window.onload = function () { /* My programming practice notes: * every major feature as part of updating the game (such as towers, enemies) are handeled in a separate function * I use Object.assign to copy objects in order to eliminate references when spawning enemies and to get the ability to modify them individually * Components such as buttons or selections within the canvas are classes */ let canvas = document.getElementById('canvas') let ctx = canvas.getContext('2d') let fps = 0 let fpsDraw = 0 let fpsCount = 0 // mouse let mX = 0 let mY = 0 let mXr = 0 let mYr = 0 let Game = { state: 2, enemies: [], towers: [], particles: [], map: null, health: 100, money: 100, enemySpawn: 0, pace: 1, wave: 0, waveTimer: 0, tower: 'simple', sellRatio: .8 } /** speed - movement speed multiplier - higher: faster node - always 1 health - health of the enemy reward - money earned when killed frequency - milliseconds to spawn in icon - currently color of the enemy */ let Enemies = { basic: { speed: 10, node: 1, health: 50, reward: 10, frequency: 1000, icon: '#f00' }, speedy: { speed: 20, node: 1, health: 60, reward: 15, frequency: 500, icon: '#f11' }, tough: { speed: 5, node: 1, health: 100, reward: 20, frequency: 1000, icon: '#f40' } } let Towers = { simple: { range: 5, // range in tiles damage: 15, // damage to deal to enemies when hit rate: 20, // rate of fire, higher - slower name: 'Simple', // name of the tower description: 'Basic tower', speed: 30, // bullet speed, higher - faster cost: 50, // cost to place icon: '#333' // currently color }, rapid: { range: 3, damage: 5, rate: 5, name: 'Rapid', description: 'Rapid-firing tower', speed: 30, cost: 250, icon: '#303' }, snipe: { range: 5, damage: 150, rate: 100, name: 'Sniper', description: 'Slow but powerful shots', speed: 50, cost: 500, icon: '#4f3' } } let Maps = { width: 20, // Width of the map height: 20, // Height of the map tile: 32, // Tile size in pixels (each coordinate is multiplied by this number in rendering) first: { // map rendering data tiles: [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, ], // enemy follow path pathgen: [ {x: 1, y: 2, end: false}, {x: 14, y: 2, end: false}, {x: 14, y: 6, end: false}, {x: 8, y: 6, end: false}, {x: 8, y: 10, end: false}, {x: 17, y: 10, end: false}, {x: 17, y: 17, end: false}, {x: 5, y: 17, end: false}, {x: 5, y: 12, end: false}, {x: 1, y: 12, end: false}, {x: 1, y: 17, end: true}, ] } } let Components = {} class Component { constructor (x, y) { this.x = x this.y = y } draw () {} update() {} } class ButtonComponent extends Component { constructor (text, textColor, color, x, y, w, h, fn) { super(x, y) this.w = w this.h = h this.fn = () => { fn.apply(this, []) } this.text = text this.textColor = textColor this.color = color this.disabled = false this.hovered = false } draw () { if (this.font) ctx.font = this.font ctx.fillStyle = this.color ctx.fillRect(this.x, this.y, this.w, this.h) ctx.fillStyle = this.textColor let txtMeasure = ctx.measureText(this.text) let tx = this.x + (this.w / 2 - txtMeasure.width / 2) let ty = this.y + (this.h / 2) * 1.2 ctx.fillText(this.text, tx, ty) if (this.disabled) { ctx.fillStyle = 'rgba(0, 0, 0, 0.45)' ctx.fillRect(this.x, this.y, this.w, this.h) } else if (this.hovered) { ctx.fillStyle = 'rgba(255, 255, 255, 0.25)' ctx.fillRect(this.x, this.y, this.w, this.h) } } setDisabled (disable) { this.disabled = typeof disabled === 'boolean' ? disabled : !this.disabled } } class TowerButton extends ButtonComponent { constructor (tower, i) { super() this.active = false this.w = 50 this.h = 50 this.x = (Maps.width * Maps.tile) + (i % 4) * (this.w + 4) + 4 this.y = 80 + Math.floor(i / 4) * (this.h + 4) this.tower = tower this.towerObj = Towers[this.tower] this.costText = '$' + this.towerObj.cost this.text = this.towerObj.name this.textColor = '#fff' this.color = '#995522' this.fn = this.select this.font = '14px Helvetica' } select () { Game.tower = this.tower } draw () { if (this.active) { ctx.fillStyle = '#afa' ctx.fillRect(this.x - 2, this.y - 2, this.w + 4, this.h + 4) } ctx.font = '14px Helvetica' ctx.fillStyle = this.color ctx.fillRect(this.x, this.y, this.w, this.h) ctx.fillStyle = this.textColor let txtMeasure = ctx.measureText(this.text) let tx = this.x + (this.w / 2 - txtMeasure.width / 2) let ty = this.y + (this.h / 2) * 1 ctx.fillText(this.text, tx, ty) ctx.font = '10px Helvetica' if (Game.money >= this.towerObj.cost) { ctx.fillStyle = '#0f0' } else { ctx.fillStyle = '#f11' } txtMeasure = ctx.measureText(this.costText) tx = this.x + (this.w / 2 - txtMeasure.width / 2) ty = this.y + (this.h / 2) * 1.6 ctx.fillText(this.costText, tx, ty) if (this.disabled) { ctx.fillStyle = 'rgba(0, 0, 0, 0.45)' ctx.fillRect(this.x, this.y, this.w, this.h) } else if (this.hovered) { ctx.fillStyle = 'rgba(255, 255, 255, 0.25)' ctx.fillRect(this.x, this.y, this.w, this.h) } } } function clickBtn () { for (let i in Components) { let btn = Components[i] if (!(btn instanceof ButtonComponent)) continue if (btn.disabled) continue if (mXr > btn.x && mYr > btn.y && mXr < btn.x + btn.w && mYr < btn.y + btn.h) { btn.fn() } } } // Use this function to spawn enemies depending on round function nextWave () { Game.wave++ if (Game.wave < 5) { addEnemies(10 + Game.wave, Enemies.basic) } else { addEnemies(10 + Game.wave, Enemies.speedy) } if (Game.wave > 10) { addEnemies(Game.wave - 5, Enemies.tough) } if (Game.wave % 5 === 0) { addEnemies(Game.wave / 5, Enemies.tough) } } // Use this function to modify the enemies spawned each round function waveEnemyModifer (enemy, round) { // Reduce the time between enemy spawns let fr = enemy.frequency - 2 * round if (fr < 100) { fr = 100 } enemy.frequency = fr // Increase enemy health enemy.health += round * 5 return enemy } function getTileIn (map, x, y) { let tile = x + y * Maps.width return map[tile] } function updateGameState (gst) { if (Game.state !== -1 && Game.health <= 0) { Game.health = 0 Game.state = -1 } if (Game.state === 2 && gst === 1) { nextWave() } if (gst === 2 && Game.state === 1) { Game.waveTimer = 0 } if (gst != null) { Game.state = gst } Components.wave.disabled = (Game.state !== 2) } function updateEnemyMovements () { for (let i in Game.enemies) { let enemy = Game.enemies[i] let enemyTrackTarget = Game.map.pathgen[enemy.node] if (enemyTrackTarget) { let tx = enemyTrackTarget.x let ty = enemyTrackTarget.y let vexLen = Math.sqrt(Math.pow(tx - enemy.x, 2) + Math.pow(ty - enemy.y, 2)) let velX = (tx - enemy.x) / Math.abs(vexLen) let velY = (ty - enemy.y) / Math.abs(vexLen) enemy.velocity = {x: velX, y: velY, dist: Math.abs(vexLen)} } if (enemy.velocity.dist > 0.1) { enemy.x += (enemy.velocity.x * 0.01) * enemy.speed * Game.pace enemy.y += (enemy.velocity.y * 0.01) * enemy.speed * Game.pace } else { if (Game.map.pathgen[enemy.node + 1]) { enemy.node += 1 } else if (enemyTrackTarget.end === true) { Game.enemies.splice(i, 1) Game.health -= Math.floor(enemy.dmg / 2) if (Game.health < 0) { Game.health = 0 } } } } if (Game.state === 1 && Game.enemies.length === 0 && Game.enemySpawn === 0) { updateGameState(2) } } function towerFire (tower) { let enemiesProxima = [] let target = null for (let i in Game.enemies) { let enemy = Game.enemies[i] let proxi = Math.abs(Math.sqrt(Math.pow(enemy.x - tower.x, 2) + Math.pow(enemy.y - tower.y, 2))) if (proxi > tower.range) continue enemiesProxima.push(Object.assign({dist: proxi}, enemy)) } if (!enemiesProxima.length) return enemiesProxima.sort((a, b) => { return a.dist - b.dist }) if (tower.setting === 1) { target = enemiesProxima[0] } else { target = enemiesProxima[enemiesProxima.length - 1] } Game.particles.push({ x: tower.x, y: tower.y, velX: (target.x - tower.x) / target.dist * 1.24, velY: (target.y - tower.y) / target.dist * 1.24, dmg: tower.damage, speed: tower.speed, life: 100 }) } function tickTowers () { for (let i in Game.towers) { let tower = Game.towers[i] // Tick towers tower.tick++ tower.tick %= tower.rate // fire if (tower.tick === 0) { towerFire(tower) } } } function tickParticles () { for (let i in Game.particles) { let parti = Game.particles[i] parti.x += parti.velX * 0.01 * parti.speed parti.y += parti.velY * 0.01 * parti.speed parti.life-- if (parti.life <= 0) { Game.particles.splice(i, 1) continue } for (let j in Game.enemies) { let enemy = Game.enemies[j] if (parti.x >= enemy.x - 0.25 && parti.y >= enemy.y - 0.25 && parti.x <= enemy.x + 0.5 && parti.y <= enemy.y + 0.5) { // damage enemy enemy.dmg -= parti.dmg if (enemy.dmg <= 0) { Game.enemies.splice(j, 1) Game.money += 10 } // remove particle Game.particles.splice(i, 1) } } } } // Total enemy spawn count is used to determine that the round is over // Local (in-function) determines how many there are left to spawn as ordered by the function call function addEnemies (cnt, type) { Game.enemySpawn += cnt // Total amount of enemies to spawn let enemies = cnt // Local amount of enemies to spawn let path = Game.map.pathgen[0] // Copy the enemy and add x and y coordinates let enemyCopy = Object.assign({ x: path.x, y: path.y }, type) // Modify the enemy according to wave settings enemyCopy = waveEnemyModifer(enemyCopy, Game.wave) enemyCopy.dmg = enemyCopy.health // Copy the enemy at an interval and spawn it let ect = setInterval(() => { if (enemies === 0) return clearInterval(ect) Game.enemySpawn-- // Reduce total spawn count enemies-- // Reduce local spawn count Game.enemies.push(Object.assign({}, enemyCopy)) }, enemyCopy.frequency) } function getTowerAt (x, y) { for (let i in Game.towers) { let tower = Game.towers[i] if (tower.x === x && tower.y === y) return tower } return null } function canPlaceTowerAt (x, y) { let tileAt = getTileIn(Game.map.tiles, x, y) if (tileAt !== 0) return false // Do not overlap towers if (getTowerAt(x, y) !== null) return false // Prevent towers from being placed right next to each-other let can = true for (let i in Game.towers) { if (can === false) break let tower = Game.towers[i] // tower placement restriction visualization for (let i = 0; i < 4; i++) { if (can === false) break let ax = tower.x let ay = tower.y if (i == 0) { ax -= 1 } else if (i == 1) { ax += 1 } else if (i == 2) { ay -= 1 } else if (i == 3) { ay += 1 } if (ax < 0 || ay < 0 || ay > Maps.height || ax > Maps.width) continue if (ax === x && ay === y) can = false } } return can } function placeTower (tower, x, y) { if (tower.cost > Game.money) return // no money if (!canPlaceTowerAt(x, y)) return Game.money -= tower.cost Game.towers.push(Object.assign({ x: x, y: y, tick: tower.rate, setting: 1 }, tower)) } function sellTower (x, y) { var tower = getTowerAt(x, y) if(tower) { Game.money += tower.cost * Game.sellRatio return Game.towers.splice(Game.towers.indexOf(tower), 1) }else{ return null } } function update (dt) { fpsCount++ fpsCount %= 20 if (fpsCount === 0) { fpsDraw = fps } tickTowers() updateEnemyMovements() tickParticles() for (let i in Components) { let btn = Components[i] if (btn instanceof ButtonComponent) { if (mXr > btn.x && mYr > btn.y && mXr < btn.x + btn.w && mYr < btn.y + btn.h) { btn.hovered = true } else if (btn.hovered) { btn.hovered = false } if (btn instanceof TowerButton) { btn.disabled = btn.towerObj.cost > Game.money btn.active = Game.tower === i } } } updateGameState() if (Game.state === 1) { Game.waveTimer++ } } function render () { let mt = Maps.tile ctx.clearRect(0, 0, canvas.width, canvas.height) for (let i in Game.map.tiles) { let tile = Game.map.tiles[i] let index = parseInt(i) let y = Math.floor(index / Maps.width) let x = Math.floor(index % Maps.height) if (tile === 1) { ctx.fillStyle = '#fdd' } else if (tile === 