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index.js
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console.log( window.location );
import { LEVEL, OBJECT_TYPE } from './setup.js';
import { randomMovement } from './lib/ghostmoves.js';
// Classes
import GameBoard from './lib/GameBoard.js';
import Pacman from './lib/Pacman.js';
import Ghost from './lib/Ghost.js';
// Dom Elements
const gameGrid = document.querySelector( '#game' );
const scoreTable = document.querySelector( '#score' );
const startButton = document.querySelector( '#start-button' );
// Game constants
const POWER_PILL_TIME = 10000; // ms
const GLOBAL_SPEED = 80; // ms
const gameBoard = GameBoard.createGameBoard( gameGrid, LEVEL );
// Initial setup
let score = 0;
let timer = null;
let gameWin = false;
let powerPillActive = false;
let powerPillTimer = null;
// --- GAME CONTROLLER --- //
const gameOver = ( pacman, grid ) => {
document.removeEventListener( 'keydown', ( e ) =>
pacman.handleKeyInput( e, gameBoard.objectExist.bind( gameBoard ) )
);
gameBoard.showGameStatus( gameWin );
clearInterval( timer );
// Show startbutton
startButton.classList.remove( 'hide' );
}
const checkCollision = ( pacman, ghosts ) => {
const collidedGhost = ghosts.find( ( ghost ) => pacman.pos === ghost.pos );
if ( collidedGhost ) {
if ( pacman.powerPill ) {
gameBoard.removeObject( collidedGhost.pos, [
OBJECT_TYPE.GHOST,
OBJECT_TYPE.SCARED,
collidedGhost.name
] );
collidedGhost.pos = collidedGhost.startPos;
score += 100;
} else {
gameBoard.removeObject( pacman.pos, [ OBJECT_TYPE.PACMAN ] );
gameBoard.rotateDiv( pacman.pos, 0 );
gameOver( pacman, gameGrid );
}
}
}
const gameLoop = ( pacman, ghosts ) => {
// 1. Move Pacman
gameBoard.moveCharacter( pacman );
// 2. Check Ghost collision on the old positions
checkCollision( pacman, ghosts );
// 3. Move ghosts
ghosts.forEach( ( ghost ) => gameBoard.moveCharacter( ghost ) );
// 4. Do a new ghost collision check on the new positions
checkCollision( pacman, ghosts );
// 5. Check if Pacman eats a dot
if ( gameBoard.objectExist( pacman.pos, OBJECT_TYPE.DOT ) ) {
gameBoard.removeObject( pacman.pos, [ OBJECT_TYPE.DOT ] );
// Remove a dot
gameBoard.dotCount--;
// Add Score
score += 10;
}
// 6. Check if Pacman eats a power pill
if ( gameBoard.objectExist( pacman.pos, OBJECT_TYPE.PILL ) ) {
gameBoard.removeObject( pacman.pos, [ OBJECT_TYPE.PILL ] );
pacman.powerPill = true;
score += 50;
clearTimeout( powerPillTimer );
powerPillTimer = setTimeout(
() => ( pacman.powerPill = false ),
POWER_PILL_TIME
);
}
// 7. Change ghost scare mode depending on powerpill
if ( pacman.powerPill !== powerPillActive ) {
powerPillActive = pacman.powerPill;
ghosts.forEach( ( ghost ) => ( ghost.isScared = pacman.powerPill ) );
}
// 8. Check if all dots have been eaten
if ( gameBoard.dotCount === 0 ) {
gameWin = true;
gameOver( pacman, gameGrid );
}
// 9. Show new score
scoreTable.innerHTML = score;
}
const startGame = () => {
gameWin = false;
powerPillActive = false;
score = 0;
startButton.classList.add( 'hide' );
gameBoard.createGrid( LEVEL );
const pacman = new Pacman( 2, 287 );
gameBoard.addObject( 287, [ OBJECT_TYPE.PACMAN ] );
document.addEventListener( 'keydown', ( e ) =>
pacman.handleKeyInput( e, gameBoard.objectExist.bind( gameBoard ) )
);
const ghosts = [
new Ghost( 2, 251, randomMovement, OBJECT_TYPE.CLYDE ),
new Ghost( 3, 230, randomMovement, OBJECT_TYPE.INKY ),
new Ghost( 4, 209, randomMovement, OBJECT_TYPE.PINKY ),
new Ghost( 5, 188, randomMovement, OBJECT_TYPE.BLINKY )
];
// Gameloop
timer = setInterval( () => gameLoop( pacman, ghosts ), GLOBAL_SPEED );
}
// Initialize game
startButton.addEventListener( 'click', startGame );