HTML, CSS, JS and JAVA corrections (#810)
* CSS corrections * HTML corrections * JS corrections * JAVA corrections * remove tab * CSS corrections 2 * JS corrections 2 * back to the roots * max-linie 127 * add slash hr|br * return bootstrap-icons.css * return bootstrap-icons.min.css * return bootstrap.min.css * Update bootstrap-icons.css * Update bootstrap-icons.min.css * Update bootstrap-icons.min.css * Update bootstrap.min.css * CSS corrections * HTML corrections * JS corrections * JAVA corrections * remove tab * CSS corrections 2 * JS corrections 2 * back to the roots * max-linie 127 * add slash hr|br * return bootstrap-icons.css * Update bootstrap-icons.css * Bootstrap CSS * Update prism.css
This commit is contained in:
@@ -1,292 +1,265 @@
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function initializeGame() {
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const gameContainer = document.getElementById('game-container');
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const player = document.getElementById('player');
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const gameContainer = document.getElementById("game-container");
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const player = document.getElementById("player");
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let playerSize = gameContainer.clientWidth * 0.0625; // 5% of container width
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player.style.width = playerSize + 'px';
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player.style.height = playerSize + 'px';
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let playerSize = gameContainer.clientWidth * 0.0625; // 5% of container width
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player.style.width = playerSize + "px";
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player.style.height = playerSize + "px";
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let playerX = gameContainer.clientWidth / 2 - playerSize / 2;
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let playerY = gameContainer.clientHeight * 0.1;
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const scoreElement = document.getElementById('score');
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const levelElement = document.getElementById('level');
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const livesElement = document.getElementById('lives');
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const highScoreElement = document.getElementById('high-score');
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let playerX = gameContainer.clientWidth / 2 - playerSize / 2;
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let playerY = gameContainer.clientHeight * 0.1;
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const scoreElement = document.getElementById("score");
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const levelElement = document.getElementById("level");
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const livesElement = document.getElementById("lives");
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const highScoreElement = document.getElementById("high-score");
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let pdfSize = gameContainer.clientWidth * 0.0625; // 5% of container width
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let projectileWidth = gameContainer.clientWidth * 0.00625;// 0.00625; // 0.5% of container width
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let projectileHeight = gameContainer.clientHeight * 0.01667; // 1% of container height
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let pdfSize = gameContainer.clientWidth * 0.0625; // 5% of container width
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let projectileWidth = gameContainer.clientWidth * 0.00625; // 0.00625; // 0.5% of container width
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let projectileHeight = gameContainer.clientHeight * 0.01667; // 1% of container height
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let paused = false;
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let paused = false;
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const fireRate = 200; // Time between shots in milliseconds
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let lastProjectileTime = 0;
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let lives = 3;
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const fireRate = 200; // Time between shots in milliseconds
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let lastProjectileTime = 0;
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let lives = 3;
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let highScore = localStorage.getItem("highScore") ? parseInt(localStorage.getItem("highScore")) : 0;
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updateHighScore();
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let highScore = localStorage.getItem('highScore') ? parseInt(localStorage.getItem('highScore')) : 0;
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updateHighScore();
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const keysPressed = {};
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const pdfs = [];
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const projectiles = [];
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let score = 0;
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let level = 1;
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let pdfSpeed = 0.5;
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let gameOver = false;
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const keysPressed = {};
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const pdfs = [];
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const projectiles = [];
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let score = 0;
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let level = 1;
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let pdfSpeed = 0.5;
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let gameOver = false;
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function handleKeys() {
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if (keysPressed['ArrowLeft']) {
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playerX -= 10;
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}
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if (keysPressed['ArrowRight']) {
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playerX += 10;
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}
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if (keysPressed[' '] && !gameOver) {
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const currentTime = new Date().getTime();
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if (currentTime - lastProjectileTime >= fireRate) {
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shootProjectile();
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lastProjectileTime = currentTime;
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}
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}
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updatePlayerPosition();
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}
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document.addEventListener('keydown', (event) => {
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if (event.key === ' ') {
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event.preventDefault();
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}
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keysPressed[event.key] = true;
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handleKeys();
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});
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document.addEventListener('keyup', (event) => {
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keysPressed[event.key] = false;
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});
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function updatePlayerPosition() {
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player.style.left = playerX + 'px';
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player.style.bottom = playerY + 'px';
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function handleKeys() {
