Model: Default (GPT-3.5)
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you are a html css javascript GPT, now you are going to help me build a game

Sure, I'd be happy to help you build a game! What type of game are you looking to create, and what do you need help with specifically?

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do you know Space Inventor

I'm not familiar with a game called "Space Inventor." Could you provide some more information about the game? Is it a browser-based game or a game that runs on a specific platform or device?

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the game call Space Inventor

I apologize for the confusion, but I'm still not sure what you mean by "Space Inventor." Without any additional context, it's difficult for me to understand what you're referring to. Could you please provide more details about the game, such as its genre, platform, or developer, so that I can better assist you?

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Space Invaders[b] is a 1978 shoot 'em up arcade game developed by Tomohiro Nishikado. It was manufactured and sold by Taito in Japan, and licensed to the Midway division of Bally for overseas distribution. Space Invaders was the first fixed shooter and set the template for the shoot 'em up genre. The goal is to defeat wave after wave of descending aliens with a horizontally moving laser to earn as many points as possible.

Ah, I see! You're referring to the classic game "Space Invaders." While I cannot replicate the exact game, I can certainly help you build a similar game using HTML, CSS, and JavaScript.

To get started, we will need to create the game canvas using HTML and style it with CSS. Then, we will use JavaScript to handle the game mechanics, such as creating the aliens and handling the player's movement and shooting.

Here's a basic outline of what we can do:

  1. Create the HTML canvas element for the game.
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<canvas id="gameCanvas" width="480" height="600"></canvas>
  1. Style the canvas element with CSS.
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#gameCanvas { background-color: #000000; border: 2px solid #ffffff; }
  1. Use JavaScript to create the aliens, the player, and handle their movement and shooting.

We can start by creating a Player class that will handle the player's movement and shooting. Here's an example:

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class Player { constructor() { this.x = canvas.width/2; this.y = canvas.height - 30; this.speed = 5; this.bullets = []; this.bulletSpeed = -5; this.width = 20; this.height = 20; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#ffffff"; context.fill(); context.closePath(); } moveLeft() { this.x -= this.speed; if (this.x < 0) { this.x = 0; } } moveRight() { this.x += this.speed; if (this.x + this.width > canvas.width) { this.x = canvas.width - this.width; } } shoot() { let bullet = new Bullet(this.x + this.width/2, this.y, this.bulletSpeed); this.bullets.push(bullet); } updateBullets() { this.bullets.forEach((bullet, index) => { bullet.update(); if (bullet.y < 0) { this.bullets.splice(index, 1); } }); } drawBullets() { this.bullets.forEach(bullet => { bullet.draw(); }); } }

This class creates a player object with an initial position and speed, and methods to handle movement and shooting. The bullets are stored in an array, and we update and draw them separately.

Next, we can create an Alien class that will handle the creation and movement of the aliens. Here's an example:

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class Alien { constructor(x, y) { this.x = x; this.y = y; this.speed = 2; this.width = 20; this.height = 20; this.isDead = false; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#00ff00"; context.fill(); context.closePath(); } move() { this.x += this.speed; if (this.x + this.width > canvas.width || this.x < 0) { this.speed = -this.speed; this.y += this.height; } } die() { this.isDead = true; } }

This class creates an alien object with an initial position and speed, and methods to handle movement and death.

Finally, we can create a Bullet class that will handle the movement of the player's bullets. Here's an example:

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class
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continue from Bullet class

Sorry about that. Here's the rest of the Bullet class:

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class Bullet { constructor(x, y, speed) { this.x = x; this.y = y; this.speed = speed; this.width = 2; this.height = 10; } update() { this.y += this.speed; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#ffffff"; context.fill(); context.closePath(); } }

This class creates a bullet object with an initial position and speed, and methods to handle updating and drawing the bullet.

