Repository: dwmkerr/spaceinvaders Branch: master Commit: c1bf211a2ea0 Files: 12 Total size: 36.1 KB Directory structure: gitextract_h53fahbv/ ├── .github/ │ ├── FUNDING.yml │ └── workflows/ │ └── main.yml ├── .gitignore ├── .replit ├── LICENSE ├── README.md ├── css/ │ ├── core.css │ └── typeography.css ├── index.html ├── js/ │ ├── spaceinvaders.js │ └── starfield.js └── makefile ================================================ FILE CONTENTS ================================================ ================================================ FILE: .github/FUNDING.yml ================================================ # Support 'GitHub Sponsors' funding. github: dwmkerr ================================================ FILE: .github/workflows/main.yml ================================================ name: Publish to GitHub Pages on: push: branches: - master jobs: build-and-deploy: runs-on: ubuntu-latest steps: - name: Checkout uses: actions/checkout@master - name: Build and Deploy uses: JamesIves/github-pages-deploy-action@releases/v2 env: GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} BASE_BRANCH: master # Deploy from master... BRANCH: gh-pages # ...to GitHub pages... BUILD_SCRIPT: make build # ...run the build action... FOLDER: artifacts/dist # ...copy the distribution folder. ================================================ FILE: .gitignore ================================================ spaceinvaders.sublime-project spaceinvaders.sublime-workspace ================================================ FILE: .replit ================================================ language = "html" run = "" ================================================ FILE: LICENSE ================================================ MIT License Copyright (c) 2019 Dave Kerr Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ================================================ FILE: README.md ================================================ # Space Invaders The classic Space Invaders game written in JavaScript as a learning exercise. No jQuery or any other third party libraries, just raw JavaScript, CSS and HTML. See it Live: [https://dwmkerr.github.io/spaceinvaders/](https://dwmkerr.github.io/spaceinvaders/) [![Space Invaders Screenshot](./screenshot.jpg "Space Invaders Screenshot")](https://dwmkerr.github.io/spaceinvaders/) ## Intro [![Run on Repl.it](https://repl.it/badge/github/dwmkerr/spaceinvaders)](https://repl.it/github/dwmkerr/spaceinvaders) What's there to say? It's Space Invaders in JavaScript! Create the game, give it a `div` to draw to, tell it when the keyboard is mashed and that's all you need to add Space Invaders to a website. This is a simple learning exercise, so the JavaScript is deliberate kept all one file. There's no linting, testing, CI, or anything like that. If you want to see such patterns in front-end JavaScript, check out something like [angular-modal-service](https://github.com/dwmkerr/angular-modal-service). ## Adding Space Invaders to a Web Page First, drop the `spaceinvaders.js` file into the website. Now add a canvas to the page. ```html ``` Next, add the Space Invaders game code. You create the game, initialise it with the canvas, start it and make sure you tell it when a key is pressed or released. That's it! ```html ``` ## References Other bits and pieces that are useful can be dropped here. - The sounds came from [http://www.classicgaming.cc/classics/spaceinvaders/sounds.php](http://www.classicgaming.cc/classics/spaceinvaders/sounds.php) ## Publishing On changes to the `master` branch, the GitHub Pages site will be automatically updated. ================================================ FILE: css/core.css ================================================ /* core.css */ /* lean and simple css reset, based on Tantek Celik's reset - see comments below. */ /* (c) 2004-2010 Tantek Çelik. Some Rights Reserved. http://tantek.com */ /* This style sheet is licensed under a Creative Commons License. */ /* http://creativecommons.org/licenses/by/2.0 */ /* Purpose: undo some of the default styling of common browsers */ :link,:visited,ins { text-decoration:none } nav ul,nav ol { list-style:none } dl,ul,ol,li, h1,h2,h3,h4,h5,h6, html,body,pre,p,blockquote, form,fieldset,input,label { margin:0; padding:0 } abbr, img, object, a img,:link img,:visited img, a object,:link object,:visited object { border:0 } address,abbr { font-style:normal } iframe:not(.auto-link) { display:none ! important; visibility:hidden ! important; margin-left: -10000px ! important } a { color: #0088cc; text-decoration: none; } a:hover, a:focus { color: #005580; text-decoration: underline; } ================================================ FILE: css/typeography.css ================================================ body { font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; line-height: 20px; color: #333333; } h1, h2, h3, h4, h5, h6 { margin: 10px 0; font-family: inherit; font-weight: bold; line-height: 20px; color: inherit; text-rendering: optimizelegibility; } h1, h2, h3 { line-height: 40px; } h1 { font-size: 38.5px; } h2 { font-size: 31.5px; } h3 { font-size: 24.5px; } h4 { font-size: 17.5px; } h5 { font-size: 14px; } h6 { font-size: 11.9px; } ================================================ FILE: index.html ================================================ Space Invaders

Move with arrow keys or swipe, fire with the space bar or touch. The invaders get faster and drop more bombs as you complete each level!

