Romboids
How do I make an romboids?
An Asteroids clone. What is a romboids? How do you make a romboids? This script and codes were developed by Aitor on 16 September 2022, Friday.
Romboids - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Romboids</title> <link rel="stylesheet" href="css/style.css">
</head>
<body>
<canvas></canvas> <script src='http://cdnjs.cloudflare.com/ajax/libs/jquery/2.1.3/jquery.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
Romboids - Script Codes CSS Codes
html, body { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; background: #000; color: #000;
}
Romboids - Script Codes JS Codes
var $window = $(window), $document = $(document), $canvas = $('canvas'), canvas = $canvas.get(0), context = canvas.getContext('2d'), keys = [], lastNow = null, delta = 0, rate = 1000 / 60, player = { x: 0, y: 0, vx: 0, vy: 0, rotation: 0, points: 0 }, enemies = [], destroyed = [], fires = [], points = [];
for (var i = 0; i < 256; ++i) { keys[i] = false;
}
$document .on('keyup', function(e) { keys[e.keyCode] = false; if (e.keyCode === 32) { fires.push({ x: player.x, y: player.y, vx: Math.cos(player.rotation) * 8, vy: Math.sin(player.rotation) * 8, rotation: player.rotation }); } }) .on('keydown', function(e) { keys[e.keyCode] = true; });
$window.on('resize', function(e) { $canvas .attr('width', $window.width()) .attr('height', $window.height());
}).trigger('resize');
function render(context) { context.fillStyle = 'rgba(0,0,0,0.3)'; context.fillRect(0,0,canvas.width,canvas.height); //context.clearRect(0,0,canvas.width,canvas.height); context.save(); context.strokeStyle = '#fff'; context.translate(player.x, player.y); context.rotate(player.rotation); context.beginPath(); context.moveTo(8, 0); context.lineTo(-8,8); context.lineTo(-8,-8); context.lineTo(8, 0); context.stroke(); context.restore(); var i, fire, enemy, destroy; for (i = 0; i < fires.length; i++) { fire = fires[i]; context.save(); context.strokeStyle = '#cf0'; context.translate(fire.x, fire.y); context.rotate(fire.rotation); context.beginPath(); context.moveTo(4, 0); context.lineTo(-4, 0); context.stroke(); context.restore(); } for (i = 0; i < enemies.length; i++) { enemy = enemies[i]; context.save(); context.translate(enemy.x,enemy.y); context.rotate(enemy.rotation); context.strokeStyle = '#0cf'; context.beginPath(); context.moveTo(enemy.size,0); context.lineTo(0,enemy.size); context.lineTo(-enemy.size,0); context.lineTo(0,-enemy.size); context.lineTo(enemy.size,0); context.stroke(); context.restore(); } for (i = 0; i < destroyed.length; i++) { destroy = destroyed[i]; context.save(); context.translate(destroy.x,destroy.y); context.rotate(destroy.rotation); context.globalAlpha = destroy.alpha; context.strokeStyle = '#f17'; context.rotate(destroy.dr * destroy.a); context.translate(destroy.time,0); context.beginPath(); context.moveTo(destroy.size,0); context.lineTo(0,destroy.size); context.stroke(); context.rotate(destroy.dr * destroy.b); context.translate(destroy.time,0); context.beginPath(); context.moveTo(0,destroy.size); context.lineTo(-destroy.size,0); context.stroke(); context.rotate(destroy.dr * destroy.c); context.translate(destroy.time,0); context.beginPath(); context.moveTo(-destroy.size,0); context.lineTo(0,-destroy.size); context.stroke(); context.rotate(destroy.dr * destroy.d); context.translate(destroy.time,0); context.beginPath(); context.moveTo(0,-destroy.size); context.lineTo(destroy.size,0); context.stroke(); context.restore(); } for (i = 0; i < points.length; i++) { var point = points[i]; context.save(); context.globalAlpha = point.alpha; context.translate(point.x,point.y); context.textAlign = 'center'; context.textBaseline = 'middle'; context.font = '50px sans-serif'; context.fillStyle = '#1f7'; context.fillText('+5', 0,0); context.restore(); } context.textAlign = 'left'; context.textBaseline = 'top'; context.font = '50px sans-serif'; context.fillStyle = '#f17'; context.fillText(player.points,20,20);