To put everything together, we can create an array of aliens, a player object, and use a game loop to handle the movement and shooting. Here's an example:

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let canvas = document.getElementById("gameCanvas"); let context = canvas.getContext("2d"); let player = new Player(); let aliens = []; let alienRows = 5; let alienCols = 10; let alienWidth = 20; let alienHeight = 20; let alienGap = 10; let alienSpeed = 1; for (let i = 0; i < alienRows; i++) { aliens[i] = []; for (let j = 0; j < alienCols; j++) { let x = j * (alienWidth + alienGap) + alienGap; let y = i * (alienHeight + alienGap) + alienGap; aliens[i][j] = new Alien(x, y); } } function draw() { context.clearRect(0, 0, canvas.width, canvas.height); player.draw(); player.drawBullets(); for (let i = 0; i < alienRows; i++) { for (let j = 0; j < alienCols; j++) { if (!aliens[i][j].isDead) { aliens[i][j].draw(); } } } } function update() { player.updateBullets(); for (let i = 0; i < alienRows; i++) { for (let j = 0; j < alienCols; j++) { if (!aliens[i][j].isDead) { aliens[i][j].move(); if (aliens[i][j].y + aliens[i][j].height >= canvas.height) { // game over } } } } } function gameLoop() { draw(); update(); requestAnimationFrame(gameLoop); } gameLoop();

This code creates a player object, an array of aliens, and handles the game loop. The draw function clears the canvas, draws the player and aliens, and the update function updates the player's bullets and moves the aliens. We use the requestAnimationFrame function to create a continuous loop that updates the game every frame.

I hope this helps you get started with building your Space Invaders game! Let me know if you have any questions or need further assistance.

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show me the result plz

I'm sorry, but as an AI language model, I cannot provide you with a live demo of the game since I am not able to interact with web pages directly. However, I can give you the complete code for the game that you can copy and paste into an HTML file to see the game in action.

Here's the complete code:

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<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>Space Invaders</title> <style> #gameCanvas { background-color: #000000; border: 2px solid #ffffff; } </style> </head> <body> <canvas id="gameCanvas" width="480" height="600"></canvas> <script> let canvas = document.getElementById("gameCanvas"); let context = canvas.getContext("2d"); class Player { constructor() { this.x = canvas.width/2; this.y = canvas.height - 30; this.speed = 5; this.bullets = []; this.bulletSpeed = -5; this.width = 20; this.height = 20; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#ffffff"; context.fill(); context.closePath(); } moveLeft() { this.x -= this.speed; if (this.x < 0) { this.x = 0; } } moveRight() { this.x += this.speed; if (this.x + this.width > canvas.width) { this.x = canvas.width - this.width; } } shoot() { let bullet = new Bullet(this.x + this.width/2, this.y, this.bulletSpeed); this.bullets.push(bullet); } updateBullets() { this.bullets.forEach((bullet, index) => { bullet.update(); if (bullet.y < 0) { this.bullets.splice(index, 1); } }); } drawBullets() { this.bullets.forEach(bullet => { bullet.draw(); }); } } class Alien { constructor(x, y) { this.x = x; this.y = y; this.speed = 2; this.width = 20; this.height = 20; this.isDead = false; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#00ff00"; context.fill(); context.closePath(); } move() { this.x += this.speed; if (this.x + this.width > canvas.width || this.x < 0) { this.speed = -this.speed; this.y += this.height; } } die() { this.isDead = true; } } class Bullet { constructor(x, y, speed) { this.x = x; this.y = y; this.speed = speed; this.width = 2; this.height = 10; } update() { this.y += this.speed; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#ffffff"; context.fill(); context.closePath(); } } let player = new Player(); let aliens = []; let alienRows = 5; let alienCols = 10; let alienWidth = 20; let alienHeight =
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continue from let player= new

Sure, here's the rest of the code:

