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game.js
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game.js
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document.addEventListener('DOMContentLoaded', () => {
const grid = document.querySelector('.grid')
const scoreDisplay = document.getElementById('score')
const width = 28
let score = 0
const layout = [
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1,
1, 3, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 3, 1,
1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1,
1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 0, 1, 1, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 1, 1, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 0, 1, 1, 4, 1, 1, 1, 2, 2, 1, 1, 1, 4, 1, 1, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 0, 1, 1, 4, 1, 2, 2, 2, 2, 2, 2, 1, 4, 1, 1, 0, 1, 1, 1, 1, 1, 1,
4, 4, 4, 4, 4, 4, 0, 0, 0, 4, 1, 2, 2, 2, 2, 2, 2, 1, 4, 0, 0, 0, 4, 4, 4, 4, 4, 4,
1, 1, 1, 1, 1, 1, 0, 1, 1, 4, 1, 2, 2, 2, 2, 2, 2, 1, 4, 1, 1, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 0, 1, 1, 4, 1, 1, 1, 1, 1, 1, 1, 1, 4, 1, 1, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 0, 1, 1, 4, 1, 1, 1, 1, 1, 1, 1, 1, 4, 1, 1, 0, 1, 1, 1, 1, 1, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1,
1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1,
1, 3, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 3, 1,
1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1,
1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1,
1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
]
const squares = []
// 0 - pac-dots
// 1 - wall
// 2 - ghost-lair
// 3 - power-pellet
// 4 - empty
// draw the grid and render it
function createBoard() {
for (let i = 0; i < layout.length; i++) {
const square = document.createElement('div')
grid.appendChild(square)
squares.push(square)
// add layout to the board
if (layout[i] === 0) {
squares[i].classList.add('pac-dot')
} else if (layout[i] === 1) {
squares[i].classList.add('wall')
} else if (layout[i] === 2) {
squares[i].classList.add('ghost-lair')
} else if (layout[i] === 3) {
squares[i].classList.add('power-pellet')
}
}
}
createBoard()
// creating pacman
// starting position of pac-man
let pacmanCurrentIndex = 490
squares[pacmanCurrentIndex].classList.add('pac-man')
function movePacman(e) {
squares[pacmanCurrentIndex].classList.remove('pac-man')
switch (e.key) {
case 'ArrowLeft':
if (pacmanCurrentIndex % width !== 0 &&
!squares[pacmanCurrentIndex - 1].classList.contains('wall') &&
!squares[pacmanCurrentIndex - 1].classList.contains('ghost-lair'))
pacmanCurrentIndex -= 1
// check if pacman is in the left exit
if ((pacmanCurrentIndex - 1) === 363) {
pacmanCurrentIndex = 391
}
break
case 'ArrowUp':
if (pacmanCurrentIndex - width >= 0 &&
!squares[pacmanCurrentIndex - width].classList.contains('wall') &&
!squares[pacmanCurrentIndex - width].classList.contains('ghost-lair'))
pacmanCurrentIndex -= width
break
case 'ArrowRight':
if (pacmanCurrentIndex % width < width - 1 &&
!squares[pacmanCurrentIndex + 1].classList.contains('wall') &&
!squares[pacmanCurrentIndex + 1].classList.contains('ghost-lair'))
pacmanCurrentIndex += 1
// check if pacman is in the right exit
if ((pacmanCurrentIndex + 1) === 392) {
pacmanCurrentIndex = 364
}
break
case 'ArrowDown':
if (pacmanCurrentIndex + width < width * width &&
!squares[pacmanCurrentIndex + width].classList.contains('wall') &&
!squares[pacmanCurrentIndex + width].classList.contains('ghost-lair'))
pacmanCurrentIndex += width
break
}
squares[pacmanCurrentIndex].classList.add('pac-man')
pacDotEaten()
powerPelletEaten()
checkGameOver()
checkForWin()
}
document.addEventListener('keyup', movePacman)
function pacDotEaten() {
if (squares[pacmanCurrentIndex].classList.contains('pac-dot')) {
score++
scoreDisplay.innerHTML = score
squares[pacmanCurrentIndex].classList.remove('pac-dot')
}
}
function powerPelletEaten() {
if (squares[pacmanCurrentIndex].classList.contains('power-pellet')) {
score += 10
ghosts.forEach(ghost => ghost.isScared = true)
setTimeout(unScareGhosts, 10000)
squares[pacmanCurrentIndex].classList.remove('power-pellet')
}
}
function unScareGhosts() {
ghosts.forEach(ghost => ghost.isScared = false)
}
class Ghost {
constructor(className, startIndex, speed) {
this.className = className
this.startIndex = startIndex
this.speed = speed
this.currentIndex = startIndex
this.timerId = NaN
this.isScared = false
}
}
ghosts = [
new Ghost('blinky', 348, 250),
new Ghost('pinky', 376, 400),
new Ghost('inky', 351, 300),
new Ghost('clyde', 379, 500),
]
ghosts.forEach(ghost => {
squares[ghost.currentIndex].classList.add(ghost.className)
squares[ghost.currentIndex].classList.add('ghost')
})
// random moves for ghosts
ghosts.forEach(ghost => moveGhost(ghost))
function moveGhost(ghost) {
const directions = [- 1, + 1, width, - width]
let direction = directions[Math.floor(Math.random() * directions.length)]
ghost.timerId = setInterval(function () {
if (!squares[ghost.currentIndex + direction].classList.contains('wall') &&
!squares[ghost.currentIndex + direction].classList.contains('ghost')) {
squares[ghost.currentIndex].classList.remove(ghost.className, 'ghost', 'scared-ghost')
ghost.currentIndex += direction
squares[ghost.currentIndex].classList.add(ghost.className, 'ghost')
} else direction = directions[Math.floor(Math.random() * directions.length)]
// if the ghost is currently scared
if (ghost.isScared) {
squares[ghost.currentIndex].classList.add('scared-ghost')
}
// if ghost is scared and pacman runs into it
if (ghost.isScared && squares[ghost.currentIndex].classList.contains('pac-man')) {
squares[ghost.currentIndex].classList.remove(ghost.className, 'ghost', 'scared-ghost')
ghost.currentIndex = ghost.startIndex
score += 100
squares[ghost.currentIndex].classList.add(ghost.className, 'ghost')
}
checkGameOver()
}, ghost.speed)
}
// check for game over
function checkGameOver() {
if (squares[pacmanCurrentIndex].classList.contains('ghost') &&
!squares[pacmanCurrentIndex].classList.contains('scared-ghost')) {
ghosts.forEach(ghost => clearInterval(ghost.timerId))
document.removeEventListener('keyup', movePacman)
scoreDisplay.innerHTML = 'GAME OVER!'
}
}
// check for a win
function checkForWin() {
if (score === 274) {
ghosts.forEach(ghost => clearInterval(ghost.timerId))
document.removeEventListener('keyup', movePacman)
scoreDisplay.innerHTML = 'YOU WIN!'
}
}
})