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breakout.ts
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breakout.ts
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// Breakout
// Get Canvas and Context
let canvas: HTMLCanvasElement;
let ctx: CanvasRenderingContext2D;
// canvas size
var cHeight: number;
var cWidth: number;
// Ball Position
var x: number;
var y: number;
// Ball Size
var ball: number = 10;
// Paddle
var pHeight: number = 10;
var pWidth: number = 75;
// Starting point of the paddle
var pX: number;
// Here we're adding or subtracting coordinates
// to make is appear the ball is moving.
var dx: number = 2;
var dy: number = -2;
// Button controls
var right: Boolean = false;
var left: Boolean = false;
// Score & Lives
var score: number = 0;
var lives: number = 3;
// Bricks
var brickRowCount: number = 3;
var brickColumnCount: number = 5;
var brickWidth: number = 75;
var brickHeight: number = 20;
var brickPadding: number = 10;
var brickOffsetTop: number = 30;
var brickOffsetLeft: number = 30;
var bricks: Array<any> = [];
for(let c=0; c<brickColumnCount; c++) {
bricks[c] = [];
for(let r=0; r<brickRowCount; r++) {
bricks[c][r] = { x: 0, y: 0, status: 1 };
}
}
// Our draw functions
function drawBall() {
ctx.beginPath();
ctx.arc(x, y, ball, 0, Math.PI*2);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function drawLives() {
ctx.font = "16px Arial";
ctx.fillStyle = "#0095DD";
ctx.fillText("Lives: "+lives, canvas.width-65, 20);
}
function drawPaddle() {
ctx.beginPath();
ctx.rect(pX, cHeight-pHeight, pWidth, pHeight);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function drawBricks() {
for(let c=0; c<brickColumnCount; c++) {
for(let r=0; r<brickRowCount; r++) {
if(bricks[c][r].status == 1) {
var brickX = (c*(brickWidth+brickPadding))+brickOffsetLeft;
var brickY = (r*(brickHeight+brickPadding))+brickOffsetTop;
bricks[c][r].x = brickX;
bricks[c][r].y = brickY;
ctx.beginPath();
ctx.rect(brickX, brickY, brickWidth, brickHeight);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
}
}
}
function drawScore() {
ctx.font = "16px Arial";
ctx.fillStyle = "#0095DD";
ctx.fillText("Score: "+score, 8, 20);
}
// Collision detection for bricks
function collisionDetection() {
for(let c=0; c<brickColumnCount; c++) {
for(let r=0; r<brickRowCount; r++) {
var b = bricks[c][r];
if(b.status == 1) {
if(x > b.x && x < b.x+brickWidth && y > b.y && y < b.y+brickHeight) {
dy = -dy;
b.status = 0;
collided(x,y)
score++;
if(score == brickRowCount*brickColumnCount) {
alert("YOU WIN, CONGRATULATIONS!");
document.location.reload();
}
}
}
}
}
}
function gameLoop() {
requestAnimationFrame(gameLoop);
ctx.clearRect(0, 0, cWidth, cHeight);
drawBricks();
drawBall();
drawPaddle();
drawScore();
drawLives();
collisionDetection();
drawExplosion();
if(x + dx > cWidth-ball || x + dx < ball) {
dx = -dx;
}
if(y + dy < ball) {
dy = -dy;
}
else if(y + dy > cHeight-ball) {
if(x > pX && x < pX + pWidth) {
dy = -dy;
}
else {
lives--;
if(!lives) {
alert("GAME OVER");
document.location.reload();
}
else {
x = cWidth/2;
y = cHeight-30;
dx = 2;
dy = -2;
pX = (cWidth-pWidth)/2;
}
}
}
if(right && pX < cWidth-pWidth) {
pX += 7;
}
else if(left && pX > 0) {
pX -= 7;
}
x += dx;
y += dy;
}
// explosions
// Options
const background = '#333'; // Background color
const particlesPerExplosion = 20;
const particlesMinSpeed = 3;
const particlesMaxSpeed = 6;
const particlesMinSize = 1;
const particlesMaxSize = 3;
const explosions = [];
let fps = 60;
const interval = 1000 / fps;
let now, delta;
let then = Date.now();
// Optimization for mobile devices
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
fps = 29;
}
// Draw explosion(s)
function drawExplosion() {
if (explosions.length === 0) {
return;
}
for (let i = 0; i < explosions.length; i++) {
const explosion = explosions[i];
const particles = explosion.particles;
if (particles.length === 0) {
explosions.splice(i, 1);
return;
}
const particlesAfterRemoval = particles.slice();
for (let ii = 0; ii < particles.length; ii++) {
const particle = particles[ii];
// Check particle size
// If 0, remove
if (particle.size <= 0) {
particlesAfterRemoval.splice(ii, 1);
continue;
}
// make particles squares
ctx.beginPath();
ctx.rect(particle.x, particle.y, 6, 6)
// below if for circle particle
//ctx.arc(particle.x, particle.y, particle.size, Math.PI * 2, 0, false);
//ctx.closePath();
ctx.fillStyle = 'rgb(' + particle.r + ',' + particle.g + ',' + particle.b + ')';
ctx.fill();
ctx.stroke();
ctx.closePath();
// Update
particle.x += particle.xv;
particle.y += particle.yv;
particle.size -= .1;
}
explosion.particles = particlesAfterRemoval;
}
}
// Clicked
function collided(x, y) {
explosions.push(
new explosion(x, y)
);
}
// Explosion
function explosion(x, y) {
this.particles = [];
for (let i = 0; i < particlesPerExplosion; i++) {
this.particles.push(
new particle(x, y)
);
}
}
// Particles
function particle(x, y) {
this.x = x;
this.y = y;
this.xv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.yv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.size = randInt(particlesMinSize, particlesMaxSize, true);
this.r = randInt(113, 222, true);
this.g = '00';
this.b = randInt(105, 255, true);
}
// Returns random integer
function randInt(min, max, positive) {
let num;
if (positive === false) {
num = Math.floor(Math.random() * max) - min;
num *= Math.floor(Math.random() * 2) === 1 ? 1 : -1;
} else {
num = Math.floor(Math.random() * max) + min;
}
return num;
}
// Event Handlers
addEventListener("keydown", downHandler, false);
addEventListener("keyup", upHandler, false);
function downHandler(e: KeyboardEvent){
switch(e.keyCode)
{
case 39:
right = true;
break;
case 37:
left = true;
break;
}
}
function upHandler(e: KeyboardEvent){
switch(e.keyCode)
{
case 39:
right = false;
break;
case 37:
left = false;
break;
}
}
window.onload = () => {
canvas = <HTMLCanvasElement>document.getElementById('breakout');
ctx = canvas.getContext("2d");
cHeight = canvas.height;
cWidth = canvas.width;
x = cWidth/2;
y = cHeight-30;
pX= (cWidth-pWidth)/2;
gameLoop();
}