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Running
Rename game.js to script.js
Browse files
game.js
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const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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// Definir as variáveis de jogo
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let towers = [];
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let enemies = [];
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// Adicionar uma torre e inimigo de teste
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towers.push(new Tower(canvas.width / 2, canvas.height / 2));
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enemies.push(new Enemy(canvas.width / 2, 100));
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// Função para desenhar e atualizar as entidades
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function update() {
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// Limpar a tela
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// Atualizar torres
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for (let tower of towers) {
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tower.update();
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}
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// Atualizar inimigos
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for (let enemy of enemies) {
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enemy.update();
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}
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// Continuar o loop de animação
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requestAnimationFrame(update);
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}
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// Começar a atualização do jogo
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update();
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script.js
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const canvas = document.getElementById("gameCanvas");
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const ctx = canvas.getContext("2d");
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let width = window.innerWidth;
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let height = window.innerHeight;
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canvas.width = width;
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canvas.height = height;
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let star = {
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x: width / 2,
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y: height / 2,
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radius: 50,
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color: "yellow",
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};
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let towers = [];
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let enemies = [];
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function drawStar() {
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ctx.beginPath();
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ctx.arc(star.x, star.y, star.radius, 0, Math.PI * 2);
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ctx.fillStyle = star.color;
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ctx.fill();
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}
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function drawTowers() {
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towers.forEach(tower => {
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ctx.beginPath();
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ctx.arc(tower.x, tower.y, tower.radius, 0, Math.PI * 2);
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ctx.fillStyle = "blue";
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ctx.fill();
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});
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}
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function drawEnemies() {
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enemies.forEach(enemy => {
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ctx.beginPath();
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ctx.arc(enemy.x, enemy.y, enemy.radius, 0, Math.PI * 2);
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ctx.fillStyle = "red";
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ctx.fill();
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});
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}
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function spawnEnemies() {
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let enemy = {
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x: Math.random() * width,
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y: 0,
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radius: 20,
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speed: 2,
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};
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enemies.push(enemy);
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}
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function update() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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drawStar();
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drawTowers();
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drawEnemies();
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spawnEnemies();
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requestAnimationFrame(update);
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}
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update();
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