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let alienGap = 10; let alienSpeed = 1; for (let i = 0; i < alienRows; i++) { aliens[i] = []; for (let j = 0; j < alienCols; j++) { let x = j * (alienWidth + alienGap) + alienGap; let y = i * (alienHeight + alienGap) + alienGap; aliens[i][j] = new Alien(x, y); } } function draw() { context.clearRect(0, 0, canvas.width, canvas.height); player.draw(); player.drawBullets(); for (let i = 0; i < alienRows; i++) { for (let j = 0; j < alienCols; j++) { if (!aliens[i][j].isDead) { aliens[i][j].draw(); } } } } function update() { player.updateBullets(); for (let i = 0; i < alienRows; i++) { for (let j = 0; j < alienCols; j++) { if (!aliens[i][j].isDead) { aliens[i][j].move(); if (aliens[i][j].y + aliens[i][j].height >= canvas.height) { // game over } } } } } function gameLoop() { draw(); update(); requestAnimationFrame(gameLoop); } document.addEventListener("keydown", event => { if (event.keyCode === 37) { player.moveLeft(); } else if (event.keyCode === 39) { player.moveRight(); } else if (event.keyCode === 32) { player.shoot(); } }); gameLoop(); </script> </body> </html>

This code creates a player object, an array of aliens, and handles the game loop. The draw function clears the canvas, draws the player and aliens, and the update function updates the player's bullets and moves the aliens. We use the requestAnimationFrame function to create a continuous loop that updates the game every frame.

We also add event listeners for the left and right arrow keys to move the player and the space bar to shoot bullets.

You can copy and paste this code into a new HTML file and open it in your browser to see the game in action. Please note that this code is just a basic example, and you can customize it further to add more features and make it more fun to play.

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use ACSSII code show. the reault plz

I'm sorry, but as an AI language model, I cannot provide you with a live demo of the game since I am not able to interact with web pages directly. However, I can show you an ASCII representation of what the game might look like. Here's an example:

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____ __,-~~/~ `---. _/_,---( , ) __ / < / ) \___ - ------===;;;'====------------------===;;;===----- - - \/ ~"~"~"~"~"~\~"~)~"/ (_ ( \ ( > \) \_( _ < >_>' ~ `-i' ::>|--" I;|.|.| <|i::|i|`. (` ^'"`-' ") ----------------------------------------------------------------------------- | |==| | | | ___I_ | | / |###|" | | / |###|" | | '--------------/ | |---/ |________|___/ .(#########)`. (()----------())

This is a rough representation of what the game might look like using ASCII characters. The player is represented by the symbol "|", and the aliens are represented by the symbol "#". The bullets are not shown in this example. The "-" characters at the bottom represent the game's border.

Please note that this is just a rough representation and the actual game may look different and have more features.

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let player = new Player(); let aliens = []; let alienRows = 5; let alienCols = 10; let alienWidth = 20; let alienHeight =

Sure! Here's the complete code that you can copy and paste into an HTML file to see the game in action:

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<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>Space Invaders</title> <style> #gameCanvas { background-color: #000000; border: 2px solid #ffffff; } </style> </head> <body> <canvas id="gameCanvas" width="480" height="600"></canvas> <script> let canvas = document.getElementById("gameCanvas"); let context = canvas.getContext("2d"); class Player { constructor() { this.x = canvas.width/2; this.y = canvas.height - 30; this.speed = 5; this.bullets = []; this.bulletSpeed = -5; this.width = 20; this.height = 20; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#ffffff"; context.fill(); context.closePath(); } moveLeft() { this.x -= this.speed; if (this.x < 0) { this.x = 0; } } moveRight() { this.x += this.speed; if (this.x + this.width > canvas.width) { this.x = canvas.width - this.width; } } shoot() { let bullet = new Bullet(this.x + this.width/2, this.y, this.bulletSpeed); this.bullets.push(bullet); } updateBullets() { this.bullets.forEach((bullet, index) => { bullet.update(); if (bullet.y < 0) { this.bullets.splice(index, 1); } }); } drawBullets() { this.bullets.forEach(bullet => { bullet.draw(); }); } } class Alien { constructor(x, y) { this.x = x; this.y = y; this.speed = 2; this.width = 20; this.height = 20; this.isDead = false; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#00ff00"; context.fill(); context.closePath(); } move() { this.x += this.speed; if (this.x + this.width > canvas.width || this.x < 0) { this.speed = -this.speed; this.y += this.height; } } die() { this.isDead = true; } } class Bullet { constructor(x, y, speed) { this.x = x; this.y = y; this.speed = speed; this.width = 2; this.height = 10; } update() { this.y += this.speed; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#ffffff"; context.fill(); context.closePath(); } } let player = new Player(); let aliens = []; let alienRows = 5; let alienCols = 10; let alienWidth = 20; let alienHeight = 20; let alienGap = 10; let alienSpeed = 1; for (let i = 0; i < alienRows; i++) { aliens[i]
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continue form for (let i = 0; i &lt; alienRows; i++) { aliens[i]

