Spaces:
Running
Running
Create script.js
Browse files
script.js
ADDED
@@ -0,0 +1,114 @@
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const gameArea = document.getElementById('game-area');
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const player = document.getElementById('player');
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let playerX = window.innerWidth / 2;
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let bullets = [];
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let invaders = [];
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let invaderDirection = 1;
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let invaderSpeed = 1;
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// Create player
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player.style.left = `${playerX}px`;
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// Create invaders
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function createInvaders() {
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for (let row = 0; row < 3; row++) {
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for (let col = 0; col < 8; col++) {
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const invader = document.createElement('div');
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invader.classList.add('invader');
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invader.style.left = `${col * 60 + 50}px`;
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invader.style.top = `${row * 60 + 50}px`;
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gameArea.appendChild(invader);
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invaders.push(invader);
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}
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}
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}
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// Move player
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document.addEventListener('keydown', (e) => {
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if (e.key === 'ArrowLeft' && playerX > 0) {
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playerX -= 10;
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} else if (e.key === 'ArrowRight' && playerX < window.innerWidth - 50) {
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playerX += 10;
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} else if (e.key === ' ') {
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shoot();
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}
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player.style.left = `${playerX}px`;
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});
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// Shoot bullet
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function shoot() {
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const bullet = document.createElement('div');
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bullet.classList.add('bullet');
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bullet.style.left = `${playerX + 22.5}px`;
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bullet.style.bottom = '50px';
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gameArea.appendChild(bullet);
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bullets.push(bullet);
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}
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// Move bullets
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function moveBullets() {
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bullets.forEach((bullet, index) => {
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const bottom = parseInt(bullet.style.bottom, 10);
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if (bottom > window.innerHeight) {
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bullet.remove();
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bullets.splice(index, 1);
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} else {
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bullet.style.bottom = `${bottom + 10}px`;
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}
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});
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}
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// Move invaders
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function moveInvaders() {
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let edgeReached = false;
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invaders.forEach(invader => {
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const left = parseInt(invader.style.left, 10);
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if (left + invaderDirection * invaderSpeed < 0 || left + invaderDirection * invaderSpeed > window.innerWidth - 40) {
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edgeReached = true;
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}
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});
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if (edgeReached) {
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invaderDirection *= -1;
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invaders.forEach(invader => {
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const top = parseInt(invader.style.top, 10);
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invader.style.top = `${top + 20}px`;
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});
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} else {
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invaders.forEach(invader => {
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const left = parseInt(invader.style.left, 10);
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invader.style.left = `${left + invaderDirection * invaderSpeed}px`;
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});
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}
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}
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// Check for collisions
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function checkCollisions() {
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bullets.forEach((bullet, bulletIndex) => {
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const bulletRect = bullet.getBoundingClientRect();
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invaders.forEach((invader, invaderIndex) => {
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const invaderRect = invader.getBoundingClientRect();
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if (bulletRect.bottom > invaderRect.top &&
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bulletRect.top < invaderRect.bottom &&
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bulletRect.right > invaderRect.left &&
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bulletRect.left < invaderRect.right) {
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bullet.remove();
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invader.remove();
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bullets.splice(bulletIndex, 1);
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invaders.splice(invaderIndex, 1);
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}
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});
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});
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}
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// Game loop
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function gameLoop() {
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moveBullets();
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moveInvaders();
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checkCollisions();
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requestAnimationFrame(gameLoop);
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}
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// Initialize game
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createInvaders();
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gameLoop();
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