burrito-runner / game.js
CommanderLazarus's picture
Make me a game about burritos and running through a maze of burrito toppings. The point of the game is to eat all of the beef, but you lose points when eating lettuce. Cheese gives you an extra life.
1b7d441 verified
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const scoreElement = document.getElementById('score');
const livesElement = document.getElementById('lives');
// Game elements
const player = {
x: canvas.width / 2,
y: canvas.height / 2,
radius: 15,
color: '#FF5733',
speed: 5
};
const toppings = {
beef: [],
lettuce: [],
cheese: []
};
let score = 0;
let lives = 3;
let gameRunning = true;
// Initialize game
function init() {
// Create toppings
for (let i = 0; i < 20; i++) {
toppings.beef.push(createTopping('beef'));
toppings.lettuce.push(createTopping('lettuce'));
if (i < 5) toppings.cheese.push(createTopping('cheese'));
}
// Event listeners
window.addEventListener('keydown', movePlayer);
// Start game loop
gameLoop();
}
function createTopping(type) {
return {
x: Math.random() * (canvas.width - 30) + 15,
y: Math.random() * (canvas.height - 30) + 15,
radius: 10,
type: type,
color: type === 'beef' ? '#8B4513' :
type === 'lettuce' ? '#7CFC00' : '#FFD700'
};
}
function movePlayer(e) {
if (!gameRunning) return;
switch(e.key) {
case 'ArrowUp': player.y -= player.speed; break;
case 'ArrowDown': player.y += player.speed; break;
case 'ArrowLeft': player.x -= player.speed; break;
case 'ArrowRight': player.x += player.speed; break;
}
// Boundary check
player.x = Math.max(player.radius, Math.min(canvas.width - player.radius, player.x));
player.y = Math.max(player.radius, Math.min(canvas.height - player.radius, player.y));
}
function checkCollision() {
// Check beef collisions
for (let i = 0; i < toppings.beef.length; i++) {
const beef = toppings.beef[i];
const dist = Math.hypot(player.x - beef.x, player.y - beef.y);
if (dist < player.radius + beef.radius) {
toppings.beef.splice(i, 1);
score += 10;
scoreElement.textContent = score;
break;
}
}
// Check lettuce collisions
for (let i = 0; i < toppings.lettuce.length; i++) {
const lettuce = toppings.lettuce[i];
const dist = Math.hypot(player.x - lettuce.x, player.y - lettuce.y);
if (dist < player.radius + lettuce.radius) {
toppings.lettuce.splice(i, 1);
score = Math.max(0, score - 5);
scoreElement.textContent = score;
break;
}
}
// Check cheese collisions
for (let i = 0; i < toppings.cheese.length; i++) {
const cheese = toppings.cheese[i];
const dist = Math.hypot(player.x - cheese.x, player.y - cheese.y);
if (dist < player.radius + cheese.radius) {
toppings.cheese.splice(i, 1);
lives++;
livesElement.textContent = lives;
break;
}
}
// Check win/lose conditions
if (toppings.beef.length === 0) {
gameRunning = false;
alert('You won! Final score: ' + score);
} else if (lives <= 0) {
gameRunning = false;
alert('Game over! Final score: ' + score);
}
}
function draw() {
// Clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw player
ctx.beginPath();
ctx.arc(player.x, player.y, player.radius, 0, Math.PI * 2);
ctx.fillStyle = player.color;
ctx.fill();
// Draw toppings
drawToppings(toppings.beef);
drawToppings(toppings.lettuce);
drawToppings(toppings.cheese);
}
function drawToppings(toppingArray) {
toppingArray.forEach(topping => {
ctx.beginPath();
ctx.arc(topping.x, topping.y, topping.radius, 0, Math.PI * 2);
ctx.fillStyle = topping.color;
ctx.fill();
});
}
function gameLoop() {
if (!gameRunning) return;
draw();
checkCollision();
requestAnimationFrame(gameLoop);
}
// Start the game
init();