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index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>MDN Pong</title>
<link href="https://fonts.googleapis.com/css2?family=Manrope:wght@200;400;700&display=swap" rel="stylesheet">
<link rel="stylesheet" href="style.css">
</head>
<body>
<h1>The Grand Breakout Game</h1>
<canvas id="myCanvas" width="480" height="320"></canvas>
<script>
let canvas = document.querySelector('#myCanvas');
let ctx = canvas.getContext("2d");
let x = canvas.width/2;
let y = canvas.height - 30;
let dx = -2;
let dy = -4;
let ballRadius = 12;
let ballColor = "#FF00FF"
var paddleHeight = 10;
var paddleWidth = 75;
var paddleX = (canvas.width - paddleWidth) / 2
let leftPressed = false;
let rightPressed = false;
let brickRowCount = 3;
let brickColumnCount = 5;
let brickWidth = 75;
let brickHeight = 20;
let brickPadding = 10;
let brickOffsetTop = 30;
let brickOffsetLeft = 30;
let score = 0;
let lives = 3;
let bricks = [];
for (var c = 0; c < brickColumnCount; c++) {
bricks[c] = []
for (let r = 0; r < brickRowCount; r++) {
bricks[c][r] = { x: 0, y: 0, status: 1}
}
}
function generateRandomColor() {
var randomColor = '#'+Math.floor(Math.random()*16777215).toString(16);
return randomColor;
}
function drawBall() {
ctx.beginPath()
ctx.arc(x, y, ballRadius, 0, Math.PI*2)
ctx.fillStyle = ballColor
ctx.fill()
ctx.closePath()
}
function drawPaddle() {
ctx.beginPath()
ctx.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight)
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 = "#E64A19"
ctx.fill()
ctx.closePath()
}
}
}
}
function draw() {
ctx.clearRect(0,0,canvas.width, canvas.height);
drawBricks()
drawBall()
drawPaddle()
collisionDetection();
drawScore()
drawLives();
if (y + dy < ballRadius) {
// bounce back
dy = -dy;
ballColor = generateRandomColor();
} else if (y + dy > canvas.height-ballRadius) {
//flip it back
if ((x + (ballRadius/2)) > paddleX && (x - (ballRadius/2)) < paddleX + paddleWidth) {
dy = -dy;
// you loose
} else {
lives--;
if (!lives) {
alert("GAME OVER")
document.location.reload();
} else {
x = canvas.width / 2;
y = canvas.height - 30;
dx = 2;
dy = -4;
paddleX = (canvas.width - paddleWidth) /2;
}
}
}
if ( x + dx < ballRadius || x + dx > canvas.width-ballRadius) {
dx = -dx;
ballColor = generateRandomColor();
}
if(rightPressed) {
paddleX += 7;
if (paddleX + paddleWidth > canvas.width){
paddleX = canvas.width - paddleWidth;
}
} else if(leftPressed) {
paddleX -= 7;
if (paddleX < 0){
paddleX = 0;
}
}
x += dx
y += dy;
requestAnimationFrame(draw)
}
function keyDownHandler(e) {
console.log(e.key);
if(e.key == "Right" || e.key == "ArrowRight") {
rightPressed = true;
}
else if(e.key == "Left" || e.key == "ArrowLeft") {
leftPressed = true;
}
}
function keyUpHandler(e) {
console.log(e.key);
if(e.key == "Right" || e.key == "ArrowRight") {
rightPressed = false;
}
else if(e.key == "Left" || e.key == "ArrowLeft") {
leftPressed = false;
}
}
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;
score++;
if (score === brickRowCount * brickColumnCount) {
alert("YOU WIN, CONGRATULATIONS!")
document.location.reload();
}
}
}
}
}
}
function drawScore() {
ctx.font = "16px Arial";
ctx.fillStyle = "0095DD";
ctx.fillText("Score: " + score, 8, 20)
}
function drawLives() {
ctx.font = "16px Arial";
ctx.fillStyle = "#0095DD";
ctx.fillText("Lives: "+lives, canvas.width-65, 20);
}
function mouseMoveHandler(e) {
var relativeX = e.clientX - canvas.offsetLeft;
if(relativeX > 0 && relativeX < canvas.width) {
paddleX = relativeX - paddleWidth/2;
}
}
document.addEventListener('keydown', keyDownHandler, false);
document.addEventListener('keyup', keyUpHandler, false);
document.addEventListener('mousemove', mouseMoveHandler, false);
draw()
</script>
<script src="app.js"></script>
</body>
</html>