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index.js
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218 lines (178 loc) · 5.65 KB
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const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
document.addEventListener("keydown", keyDownHandler);
document.addEventListener("keyup", keyUpHandler);
const Win_Msg = document.getElementById("Win_Msg")
const ballRadius = 10; //Ball hitbox and size
let x = canvas.width / 2;
let y = canvas.height - 30;
let dx = 2;
let dy = -2;
let leftClick = false;
let rightClick = false;
const paddleHeight = 10;
const paddleWidth = 100;
let paddleX = (canvas.width - paddleWidth) / 2;
let interval = 0;
const difficultyIncrease = 0.2
const brickRowCount = 3;
const brickColumnCount = 5;
const brickWidth = 75;
const brickHeight = 20;
const brickPadding = 15;
const brickOffsetTop = 30;
const brickOffsetLeft = 20;
let score = 0;
let progress = 0;
let gameStatus = false;
const paddleSpeed = 8;
function store_Score() {
document.getElementById("score").value = score
}
let bricks = [];
function brickReset() {
for (let c = 0; c < brickColumnCount; c++) {
bricks[c] = [];
for (let r = 0; r < brickColumnCount; r++) {
bricks[c][r] = { x: 0, y :0, status: 1 };
}
}
}
brickReset()
function drawBricks() {
for (let c = 0; c < brickColumnCount; c++) {
for (let r = 0; r < brickRowCount; r++) {
if (bricks[c][r].status === 1) {
const brickX = c * (brickWidth + brickPadding) + brickOffsetLeft;
const 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 drawBall() {
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI * 2);
ctx.fillStyle = "red";
ctx.fill();
ctx.closePath();
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBricks();
drawBall();
drawPaddle();
drawScore();
collisionDetection();
x += dx;
y += dy;
//detection from top and bottom, we're using ball radius because if we don't, the code will only await untill the center of the ball reaches the coordinates
if (y + dy < ballRadius) {
dy = -dy;
} else if (y + dy > canvas.height - ballRadius) {
if (x > paddleX && x < paddleX + paddleHeight) {
dy = -dy;
} else if (x > paddleX + ballRadius && x < paddleX + paddleWidth + ballRadius) {
y -= paddleHeight
dy = -dy;
dy -= difficultyIncrease;
if (dx > 0) {
dx += difficultyIncrease;
} else {
dx -= difficultyIncrease;
}
} else {
Win_Msg.style.display = "block";
clearInterval(interval);
store_Score();
log("Game over")
}
}
//detection left right
if (x + dx < ballRadius || x + dx > canvas.width - ballRadius) {
dx = -dx;
}
//to prevent the paddle going off screen, we're setting a minimum and a maximum value, being the right wall - the paddle width, and well, 0, being left
if (rightClick && leftClick == true){
paddleX = paddleX + 0;
} else if (rightClick) {
paddleX = Math.min(paddleX + paddleSpeed, canvas.width - paddleWidth);
} else if (leftClick) {
paddleX = Math.max(paddleX - paddleSpeed, 0);
}
}
function startGame() {
Win_Msg.style.display = "none";
interval = setInterval(draw, 10);
score = 0;
progress = 0;
dx = 2;
dy = -2;
x = canvas.width / 2;
y = canvas.height - 30;
paddleX = (canvas.width - paddleWidth) / 2;
brickReset();
runButton.style.display = "none";
gameStatus = true;
}
document.body.onkeydown = function(e) {
if (gameStatus === true) {
console.log("already started");
} else if (e.key === " " || e.key === "Space") {
startGame();
runButton.style.display = "none";
}
}
//paddle stuff (who calls it paddle lmao)
function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = "#0095DD"; //mmmm lovley, today I learn it was case sensitive
ctx.fill();
ctx.closePath();
}
//paddle controls (still who calls it a paddle)
function keyDownHandler(e) {
if (e.key === "Right" || e.key === "ArrowRight" || e.key === "d") {
rightClick = true;
} else if (e.key === "Left" || e.key === "ArrowLeft" || e.key === "a") {
leftClick = true;
}
}
function keyUpHandler(e) {
if (e.key === "Right" || e.key === "ArrowRight" || e.key === "d") {
rightClick = false;
} else if (e.key === "Left" || e.key === "ArrowLeft" || e.key === "a") {
leftClick = false;
}
}
function collisionDetection() {
for (let c = 0; c < brickColumnCount; c++) {
for (let r = 0; r < brickRowCount; r++) {
const b = bricks[c][r];
if (b.status === 1) {
if (x > b.x && x < b.x + brickWidth && y > b.y && y < b.y + brickHeight + ballRadius) {
dy = -dy;
b.status = 0;
score++;
progress++;
if (progress === brickColumnCount * brickRowCount) {
brickReset();
progress = 0;
}
}
}
}
}
}
function drawScore() {
ctx.font = "16px Bitcount Grid Single";
ctx.fillStyle = "rgb(105, 252, 249)";
ctx.fillText(`Score: ${score}`, 8, 20);
}