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Dino Game

If you use Google Chrome, you surely know the mini-game you can play, when you don't have an internet connection:
The famous Dino Game!
In this project you will create your own version of this game.

What you're going to learn

  • inline styling
  • event listeners for user input
  • DOM manipulation
  • game loop using setInterval
  • running code delayed using setTimeout
  • AABB collision detection
  • getting element positions using getBoundingClientRect
  • browser data storage using localStorage

Tasks

Implement a game loop

We need a game loop to run some code every frame. This game loop will handle almost all our game logic, including changing the Dino's y position depending on the gravity, moving our obstacles towards the player, and handling collision detection between the Dino and the obstacles.
We can use the setInterval function to run a function in regular intervals.

  • create an update function
  • using setInterval, our update function runs roughly every 16.67 milliseconds (60 FPS)
  • put a console.log in our update function to verify that it is being run every frame

Make our Dino fall using gravity and velocity

Our Dino player character needs to fall to the bottom of our game area using gravity. We can use gravity in combination with velocity to make our Dino move faster and faster. Our Dino's y position has to increase, to move downwards, but it needs to stop once the Dino reaches the bottom. We can use our update function to move the Dino every frame.

  • every frame, our Dino's velocity will increase based on the gravity
  • use our velocity to move our Dino's y position every frame
  • move our Dino HTML element to the new y position by changing the element's inline styling with JavaScript
  • stop moving our Dino once it reaches the bottom of our game area

Make our Dino jump

When the player presses the space key, the Dino should jump. While jumping, if the player releases the space key, the jump's strength should decrease.

  • on key down, our Dino starts moving upwards
  • while jumping, on key up, our Dino's upwards velocity is decreased

Obstacles

Obstacles are blocks that spawn on the right side of our game area at random intervals. They move towards the left side, towards our Dino. If they collide with our Dino, it's game over. The Dino must jump over these obstacles. Once an obstacle reaches the left side of the game area, it should despawn.

  • spawn a new obstacle on the right side of our game area, by creating a new HTML element for our obstacle
  • spawn them in random intervals (ex. randomly between 0.5 and 2 seconds), using setTimeout
  • all obstacles move to the left by some fixed pixel value every frame (ex. 10 pixels every frame)
  • if an obstacle reaches the left side of our game area, it should be removed from the game, the obstacle's HTML element should be deleted

Collision with obstacles

When our Dino collides with an obstacle, it's game over and the game should stop. We can implement a simple AABB collision detection (see Background Materials) function to check for collision between two elements.
Hint: We can use the element.getBoundingClientRect function to easily get an element's top/bottom/left/right position values (see Background Materials)

  • create a new function (ex. doElementsCollide) which should return true if the two elements passed as arguments are colliding with each other, using the AABB collision detection technique
  • each frame, check if the Dino is colliding with any obstacle
  • if colliding, stop the game

Score and Game Over

We want to have a score, which is incremented when our Dino jumps over an obstacle. When the game is over, we want to display this score to the player.

  • when an obstacle's x position has made it passed the Dino's x position, we want our score to increment
  • on game over, we want to show our score in the DOM, as an HTML element

Highscore

We want to save our score into the browser's localStorage. On game over, we should get our stored highscore (if it exists), and if our new score is greater than the stored highscore, we want to overwrite our localStorage's highscore with the new score. On game over, we want to display the highscore, and we want to tell the player if they just set a new highscore.

  • on game over, compare score to highscore from localStorage, and if it's a new highscore we save the new highscore to localStorage
  • on game over, we display the current highscore, and tell the player if they just set a new highscore

Background Materials

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