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game.js

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Apr 21st, 2018
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  1. var canvas = document.getElementById("gameCanvas");
  2. var ctx = canvas.getContext("2d");
  3. var gameStarted = 0;
  4. var gameEnded = 0;
  5. // defining image variable
  6. var meteorpic = new Image();
  7. meteorpic.src = "assets/meteor.png";
  8. // defining image variable
  9. var shippic = new Image();
  10. shippic.src = "assets/ship.png";
  11.  
  12. function startGame() {
  13.     if (gameStarted == 0 && gameEnded == 0) {
  14.         ctx.clearRect(0, 0, canvas.width, canvas.height);
  15.         gameStarted = 1;
  16.     }
  17. }
  18.    
  19.    
  20. function canvasPreGame() {
  21.     ctx.font = "40px Arial";
  22.     ctx.fillStyle = 'white';
  23.     ctx.textAlign="center";
  24.     ctx.fillText("Click here to start!",canvas.width / 2,canvas.height / 2);
  25. }
  26.  
  27.  
  28. function mainLoop() {
  29.     if (gameStarted == 1) {
  30.         ctx.clearRect(0, 0, canvas.width, canvas.height);
  31.         player.moveShip();
  32.         player.drawShip();
  33.         for (count = 0; count != meteorArray.length; count++) {
  34.             meteorArray[count].moveMeteor();
  35.             meteorArray[count].drawMeteor();
  36.  
  37.             // collision detect in enemy class as its easier
  38.             meteorArray[count].collisionDetect();
  39.             meteorArray[count].resetMeteor();
  40.  
  41.         }
  42.     }
  43. window.requestAnimationFrame(mainLoop);
  44. }
  45.  
  46. // this needs to be fixed to be proportional to game frame rate
  47. setInterval(function(){
  48.     if(gameStarted==1) {
  49.     obj = new Meteor(Math.floor(Math.random() * canvas.width - 50), 0);
  50.     meteorArray.push(obj);
  51.     }
  52. },1500);
  53.  
  54. mainLoop();
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