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app.js
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const grid = document.querySelector('.grid')
const resultDisplay = document.querySelector('.results')
let currentShooterIndex = 202
const width = 15
const aliensRemoved = []
let InvadersId
let isGoingRight = true
let direction = 1
let results = 0
for(let i = 0; i < width * width; i++){
const squre = document.createElement('div')
grid.appendChild(squre)
}
const squres = Array.from(document.querySelectorAll('.grid div')
)
console.log(squres);
const alienInvaders = [
0,1,2,3,4,5,6,7,8,9,
15,16,17,18,19,20,21,22,23,24,
30,31,32,33,34,35,36,37,38,39
]
function draw(){
for (let i = 0; i < alienInvaders.length; i++) {
if(!aliensRemoved.includes(i)){
squres[alienInvaders[i]].classList.add('invader')
}
}
}
draw()
squres[currentShooterIndex].classList.add('shooter')
function remove(){
for (let i = 0; i < alienInvaders.length; i++) {
squres[alienInvaders[i]].classList.remove('invader')
}
}
function moveShooter(e){
squres[currentShooterIndex].classList.remove('shooter')
switch(e.key){
case 'ArrowLeft':
if(currentShooterIndex % width !==0) currentShooterIndex -=1
break
case 'ArrowRight':
if(currentShooterIndex % width < width -1 )
currentShooterIndex +=1
break
}
squres[currentShooterIndex].classList.add('shooter')
}
document.addEventListener('keydown',moveShooter)
function moveInvaders(){
const leftEdge = alienInvaders[0] % width === 0
const rightEdge = alienInvaders[alienInvaders.length - 1] % width === width - 1
remove()
if (rightEdge && isGoingRight){
for (let i = 0; i < alienInvaders.length; i++) {
alienInvaders[i] += width +1
direction = -1
isGoingRight = false
}
}
if(leftEdge &&!isGoingRight){
for (let i = 0; i < alienInvaders.length; i++) {
alienInvaders[i] += width - 1
direction = 1
isGoingRight = true
}
}
for (let i = 0; i < alienInvaders.length; i++) {
alienInvaders[i] += direction
}
draw()
if(squres[currentShooterIndex].classList.contains("invader")){
resultDisplay.innerHTML = 'GAME OVER'
clearInterval(InvadersId)
}
if(aliensRemoved.length === alienInvaders.length){
resultDisplay.innerHTML = 'YOU WIN'
clearInterval(InvadersId)
}
}
InvadersId = setInterval(moveInvaders, 600)
function shoot(e){
let laserId
let currentLaserIndex = currentShooterIndex
function moveLaser(){
squres[currentLaserIndex].classList.remove('laser')
currentLaserIndex -= width
squres[currentLaserIndex].classList.add('laser')
if(squres[currentLaserIndex].classList.contains('invader')){
squres[currentLaserIndex].classList.remove('laser')
squres[currentLaserIndex].classList.remove('invader')
squres[currentLaserIndex].classList.add('boom')
setTimeout(()=>squres[currentLaserIndex].classList.remove('boom'), 300
)
clearInterval(laserId)
const alienRemoved = alienInvaders.indexOf(currentLaserIndex)
aliensRemoved.push(alienRemoved)
results++
resultDisplay.innerHTML = results
console.log(aliensRemoved);
}
}
if(e.key === 'ArrowUp'){
laserId = setInterval(moveLaser, 100)
}
}
document.addEventListener('keydown',shoot)