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scripts.js
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scripts.js
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$('document').ready(function(){
//Audio Setup and volume
var spacemen = document.getElementById("spacemen");
var laser_sound = document.getElementById("lasersound");
var click = document.getElementById("click");
var boom = document.getElementById("boom");
var hit = document.getElementById("hit");
spacemen.volume = 0.6;
click.volume = 0.4;
laser_sound.volume = 0.4;
boom.volume = 0.15;
hit.volume = 0.2;
//music and effects control in the footer
var effects_volume = 1;
var music_volume = 1;
$('#effectsVol').on('click', function(){
if(effects_volume===1){
$('#effectsVol').css({color: "grey"});
laser_sound.volume = 0.0;
click.volume = 0.0;
boom.volume = 0.0;
effects_volume = 0;
hit.volume = 0.0;
}else{
$('#effectsVol').css({color: "#00ffff"});
laser_sound.volume = 0.2;
click.volume = 0.2;
boom.volume = 0.05;
effects_volume = 1;
hit.volume = 0.2;
}
});
$('#musicVol').on('click', function(){
if(music_volume===1){
$('#musicVol').css({color: "grey"});
spacemen.volume = 0.0;
music_volume = 0;
}else{
$('#musicVol').css({color: "#00ff00"});
spacemen.volume = 1.0;
music_volume = 1;
}
});
//Global variables
var numPlayers = 0;
var player1active = 0;
var player2active = 0;
var player1Lives = 3;
var player2Lives = 3;
var speed1 = 5;
var speed2 = 5;
var laser_speed = 30;
var regenerating1 = 0;
var regenerating2 = 0;
var winvariable = 0;
mainMenuState(); //
//This function runs the menu before the game begins
function mainMenuState(){
$('.menuhide').hide();
$('.alien').hide();
$('#menu').show();
$('#solobutton').on('click', function(){ //if 'Solo' mode chosen
click.play();
numPlayers = 1;
controlsState();
})
$('#teambutton').on('click', function(){ //if 'Team' mode chosen
click.play();
numPlayers = 2;
controlsState();
})
}
//This function runs the controls menu
function controlsState(){
$('#menu').hide();
$('#controls').show();
if (numPlayers===1){ //Shows single player controls
$('#double').hide();
$('#arrowkeys').show();
$('#gotit').on('click', function(){
click.play();
$('#controls').hide();
inGameState();
});
}else if(numPlayers===2){ //Shows team controls
$('#arrowkeys').hide();
$('#double').show();
$('#gotit').on('click', function(){
click.play();
$('#controls').hide();
inGameState();
});
}
$('#back').on('click', function(){ //back to main menu
$('#controls').hide();
click.play();
mainMenuState();
});
}
//This sets up single player mode
function setup1(){
score = 0;
speed1 = 7;
player1Lives = 3;
player1active = 1;
$('.alien').removeClass("active oneHP twoHP threeHP")
$('#ship1').css({top: "80%", left: "80%"});
$('#ship1').show();
$('.lives1').show();
}
// This sets up team mode
function setup2(){
score = 0;
speed1 = 7;
speed2 = 7;
player1Lives = 3;
player2Lives = 3;
player1active = 1;
player2active = 1;
$('.alien').removeClass("active oneHP twoHP threeHP")
$('#ship1').css({top: "80%", left: "80%"});
$('#ship1').show();
$('#ship2').css({top: "80%", left: "10%"});
$('#ship2').show();
$('.lives1').show();
$('.lives2').show();
}
//This controls the movement of the ships
//uses the "keydrown" jquery library found at: https://jeremyckahn.github.io/keydrown/
kd.run(function () { // this code is necessary for the keydrown library
kd.tick();
});
//Player 1 controls
kd.DOWN.down(function(){
if($('#ship1').position().top < $('#playfield').height()-80 && player1active===1) {
