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FLY FIGHTER GAME #2185

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Binary file added FLY FIGHTER GAME/assets/back.jpg
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Binary file added FLY FIGHTER GAME/assets/laser.mp3
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395 changes: 395 additions & 0 deletions FLY FIGHTER GAME/assets/main.js
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// Inisialisasi
var btnMulai = document.getElementById('mulai'),
btnUlangi = document.getElementById('ulangi'),
text = document.getElementById('text'),
scoreBoard = document.getElementById('score'),
livesBoard = document.getElementById('nyawa');

var bannerMulai = document.getElementsByClassName('banner1'),
bannerAkhir = document.getElementsByClassName('banner2');

var c = document.getElementById('canvas');
let ctx = c.getContext('2d');

let lives = 10,
score = 0;

let imgShip = new Image(),
imgEnemy = new Image(),
laserEffect = new Audio('/assets/laser.mp3'),
reloadEffect = new Audio('/assets/reload.mp3'),
vid = document.querySelector('video');

imgShip.src = '/assets/ship.png';
imgEnemy.src = '/assets/musuh.png';

let batasKiri = 10,
batasKanan = 280,
batasAtas = 0,
batasBawah = 130;

let ship = {
x: batasKanan / 2,
y: batasBawah
}

let peluru = [],
enemy = [];

for (i = 0; i < 4; i++) {
enemy[i] = {
x: 20 + i * 60,
y: -10,
die: false,
score: true
}
}
for (i = 0; i < 4; i++) {
peluru[i] = {
x: ship.x + 5,
y: ship.y + 5,
status: 'ready',
baca: false
}
}





// Function Utama
function init() {
run = setInterval(function () {
draw();
}, 1000 / 20)
}

/**
* drawPeluru
* Berfungsi untuk menggambar peluru pada canvas
*/
function drawPeluru() {
for (i = 0; i < enemy.length; i++) {
if (peluru[i].status == "ready") {
ctx.fillStyle = 'red';
ctx.fillRect(peluru[i].x, peluru[i].y, 2, 10);
}
if (peluru[i].status == "used") {
peluru[i].y -= 1;
ctx.fillStyle = 'red';
ctx.fillRect(peluru[i].x, peluru[i].y, 2, 10);
}
}
}


/**
* crush
* function lek Pesawat nabrak musuh
*/
function crush(){
for(i=0; i < enemy.length; i++){
if ((enemy[i].y + 50 / 4 == ship.y || enemy[i].y == ship.y) && (ship.x >= enemy[i].x && ship.x <= enemy[i].x )) {
lives -= 1
for (i = 0; i < enemy.length; i++){
enemy[i].y = 0;
}
}
}
}






/**
* enemyDie
* Berfungsi untuk proses menembak
* apakah musuh mati karena tembakan atau tidak
*/
function enemyDie() {
for (i = 0; i < enemy.length; i++) {
for (j = 0; j < 4; j++) {
if (peluru[i].status == "used") {
if (peluru[i].x >= enemy[j].x && peluru[i].x <= enemy[j].x + 50 / 4) {
if (peluru[i].y == enemy[j].y + 10) {
// Jika musuh terkena tembakan
enemy[j].die = true;
peluru[i].y = -10;
if(enemy[j].score == true){
score += 10;
enemy[j].y = -10
enemy[j].score = false;
}
}
}
}
}
}
}

/**
* updateBoard
* Melakukan update terhadap jumlah score dan juga nyawa
* sekaligus menampilkan alert menang / kalah
*/
function updateBoard() {
scoreBoard.innerHTML = score;
livesBoard.innerHTML = lives;
if (lives <= 0) {
clearInterval(run);
bannerAkhir[0].style.display = 'block';
text.innerHTML = "Mohon Maaf<br/> kamu gagal memenangkan permainan";
}
if (lives >= 1 && score >= 50) {
clearInterval(run);
bannerAkhir[0].style.display = 'block';
text.innerHTML = "Selamat<br/> kamu telah memenangkan permainan";
}
}

/**
* reload
* Melakukan proses reload terhadap peluru
*/
function reload() {
reloadEffect.play();
for (i = 0; i < peluru.length; i++) {
if (peluru[i].y <= 0) {
peluru[i] = {
x: ship.x + 6,
y: ship.y,
status: 'ready',
}
}
}
}

/**
* drawEnemy
* Menggambar musuh pada canvas
*/
function drawEnemy() {
if (enemy[0].die == true && enemy[1].die == true && enemy[2].die == true && enemy[3].die == true) {
// Membuat musuh baru jika semua musuh telah terbunuh
for (i = 0; i < enemy.length; i++) {
enemy[i] = {
x: 20 + i * 80,
y: -10,
die: false,
score: true
}
}
} else {
for (i = 0; i < enemy.length; i++) {
if (enemy[i].die == false) {
ctx.drawImage(imgEnemy, 0, 0, 50, 38, enemy[i].x, enemy[i].y, 50 / 4, 38 / 4);
enemy[i].y += 1;
if (enemy[i].y > batasBawah + 20) {
// jika lewat nyawa berkurang satu
lives -= 1;
enemy[i].y = -10;
return
}
}
}
}
}