mute | spaceinvaders on github | more projects | dwmkerr.com

================================================ FILE: js/spaceinvaders.js ================================================ /* spaceinvaders.js the core logic for the space invaders game. */ /* Game Class The Game class represents a Space Invaders game. Create an instance of it, change any of the default values in the settings, and call 'start' to run the game. Call 'initialise' before 'start' to set the canvas the game will draw to. Call 'moveShip' or 'shipFire' to control the ship. Listen for 'gameWon' or 'gameLost' events to handle the game ending. */ // Constants for the keyboard. var KEY_LEFT = 37; var KEY_RIGHT = 39; var KEY_SPACE = 32; // Creates an instance of the Game class. function Game() { // Set the initial config. this.config = { bombRate: 0.05, bombMinVelocity: 50, bombMaxVelocity: 50, invaderInitialVelocity: 25, invaderAcceleration: 0, invaderDropDistance: 20, rocketVelocity: 120, rocketMaxFireRate: 2, gameWidth: 400, gameHeight: 300, fps: 50, debugMode: false, invaderRanks: 5, invaderFiles: 10, shipSpeed: 120, levelDifficultyMultiplier: 0.2, pointsPerInvader: 5, limitLevelIncrease: 25 }; // All state is in the variables below. this.lives = 3; this.width = 0; this.height = 0; this.gameBounds = {left: 0, top: 0, right: 0, bottom: 0}; this.intervalId = 0; this.score = 0; this.level = 1; // The state stack. this.stateStack = []; // Input/output this.pressedKeys = {}; this.gameCanvas = null; // All sounds. this.sounds = null; // The previous x position, used for touch. this.previousX = 0; } // Initialis the Game with a canvas. Game.prototype.initialise = function(gameCanvas) { // Set the game canvas. this.gameCanvas = gameCanvas; // Set the game width and height. this.width = gameCanvas.width; this.height = gameCanvas.height; // Set the state game bounds. this.gameBounds = { left: gameCanvas.width / 2 - this.config.gameWidth / 2, right: gameCanvas.width / 2 + this.config.gameWidth / 2, top: gameCanvas.height / 2 - this.config.gameHeight / 2, bottom: gameCanvas.height / 2 + this.config.gameHeight / 2, }; }; Game.prototype.moveToState = function(state) { // If we are in a state, leave it. if(this.currentState() && this.currentState().leave) { this.currentState().leave(game); this.stateStack.pop(); } // If there's an enter function for the new state, call it. if(state.enter) { state.enter(game); } // Set the current state. this.stateStack.pop(); this.stateStack.push(state); }; // Start the Game. Game.prototype.start = function() { // Move into the 'welcome' state. this.moveToState(new WelcomeState()); // Set the game variables. this.lives = 3; this.config.debugMode = /debug=true/.test(window.location.href); // Start the game loop. var game = this; this.intervalId = setInterval(function () { GameLoop(game);}, 1000 / this.config.fps); }; // Returns the current state. Game.prototype.currentState = function() { return this.stateStack.length > 0 ? this.stateStack[this.stateStack.length - 1] : null; }; // Mutes or unmutes the game. Game.prototype.mute = function(mute) { // If we've been told to mute, mute. if(mute === true) { this.sounds.mute = true; } else if (mute === false) { this.sounds.mute = false; } else { // Toggle mute instead... this.sounds.mute = this.sounds.mute ? false : true; } }; // The main loop. function GameLoop(game) { var currentState = game.currentState(); if(currentState) { // Delta t is the time to update/draw. var dt = 1 / game.config.fps; // Get the drawing context. var ctx = this.gameCanvas.getContext("2d"); // Update if we have an update function. Also draw // if we have a draw function. if(currentState.update) { currentState.update(game, dt); } if(currentState.draw) { currentState.draw(game, dt, ctx); } } } Game.prototype.pushState = function(state) { // If