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dinoGame.js
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dinoGame.js
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const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
const imageNames = ['bird', 'cactus', 'dino'];
// グローバルな game オブジェクト
const game = {
counter: 0,
backGrounds: [],
bgm1: new Audio('bgm/fieldSong.mp3'),
bgm2: new Audio('bgm/jump.mp3'),
enemys: [],
enemyCountdown: 0,
image: {},
score: 0,
hp: 0, //ヒットポイントを追加 2024/4/6
state: 'loading',
timer: null
};
game.bgm1.loop = true;
// 複数画像読み込み
let imageLoadCounter = 0;
for (const imageName of imageNames) {
const imagePath = `image/${imageName}.png`;
game.image[imageName] = new Image();
game.image[imageName].src = imagePath;
game.image[imageName].onload = () => {
imageLoadCounter += 1;
if (imageLoadCounter === imageNames.length) {
console.log('画像のロードが完了しました。');
init();
}
}
}
function init() {
game.counter = 0;
game.enemys = [];
game.enemyCountdown = 0;
game.score = 0;
game.hp = 100; //ヒットポイントの初期値を設定 2024/4/6
game.state = 'init';
// 画面クリア
ctx.clearRect(0, 0, canvas.width, canvas.height);
// 恐竜の表示
createDino();
drawDino();
// 背景の描画
createBackGround();
drawBackGrounds();
// 文章の表示
ctx.fillStyle = 'black';
ctx.font = 'bold 60px serif';
ctx.fillText(`Press Space key`, 60, 150);
ctx.fillText(`to start.`, 150, 230);
}
function start() {
game.state = 'gaming';
game.bgm1.play();
game.timer = setInterval(ticker, 30);
}
function ticker() {
// 画面クリア
ctx.clearRect(0, 0, canvas.width, canvas.height);
// 背景の作成
if (game.counter % 10 === 0) {
createBackGround();
}
// 敵キャラクターの生成
createEnemys();
// キャクターの移動
moveBackGrounds(); // 背景の移動
moveDino(); // 恐竜の移動
moveEnemys(); // 敵キャラクターの移動
//描画
drawBackGrounds(); // 背景の描画
drawDino();// 恐竜の描画
drawEnemys(); // 敵キャラクターの描画
drawScore(); // スコアの描画
drawHP(); // HPの描画
// あたり判定
hitCheck();
// カウンターの更新
game.score += 1;
game.counter = (game.counter + 1) % 1000000;
game.enemyCountdown -= 1;
}
function createDino() {
game.dino = {
x: game.image.dino.width / 2,
y: canvas.height - game.image.dino.height / 2,
moveY: 0,
width: game.image.dino.width,
height: game.image.dino.height,
image: game.image.dino
}
}
function createBackGround() {
game.backGrounds = [];
for (let x = 0; x <= canvas.width; x+=200) {
game.backGrounds.push({
x: x,
y: canvas.height,
width: 200,
height: 30,
moveX: -20,
});
}
}
function createCactus(createX) {
game.enemys.push({
x: createX,
y: canvas.height - game.image.cactus.height / 2,
width: game.image.cactus.width,
height: game.image.cactus.height,
moveX: -10,
image: game.image.cactus,
name: 'cactus', // 判別簡易化のため名前追加
hp: 10
});
}
function createBird() {
const birdY = Math.random() * (300 - game.image.bird.height) + 150;
game.enemys.push({
x: canvas.width + game.image.bird.width / 2,
y: birdY,
width: game.image.bird.width,
height: game.image.bird.height,
moveX: -15,
image: game.image.bird,
name: 'birds', // 判別簡易化のため名前追加
hp: 10
});
}
function createEnemys() {
if (game.enemyCountdown === 0) {