Sure! Here's the rest of the code:

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for (let i = 0; i < alienRows; i++) { aliens[i] = []; for (let j = 0; j < alienCols; j++) { let x = j * (alienWidth + alienGap) + alienGap; let y = i * (alienHeight + alienGap) + alienGap; aliens[i][j] = new Alien(x, y); } } function draw() { context.clearRect(0, 0, canvas.width, canvas.height); player.draw(); player.drawBullets(); for (let i = 0; i < alienRows; i++) { for (let j = 0; j < alienCols; j++) { if (!aliens[i][j].isDead) { aliens[i][j].draw(); } } } } function update() { player.updateBullets(); for (let i = 0; i < alienRows; i++) { for (let j = 0; j < alienCols; j++) { if (!aliens[i][j].isDead) { aliens[i][j].move(); if (aliens[i][j].y + aliens[i][j].height >= canvas.height) { // game over } } } } } function gameLoop() { draw(); update(); requestAnimationFrame(gameLoop); } document.addEventListener("keydown", event => { if (event.keyCode === 37) { player.moveLeft(); } else if (event.keyCode === 39) { player.moveRight(); } else if (event.keyCode === 32) { player.shoot(); } }); gameLoop(); </script> </body> </html>

This code creates an array of aliens and populates it with instances of the Alien class. The draw function clears the canvas, draws the player and aliens, and the update function updates the player's bullets and moves the aliens. We use the requestAnimationFrame function to create a continuous loop that updates the game every frame.

We also add event listeners for the left and right arrow keys to move the player and the space bar to shoot bullets.

You can copy and paste this code into a new HTML file and open it in your browser to see the game in action. Please note that this code is just a basic example, and you can customize it further to add more features and make it more fun to play.

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Space Invaders when i click the space, there is bullet but when. hit. the alien, the alien dont dispear

It seems that you have not implemented the collision detection between the bullets and the aliens. You need to check if a bullet has collided with an alien in the update function and remove the bullet and set the alien to be dead if a collision has occurred. Here's an updated update function that does this:

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function update() { player.updateBullets(); for (let i = 0; i < alienRows; i++) { for (let j = 0; j < alienCols; j++) { let alien = aliens[i][j]; if (!alien.isDead) { alien.move(); if (alien.y + alien.height >= canvas.height) { // game over } // check for collision with player bullets for (let k = 0; k < player.bullets.length; k++) { let bullet = player.bullets[k]; if (bullet.x > alien.x && bullet.x < alien.x + alien.width && bullet.y > alien.y && bullet.y < alien.y + alien.height) { player.bullets.splice(k, 1); // remove bullet alien.die(); // set alien to be dead } } } } } }

In this updated function, we iterate through each alien and check if it has been hit by a player bullet by checking if the bullet's position is within the bounds of the alien. If a hit has occurred, we remove the bullet and set the alien to be dead by calling the die method.

By doing this, the aliens should disappear when hit by a bullet.

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after i shot all alien, can I have more ? and increase the level ?

Yes, you can definitely add more aliens after you have shot all of them and increase the level to make the game more challenging.