there's an enter function for the new state, call it. if(state.enter) { state.enter(game); } // Set the current state. this.stateStack.push(state); }; Game.prototype.popState = function() { // Leave and pop the state. if(this.currentState()) { if(this.currentState().leave) { this.currentState().leave(game); } // Set the current state. this.stateStack.pop(); } }; // The stop function stops the game. Game.prototype.stop = function Stop() { clearInterval(this.intervalId); }; // Inform the game a key is down. Game.prototype.keyDown = function(keyCode) { this.pressedKeys[keyCode] = true; // Delegate to the current state too. if(this.currentState() && this.currentState().keyDown) { this.currentState().keyDown(this, keyCode); } }; Game.prototype.touchstart = function(s) { if(this.currentState() && this.currentState().keyDown) { this.currentState().keyDown(this, KEY_SPACE); } }; Game.prototype.touchend = function(s) { delete this.pressedKeys[KEY_RIGHT]; delete this.pressedKeys[KEY_LEFT]; }; Game.prototype.touchmove = function(e) { var currentX = e.changedTouches[0].pageX; if (this.previousX > 0) { if (currentX > this.previousX) { delete this.pressedKeys[KEY_LEFT]; this.pressedKeys[KEY_RIGHT] = true; } else { delete this.pressedKeys[KEY_RIGHT]; this.pressedKeys[KEY_LEFT] = true; } } this.previousX = currentX; }; // Inform the game a key is up. Game.prototype.keyUp = function(keyCode) { delete this.pressedKeys[keyCode]; // Delegate to the current state too. if(this.currentState() && this.currentState().keyUp) { this.currentState().keyUp(this, keyCode); } }; function WelcomeState() { } WelcomeState.prototype.enter = function(game) { // Create and load the sounds. game.sounds = new Sounds(); game.sounds.init(); game.sounds.loadSound('shoot', 'sounds/shoot.wav'); game.sounds.loadSound('bang', 'sounds/bang.wav'); game.sounds.loadSound('explosion', 'sounds/explosion.wav'); }; WelcomeState.prototype.update = function (game, dt) { }; WelcomeState.prototype.draw = function(game, dt, ctx) { // Clear the background. ctx.clearRect(0, 0, game.width, game.height); ctx.font="30px Arial"; ctx.fillStyle = '#ffffff'; ctx.textBaseline="middle"; ctx.textAlign="center"; ctx.fillText("Space Invaders", game.width / 2, game.height/2 - 40); ctx.font="16px Arial"; ctx.fillText("Press 'Space' or touch to start.", game.width / 2, game.height/2); }; WelcomeState.prototype.keyDown = function(game, keyCode) { if(keyCode == KEY_SPACE) { // Space starts the game. game.level = 1; game.score = 0; game.lives = 3; game.moveToState(new LevelIntroState(game.level)); } }; function GameOverState() { } GameOverState.prototype.update = function(game, dt) { }; GameOverState.prototype.draw = function(game, dt, ctx) { // Clear the background. ctx.clearRect(0, 0, game.width, game.height); ctx.font="30px Arial"; ctx.fillStyle = '#ffffff'; ctx.textBaseline="center"; ctx.textAlign="center"; ctx.fillText("Game Over!", game.width / 2, game.height/2 - 40); ctx.font="16px Arial"; ctx.fillText("You scored " + game.score + " and got to level " + game.level, game.width / 2, game.height/2); ctx.font="16px Arial"; ctx.fillText("Press 'Space' to play again.", game.width / 2, game.height/2 + 40); }; GameOverState.prototype.keyDown = function(game, keyCode) { if(keyCode == KEY_SPACE) { // Space restarts the game. game.lives = 3; game.score = 0; game.level = 1; game.moveToState(new LevelIntroState(1)); } }; // Create a PlayState with the game config and the level you are on. function PlayState(config, level) { this.config = config; this.level = level; // Game state. this.invaderCurrentVelocity = 10; this.invaderCurrentDropDistance = 0; this.invadersAreDropping = false; this.lastRocketTime = null; // Game entities. this.ship = null; this.invaders = []; this.rockets = []; this.bombs = []; } PlayState.prototype.enter = function(game) { // Create the ship. this.ship = new Ship(game.width / 2, game.gameBounds.bottom); // Setup initial state. this.invaderCurrentVelocity = 10; this.invaderCurrentDropDistance = 0; this.invadersAreDropping = false; // Set the ship speed for this level, as well as invader params. var levelMultiplier = this.level * this.config.levelDifficultyMultiplier; var limitLevel = (this.level < this.config.limitLevelIncrease ? this.level : this.config.limitLevelIncrease); this.shipSpeed = this.config.shipSpeed; this.invaderInitialVelocity = this.config.invaderInitialVelocity + 1.5 * (levelMultiplier * this.config.invaderInitialVelocity); this.bombRate = this.config.bombRate + (levelMultiplier * this.config.bombRate); this.bombMinVelocity = this.config.bombMinVelocity + (levelMultiplier * this.config.bombMinVelocity); this.bombMaxVelocity = this.config.bombMaxVelocity + (levelMultiplier * this.config.bombMaxVelocity); this.rocketMaxFireRate = this.config.rocketMaxFireRate + 0.4 * limitLevel; // Create the invaders. var ranks = this.config.invaderRanks + 0.1 * limitLevel; var files = this.config.invaderFiles + 0.2 * limitLevel; var invaders = []; for(var rank = 0; rank < ranks; rank++){ for(var file = 0; file < files; file++) { invaders.push(new Invader( (game.width / 2) + ((files/2 - file) * 200 / files), (game.gameBounds.top + rank * 20), rank, file, 'Invader')); } } this.invaders = invaders; this.invaderCurrentVelocity = this.invaderInitialVelocity; this.invaderVelocity = {x: -this.invaderInitialVelocity, y:0}; this.invaderNextVelocity = null; }; PlayState.prototype.update = function(game, dt) { // If the left or right arrow keys are pressed, move // the ship. Check this on ticks rather than via a keydown // event for smooth movement, otherwise the ship would move // more like a text editor caret. if(game.pressedKeys[KEY_LEFT]) { this.ship.x -= this.shipSpeed * dt; } if(game.pressedKeys[KEY_RIGHT]) { this.ship.x += this.shipSpeed * dt; } if(game.pressedKeys[KEY_SPACE]) { this.fireRocket(); } // Keep the ship in bounds. if(this.ship.x < game.gameBounds.left) { this.ship.x = game.gameBounds.left; } if(this.ship.x > game.gameBounds.right) { this.ship.x = game.gameBounds.right; } // Move each bomb. for(var i=0; i this.height) { this.bombs.splice(i--, 1); } } // Move each rocket. for(i=0; i game.gameBounds.right) { hitRight = true; } else if(hitBottom == false && newy > game.gameBounds.bottom) { hitBottom = true; } if(!hitLeft && !hitRight && !hitBottom) { invader.x = newx; invader.y = newy; } } // Update invader velocities. if(this.invadersAreDropping) { this.invaderCurrentDropDistance += this.invaderVelocity.y * dt; if(this.invaderCurrentDropDistance >= this.config.invaderDropDistance) { this.invadersAreDropping = false; this.invaderVelocity = this.invaderNextVelocity; this.invaderCurrentDropDistance = 0; } } // If we've hit the left, move down then right. if(hitLeft) { this.invaderCurrentVelocity += this.config.invaderAcceleration; this.invaderVelocity = {x: 0, y:this.invaderCurrentVelocity }; this.invadersAreDropping = true; this.invaderNextVelocity = {x: this.invaderCurrentVelocity , y:0}; } // If we've hit the right, move down then left. if(hitRight) { this.invaderCurrentVelocity += this.config.invaderAcceleration; this.invaderVelocity = {x: 0, y:this.invaderCurrentVelocity }; this.invadersAreDropping = true; this.invaderNextVelocity = {x: -this.invaderCurrentVelocity , y:0}; } // If we've hit the bottom, it's game over. if(hitBottom) { game.lives = 0; } // Check for rocket/invader collisions. for(i=0; i= (invader.x - invader.width/2) && rocket.x <= (invader.x + invader.width/2) && rocket.y >= (invader.y - invader.height/2) && rocket.y <= (invader.y + invader.height/2)) { // Remove the rocket, set 'bang' so we don't process // this rocket