$('#ship1').finish().animate({top: "+="+speed1});
}
});
kd.UP.down(function(){
if($('#ship1').position().top > 0 && player1active===1) {
$('#ship1').finish().animate({top: "-="+speed1});
}
});
kd.LEFT.down(function(){
if($('#ship1').position().left > 0 && player1active===1) {
$('#ship1').finish().animate({left: "-="+speed1});
}
});
kd.RIGHT.down(function(){
if($('#ship1').position().left < $('#playfield').width()-60 && player1active===1) {
$('#ship1').finish().animate({left: "+="+speed1});
}
});
//Player 2 controls
kd.S.down(function(){
if($('#ship2').position().top < $('#playfield').height()-80 && player2active===1) {
$('#ship2').finish().animate({top: "+="+speed2});
}
});
kd.W.down(function(){
if($('#ship2').position().top > 0 && player2active===1) {
$('#ship2').finish().animate({top: "-="+speed2});
}
});
kd.A.down(function(){
if($('#ship2').position().left > 0 && player2active===1) {
$('#ship2').finish().animate({left: "-="+speed2});
}
});
kd.D.down(function(){
if($('#ship2').position().left < $('#playfield').width()-60 && player2active===1) {
$('#ship2').finish().animate({left: "+="+speed2});
}
});
//updates the score box on the right every 100 milliseconds
var score = 0;
setInterval(updateScore,100);
function updateScore(){
$('#score').text(score);
}
//This code triggers the lasers when SPACE and SHIFT are pressed
$(document).keydown(function(e){
e.preventDefault();
if (e.which === 32){
fire1();
}
if(numPlayers===2){
if (e.which === 16){
fire2();
}
}
});
// The firing method was inspired by Alex Turpin's
// answer to this stackoverflow question:
// http://stackoverflow.com/questions/7823192/fire-a-bullet-with-jquery-javascript
// appends a new "laser" div at the position of ship 1
function fire1(){
if(player1active===1){
var x = $('#ship1').position();
$("#playfield").append($("<div>").addClass("laser").css({top: x.top, left: x.left + 36}));
laser_sound.currentTime = 0;
laser_sound.play();
}
}
//appends a new "laser" div at the position of ship2
function fire2(){
if (player2active===1) {
var y = $('#ship2').position();
$("#playfield").append($("<div>").addClass("laser").css({top: y.top, left: y.left + 36}));
laser_sound.currentTime = 0;
laser_sound.play();
}
}
//udate all laser positions every 30 milliseconds, and checks for collision with alien ships
setInterval(updateLaserPosition, 30);
function updateLaserPosition(){
$('.laser').each(function(){
var oldHeight = $(this).offset().top;
if (oldHeight>0){ // if at top of screen, remove
$(this).css("top", oldHeight-laser_speed);
var laserCoordinates = $(this).position();
var collided = checkCollision(laserCoordinates);
if(collided){ // if collided with alien, remove
$(this).remove();
}
}else{
$(this).remove();
}
});
}
//Code to sense when the laser hits an alien ship
function checkCollision(object){ //takes in the top and left coordinates of a laser
var isHit = null;
$('.oneHP').each(function(){ //cycles through all remaining aliens
var alienPos = $(this).position();
var alienHeight = $(this).height();
var alienWidth = $(this).width();
if(alienPos.top <object.top && object.top < alienPos.top + alienHeight &&
alienPos.left< object.left && object.left<alienPos.left + alienWidth){ //checks coordinates against the laser
if($(this).hasClass("threeHP")){ // removes a hit point
hit.currentTime=0;
hit.play();
$(this).removeClass("threeHP");
isHit = true;
return false;
}else if($(this).hasClass("twoHP")){ // removes a hit point
hit.currentTime=0;
