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breakout.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>BreakOut</title>
<style>
* { padding: 0; margin: 0; }
canvas { background: #eee; display: block; margin: 0 auto; }
</style>
</head>
<body>
<canvas id="myCanvas" width="480" height="320"></canvas>
<script>
//universal
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
//clears previous rendered objects
function refreshScreen(){
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
//colors
var customBlue = "#0095DD";
//ball
var x = canvas.width/2;
var y = canvas.height - 30;
var dx = 2;
var dy = -2;
var ballRadius = 10;
function drawBall(){
ctx.beginPath();
ctx.arc(
x,
y,
ballRadius,
0,
Math.PI*2
);
ctx.fillStyle = customBlue;
ctx.fill();
ctx.closePath();
}
//update ball position
function moveBall(){
x += dx;
y += dy;
}
//ball perimeter bounce, paddle bounce, and bottom detection for ending game
function bounce(){
if(x + dx > canvas.width - ballRadius || x + dx < ballRadius) { //left and right
dx = -dx;
}
if(y + dy < ballRadius ) { //top
dy = -dy;
}else if(y + dy > canvas.height - ballRadius){ //bottom
//if the ball hits the paddle, bounce, else end game
if(x > paddleX && x < paddleX + paddleWidth){
dy = -dy;
}else{
lives--;
if(!lives) {
alert("GAME OVER");
document.location.reload();
clearInterval(interval); // Needed for Chrome to end game
}else{
resetGame();
}
}
}
}
function resetGame(){
x = canvas.width/2;
y = canvas.height-30;
dx = 2;
dy = -2;
paddleX = (canvas.width-paddleWidth)/2;
}
//paddle
var paddleHeight = 10;
var paddleWidth = 75;
var paddleX = (canvas.width - paddleWidth) / 2;
function drawPaddle(){
ctx.beginPath();
ctx.rect(
paddleX,
canvas.height - paddleHeight,
paddleWidth,
paddleHeight
);
ctx.fillStyle = customBlue;
ctx.fill();
ctx.closePath();
}
//paddle movement
function movePaddle(){
if(rightPressed && paddleX < canvas.width - paddleWidth) {
paddleX += 7;
}else if(leftPressed && paddleX > 0){
paddleX -= 7;
}
}
//bricks
var brickRowCount = 3;
var brickColumnCount = 5;
var brickWidth = 75;
var brickHeight = 20;
var brickPadding = 10;
var brickOffsetTop = 30;
var brickOffsetLeft = 30;
var bricks = [];
for(var c = 0; c < brickColumnCount; c++){
bricks[c] = [];
for(var r = 0; r < brickRowCount; r++){
bricks[c][r] = { x: 0, y: 0, status: 1};
}
}
function drawBricks(){
for(var c = 0; c < brickColumnCount; c++){
for(var 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 = customBlue;
ctx.fill();
ctx.closePath();
}
}
}
}
function collisionDetection() {
for(var c=0; c<brickColumnCount; c++) {
for(var 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();
clearInterval(interval); // Needed for Chrome to end game
}
}
}
}
}
}
//text
var score = 0;
var lives = 3;
function drawScore(){
ctx.font = "16px Arial";
ctx.fillStyle = customBlue;
ctx.fillText("Score: "+score, 8, 20);
}
function drawLives() {
ctx.font = "16px Arial";
ctx.fillStyle = "#0095DD";
ctx.fillText("Lives: "+lives, canvas.width-65, 20);
}
function draw(){
refreshScreen();
drawBricks();
drawBall();
drawPaddle();
drawScore();
drawLives();
collisionDetection();
bounce();
movePaddle();
moveBall();
}
//user control
var rightPressed = false;
var leftPressed = false;
//look for user to press key and when key is released
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
//when key is pressed, set left or right pressed true
function keyDownHandler(e) {
if(e.key == "Right" || e.key == "ArrowRight") {
rightPressed = true;
}
else if(e.key == "Left" || e.key == "ArrowLeft") {
leftPressed = true;
}
}
//when key is released, set left or right to false
function keyUpHandler(e) {
if(e.key == "Right" || e.key == "ArrowRight") {
rightPressed = false;
}
else if(e.key == "Left" || e.key == "ArrowLeft") {
leftPressed = false;
}
}
//every ten milliseconds runs draw
var interval = setInterval(draw, 10);
</script>
</body>
</html>