}
function update(delta) { if (enemies.length < 10) { var rotation = Math.random() * Math.PI * 2; enemies.push({ x: Math.random() * canvas.width, y: -50, vx: Math.cos(rotation) * 2, vy: Math.sin(rotation) * 2, size: 32 + (Math.random() * 32), rotation: rotation }); } if (keys[37] === true) { player.rotation -= Math.PI * 0.01; } if (keys[39] === true) { player.rotation += Math.PI * 0.01; } if (keys[38] === true) { player.vx += Math.cos(player.rotation) * 0.1; player.vy += Math.sin(player.rotation) * 0.1; } player.x += player.vx; player.y += player.vy; if (player.x < 0) player.x = canvas.width + player.x; if (player.x > canvas.width) player.x = canvas.width - player.x; if (player.y < 0) player.y = canvas.height + player.y; if (player.y > canvas.height) player.y = canvas.height - player.y; var i, j, fire, enemy, destroy, dx, dy, d, point; for (i = fires.length - 1; i >= 0; --i) { fire = fires[i]; fire.x += fire.vx; fire.y += fire.vy; if (fire.x < 0 || fire.y < 0 || fire.x > canvas.width || fire.y > canvas.height) { fires.splice(i,1); } } for (i = enemies.length - 1; i >= 0; --i) { enemy = enemies[i]; enemy.x += enemy.vx; enemy.y += enemy.vy; enemy.rotation += 0.1; dx = player.x - enemy.x; dy = player.y - enemy.y; d = Math.sqrt(dx * dx + dy * dy); if (d < enemy.size) { destroyed.push({ x: enemy.x, y: enemy.y, vx: enemy.vx, vy: enemy.vy, rotation: enemy.rotation, time: 0, alpha: 1, size: enemy.size, dr: 0, drv: Math.random() * 0.007, a: Math.ceil(Math.random() - 0.5) * 2, b: Math.ceil(Math.random() - 0.5) * 2, c: Math.ceil(Math.random() - 0.5) * 2, d: Math.ceil(Math.random() - 0.5) * 2 }); enemies.splice(i,1); break; } for (j = fires.length - 1; j >= 0; --j) { fire = fires[j]; dx = fire.x - enemy.x; dy = fire.y - enemy.y; d = Math.sqrt(dx * dx + dy * dy); if (d < enemy.size) { destroyed.push({ x: enemy.x, y: enemy.y, vx: enemy.vx, vy: enemy.vy, rotation: enemy.rotation, time: 0, alpha: 1, size: enemy.size, dr: 0, drv: Math.random() * 0.007, a: Math.ceil(Math.random() - 0.5) * 2, b: Math.ceil(Math.random() - 0.5) * 2, c: Math.ceil(Math.random() - 0.5) * 2, d: Math.ceil(Math.random() - 0.5) * 2 }); points.push({ x: enemy.x, y: enemy.y, alpha: 1, vy: 5 }); enemies.splice(i,1); fires.splice(j,1); player.points += 5; break; } } if (enemy.x < 0) { enemy.x = canvas.width + enemy.x; } if (enemy.x > canvas.width) { enemy.x = canvas.width - enemy.x; } if (enemy.y < 0) { enemy.y = canvas.height + enemy.y; } if (enemy.y > canvas.height) { enemy.y = canvas.height - enemy.y; } } for (i = destroyed.length - 1; i >= 0; --i) { destroy = destroyed[i]; destroy.time += 0.1; destroy.x += destroy.vx; destroy.y += destroy.vy; destroy.rotation += 0.01; destroy.alpha -= 0.01; destroy.dr += destroy.drv; if (destroy.alpha < 0) { destroyed.splice(i,1); break; } } for (i = points.length - 1; i >= 0; --i) { point = points[i]; point.y -= point.vy; point.vy *= 0.99; point.alpha -= 0.01; if (point.alpha < 0) { points.splice(i,1); break; } } return true;
}
function loop(now) { if (lastNow === null) { lastNow = now; } delta = (now - lastNow) / rate; if (update(delta)) { render(context); } requestAnimationFrame(loop);
}
player.x = canvas.width * 0.5;
player.y = canvas.height * 0.5;
loop(0);
Developer | Aitor |
Username | AzazelN28 |
Uploaded | September 16, 2022 |
Rating | 4.5 |
Size | 3,518 Kb |
Views | 30,360 |
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