hit.play();
$(this).removeClass("twoHP");
isHit = true;
return false;
}else if($(this).hasClass("oneHP")){ //removes last hit point
boom.currentTime=0;
boom.play();
$(this).removeClass("oneHP active");
$(this).stop(true).empty();
$(this).append("<img class='alien1' src='images/explosion.png'>");
$(this).fadeOut(1000);
score += 10; // increases score
isHit = true;
return false;
}
}else{
isHit = false;
}
})
return isHit;
}
//This checks to see if the aliens hit either player every 30 milliseconds
setInterval(checkDamage, 30);
function checkDamage(){
$('.oneHP').each(function(){ // cycles through all remaining aliens
var alienPos = $(this).position();
var alienHeight = $(this).height();
var alienWidth = $(this).width();
var player1Pos = $('#ship1').position();
if (player1Pos.top < alienPos.top + alienHeight &&
alienPos.top < player1Pos.top + $('#ship1').height() &&
player1Pos.left < alienPos.left + alienWidth &&
alienPos.left < player1Pos.left + $('#ship1').width()){
if (regenerating1===0){
boom.play();
$(this).removeClass("active oneHP twoHP threeHP");
$(this).stop(true).empty();
$(this).append("<img class='alien1' src='images/explosion.png'>");
$(this).fadeOut(1000);
player1LifeLoss();
}
}
if(numPlayers===2){ // checks against player 2 ship only if numPlayers===2
var player2Pos = $('#ship2').position();
if (player2Pos.top < alienPos.top + alienHeight &&
alienPos.top < player2Pos.top + $('#ship2').height() &&
player2Pos.left < alienPos.left + alienWidth &&
alienPos.left < player2Pos.left + $('#ship2').width()){
if(regenerating2===0){
boom.play();
$(this).removeClass("active oneHP twoHP threeHP");
$(this).hide();
$(this).stop(true).empty();
$(this).append("<img class='alien1' src='images/explosion.png'>");
$(this).fadeOut(1000);
player2LifeLoss();
}
}
}
});
}
//This takes away a life when player 1's ship is hit
function player1LifeLoss () {
regenerating1=1;
if(player1Lives===3){
$('#life11').hide();
player1Lives=2;
}else if(player1Lives===2){
$('#life12').hide();
player1Lives=1;
}else if(player1Lives===1){
$('#life13').hide();
player1Lives=0;
gameOver();
}
$('#ship1').css('opacity', '0'); //blinks ship while regenerating
var handle = setInterval(function(){
$('#ship1').css('opacity', '1');
setTimeout(function(){
if(regenerating1===1){
$('#ship1').css('opacity', '0');
}
}, 200);
}, 400);
setTimeout(clear, 2000); //time spent regenerating
function clear() {
regenerating1 = 0;
clearInterval(handle);
$('#ship1').css('opacity', '1');
}
}
//This takes away a life when player 2's ship is hit
function player2LifeLoss (){
regenerating2=1;
if(player2Lives===3){
$('#life21').hide();
player2Lives=2;
}else if(player2Lives===2){
$('#life22').hide();
player2Lives=1;
}else if(player2Lives===1){
$('#life23').hide();
player2Lives=0;
gameOver();
}
$('#ship2').css('opacity', '0'); // blinks ship while regenerating
var handle = setInterval(function(){
$('#ship2').css('opacity', '1');
setTimeout(function(){
if(regenerating2===1){
$('#ship2').css('opacity', '0');
}
}, 200);
}, 400);
setTimeout(clear2, 2000); //time spent regenerating
function clear2() {
regenerating2 = 0;
clearInterval(handle);
$('#ship2').css('opacity', '1');
}
}
//This code starts stuff off when play is pressed
function inGameState(){
if (numPlayers===1){
setup1();
}else if(numPlayers===2){
setup2();
}
setTimeout(function(){
spacemen.play();
}, 1000);
$('.gamestateshow').show();
setTimeout(waveOne, 100);
}
//The following functions controls the waves of Aliens.
