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script.js
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171 lines (151 loc) · 4.29 KB
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const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
// Ball
let x = canvas.width / 2;
let y = canvas.height - 40;
let dx = 3;
let dy = -3;
const ballRadius = 10;
// Paddle
const paddleHeight = 12;
const paddleWidth = 100;
let paddleX = (canvas.width - paddleWidth) / 2;
// Controls
let rightPressed = false;
let leftPressed = false;
document.addEventListener('keydown', keyDownHandler);
document.addEventListener('keyup', keyUpHandler);
document.addEventListener('mousemove', mouseMoveHandler);
function keyDownHandler(e) {
if (e.key === 'ArrowRight') rightPressed = true;
else if (e.key === 'ArrowLeft') leftPressed = true;
}
function keyUpHandler(e) {
if (e.key === 'ArrowRight') rightPressed = false;
else if (e.key === 'ArrowLeft') leftPressed = false;
}
function mouseMoveHandler(e) {
const relativeX = e.clientX - canvas.getBoundingClientRect().left;
if (relativeX > 0 && relativeX < canvas.width) {
paddleX = relativeX - paddleWidth / 2;
}
}
// Bricks
const brickRowCount = 5;
const brickColumnCount = 8;
const brickWidth = 60;
const brickHeight = 24;
const brickPadding = 12;
const brickOffsetTop = 40;
const brickOffsetLeft = 40;
const brickColors = ['#e74c3c', '#f39c12', '#2ecc71', '#3498db', '#9b59b6'];
let bricks = [];
for (let c = 0; c < brickColumnCount; c++) {
bricks[c] = [];
for (let r = 0; r < brickRowCount; r++) {
bricks[c][r] = { x: 0, y: 0, status: 1 };
}
}
let score = 0;
let lives = 3;
function drawBall() {
ctx.beginPath();
ctx.shadowBlur = 20;
ctx.shadowColor = '#f1c40f';
ctx.arc(x, y, ballRadius, 0, Math.PI * 2);
ctx.fillStyle = '#f1c40f';
ctx.fill();
ctx.closePath();
ctx.shadowBlur = 0;
}
function drawPaddle() {
ctx.beginPath();
ctx.shadowBlur = 10;
ctx.shadowColor = '#ffffff';
ctx.rect(paddleX, canvas.height - paddleHeight - 10, paddleWidth, paddleHeight);
// Paddle in bright white for contrast
ctx.fillStyle = '#ffffff';
ctx.fill();
ctx.closePath();
ctx.shadowBlur = 0;
}
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.shadowBlur = 8;
ctx.shadowColor = brickColors[r % brickColors.length];
ctx.fillStyle = brickColors[r % brickColors.length];
ctx.fillRect(brickX, brickY, brickWidth, brickHeight);
ctx.closePath();
ctx.shadowBlur = 0;
}
}
}
}
function drawScore() {
ctx.font = '18px Arial';
ctx.fillStyle = '#ffffff';
ctx.fillText('Score: ' + score, 20, 30);
}
function drawLives() {
ctx.font = '18px Arial';
ctx.fillStyle = '#ffffff';
ctx.fillText('Lives: ' + lives, canvas.width - 100, 30);
}
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 && 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, CONGRATS!');
document.location.reload();
}
}
}
}
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBricks();
drawBall();
drawPaddle();
drawScore();
drawLives();
collisionDetection();
// Bounce logic
if (x + dx > canvas.width - ballRadius || x + dx < ballRadius) dx = -dx;
if (y + dy < ballRadius) dy = -dy;
else if (y + dy > canvas.height - ballRadius - paddleHeight - 10) {
if (x > paddleX && x < paddleX + paddleWidth) dy = -dy;
else {
lives--;
if (lives === 0) {
alert('GAME OVER');
document.location.reload();
} else {
x = canvas.width / 2;
y = canvas.height - 40;
dx = 3;
dy = -3;
paddleX = (canvas.width - paddleWidth) / 2;
}
}
}
// Move paddle
if (rightPressed && paddleX < canvas.width - paddleWidth) paddleX += 10;
else if (leftPressed && paddleX > 0) paddleX -= 10;
x += dx;
y += dy;
requestAnimationFrame(draw);
}
draw();