Simple Breakout Game Project
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<!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> |
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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(); |
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*{ | |
padding: 0; | |
margin: 0; | |
} | |
#myCanvas { | |
background: #eee; | |
display: block; | |
margin: 0 auto; | |
} |
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