//Each wave triggers the next when all aliens have been defeated
//Wave one
function waveOne(){
$('#levelnumber').text(1); //level indicators
$('#levelindicator').text("Level 1");
$('#levelindicator').fadeIn(1000);
setTimeout(function(){
$('#levelindicator').fadeOut(1000);
},1000)
winvariable=0;
setupwave1($('#a1')); //sets up the aliens for this level
setupwave1($('#a2'));
setupwave1($('#a3'));
function setupwave1(alien){
alien.finish().empty();
alien.append("<img class='alien1' src='images/alien1.png'>")
alien.addClass("active oneHP twoHP");
}
$('#a1').css({left: "10%", top: "0%"}); //Starting position of aliens
$('#a2').css({left: "50%", top: "0%"});
$('#a3').css({left: "90%", top: "0%"});
$('.active').each(function(){
$(this).show();
});
formation1();
var wave1 = setInterval(formation1,7000); //repeats the pre-determined formation
function formation1(){
$('#a1').animate({left: "70%"}, 3000);
$('#a2').animate({left: "40%"}, 3000);
$('#a3').animate({left: "10%"}, 3000);
$('.oneHP').animate({top: "100%"}, 2000, function(){
$('.oneHP').css("top", "0%");
});
$('.oneHP').animate({top: "40%", left: "+=30%"}, 2000);
$('.oneHP').animate({top: "100%", left: "-=30%"}, 2000, function(){
$('.oneHP').css("top", "0%");
});
}
var checkLevel1 = setInterval(function(){
if($('.oneHP').length<1){ //Checks to see how many aliens are left
if(winvariable===0){
clearInterval(wave1);
setTimeout(function(){
$('.alien').removeClass("active oneHP twoHP threeHP");
waveTwo(); //Calls the next wave
}, 2000);
clearInterval(checkLevel1);
}else{
clearInterval(checkLevel1);
}
}
},100);
}
//Wave 2
function waveTwo(){
$('#levelnumber').text(2); //level indicators
$('#levelindicator').text("Level 2");
$('#levelindicator').fadeIn(1000);
setTimeout(function(){
$('#levelindicator').fadeOut(1000);
},1000)
setupwave2($('#a1')); //sets up the aliens for the level
setupwave2($('#a2'));
setupwave2($('#a3'));
function setupwave2(alien){
alien.finish().empty();
alien.append("<img class='alien1' src='images/alien1.png'>");
alien.addClass("active oneHP twoHP threeHP");
}
$('#a1').css({left: "10%", top: "0%"}); //starting positions
$('#a2').css({left: "20%", top: "0%"});
$('#a3').css({left: "30%", top: "0%"});
$('.oneHP').show();
formation2();
var wave2 = setInterval(formation2,7000); //Loops formation
function formation2(){
$('#a1').animate({left: "90%"}, 2000);
$('#a2').animate({left: "80%"}, 2000);
$('#a3').animate({left: "70%"}, 2000);
$('.oneHP').animate({top: "100%"}, 1500, function(){
$('.oneHP').css("top", "0%");
});
$('#a1').animate({left: "40%"}, 2000);
$('#a2').animate({left: "50%"}, 2000);
$('#a3').animate({left: "60%"}, 2000);
$('.oneHP').animate({top: "20%", left: "+=20%"}, 800);
$('.oneHP').animate({top: "40%", left: "-=20%"}, 800);
$('.oneHP').animate({top: "60%", left: "+=20%"}, 800);
$('.oneHP').animate({top: "100%"}, 500, function(){
$('.oneHP').css("top", "0%");
});
}
var checkLevel2 = setInterval(function(){
if($('.oneHP').length<1){ //Checks to see how many aliens remain
if(winvariable===0){
clearInterval(wave2);
setTimeout(function(){
$('.alien').removeClass("active oneHP twoHP threeHP");
waveThree(); // next wave
}, 1000);
clearInterval(checkLevel2);
}else{
clearInterval(checkLevel2);
}
}
},100);
}
function waveThree(){
$('#levelnumber').text(3); //level indicators
$('#levelindicator').text("Level 3");