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if (keysPressed["ArrowLeft"]) {
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playerX -= 10;
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}
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function updateLives() {
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livesElement.textContent = 'Lives: ' + lives;
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if (keysPressed["ArrowRight"]) {
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playerX += 10;
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}
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function updateHighScore() {
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highScoreElement.textContent = 'High Score: ' + highScore;
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if (keysPressed[" "] && !gameOver) {
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const currentTime = new Date().getTime();
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if (currentTime - lastProjectileTime >= fireRate) {
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shootProjectile();
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lastProjectileTime = currentTime;
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}
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}
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function shootProjectile() {
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const projectile = document.createElement('div');
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projectile.classList.add('projectile');
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projectile.style.backgroundColor = 'black';
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projectile.style.width = projectileWidth + 'px';
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projectile.style.height = projectileHeight + 'px';
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projectile.style.left = (playerX + playerSize / 2 - projectileWidth / 2) + 'px';
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projectile.style.top = (gameContainer.clientHeight - playerY - playerSize) + 'px';
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gameContainer.appendChild(projectile);
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projectiles.push(projectile);
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}
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function spawnPdf() {
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const pdf = document.createElement('img');
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pdf.src = 'images/file-earmark-pdf.svg';
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pdf.classList.add('pdf');
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pdf.style.width = pdfSize + 'px';
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pdf.style.height = pdfSize + 'px';
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pdf.style.left = Math.floor(Math.random() * (gameContainer.clientWidth - pdfSize)) + 'px';
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pdf.style.top = '0px';
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gameContainer.appendChild(pdf);
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pdfs.push(pdf);
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}
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function resetEnemies() {
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pdfs.forEach((pdf) => gameContainer.removeChild(pdf));
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pdfs.length = 0;
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}
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function updateGame() {
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if (gameOver || paused) return;
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for (let pdfIndex = 0; pdfIndex < pdfs.length; pdfIndex++) {
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const pdf = pdfs[pdfIndex];
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const pdfY = parseFloat(pdf.style.top) + pdfSpeed;
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if (pdfY + 50 > gameContainer.clientHeight) {
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gameContainer.removeChild(pdf);
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pdfs.splice(pdfIndex, 1);
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// Deduct 2 points when a PDF gets past the player
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score -= 0;
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updateScore();
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// Decrease lives and check if game over
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lives--;
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updateLives();
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if (lives <= 0) {
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endGame();
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return;
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}
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} else {
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pdf.style.top = pdfY + 'px';
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// Check for collision with player
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if (collisionDetected(player, pdf)) {
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lives--;
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updateLives();
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resetEnemies();
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if (lives <= 0) {
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endGame();
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return;
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}
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}
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}
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};
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projectiles.forEach((projectile, projectileIndex) => {
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const projectileY = parseInt(projectile.style.top) - 10;
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if (projectileY < 0) {
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gameContainer.removeChild(projectile);
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projectiles.splice(projectileIndex, 1);
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} else {
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projectile.style.top = projectileY + 'px';
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}
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for (let pdfIndex = 0; pdfIndex < pdfs.length; pdfIndex++) {
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const pdf = pdfs[pdfIndex];
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if (collisionDetected(projectile, pdf)) {
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gameContainer.removeChild(pdf);
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gameContainer.removeChild(projectile);
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pdfs.splice(pdfIndex, 1);
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projectiles.splice(projectileIndex, 1);
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score = score + 10;
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updateScore();
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break;
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}
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}
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});
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setTimeout(updateGame, 1000 / 60);
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}
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function resetGame() {
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playerX = gameContainer.clientWidth / 2;
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playerY = 50;
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updatePlayerPosition();
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pdfs.forEach((pdf) => gameContainer.removeChild(pdf));
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projectiles.forEach((projectile) => gameContainer.removeChild(projectile));
