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solvedPedro #176

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4 changes: 4 additions & 0 deletions index.html
Original file line number Diff line number Diff line change
Expand Up @@ -39,5 +39,9 @@ <h1>Game Over</h1>

<script type="text/javascript" src="js/game.js"></script>
<script type="text/javascript" src="js/script.js"></script>
<script type="text/javascript" src="js/player.js"></script>
<script type="text/javascript" src="js/obstacle.js"></script>


</body>
</html>
100 changes: 98 additions & 2 deletions js/game.js
Original file line number Diff line number Diff line change
@@ -1,3 +1,99 @@
class Game {
// code to be added
}
constructor() {
this.startScreen = document.getElementById('game-intro');
this.gameScreen = document.getElementById('game-screen');
this.gameEndScreen = document.getElementById('game-end');
this.player = new Player(
this.gameScreen,
200,
500,
100,
150,
"./images/car.png"
);
this.height = 600;
this.width = 500;
this.obstacles = [];
this.score = 0;
this.lives = 3;
this.gameIsOver = false;
this.gameIntervalId;
this.gameLoopFrequency = Math.round(1000 / 60);
}

startGame() {
this.gameScreen.style.height = `${this.height}px`;
this.gameScreen.style.width = `${this.width}px`;
this.startScreen.style.display = "none";
this.gameScreen.style.display = "block";
this.gameIntervalId = setInterval(() => {
this.gameLoop()
}, this.gameLoopFrequency)
}



gameLoop() {
console.log("in the game loop");
this.update();
if (this.gameIsOver) {
clearInterval(this.gameIntervalId);
}
}
update() {
this.player.move();
console.log("in the update");
for (let i = 0; i < this.obstacles.length; i++) {
const obstacle = this.obstacles[i];
obstacle.move();

// If the player's car collides with an obstacle
if (this.player.didCollide(obstacle)) {
// Remove the obstacle element from the DOM
obstacle.element.remove();
// Remove obstacle object from the array
this.obstacles.splice(i, 1);
// Reduce player's lives by 1
this.lives--;
// Update the counter variable to account for the removed obstacle
i--;
} // If the obstacle is off the screen (at the bottom)
else if (obstacle.top > this.height) {
// Increase the score by 1
this.score++;
// Remove the obstacle from the DOM
obstacle.element.remove();
// Remove obstacle object from the array
this.obstacles.splice(i, 1);
// Update the counter variable to account for the removed obstacle
i--;
}
}

// If the lives are 0, end the game
if (this.lives === 0) {
this.endGame();
}

// Create a new obstacle based on a random probability
// when there is no other obstacles on the screen
if (Math.random() > 0.98 && this.obstacles.length < 1) {
this.obstacles.push(new Obstacle(this.gameScreen));
}
}

// Create a new method responsible for ending the game
endGame() {
this.player.element.remove();
this.obstacles.forEach(obstacle => obstacle.element.remove());

this.gameIsOver = true;

// Hide game screen
this.gameScreen.style.display = "none";
// Show end game screen
this.gameEndScreen.style.display = "block";
}


}
32 changes: 32 additions & 0 deletions js/obstacle.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,32 @@
class Obstacle {
constructor(gameScreen) {
this.gameScreen = gameScreen;
this.left = Math.floor(Math.random() * 300 + 70);
this.top = 0;
this.width = 100;
this.height = 150;
this.element = document.createElement("img");

this.element.src = "./images/redCar.png";
this.element.style.position = "absolute";
this.element.style.width = `${this.width}px`;
this.element.style.height = `${this.height}px`;
this.element.style.left = `${this.left}px`;
this.element.style.top = `${this.top}px`;

this.gameScreen.appendChild(this.element);
}

updatePosition() {
// Update the obstacle's position based on the properties left and top
this.element.style.left = `${this.left}px`;
this.element.style.top = `${this.top}px`;
}

move() {
// Move the obstacle down by 3px
this.top += 3;
// Update the obstacle's position on the screen
this.updatePosition();
}
}
60 changes: 60 additions & 0 deletions js/player.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,60 @@
class Player {
constructor(gameScreen, left, top, widht, height, imgSrc) {
this.gameScreen = gameScreen;
this.left = left;
this.top = top;
this.width = widht;
this.height = height;
this.directionX = 0;
this.directionY = 0;
this.element = document.createElement('img');

this.element.src = imgSrc;
this.element.style.position = "absolute";
this.element.style.width = `${this.width}px`;
this.element.style.height = `${this.height}px`;
this.element.style.left = `${left}px`;
this.element.style.top = `${top}px`;

this.gameScreen.appendChild(this.element);

}
move() {
this.left += this.directionX;
this.top += this.directionY;
if (this.left < 10) {
this.left = 10;
}
if (this.top < 10) {
this.top = 10;
}
if (this.left > this.gameScreen.offsetWidth - this.width - 10) {
this.left = this.gameScreen.offsetWidth - this.width - 10;
}
if (this.top > this.gameScreen.offsetHeight - this.height - 10) {
this.top = this.gameScreen.offsetHeight - this.height - 10;
}
this.updatePosition();
}


updatePosition() {
this.element.style.left = `${this.left}px`;
this.element.style.top = `${this.top}px`;
}
didCollide(obstacle) {
const playerRect = this.element.getBoundingClientRect();
const obstacleRect = obstacle.element.getBoundingClientRect();

if (
playerRect.left < obstacleRect.right &&
playerRect.right > obstacleRect.left &&
playerRect.top < obstacleRect.bottom &&
playerRect.bottom > obstacleRect.top
) {
return true;
} else {
return false;
}
}
}
62 changes: 61 additions & 1 deletion js/script.js
Original file line number Diff line number Diff line change
@@ -1,12 +1,72 @@
window.onload = function () {
const startButton = document.getElementById("start-button");
const restartButton = document.getElementById("restart-button");
let game;

startButton.addEventListener("click", function () {
startGame();
});

function startGame() {
game = new Game();

game.startGame();
console.log("start game");
}
};
function handleKeydown(event) {
const key = event.key;
const possibleKeystrokes = [
"ArrowLeft",
"ArrowUp",
"ArrowRight",
"ArrowDown",
];

// Check if the pressed key is in the possibleKeystrokes array
if (possibleKeystrokes.includes(key)) {
event.preventDefault();

// Update player's directionX and directionY based on the key pressed
switch (key) {
case "ArrowLeft":
game.player.directionX = -1;
break;
case "ArrowUp":
game.player.directionY = -1;
break;
case "ArrowRight":
game.player.directionX = 1;
break;
case "ArrowDown":
game.player.directionY = 1;
break;
}

}

document.onkeyup = (event) => {
switch (event.key) {
case 'ArrowLeft':
case 'ArrowRight':
game.player.directionX = 0;
break;
case 'ArrowUp':
case 'ArrowDown':
game.player.directionY = 0;
break;
}
};
}
// Add an event listener to the restart button
restartButton.addEventListener("click", function () {
// Call the restartGame function when the button is clicked
restartGame();
});

// The function that reloads the page to start a new game
function restartGame() {
location.reload();
}
// Add the handleKeydown function as an event listener for the keydown event
window.addEventListener("keydown", handleKeydown);
};