$('#levelindicator').fadeIn(1000);
setTimeout(function(){
$('#levelindicator').fadeOut(1000);
},1000)
setupwave3($('#a1')); //sets up aliens
setupwave3($('#a2'));
setupwave3($('#a3'));
setupwave3($('#a4'));
setupwave3($('#a5'));
setupwave3($('#a6'));
function setupwave3(alien){
alien.finish().empty();
alien.append("<img class='alien1' src='images/alien1.png'>");
alien.addClass("active oneHP twoHP threeHP");
}
$('#a1').css({left: "10%", top: "0%"}); //starting positions
$('#a2').css({left: "20%", top: "0%"});
$('#a3').css({left: "30%", top: "0%"});
$('#a4').css({left: "70%", top: "0%"});
$('#a5').css({left: "80%", top: "0%"});
$('#a6').css({left: "90%", top: "0%"});
$('.oneHP').show();
formation3();
var wave3 = setInterval(formation3,7000); //loops formations
function formation3(){
$('#a1').animate({left: "20%"}, 1000);
$('#a2').animate({left: "30%"}, 1000);
$('#a3').animate({left: "70%"}, 1000);
$('#a4').animate({left: "40%"}, 1000);
$('#a5').animate({left: "50%"}, 1000);
$('#a6').animate({left: "60%"}, 1000);
$('.oneHP').animate({top: "100%"}, 1500, function(){
$('.oneHP').css("top", "0%");
});
$('#a1').animate({left: "50%", top: "40%"}, 1000);
$('#a2').animate({left: "10%"}, 1000);
$('#a3').animate({left: "30%", top: "40%"}, 1000);
$('#a4').animate({left: "80%"}, 1000);
$('#a5').animate({left: "70%", top: "40%"}, 1000);
$('#a6').animate({left: "90%"}, 1000);
$('.oneHP').animate({top: "100%"}, 1500, function(){
$('.oneHP').css("top", "0%");
});
}
var checkLevel3 = setInterval(function(){
if($('.oneHP').length<1){ //checks for remaining aliens
if(winvariable===0){
clearInterval(wave3);
setTimeout(function(){
$('.alien').removeClass("active oneHP twoHP threeHP");
waveFour(); //next level
}, 1000);
clearInterval(checkLevel3);
}else{
clearInterval(checkLevel3);
}
}
},100);
}
function waveFour(){
$('#levelnumber').text(4); //level indicators
$('#levelindicator').text("Level 4");
$('#levelindicator').fadeIn(1000);
setTimeout(function(){
$('#levelindicator').fadeOut(1000);
},1000)
setupwave4($('#a1')); //setup aliens
setupwave4($('#a2'));
setupwave4($('#a3'));
setupwave4($('#a4'));
setupwave4($('#a5'));
setupwave4($('#a6'));
function setupwave4(alien){
alien.finish().empty();
alien.append("<img class='alien1' src='images/alien1.png'>");
alien.addClass("active oneHP twoHP threeHP");
}
$('#a1').css({left: "10%", top: "0%"}); //starting positions
$('#a2').css({left: "20%", top: "0%"});
$('#a3').css({left: "30%", top: "0%"});
$('#a4').css({left: "70%", top: "0%"});
$('#a5').css({left: "80%", top: "0%"});
$('#a6').css({left: "90%", top: "0%"});
$('.oneHP').show();
formation4();
var wave4 = setInterval(formation4,3000); //loops formation
function formation4(){
$('.oneHP').animate({top: "100%"}, 1500, function(){
$('.oneHP').css("top", "0%");
});
Math.ceil(Math.random()*9)
$('#a1').animate({left: Math.ceil(Math.random()*9)+"0%", top: Math.ceil(Math.random()*9)+"0%"}, 1000);
$('#a2').animate({left: Math.ceil(Math.random()*9)+"0%", top: Math.ceil(Math.random()*9)+"0%"}, 1000);
$('#a3').animate({left: Math.ceil(Math.random()*9)+"0%", top: Math.ceil(Math.random()*9)+"0%"}, 1000);
$('#a4').animate({left: Math.ceil(Math.random()*9)+"0%", top: Math.ceil(Math.random()*9)+"0%"}, 1000);
$('#a5').animate({left: Math.ceil(Math.random()*9)+"0%", top: Math.ceil(Math.random()*9)+"0%"}, 1000);