To add more aliens, you can create a function that will add additional rows of aliens when all the aliens in the current rows have been eliminated. For example:

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function addAlienRows(numRows) { for (let i = 0; i < numRows; i++) { let y = (i + alienRows) * (alienHeight + alienGap) + alienGap; aliens[alienRows + i] = []; for (let j = 0; j < alienCols; j++) { let x = j * (alienWidth + alienGap) + alienGap; aliens[alienRows + i][j] = new Alien(x, y); } } alienRows += numRows; }

This function will add numRows of aliens below the current rows. You can call this function in the update function when there are no more alive aliens:

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let level = 1; function update() { player.updateBullets(); let aliveAliens = 0; for (let i = 0; i < alienRows; i++) { for (let j = 0; j < alienCols; j++) { let alien = aliens[i][j]; if (!alien.isDead) { aliveAliens++; alien.move(); if (alien.y + alien.height >= canvas.height) { // game over } // check for collision with player bullets for (let k = 0; k < player.bullets.length; k++) { let bullet = player.bullets[k]; if (bullet.x > alien.x && bullet.x < alien.x + alien.width && bullet.y > alien.y && bullet.y < alien.y + alien.height) { player.bullets.splice(k, 1); // remove bullet alien.die(); // set alien to be dead } } } } } if (aliveAliens === 0) { level++; addAlienRows(level); } }

In this updated update function, we count the number of alive aliens and if there are no more, we increase the level and call the addAlienRows function to add more rows of aliens. You can adjust the number of rows added per level and other variables like alien speed and bullet speed to increase the difficulty of the game.

With these additions, the game should get more challenging as you progress through the levels.

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i cant put it into html? or js

Yes, you can put this updated code into an HTML file and run it in your browser just like the previous code. Here's the updated code for your reference:

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<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>Space Invaders</title> <style> #gameCanvas { background-color: #000000; border: 2px solid #ffffff; } </style> </head> <body> <canvas id="gameCanvas" width="480" height="600"></canvas> <script> let canvas = document.getElementById("gameCanvas"); let context = canvas.getContext("2d"); class Player { constructor() { this.x = canvas.width/2; this.y = canvas.height - 30; this.speed = 5; this.bullets = []; this.bulletSpeed = -5; this.width = 20; this.height = 20; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#ffffff"; context.fill(); context.closePath(); } moveLeft() { this.x -= this.speed; if (this.x < 0) { this.x = 0; } } moveRight() { this.x += this.speed; if (this.x + this.width > canvas.width) { this.x = canvas.width - this.width; } } shoot() { let bullet = new Bullet(this.x + this.width/2, this.y, this.bulletSpeed); this.bullets.push(bullet); } updateBullets() { this.bullets.forEach((bullet, index) => { bullet.update(); if (bullet.y < 0) { this.bullets.splice(index, 1); } }); } drawBullets() { this.bullets.forEach(bullet => { bullet.draw(); }); } } class Alien { constructor(x, y) { this.x = x; this.y = y; this.speed = alienSpeed; this.width = 20; this.height = 20; this.isDead = false; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#00ff00"; context.fill(); context.closePath(); } move() { this.x += this.speed; if (this.x + this.width > canvas.width || this.x < 0) { this.speed = -this.speed; this.y += this.height; } } die() { this.isDead = true; } } class Bullet { constructor(x, y, speed) { this.x = x; this.y = y; this.speed = speed; this.width = 2; this.height = 10; } update() { this.y += this.speed; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#ffffff"; context.fill(); context.closePath(); } } let player = new Player(); let aliens = []; let alienRows = 5; let alienCols = 10; let alienWidth = 20; let alienHeight = 20; let alienGap = 10; let alienSpeed = 1; let level = 1; for (let i
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start from "let player = new Player();"

Sure! Here's the code starting from let player = new Player();:

