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game.js
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// game state
let ship = new Ship()
let lasers = []
let rocks = [
new Rock(),
new Rock(),
new Rock(),
new Rock(),
new Rock(),
]
let keyPressed = {}
// track user input
window.addEventListener('keydown', event => {
keyPressed[event.code] = true
})
window.addEventListener('keyup', event => {
keyPressed[event.code] = false
})
window.addEventListener('keypress', event => {
if(event.code === 'Space'){
lasers.push(ship.pewpew())
}
})
// game loop
let ticks = 0
function loop() {
ticks += 1
if(ticks % 300 === 0){
rocks.push(new Rock())
}
// check user input to change game state
if (keyPressed['ArrowLeft']) {
ship.rotateLeft()
}
if (keyPressed['ArrowRight']) {
ship.rotateRight()
}
if (keyPressed['ArrowUp']) {
ship.thrust()
}
// state steps through time
ship.step()
lasers.forEach(l => l.step())
rocks.forEach(r => r.step())
rocks.forEach(r => {
lasers.forEach(l => {
r.checkForHit(l)
})
})
// remove hit things
rocks = rocks.filter(r => r.hit === false)
lasers = lasers.filter(l => l.hit === false)
// draw all
erase()
ship.draw()
lasers.forEach(l => l.draw())
rocks.forEach(r => r.draw())
// trigger loop
setTimeout(() => loop(), 1000 / 60)
}
// wait for images to load
async function loadGame() {
await shipSprite.loaded
await rockSprite.loaded
loop()
}
loadGame()