$('#a6').animate({left: Math.ceil(Math.random()*9)+"0%", top: Math.ceil(Math.random()*9)+"0%"}, 1000);
$('.oneHP').animate({top: "100%"}, 1500, function(){
$('.oneHP').css("top", "0%");
});
}
var checkLevel4 = setInterval(function(){
if($('.oneHP').length<1){ //checks for remaining aliens
if(winvariable===0){
clearInterval(wave4);
setTimeout(function(){
$('.alien').removeClass("active oneHP twoHP threeHP");
waveFive(); //next level
}, 1000);
clearInterval(checkLevel4);
}else{
clearInterval(checkLevel4);
}
}
},100);
}
function waveFive(){
$('#levelnumber').text(5); //level indicators
$('#levelindicator').text("Level 5");
$('#levelindicator').fadeIn(1000);
setTimeout(function(){
$('#levelindicator').fadeOut(1000);
},1000)
setupwave5($('#a1')); //sets up aliens
setupwave5($('#a2'));
setupwave5($('#a3'));
setupwave5($('#a4'));
setupwave5($('#a5'));
setupwave5($('#a6'));
setupwave5($('#a7'));
setupwave5($('#a8'));
setupwave5($('#a9'));
setupwave5($('#a10'));
function setupwave5(alien){
alien.finish().empty();
alien.append("<img class='alien1' src='images/alien1.png'>");
alien.addClass("active oneHP twoHP threeHP");
}
$('#a1').css({left: "10%", top: "0%"}); //starting positions
$('#a2').css({left: "20%", top: "0%"});
$('#a3').css({left: "30%", top: "0%"});
$('#a4').css({left: "40%", top: "0%"});
$('#a5').css({left: "50%", top: "0%"});
$('#a6').css({left: "60%", top: "0%"});
$('#a7').css({left: "70%", top: "0%"});
$('#a8').css({left: "80%", top: "0%"});
$('#a9').css({left: "90%", top: "0%"});
$('#a10').css({left: "0%", top: "0%"});
$('.oneHP').show();
formation5();
var wave5 = setInterval(formation5,3000); //loops formation
function formation5(){
$('.oneHP').each(function(){
$(this).animate({left: Math.ceil(Math.random()*9)+"0%", top: Math.ceil(Math.random()*9)+"0%"}, 1000);
});
$('.oneHP').animate({top: "100%"}, 1500, function(){
$('.oneHP').css("top", "0%");
});
}
var checkLevel5 = setInterval(function(){
if($('.oneHP').length<1){ //checks for remaining aliens
if(winvariable===0){
clearInterval(wave5);
setTimeout(function(){
$('.alien').removeClass("active oneHP twoHP threeHP");
youWin(); //you win!
}, 1000);
clearInterval(checkLevel5);
}else{
clearInterval(checkLevel5);
}
}
},100);
}
//This is called when you win the game, and lets you replay or go to main menu
function youWin(){
if(winvariable===0){
winvariable=1;
$('.alien').hide();
$('.alien').finish();
$('.alien').removeClass('active oneHP twoHP threeHP');
player1active = 0;
player2active = 0;
$('#youwin').show();
$('#replay').on('click', function(){
$('#youwin').hide();
click.play();
if(numPlayers===1){
setup1();
inGameState();
}
if(numPlayers===2){
setup2();
inGameState();
}
});
$('#tomenu').on('click', function(){
$('#youwin').hide();
click.play();
$('.menuhide').hide();
$('.alien').hide();
$('#menu').show();
numPlayers = 0;
});
}
}
//you lose. Try again or main menu
function gameOver() {
winvariable=1;
$('.alien').hide();
$('.alien').finish();
$('.alien').removeClass("active oneHP twoHP threeHP");
player1active = 0;
player2active = 0;
$('#gameover').show();
$('#tryagain').on('click', function(){
$('#gameover').hide();
click.play();
if(numPlayers===1){
setup1();
}
if(numPlayers===2){
setup2();
}
inGameState();
});
$('#mainmenu').on('click', function(){
$('#gameover').hide();
click.play();
$('.menuhide').hide();
$('.alien').hide();
$('#menu').show();
numPlayers = 0;
})
}
});