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pdfs.length = 0;
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projectiles.length = 0;
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score = 0;
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level = 1;
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lives = 3;
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gameOver = false;
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updateScore();
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updateLives();
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levelElement.textContent = 'Level: ' + level;
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pdfSpeed = 1;
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clearTimeout(spawnPdfTimeout); // Clear the existing spawnPdfTimeout
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setTimeout(updateGame, 1000 / 60);
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spawnPdfInterval();
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}
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function updateScore() {
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scoreElement.textContent = 'Score: ' + score;
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checkLevelUp();
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}
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function checkLevelUp() {
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const newLevel = Math.floor(score / 100) + 1;
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if (newLevel > level) {
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level = newLevel;
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levelElement.textContent = 'Level: ' + level;
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pdfSpeed += 0.2;
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}
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}
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function collisionDetected(a, b) {
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const rectA = a.getBoundingClientRect();
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const rectB = b.getBoundingClientRect();
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return (
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rectA.left < rectB.right &&
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rectA.right > rectB.left &&
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rectA.top < rectB.bottom &&
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rectA.bottom > rectB.top
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);
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}
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function endGame() {
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gameOver = true;
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if (score > highScore) {
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highScore = score;
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localStorage.setItem('highScore', highScore);
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updateHighScore();
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}
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alert('Game Over! Your final score is: ' + score);
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document.getElementById('game-container-wrapper').close();
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}
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let spawnPdfTimeout;
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const BASE_SPAWN_INTERVAL_MS = 1250; // milliseconds before a new enemy spawns
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const LEVEL_INCREASE_FACTOR_MS = 0; // milliseconds to decrease the spawn interval per level
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const MAX_SPAWN_RATE_REDUCTION_MS = 800; // Max milliseconds from the base spawn interval
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function spawnPdfInterval() {
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console.log("spawnPdfInterval");
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if (gameOver || paused) {
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console.log("spawnPdfInterval 2");
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clearTimeout(spawnPdfTimeout);
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return;
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}
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console.log("spawnPdfInterval 3");
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spawnPdf();
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let spawnRateReduction = Math.min(level * LEVEL_INCREASE_FACTOR_MS, MAX_SPAWN_RATE_REDUCTION_MS);
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let spawnRate = BASE_SPAWN_INTERVAL_MS - spawnRateReduction;
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spawnPdfTimeout = setTimeout(spawnPdfInterval, spawnRate);
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}
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updatePlayerPosition();
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updateGame();
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spawnPdfInterval();
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}
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document.addEventListener("keydown", (event) => {
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if (event.key === " ") {
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event.preventDefault();
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}
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keysPressed[event.key] = true;
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handleKeys();
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});
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document.addEventListener('visibilitychange', function() {
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if (document.hidden) {
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paused = true;
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} else {
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paused = false;
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updateGame();
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spawnPdfInterval();
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document.addEventListener("keyup", (event) => {
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keysPressed[event.key] = false;
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});
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function updatePlayerPosition() {
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player.style.left = playerX + "px";
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player.style.bottom = playerY + "px";
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}
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function updateLives() {
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livesElement.textContent = "Lives: " + lives;
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}
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function updateHighScore() {
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highScoreElement.textContent = "High Score: " + highScore;
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}
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function shootProjectile() {
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const projectile = document.createElement("div");
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projectile.classList.add("projectile");
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projectile.style.backgroundColor = "black";
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projectile.style.width = projectileWidth + "px";
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projectile.style.height = projectileHeight + "px";
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projectile.style.left = playerX + playerSize / 2 - projectileWidth / 2 + "px";
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projectile.style.top = gameContainer.clientHeight - playerY - playerSize + "px";
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gameContainer.appendChild(projectile);
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projectiles.push(projectile);
