation = -25 * DEGREE
}
}
},
speedReset: function() {
this.speed = 0;
}
}
// Get ready message
const getReady = {
sX: 0,
sY: 228,
w: 173,
h: 152,
x: cvs.width / 2 - 173 / 2,
y: 80,
draw: function() {
if (state.current == state.getReady) {
ctx.drawImage(sprite, this.sX, this.sY, this.w, this.h,
this.x, this.y, this.w, this.h);
}
}
}
// Game over message
const gameOver = {
sX: 175,
sY: 228,
w: 225,
h: 202,
x: cvs.width / 2 - 225 / 2,
y: 90,
draw: function() {
if (state.current == state.over) {
ctx.drawImage(sprite, this.sX, this.sY, this.w, this.h,
this.x, this.y, this.w, this.h);
}
}
}
// Pipes
const pipes = {
position: [],
top: {
sX: 553,
sY: 0
},
bottom: {
sX: 502,
sY: 0
},
w: 53,
h: 400,
gap: 85,
maxYPos: -150,
dx: 2,
draw: function() {
for (let i = 0; i < this.position.length; i++) {
let p = this.position[i];
let topYPos = p.y;
let bottomYPos = p.y + this.h + this.gap;
// Top pipe
ctx.drawImage(sprite, this.top.sX, this.top.sY, this.w, this.h,
p.x, topYPos, this.w, this.h);
// Bottom pipe
ctx.drawImage(sprite, this.bottom.sX, this.bottom.sY, this.w, this.h,
p.x, bottomYPos, this.w, this.h);
}
},
update: function() {
if (state.current != state.game) return;
if (frames % 100 == 0) {
this.position.push({
x: cvs.width,
y: this.maxYPos * (Math.random() + 1)
});
}
for (let i = 0; i < this.position.length; i++) {
let p = this.position[i];
let bottomPipeYPos = p.y + this.h + this.gap;
/* Collision detection */
// Top pipe
if (bird.x + bird.radius > p.x && bird.x - bird.radius < p.x + this.w &&
bird.y + bird.radius > p.y && bird.y - bird.radius < p.y + this.h) {
state.current = state.over;
//HIT.play();
}
// Bottom pipe
if (bird.x + bird.radius > p.x && bird.x - bird.radius < p.x + this.w &&
bird.y + bird.radius > bottomPipeYPos && bird.y - bird.radius < bottomPipeYPos + this.h) {
state.current = state.over;
//HIT.play();
}
// Move pipes to left
p.x -= this.dx;
// Remove pipes once off screen
if (p.x + this.w <= 0) {
this.position.shift();
// Update score
score.value += 1;
//SCORE_S.play();
score.best = Math.max(score.best, score.value);
localStorage.setItem("best", score.best);
}
}
},
reset: function() {
this.position = [];
}
}
// Score
const score = {
best: parseInt(localStorage.getItem("best")) || 0,
value: 0,
draw: function() {
ctx.fillStyle = "#FFF";
if (state.current == state.game) {
ctx.lineWidth = 2;
ctx.font = "35px Teko";
ctx.fillText(this.value, cvs.width / 2, 50);
ctx.strokeText(this.value, cvs.width / 2, 50);
} else if (state.current == state.over) {
// Score value
ctx.font = "25px Teko";
ctx.fillText(this.value, 225, 186);
ctx.strokeText(this.value, 225, 186);
// Best score
ctx.fillText(this.best, 225, 228);
ctx.strokeText(this.best, 225, 228);
}
},
reset: function() {
this.value = 0;
}
}
// Draw
function draw() {
ctx.fillStyle = "#70C5CE";
ctx.fillRect(0, 0, cvs.width, cvs.height)
bg.draw();
pipes.draw();
fg.draw();
bird.draw();
getReady.draw();
gameOver.draw();
score.draw();
}
// Update
function update() {
bird.update();
fg.update();
pipes.update();
}
// Loop
function loop() {
update();
draw();
frames++;
requestAnimationFrame(loop);
}
loop();
console.log('made' + ' ' + 'by' + ' ' + 'Preston' + ' ' + 'R' + ' ' + 'for' + ' ' + 'steam')