Simple Breakout Game Project


<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Break out game</title>
<link rel="stylesheet" href="styles.css">
</head>
<body>
<canvas id="myCanvas" width="480" height="320"></canvas>
<script src="script.js"></script>
</body>
</html>
view raw index.html hosted with ❤ by GitHub
var canvas = document.getElementById('myCanvas');
var ctx = canvas.getContext('2d');
var x = canvas.width/2;
var y = canvas.height - 30;
var dx = 2;
var dy = -2;
var ballRadius = 10;
var paddleHeight = 10;
var paddleWidth = 75;
var paddleX = (canvas.width-paddleWidth)/2;
var rightPressed = false;
var leftPressed = false;
var brickRowCount = 3;
var brickColumnCount = 5;
var brickWidth = 75;
var brickHeight = 20;
var brickPadding = 10;
var brickOffsetTop = 30;
var brickOffsetLeft = 30;
var score = 0;
var lives = 3;
var bricks = [];
for (c=0; c<brickColumnCount; c++) {
bricks[c] = [];
for (r=0; r<brickRowCount; r++) {
bricks[c][r] = {x: 0, y:0, status: 1};
}
}
document.addEventListener("keydown", keyDownHandler);
document.addEventListener("keyup", keyUpHandler);
function drawBricks() {
for(c=0; c<brickColumnCount; c++) {
for(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 keyDownHandler(e) {
if(e.keyCode == 39) {
rightPressed = true;
}
else if(e.keyCode == 37) {
leftPressed = true;
}
}
function keyUpHandler(e) {
if(e.keyCode == 39) {
rightPressed = false;
}
else if(e.keyCode == 37) {
leftPressed = false;
}
}
function drawBall() {
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI*2);
ctx.fillStyle = "#12afed";
ctx.fill();
ctx.closePath();
}
function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, canvas.height-paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = "#0000ff";
ctx.fill();
ctx.closePath();
}
function collisionDetection() {
for(c=0; c<brickColumnCount; c++){
for(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, CONGRADULATIONS!");
document.location.reload();
}
}
}
}
}
}
function drawScore () {
ctx.font = "16px Arial";
ctx.fillStyle = "#ff0000";
ctx.fillText("Score: "+score, 8, 20);
}
function drawLives() {
ctx.font = "16px Arial";
ctx.fillStyle = "#ff0000";
ctx.fillText("Lives: "+lives, canvas.width-65, 20);
}
function draw() {
ctx.clearRect(0,0, canvas.width, canvas.height);
drawBricks()
drawBall();
drawPaddle();
drawScore();
drawLives();
collisionDetection();
if(y + dy < ballRadius) {
dy = -dy;
} else if (y + dy > canvas.height-ballRadius) {
if(x > paddleX && x < paddleX + paddleWidth) {
dy = -dy;
} else {
lives--;
if(!lives) {
alert("GAME OVER!");
document.location.reload();
} else {
x = canvas.width/2;
y = canvas.height-30;
dx = 2;
dy = -2;
paddleX = (canvas.width-paddleWidth)/2;
}
}
}
if(x + dx > canvas.width-ballRadius || x + dx < ballRadius) {
dx = -dx;
}
if(rightPressed && paddleX < canvas.width-paddleWidth) {
paddleX += 7;
}
else if(leftPressed && paddleX > 0) {
paddleX -= 7;
}
x += dx;
y += dy;
requestAnimationFrame(draw);
}
document.addEventListener("mousemove", mouseMoveHandler);
function mouseMoveHandler(e) {
var relativeX = e.clientX - canvas.offsetLeft;
if(relativeX > 0+paddleWidth/2 && relativeX < canvas.width-paddleWidth/2) {
paddleX = relativeX - paddleWidth/2;
}
}
draw();
view raw script.js hosted with ❤ by GitHub
*{
padding: 0;
margin: 0;
}
#myCanvas {
background: #eee;
display: block;
margin: 0 auto;
}
view raw styles.css hosted with ❤ by GitHub

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