2) { ctx.fillStyle = '#aaf' } else if (tile === 3) { ctx.fillStyle = '#f3a' } else { ctx.fillStyle = '#0fa' } ctx.fillRect(x * mt, y * mt, mt, mt) } /* for (let i in Game.map.pathgen) { let node = Game.map.pathgen[i] ctx.fillStyle = '#00f' ctx.fillRect((node.x * mt) + mt / 3, (node.y * mt) + mt / 3, 8, 8) } */ for (let i in Game.towers) { let tower = Game.towers[i] ctx.fillStyle = tower.icon ctx.fillRect(tower.x * mt + 2, tower.y * mt + 2, 28, 28) if (Game.state === 2 && Game.tower) { // tower placement restriction visualization for (let i = 0; i < 4; i++) { let ax = tower.x let ay = tower.y if (i == 0) { ax -= 1 } else if (i == 1) { ax += 1 } else if (i == 2) { ay -= 1 } else if (i == 3) { ay += 1 } if (ax < 0 || ay < 0 || ay > Maps.height || ax > Maps.width) continue if (getTileIn(Game.map.tiles, ax, ay) !== 0) continue ctx.fillStyle = 'rgba(255, 0, 0, 0.45)' ctx.fillRect(ax * mt, ay * mt, mt, mt) } } } for (let i in Game.enemies) { let enemy = Game.enemies[i] let rx = (enemy.x * mt) + mt / 8 let ry = (enemy.y * mt) + mt / 8 ctx.fillStyle = enemy.icon ctx.fillRect(rx, ry, 16, 16) // health bars let hx = rx - 6 let hy = ry - 12 ctx.fillStyle = '#f00' ctx.fillRect(hx, hy, 16 + 12, 5) ctx.fillStyle = '#0f0' ctx.fillRect(hx, hy, (16 + 12) * enemy.dmg / enemy.health, 5) } for (let i in Game.particles) { let tower = Game.particles[i] ctx.fillStyle = '#f33' ctx.fillRect(tower.x * mt + mt / 16, tower.y * mt + mt / 16, 8, 8) } // tower placement if (Game.state === 2 && Game.tower && mX < Maps.width && mY < Maps.height) { // tower range visualization let towerData = Towers[Game.tower] if (towerData.cost <= Game.money && canPlaceTowerAt (mX, mY)) { let towerData = Towers[Game.tower] ctx.strokeStyle = '#ddd' ctx.fillStyle = 'rgba(200, 200, 200, 0.25)' ctx.beginPath() ctx.arc(mX * mt + mt / 2, mY * mt + mt / 2, towerData.range * mt, 0, 2 * Math.PI) ctx.stroke() ctx.fill() ctx.closePath() } } ctx.fillStyle = '#996633' ctx.fillRect(640, 0, 240, 640) ctx.font = '20px Helvetica' ctx.fillStyle = '#fff' ctx.fillText('FPS: ' + fpsDraw.toFixed(2), 0, 20) ctx.fillText('Wave: ' + Game.wave, 645, 25) ctx.fillText('Health: ' + Game.health, 645, 45) ctx.fillText('Money: ' + Game.money, 645, 65) for (let i in Components) { let btn = Components[i] btn.draw() } if (Game.state === -1) { ctx.font = '80px Helvetica' ctx.fillStyle = '#f00' ctx.fillText('Game Over', 100, canvas.height / 2 - 80 / 2) } if (mX < Maps.width && mY < Maps.height) { ctx.fillStyle = 'rgba(255, 0, 0, 0.24)' ctx.fillRect(mX * mt, mY * mt, mt, mt) } } let lastTime = Date.now() let now let fpsRes = 50 function gameLoop () { update() render() let cfps = 1000 / ((now = new Date) - lastTime) if (now != lastTime) { fps += (cfps - fps) / fpsRes lastTime = now } requestAnimationFrame(gameLoop) } function initialize () { Game.map = Maps.first Components.wave = new ButtonComponent('Next Wave', '#fff', '#11f', 650, 570, 200, 60, () => { updateGameState(1) }) let index = 0 for (let i in Towers) { Components[i] = new TowerButton(i, index) index++ } gameLoop() } canvas.addEventListener('click', (e) => { if (Game.state === 2 && mX < Maps.width && mY < Maps.height && Game.tower) { placeTower(Towers[Game.tower], mX, mY) } clickBtn() }) canvas.addEventListener('contextmenu', (e) => { if (Game.state === 2 && mX < Maps.width && mY < Maps.height && sellTower(mX, mY)) { e.preventDefault() } }) canvas.addEventListener('mousemove', (e) => { if (e.changedTouches) { let touch = e.changedTouches[0] if (touch) { e.pageX = touch.pageX e.pageY = touch.pageY } } if (e.pageX || e.pageY) { mXr = e.pageX mYr = e.pageY } else { mXr = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft mYr = e.clientY + document.body.scrollTop + document.documentElement.scrollTop } mXr -= canvas.offsetLeft mYr -= canvas.offsetTop mX = Math.floor(mXr / Maps.tile) mY = Math.floor(mYr / Maps.tile) }) initialize() }