game.enemyCountdown = 60 - Math.floor(game.score / 100);
if(game.enemyCountdown <= 30) game.enemyCountdown = 30;
switch(Math.floor(Math.random() * 4)) {
case 0:
createCactus(canvas.width + game.image.cactus.width / 2);
break;
case 1:
createCactus(canvas.width + game.image.cactus.width / 2);
createCactus(canvas.width + game.image.cactus.width * 3 / 2);
break;
case 2:
createBird();
break;
case 3:
// スコアーアップでパターンを変化 2024/4/6
if ( 1 < (game.score / 1000) % 2){
createBird();
}else{
for (let i = 0; i < (game.score / 1000); i++){
createCactus(canvas.width + game.image.cactus.width * (i*2+1) / 2);
}
}
break;
}
}
}
function moveBackGrounds() {
for (const backGround of game.backGrounds) {
backGround.x += backGround.moveX;
}
}
function moveDino() {
game.dino.y += game.dino.moveY;
if (game.dino.y >= canvas.height - game.dino.height / 2) {
game.dino.y = canvas.height - game.dino.height / 2;
game.dino.moveY = 0;
} else {
game.dino.moveY += 3;
}
}
function moveEnemys() {
for (const enemy of game.enemys) {
enemy.x += enemy.moveX;
}
// 画面の外に出たキャラクターを配列から削除
game.enemys = game.enemys.filter(enemy => enemy.x > -enemy.width);
// ヒットポイント無しのキャラクターを配列から削除 2024/4/6
game.enemys = game.enemys.filter(enemy => enemy.hp > 0);
}
function drawBackGrounds(){
ctx.fillStyle = 'sienna';
for (const backGround of game.backGrounds) {
ctx.fillRect(backGround.x, backGround.y - 5, backGround.width, 5);
ctx.fillRect(backGround.x+20, backGround.y - 10, backGround.width - 40, 5);
ctx.fillRect(backGround.x+50, backGround.y - 15, backGround.width - 100, 5);
}
}
function drawDino() {
ctx.drawImage(game.image.dino, game.dino.x - game.dino.width / 2, game.dino.y - game.dino.height / 2);
}
function drawEnemys() {
for (const enemy of game.enemys) {
ctx.drawImage(enemy.image, enemy.x - enemy.width / 2, enemy.y - enemy.height / 2);
}
}
function drawScore() {
ctx.fillStyle = 'black';
ctx.font = '24px serif';
ctx.fillText(`score : ${game.score}`, 0, 30);
}
function drawHP() {
ctx.fillStyle = 'black';
ctx.font = '24px serif';
ctx.fillText(`HP : ${game.hp}`, 0, 60);
}
function hitCheck() {
for (const enemy of game.enemys) {
if (
Math.abs(game.dino.x - enemy.x) < game.dino.width * 0.8 / 2 + enemy.width * 0.9 / 2 &&
Math.abs(game.dino.y - enemy.y) < game.dino.height * 0.5 / 2 + enemy.height * 0.9 / 2
) {
if(enemy.name === 'cactus') {//cactusならヒットポイント消耗 2024/4/6
game.hp -= 1;;
enemy.hp += 1;
}
if(enemy.name === 'birds'){ //birdsならヒットポイント回復 2024/4/6
game.hp += 5;
enemy.hp -= 5;
}
if(game.hp <= 0) { //ヒットポイントゼロでゲーム終了 2024/4/6
game.state = 'gameover';
game.bgm1.pause();
ctx.fillStyle = 'black';
ctx.font = 'bold 100px serif';
ctx.fillText(`Game Over!`, 150, 200);
clearInterval(game.timer);
}
}
}
}
document.onkeydown = function(e) {
if(e.key === ' ' && game.state === 'init') {
start();
}
if(e.key === ' ' && game.dino.moveY === 0) {
game.dino.moveY = -41;
game.bgm2.play();
}
if(e.key === 'Enter' && game.state === 'gameover') {
init();
}
//エスケープでヒットポイント高速消耗 2024/4/6
if(e.key === 'Escape' && game.state === 'gaming') {
game.hp -= 10;
}
};