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<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>Space Invaders</title> <style> #gameCanvas { background-color: #000000; border: 2px solid #ffffff; } </style> </head> <body> <canvas id="gameCanvas" width="480" height="600"></canvas> <script> let canvas = document.getElementById("gameCanvas"); let context = canvas.getContext("2d"); class Player { constructor() { this.x = canvas.width/2; this.y = canvas.height - 30; this.speed = 5; this.bullets = []; this.bulletSpeed = -5; this.width = 20; this.height = 20; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#ffffff"; context.fill(); context.closePath(); } moveLeft() { this.x -= this.speed; if (this.x < 0) { this.x = 0; } } moveRight() { this.x += this.speed; if (this.x + this.width > canvas.width) { this.x = canvas.width - this.width; } } shoot() { let bullet = new Bullet(this.x + this.width/2, this.y, this.bulletSpeed); this.bullets.push(bullet); } updateBullets() { this.bullets.forEach((bullet, index) => { bullet.update(); if (bullet.y < 0) { this.bullets.splice(index, 1); } }); } drawBullets() { this.bullets.forEach(bullet => { bullet.draw(); }); } } class Alien { constructor(x, y) { this.x = x; this.y = y; this.speed = alienSpeed; this.width = 20; this.height = 20; this.isDead = false; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#00ff00"; context.fill(); context.closePath(); } move() { this.x += this.speed; if (this.x + this.width > canvas.width || this.x < 0) { this.speed = -this.speed; this.y += this.height; } } die() { this.isDead = true; } } class Bullet { constructor(x, y, speed) { this.x = x; this.y = y; this.speed = speed; this.width = 2; this.height = 10; } update() { this.y += this.speed; } draw() { context.beginPath(); context.rect(this.x, this.y, this.width, this.height); context.fillStyle = "#ffffff"; context.fill(); context.closePath(); } } let player = new Player(); let aliens = []; let alienRows = 5; let alienCols = 10; let alienWidth = 20; let alienHeight = 20; let alienGap = 10; let alienSpeed = 1; let level = 1; for (let i = 0; i < alienRows; i++) { aliens[i]
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continue in code form plz

Sure, here's the continuation of the code:

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// ... for (let i = 0; i < alienRows; i++) { aliens[i] = []; for (let j = 0; j < alienCols; j++) { let x = j * (alienWidth + alienGap) + alienGap; let y = i * (alienHeight + alienGap) + alienGap; aliens[i][j] = new Alien(x, y); } } function draw() { context.clearRect(0, 0, canvas.width, canvas.height); player.draw(); player.drawBullets(); for (let i = 0; i < alienRows; i++) { for (let j = 0; j < alienCols; j++) { if (!aliens[i][j].isDead) { aliens[i][j].draw(); } } } } function update() { player.updateBullets(); for (let i = 0; i < alienRows; i++) { for (let j = 0; j < alienCols; j++) { if (!aliens[i][j].isDead) { aliens[i][j].move(); if (aliens[i][j].y + aliens[i][j].height >= canvas.height) { alert("Game Over!"); document.location.reload(); } } } } // Check for bullet-alien collisions for (let i = 0; i < player.bullets.length; i++) { for (let j = 0; j < alienRows; j++) { for (let k = 0; k < alienCols; k++) { if (!aliens[j][k].isDead && collisionDetection(player.bullets[i], aliens[j][k])) { aliens[j][k].die(); player.bullets.splice(i, 1); if (areAllAliensDead()) { level++; increaseDifficulty(); resetAliens(); } break; } } } } } function increaseDifficulty() { alienSpeed += 0.5; player.bulletSpeed -= 1; } function resetAliens() { for (let i = 0; i < alienRows; i++) { for (let j = 0; j < alienCols; j++) { let x = j * (alienWidth + alienGap) + alienGap; let y = i * (alienHeight + alienGap) + alienGap; aliens[i][j] = new Alien(x, y); } } } function areAllAliensDead() { for (let i = 0; i < alienRows; i++) { for (let j = 0; j < alienCols; j++) { if (!aliens[i][j].isDead) { return false; } } } return true; } function collisionDetection(bullet, alien) { if (bullet.x < alien.x + alien.width && bullet.x + bullet.width > alien.x && bullet.y < alien.y + alien.height && bullet.y + bullet.height > alien.y) { return true; } return false; } function gameLoop() { draw(); update(); requestAnimationFrame(gameLoop); } document.addEventListener("keydown", event => { if (event.keyCode === 37) { player.moveLeft(); } else if (event.keyCode === 39) { player.moveRight();
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continue form document.addEventListener

Sure, here's the continuation of the code starting from document.addEventListener:

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// ... document.addEventListener("keydown", event => { if (event.keyCode === 37) { player.moveLeft(); } else if (event.keyCode === 39) { player.moveRight(); } else if (event.keyCode === 32) { player.shoot(); } }); gameLoop(); </script> </body> </html>