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}
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function spawnPdf() {
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const pdf = document.createElement("img");
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pdf.src = "images/file-earmark-pdf.svg";
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pdf.classList.add("pdf");
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pdf.style.width = pdfSize + "px";
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pdf.style.height = pdfSize + "px";
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pdf.style.left = Math.floor(Math.random() * (gameContainer.clientWidth - pdfSize)) + "px";
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pdf.style.top = "0px";
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gameContainer.appendChild(pdf);
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pdfs.push(pdf);
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}
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function resetEnemies() {
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pdfs.forEach((pdf) => gameContainer.removeChild(pdf));
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pdfs.length = 0;
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}
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function updateGame() {
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if (gameOver || paused) return;
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for (let pdfIndex = 0; pdfIndex < pdfs.length; pdfIndex++) {
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const pdf = pdfs[pdfIndex];
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const pdfY = parseFloat(pdf.style.top) + pdfSpeed;
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if (pdfY + 50 > gameContainer.clientHeight) {
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gameContainer.removeChild(pdf);
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pdfs.splice(pdfIndex, 1);
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// Deduct 2 points when a PDF gets past the player
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score -= 0;
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updateScore();
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// Decrease lives and check if game over
|
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lives--;
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updateLives();
|
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if (lives <= 0) {
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endGame();
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return;
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}
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} else {
|
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pdf.style.top = pdfY + "px";
|
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|
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// Check for collision with player
|
||||
if (collisionDetected(player, pdf)) {
|
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lives--;
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updateLives();
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resetEnemies();
|
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if (lives <= 0) {
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endGame();
|
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return;
|
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}
|
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}
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}
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}
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projectiles.forEach((projectile, projectileIndex) => {
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const projectileY = parseInt(projectile.style.top) - 10;
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if (projectileY < 0) {
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gameContainer.removeChild(projectile);
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projectiles.splice(projectileIndex, 1);
|
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} else {
|
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projectile.style.top = projectileY + "px";
|
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}
|
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|
||||
for (let pdfIndex = 0; pdfIndex < pdfs.length; pdfIndex++) {
|
||||
const pdf = pdfs[pdfIndex];
|
||||
if (collisionDetected(projectile, pdf)) {
|
||||
gameContainer.removeChild(pdf);
|
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gameContainer.removeChild(projectile);
|
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pdfs.splice(pdfIndex, 1);
|
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projectiles.splice(projectileIndex, 1);
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||||
score = score + 10;
|
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updateScore();
|
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break;
|
||||
}
|
||||
}
|
||||
});
|
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window.resetGame = resetGame;
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setTimeout(updateGame, 1000 / 60);
|
||||
}
|
||||
|
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function resetGame() {
|
||||
playerX = gameContainer.clientWidth / 2;
|
||||
playerY = 50;
|
||||
updatePlayerPosition();
|
||||
|
||||
pdfs.forEach((pdf) => gameContainer.removeChild(pdf));
|
||||
projectiles.forEach((projectile) => gameContainer.removeChild(projectile));
|
||||
|
||||
pdfs.length = 0;
|
||||
projectiles.length = 0;
|
||||
|
||||
score = 0;
|
||||
level = 1;
|
||||
lives = 3;
|
||||
|
||||
gameOver = false;
|
||||
|
||||
updateScore();
|
||||
updateLives();
|
||||
levelElement.textContent = "Level: " + level;
|
||||
pdfSpeed = 1;
|
||||
clearTimeout(spawnPdfTimeout); // Clear the existing spawnPdfTimeout
|
||||
setTimeout(updateGame, 1000 / 60);
|
||||
spawnPdfInterval();
|
||||
}
|
||||
|
||||
function updateScore() {
|
||||
scoreElement.textContent = "Score: " + score;
|
||||
checkLevelUp();
|
||||
}
|
||||
|
||||
function checkLevelUp() {
|
||||
const newLevel = Math.floor(score / 100) + 1;
|
||||
if (newLevel > level) {
|
||||
level = newLevel;
|
||||
levelElement.textContent = "Level: " + level;
|
||||
pdfSpeed += 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
function collisionDetected(a, b) {
|
||||
const rectA = a.getBoundingClientRect();
|
||||
const rectB = b.getBoundingClientRect();
|
||||
return rectA.left < rectB.right && rectA.right > rectB.left && rectA.top < rectB.bottom && rectA.bottom > rectB.top;
|
||||
}
|
||||
|
||||
function endGame() {
|
||||
gameOver = true;
|
||||
if (score > highScore) {
|
||||
highScore = score;
|
||||
localStorage.setItem("highScore", highScore);
|
||||
updateHighScore();
|
||||
}
|
||||
alert("Game Over! Your final score is: " + score);
|
||||
document.getElementById("game-container-wrapper").close();
|
||||
}
|
||||
|
||||
let spawnPdfTimeout;
|
||||
|
||||
const BASE_SPAWN_INTERVAL_MS = 1250; // milliseconds before a new enemy spawns
|
||||
const LEVEL_INCREASE_FACTOR_MS = 0; // milliseconds to decrease the spawn interval per level
|
||||
const MAX_SPAWN_RATE_REDUCTION_MS = 800; // Max milliseconds from the base spawn interval
|
||||
|
||||
function spawnPdfInterval() {
|
||||
console.log("spawnPdfInterval");
|
||||
if (gameOver || paused) {
|
||||
console.log("spawnPdfInterval 2");
|
||||
clearTimeout(spawnPdfTimeout);
|
||||
return;
|
||||
}
|
||||
console.log("spawnPdfInterval 3");
|
||||
spawnPdf();
|
||||
let spawnRateReduction = Math.min(level * LEVEL_INCREASE_FACTOR_MS, MAX_SPAWN_RATE_REDUCTION_MS);
|
||||
let spawnRate = BASE_SPAWN_INTERVAL_MS - spawnRateReduction;
|
||||
spawnPdfTimeout = setTimeout(spawnPdfInterval, spawnRate);
|
||||
}
|
||||
|
||||
updatePlayerPosition();
|
||||
updateGame();
|
||||
spawnPdfInterval();
|
||||
|
||||
document.addEventListener("visibilitychange", function () {
|
||||
if (document.hidden) {
|
||||
paused = true;
|
||||
} else {
|
||||
paused = false;
|
||||
updateGame();
|
||||
spawnPdfInterval();
|
||||
}
|
||||
});
|
||||
|
||||
window.resetGame = resetGame;
|
||||
}
|
||||
|
||||
window.initializeGame = initializeGame;
|
||||
|
||||
Reference in New Issue
Block a user