Skip to content

Eviltoastey/Asteroid-Assault

 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

77 Commits
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Destroy all the asteroids without getting hit more than once! Each level spawns more asteroids than the last one, how long will you survive? Use powerups to upgrade your ship's weapons or use the superbomb powerup to make the asteroids go bye-bye!

Play Asteroid Assault!

Controls

Movement : arrow keys
Fire     : space bar
Pause    : escape key

Powerups

Multi-shot : gain three charges of multi-shot, shooting five bullets at once
Super bomb : annihilate all asteroids with a big bang

Development

Getting Started

These instructions will get you a copy of the project up and running on your local machine for development and testing purposes.

Prerequisites

To run this project the TypeScriptCompiler is required.

npm install -g typescript

You'll also require BrowserSync for live reloading.

npm install -g browser-sync

Installing & running

To get the project up and running be sure to watch local files for changes by executing the build command, this can be done by pressing ⌘CMD+⇧SHIFT+B.

Next up we'll want our project to be reloaded everytime the built javascript is changed, this can be done by executing the following command.

browser-sync start --server --files "js/main.js"

Make sure to execute this command in the /dist directory and not the root folder.

Design patterns

Singleton

I applied the singleton pattern within gameManager.ts because there will most likely always be only one GameManager at all times. This class is responsible for taking care of all the GameObject instances that are being used within the game.

By making this class a singleton it's easy to let objects add and remove themselves from the GameObject array, taking away possible unwanted responsibilities and duplicate parameters. This is made possible by having a GameManager instance available at all times.

Strategy

The strategy pattern is used to configure the ship shooting behaviour on runtime. At the moment there are two concrete IShootBehaviours which can be toggled on a ship accordingly. By picking up a weapon powerup the colliding ship will have it's ishootingbehaviour changed to the multishot ishootingbehaviour, which on it's own turn resets the ships ishootingbehaviour to a singleshot behaviour after running out of ammo.

Observer

Another powerup in the game makes use of the observer pattern. The bomb powerup (subject) has a list of asteroids (observer) which, when picked up, notifies all the asteroids to explode.

All asteroids are registered to the bomb once a level is created. When an asteroid is shot it unsubscribes and deletes itself from the game.

Polymorphism

By making every game-related object into a GameObject it was easy to loop through all the different types of GameObjects and check for collision etc. by Using instanceof it was possible to differentiate a ship from a asteroid while they are both of the same type GameObject.

The different messages you see on screen while playing the game are also of the same type Message while also being it's own type. An instance of authormessage.ts is also an instance of message.ts.

Pull request

Link

Peer review

Link

UML diagram

https://i.imgur.com/zKPdOOS.png

Authors

  • Arno van Doesburg - development
  • Kenney.nl - graphics
  • SubspaceAudio - sfx

This project was made on behalf of the Rotterdam University of Applied Sciences.

About

Typescript space shooter

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

  • TypeScript 100.0%