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game.js
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/* eslint-disable no-alert */
/* eslint-disable operator-linebreak */
// constants
const canvas = document.getElementById('myCanvas');
const ctx = canvas.getContext('2d');
const ballRadius = 10;
const paddleHeight = 10;
const paddleWidth = 75;
const brickRowCount = 4;
const brickColumnCount = 6;
const brickWidth = 60;
const brickHeight = 20;
const brickPadding = 10;
const brickOffsetTop = 30;
const brickOffsetLeft = 30;
// variables
let x = canvas.width / 2;
let y = canvas.height - 30;
let dx = 2;
let dy = -2;
let paddleX = (canvas.width - paddleWidth) / 2;
let rightPressed = false;
let leftPressed = false;
let score = 0;
let lives = 3;
// initialize bricks array
const bricks = [];
let c = 0;
let r = 0;
// creates bricks
function initBricks() {
for (c = 0; c < brickColumnCount; c += 1) {
bricks[c] = [];
for (r = 0; r < brickRowCount; r += 1) {
bricks[c][r] = { x: 0, y: 0, status: 1 };
}
}
}
// function for mouse controls
function mouseMoveHandler(e) {
const relativeX = e.clientX - canvas.offsetLeft;
if (relativeX > 0 && relativeX < canvas.width) {
paddleX = relativeX - paddleWidth / 2;
}
}
// function for pressing down on arrow key controls
function keyDownHandler(e) {
if (e.key === 'Right' || e.key === 'ArrowRight') {
rightPressed = true;
} else if (e.key === 'Left' || e.key === 'ArrowLeft') {
leftPressed = true;
}
}
// function for up presses on arrow key controls
function keyUpHandler(e) {
if (e.key === 'Right' || e.key === 'ArrowRight') {
rightPressed = false;
} else if (e.key === 'Left' || e.key === 'ArrowLeft') {
leftPressed = false;
}
}
// event listeners for keyboard and mouse controls
document.addEventListener('keydown', keyDownHandler, false);
document.addEventListener('keyup', keyUpHandler, false);
document.addEventListener('mousemove', mouseMoveHandler, false);
// function for collision with ball and bricks
function collisionDetection() {
for (c = 0; c < brickColumnCount; c += 1) {
for (r = 0; r < brickRowCount; r += 1) {
const 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;
// counts score on brick collision
if (r % 2 !== 0) score += 1;
else score += 2;
if (score === 36) {
// game win alert
alert('YOU WIN, CONGRATS!');
document.location.reload();
}
}
}
}
}
}
// function for the score
function drawScore() {
ctx.font = '16px Helvetica';
ctx.fillStyle = 'whitesmoke';
ctx.fillText(`Score: ${score}`, 8, 20);
}
// function for the lives
function drawLives() {
ctx.font = '16px Helvetica';
ctx.fillStyle = 'whitesmoke';
ctx.fillText(`Lives: ${lives}`, canvas.width - 65, 20);
}
// function to draw the ball
function drawBall() {
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI * 2);
ctx.fillStyle = '#8D99AE';
ctx.fill();
ctx.closePath();
}
// function to draw the paddle
function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = '#e0fbfc';
ctx.fill();
ctx.closePath();
}
// function to draw the bricks
function drawBricks() {
for (c = 0; c < brickColumnCount; c += 1) {
for (r = 0; r < brickRowCount; r += 1) {
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);
// sets colors of bricks
if (r % 2 !== 0) {
if (c % 2 !== 0) {
ctx.fillStyle = '#00b4d8';
} else {
ctx.fillStyle = '#72EFDD';
}
} else if (c % 2 !== 0) ctx.fillStyle = '#5E60CE';
else ctx.fillStyle = '#0077b6';
ctx.fill();
ctx.closePath();
}
}
}
}
// function to draw all the elements
function draw() {
// clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// draw objects
drawBricks();
drawBall();
drawPaddle();
drawScore();
drawLives();
collisionDetection();
// bounce the ball off the canvas
if (x + dx > canvas.width - ballRadius || x + dx < ballRadius) {
dx = -dx;
}
if (y + dy < ballRadius) {
dy = -dy;
} else if (y + dy > canvas.height - ballRadius) {
if (x > paddleX && x < paddleX + paddleWidth) {
dy = -dy;
} else {
lives -= 1;
if (!lives) {
// game over alert
alert(`GAME OVER\nSCORE: ${score}`);
document.location.reload();
} else {
x = canvas.width / 2;
y = canvas.height - 30;
dx = 2;
dy = -2;
paddleX = (canvas.width - paddleWidth) / 2;
}
}
}
// checks for arrow keys
function checkKeys() {
if (rightPressed && paddleX < canvas.width - paddleWidth) {
paddleX += 7;
} else if (leftPressed && paddleX > 0) {
paddleX -= 7;
}
}
// function for ball movement
function moveBall() {
x += dx;
y += dy;
}
checkKeys();
moveBall();
requestAnimationFrame(draw);
}
// starts game
initBricks();
draw();