/**
* drawShip
* Menggambar kapal aliansi pada canvas
*/
function drawShip() {
ctx.drawImage(imgShip, 0, 0, 50, 57, ship.x, ship.y, 50 / 4, 57 / 4);
}

/**
* draw
* Mengatur lebar canvas & memanggil semua function yang telah dibuat
*/
function draw() {
ctx.clearRect(0, 0, 600, 600);
// Memanggil function
drawEnemy();
drawShip();
enemyDie();
drawPeluru();
crush();
updateBoard();
};


// Menambahkan event listener click pada button mulai
btnMulai.addEventListener('click', function () {
// vid.play();
bannerMulai[0].style.display = "none"; // hide Banner1
init();
document.addEventListener('keydown', function (anu) {
switch (anu.code) {
case "Space":
if (peluru[0].status == 'ready') {
laserEffect.play()
peluru[0].status = 'used';
} else if (peluru[1].status == 'ready') {
laserEffect.play()
peluru[1].status = 'used';
} else if (peluru[2].status == 'ready') {
laserEffect.play()
peluru[2].status = 'used';
} else if (peluru[3].status == 'ready') {
laserEffect.play()
peluru[3].status = 'used';
} else {
reload();
}
break;
case "ArrowRight":
if (ship.x < batasKanan) {
ship.x += 10;
}
for (var i = 0; i < peluru.length; i++) {
if (peluru[i].status !== "used") {
if (peluru[i].x <= batasKanan)
peluru[i].x += 10;
}
}
break;
case "ArrowLeft":
if (ship.x > batasKiri) {
ship.x -= 10;
}
for (var i = 0; i < peluru.length; i++) {
if (peluru[i].status !== "used") {
if (peluru[i].x >= batasKiri + 10)
peluru[i].x -= 10;
}
}
break;
case "ArrowUp":
if (ship.y > batasAtas) {
ship.y -= 10;
}
for (var i = 0; i < peluru.length; i++) {
if (peluru[i].status !== "used") {
if (peluru[i].y > batasAtas + 10)
peluru[i].y -= 10;
}
}
break;
case "ArrowDown":
if (ship.y < batasBawah) {
ship.y += 10;
}
for (var i = 0; i < peluru.length; i++) {
if (peluru[i].status !== "used") {
if (peluru[i].y < batasBawah)
peluru[i].y += 10;
}
}
break;
default:
break;
}
})
})

btnUlangi.addEventListener('click', function () {
// Re-Declare for restart game
lives = 10,
score = 0;
bannerAkhir[0].style.display = "none";
let batasKiri = 10,
batasKanan = 280,
batasAtas = 0,
batasBawah = 130;
let ship = {
x: batasKanan / 2,
y: batasBawah
}
let peluru = [],
enemy = [];
for (i = 0; i < 4; i++) {
enemy[i] = {
x: 20 + i * 80,
y: -10,
die: false,
score: true
}
}
for (i = 0; i < 4; i++) {
peluru[i] = {
x: ship.x + 5,
y: ship.y + 5,
status: 'ready',
baca: false
}
}
init();
document.addEventListener('keydown', function (anu) {
switch (anu.code) {
case "Space":
if (peluru[0].status == 'ready') {
laserEffect.play()
peluru[0].status = 'used';
} else if (peluru[1].status == 'ready') {
laserEffect.play()
peluru[1].status = 'used';
} else if (peluru[2].status == 'ready') {
laserEffect.play()
peluru[2].status = 'used';
} else if (peluru[3].status == 'ready') {
laserEffect.play()
peluru[3].status = 'used';
} else {
reload();
}
break;
case "ArrowRight":
if (ship.x < batasKanan) {
ship.x += 10;
}
for (var i = 0; i < peluru.length; i++) {
if (peluru[i].status !== "used") {
if (peluru[i].x <= batasKanan)
peluru[i].x += 10;
}
}
break;
case "ArrowLeft":
if (ship.x > batasKiri) {
ship.x -= 10;
}
for (var i = 0; i < peluru.length; i++) {
if (peluru[i].status !== "used") {
if (peluru[i].x >= batasKiri + 10)
peluru[i].x -= 10;
}
}
break;
case "ArrowUp":
if (ship.y > batasAtas) {
ship.y -= 10;
}
for (var i = 0; i < peluru.length; i++) {
if (peluru[i].status !== "used") {
if (peluru[i].y > batasAtas + 10)
peluru[i].y -= 10;
}
}
break;
case "ArrowDown":
if (ship.y < batasBawah) {
ship.y += 10;
}
for (var i = 0; i < peluru.length; i++) {
if (peluru[i].status !== "used") {
if (peluru[i].y < batasBawah)
peluru[i].y += 10;
}
}
break;
}
})
})
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