again. this.rockets.splice(j--, 1); bang = true; game.score += this.config.pointsPerInvader; break; } } if(bang) { this.invaders.splice(i--, 1); game.sounds.playSound('bang'); } } // Find all of the front rank invaders. var frontRankInvaders = {}; for(var i=0; i Math.random()) { // Fire! this.bombs.push(new Bomb(invader.x, invader.y + invader.height / 2, this.bombMinVelocity + Math.random()*(this.bombMaxVelocity - this.bombMinVelocity))); } } // Check for bomb/ship collisions. for(var i=0; i= (this.ship.x - this.ship.width/2) && bomb.x <= (this.ship.x + this.ship.width/2) && bomb.y >= (this.ship.y - this.ship.height/2) && bomb.y <= (this.ship.y + this.ship.height/2)) { this.bombs.splice(i--, 1); game.lives--; game.sounds.playSound('explosion'); } } // Check for invader/ship collisions. for(var i=0; i (this.ship.x - this.ship.width/2) && (invader.x - invader.width/2) < (this.ship.x + this.ship.width/2) && (invader.y + invader.height/2) > (this.ship.y - this.ship.height/2) && (invader.y - invader.height/2) < (this.ship.y + this.ship.height/2)) { // Dead by collision! game.lives = 0; game.sounds.playSound('explosion'); } } // Check for failure if(game.lives <= 0) { game.moveToState(new GameOverState()); } // Check for victory if(this.invaders.length === 0) { game.score += this.level * 50; game.level += 1; game.moveToState(new LevelIntroState(game.level)); } }; PlayState.prototype.draw = function(game, dt, ctx) { // Clear the background. ctx.clearRect(0, 0, game.width, game.height); // Draw ship. ctx.fillStyle = '#999999'; ctx.fillRect(this.ship.x - (this.ship.width / 2), this.ship.y - (this.ship.height / 2), this.ship.width, this.ship.height); // Draw invaders. ctx.fillStyle = '#006600'; for(var i=0; i (1000 / this.rocketMaxFireRate)) { // Add a rocket. this.rockets.push(new Rocket(this.ship.x, this.ship.y - 12, this.config.rocketVelocity)); this.lastRocketTime = (new Date()).valueOf(); // Play the 'shoot' sound. game.sounds.playSound('shoot'); } }; function PauseState() { } PauseState.prototype.keyDown = function(game, keyCode) { if(keyCode == 80) { // Pop the pause state. game.popState(); } }; PauseState.prototype.draw = function(game, dt, ctx) { // Clear the background. ctx.clearRect(0, 0, game.width, game.height); ctx.font="14px Arial"; ctx.fillStyle = '#ffffff'; ctx.textBaseline="middle"; ctx.textAlign="center"; ctx.fillText("Paused", game.width / 2, game.height/2); return; }; /* Level Intro State The Level Intro state shows a 'Level X' message and a countdown for the level. */ function LevelIntroState(level) { this.level = level; this.countdownMessage = "3"; } LevelIntroState.prototype.update = function(game, dt) { // Update the countdown. if(this.countdown === undefined) { this.countdown = 3; // countdown from 3 secs } this.countdown -= dt; if(this.countdown < 2) { this.countdownMessage = "2"; } if(this.countdown < 1) { this.countdownMessage = "1"; } if(this.countdown <= 0) { // Move to the next level, popping this state. game.moveToState(new PlayState(game.config, this.level)); } }; LevelIntroState.prototype.draw = function(game, dt, ctx) { // Clear the background. ctx.clearRect(0, 0, game.width, game.height); ctx.font="36px Arial"; ctx.fillStyle = '#ffffff'; ctx.textBaseline="middle"; ctx.textAlign="center"; ctx.fillText("Level " + this.level, game.width / 2, game.height/2); ctx.font="24px Arial"; ctx.fillText("Ready in " + this.countdownMessage, game.width / 2, game.height/2 + 36); return; }; /* Ship The ship has a position and that's about it. */ function Ship(x, y) { this.x = x; this.y = y; this.width = 20; this.height = 16; } /* Rocket Fired by the ship, they've got a position, velocity and state. */ function Rocket(x, y, velocity) { this.x = x; this.y = y; this.velocity = velocity; } /* Bomb Dropped by invaders, they've got position, velocity. */ function Bomb(x, y, velocity) { this.x = x; this.y = y; this.velocity = velocity; } /* Invader Invader's have position, type, rank/file and that's about it. */ function Invader(x, y, rank, file, type) { this.x = x; this.y = y; this.rank = rank; this.file = file; this.type = type; this.width = 18; this.height = 14; } /* Game State A Game State is simply an update and draw proc. When a game is in the state, the update and draw procs are called, with a dt value (dt is delta time, i.e. the number) of seconds to update or draw). */ function GameState(updateProc, drawProc, keyDown, keyUp, enter, leave) { this.updateProc = updateProc; this.drawProc = drawProc; this.keyDown = keyDown; this.keyUp = keyUp; this.enter = enter; this.leave = leave; } /* Sounds The sounds class is used to asynchronously load sounds and allow them to be played. */ function Sounds() { // The audio context. this.audioContext = null; // The actual set of loaded sounds. this.sounds = {}; } Sounds.prototype.init = function() { // Create the audio context, paying attention to webkit browsers. context = window.AudioContext || window.webkitAudioContext; this.audioContext = new context(); this.mute = false; }; Sounds.prototype.loadSound = function(name, url) { // Reference to ourselves for closures. var self = this; // Create an entry in the sounds object. this.sounds[name] = null; // Create an asynchronous request for the sound. var req = new XMLHttpRequest(); req.open('GET', url, true); req.responseType = 'arraybuffer'; req.onload = function() { self.audioContext.decodeAudioData(req.response, function(buffer) { self.sounds[name] = {buffer: buffer}; }); }; try { req.send(); } catch(e) { console.log("An exception occured getting sound the sound " + name + " this might be " + "because the page is running from the file system, not a webserver."); console.log(e); } }; Sounds.prototype.playSound = function(name) { // If we've not got the sound, don't bother playing it. if(this.sounds[name] === undefined || this.sounds[name] === null || this.mute === true) { return; } // Create a sound source, set the buffer, connect to the speakers and // play the sound. var source = this.audioContext.createBufferSource(); source.buffer = this.sounds[name].buffer; source.connect(this.audioContext.destination); source.start(0); }; ================================================ FILE: js/starfield.js ================================================ /* Starfield lets you take a div and turn it into a starfield. */ // Define the starfield class. function Starfield() { this.fps = 30; this.canvas = null; this.width = 0; this.width = 0; this.minVelocity = 15; this.maxVelocity = 30; this.stars = 100; this.intervalId = 0; } // The main function - initialises the starfield. Starfield.prototype.initialise = function(div) { var self = this; // Store the div. this.containerDiv = div; self.width = window.innerWidth; self.height = window.innerHeight; window.onresize = function(event) { self.width = window.innerWidth; self.height = window.innerHeight; self.canvas.width = self.width; self.canvas.height = self.height; self.draw(); } // Create the canvas. var canvas = document.createElement('canvas'); div.appendChild(canvas); this.canvas = canvas; this.canvas.width = this.width; this.canvas.height = this.height; }; Starfield.prototype.start = function() { // Create the stars. var stars = []; for(var i=0; i this.height) { this.stars[i] = new Star(Math.random()*this.width, 0, Math.random()*3+1, (Math.random()*(this.maxVelocity - this.minVelocity))+this.minVelocity); } } }; Starfield.prototype.draw = function() { // Get the drawing context. var ctx = this.canvas.getContext("2d"); // Draw the background. ctx.fillStyle = '#000000'; ctx.fillRect(0, 0, this.width, this.height); // Draw stars. ctx.fillStyle = '#ffffff'; for(var i=0; i