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script.js
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script.js
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const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
resizeCanvas();
const startScreen = document.getElementById('startScreen');
const loseScreen = document.getElementById('loseScreen');
const startButton = document.getElementById('startButton');
const restartButton = document.getElementById('restartButton');
const scoreBoard = document.getElementById('scoreBoard');
const fpsCounter = document.getElementById('fpsCounter');
const toggleColorButton = document.getElementById('toggleColorButton');
const resumeButton = document.getElementById('resumeButton');
const pauseMenu = document.getElementById('pauseMenu');
const playerColor = getComputedStyle(document.documentElement).getPropertyValue('--green');
const enemyColor = getComputedStyle(document.documentElement).getPropertyValue('--red');
const bulletColor = getComputedStyle(document.documentElement).getPropertyValue('--cyan');
let player, enemies, bullets, gameOver, round, keys, score;
let lastTime = performance.now();
let fps = 0;
let paused = false;
function startGame() {
player = { x: canvas.width / 2, y: canvas.height / 2, radius: 20, speed: 5 };
enemies = [];
bullets = [];
gameOver = false;
round = 1;
keys = {};
score = 0;
scoreBoard.innerText = 'Score: ' + score;
scoreBoard.classList.add('active');
fpsCounter.classList.add('active');
spawnEnemies(5);
startScreen.classList.remove('active');
loseScreen.classList.remove('active');
toggleColorButton.style.display = 'none';
requestAnimationFrame(gameLoop);
}
function togglePause() {
paused = !paused;
if (paused) {
pauseMenu.classList.add('active');
} else {
pauseMenu.classList.remove('active');
requestAnimationFrame(gameLoop);
}
}
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
function spawnEnemies(count) {
for (let i = 0; i < count; i++) {
const angle = Math.random() * 2 * Math.PI;
const x = canvas.width / 2 + Math.cos(angle) * (canvas.width / 2 + 100);
const y = canvas.height / 2 + Math.sin(angle) * (canvas.height / 2 + 100);
enemies.push({ x, y, radius: 15, speed: 2 });
}
}
function gameLoop(currentTime) {
if (gameOver) {
fpsCounter.classList.remove('active');
loseScreen.classList.add('active');
toggleColorButton.style.display = 'none';
return;
} else if (paused) {
return;
}
const deltaTime = currentTime - lastTime;
lastTime = currentTime;
fps = Math.round(1000 / deltaTime);
fpsCounter.innerText = 'FPS: ' + fps;
update();
draw();
requestAnimationFrame(gameLoop);
}
function update() {
if (keys['w'] && player.y > player.radius) player.y -= player.speed;
if (keys['s'] && player.y < canvas.height - player.radius) player.y += player.speed;
if (keys['a'] && player.x > player.radius) player.x -= player.speed;
if (keys['d'] && player.x < canvas.width - player.radius) player.x += player.speed;
bullets = bullets.filter(bullet => {
bullet.x += bullet.dx;
bullet.y += bullet.dy;
return bullet.x > 0 && bullet.x < canvas.width && bullet.y > 0 && bullet.y < canvas.height;
});
enemies.forEach(enemy => {
const angle = Math.atan2(player.y - enemy.y, player.x - enemy.x);
enemy.x += Math.cos(angle) * enemy.speed;
enemy.y += Math.sin(angle) * enemy.speed;
});
bullets.forEach((bullet, bulletIndex) => {
enemies.forEach((enemy, enemyIndex) => {
const dx = bullet.x - enemy.x;
const dy = bullet.y - enemy.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < bullet.radius + enemy.radius) {
bullets.splice(bulletIndex, 1);
enemies.splice(enemyIndex, 1);
score++;
scoreBoard.innerText = 'Score: ' + score;
}
});
});
enemies.forEach(enemy => {
const dx = enemy.x - player.x;
const dy = enemy.y - player.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < enemy.radius + player.radius) {
gameOver = true;
}
});
if (enemies.length === 0) {
round++;
spawnEnemies(5 * round);
}
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
const currentPlayerColor = getComputedStyle(document.documentElement).getPropertyValue('--green');
const currentEnemyColor = getComputedStyle(document.documentElement).getPropertyValue('--red');
const currentBulletColor = getComputedStyle(document.documentElement).getPropertyValue('--cyan');
ctx.fillStyle = currentPlayerColor;
ctx.beginPath();
ctx.arc(player.x, player.y, player.radius, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = currentBulletColor;
bullets.forEach(bullet => {
ctx.beginPath();
ctx.arc(bullet.x, bullet.y, bullet.radius, 0, Math.PI * 2);
ctx.fill();
});
ctx.fillStyle = currentEnemyColor;
enemies.forEach(enemy => {
ctx.beginPath();
ctx.arc(enemy.x, enemy.y, enemy.radius, 0, Math.PI * 2);
ctx.fill();
});
}
function shootBullet(e) {
const angle = Math.atan2(e.clientY - player.y, e.clientX - player.x);
const speed = 7;
const bullet = {
x: player.x,
y: player.y,
radius: 5,
dx: Math.cos(angle) * speed,
dy: Math.sin(angle) * speed
};
bullets.push(bullet);
}
function toggleColorScheme() {
document.documentElement.classList.toggle('light-mode');
}
window.addEventListener('keydown', (e) => keys[e.key] = true);
window.addEventListener('keyup', (e) => keys[e.key] = false);
window.addEventListener('mousedown', shootBullet);
window.addEventListener('keydown', (e) => {
if ((e.key === 'Escape' || e.key === 'p' || e.key === 'P') && !gameOver && !startScreen.classList.contains('active')) {
togglePause();
}
});
startButton.addEventListener('click', startGame);
restartButton.addEventListener('click', startGame);
toggleColorButton.addEventListener('click', toggleColorScheme);
resumeButton.addEventListener('click', () => {
togglePause();
});
window.addEventListener('resize', resizeCanvas);
fpsCounter.classList.remove('active');