node-console-games/build/spacecraft.js
2019-11-12 16:09:33 +03:30

125 lines
2.4 KiB
JavaScript

'use strict';
var _unit = require('./classes/unit');
var _unit2 = _interopRequireDefault(_unit);
var _interface = require('./classes/interface');
var _interface2 = _interopRequireDefault(_interface);
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
var FRAME = 20;
var ENEMY_SPAWN_RATE = 1000;
var RELOAD_TIME = 200;
var ui = new _interface2.default();
var player = new _unit2.default(ui);
player.go(1, ui.center.y);
player.shape = '=>';
player.color = '#77d6ff';
player.bold = true;
player.canShoot = true;
var explosion = new _unit2.default(ui);
explosion.dead = true;
var missles = [];
var enemies = [];
var score = 0;
setInterval(function () {
ui.clear();
player.draw();
missles.forEach(function (missle, i) {
missle.move(1, 0);
missle.draw();
var enemy = missle.collides(enemies);
if (enemy) {
enemy.killed = 1;
enemy.color = 'red';
enemy.shape = '*';
missle.dead = true;
ENEMY_SPAWN_RATE -= 5;
score++;
}
if (missle.dead) {
missles.splice(i, 1);
}
});
enemies.forEach(function (enemy, i) {
// move with speed
enemy.move();
enemy.draw();
if (enemy.dead) {
enemies.splice(i, 1);
}
if (enemy.killed == 3) enemy.dead = true;
if (enemy.killed < 3) enemy.killed++;
});
ui.cursor.goto(0, 0).yellow().write(i18n.__('Score') + ': ' + score);
ui.cursor.reset();
}, FRAME);
ui.onKey('right', function () {
player.move(1, 0);
});
ui.onKey('down', function () {
player.move(0, 1);
});
ui.onKey('up', function () {
player.move(0, -1);
});
ui.onKey('left', function () {
player.move(-1, 0);
});
ui.onKey('space', function () {
if (!player.canShoot) return;
player.canShoot = false;
var missle = new _unit2.default(ui);
missle.go(player.x, player.y);
missle.shape = '+';
missle.dieOnExit = true;
missles.push(missle);
setTimeout(function () {
player.canShoot = true;
}, RELOAD_TIME);
});
(function loop() {
var enemy = new _unit2.default(ui);
enemy.go(Math.random() * ui.output.columns, 0);
enemy.shape = 'o';
enemy.color = '#f7c71e';
enemy.dieOnExit = true;
enemy.speed = function () {
return [Math.random() > 0.9 ? 0.4 : 0, 0.06];
};
enemies.push(enemy);
setTimeout(loop, ENEMY_SPAWN_RATE);
})();
process.on('exit', function () {
ui.cursor.horizontalAbsolute(0).eraseLine();
ui.cursor.show();
});