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app.js
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app.js
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//Create variables to reference and store canvas
let canvas = document.getElementById('mycanvas');
let ctx = canvas.getContext('2d');
let ballRadius = 10;
let x = canvas.width/2;
let y = canvas.height - 30;
let dx = 2;
let dy = -2;
//create the paddle
let paddleHeight = 12;
let paddleWidth = 130;
//specify starting point of paddle
let paddleX = (canvas.width-paddleWidth)/2;
//holding variables for right and left arrows on keyboard
let rightPressed=false;
let leftPressed=false;
//holding variables for bricks
let brickRowCount = 4;
let brickColumnCount = 7;
let brickWidth = 72;
let brickHeight = 24;
let brickPadding = 12;
let brickOffsetTop = 32;
let brickOffsetLeft = 32;
//Create variables to take score
let score = 0;
//Creating arrays for the bricks
let bricks = [];
let count = [];
for (c =0; c<brickColumnCount; c++){
bricks[c] = [];
count[c] = [];
for(r=0; r<brickRowCount; r++){
//set the x and y position of the bricks
bricks[c][r] = { x: 0, y: 0, status: 1};
count[c][r] = 4-r;
}
}
document.addEventListener('keydown', keyDownHandler, false);
document.addEventListener('keyup', keyUpHandler, false);
document.addEventListener("mousemove", mouseMoveHandler, false);
//Anchor paddle movement to mouse movement
function mouseMoveHandler(e) {
var relativeX = e.clientX - canvas.offsetLeft;
if(relativeX > 0 && relativeX < canvas.width) {
paddleX = relativeX - paddleWidth/2;
}
}
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); //centered at (x,y) position with radius r = ballRadius starting at 0 = startAngle, ending at Math.PI*2 = endAngle (in Radians)
ctx.fillStyle = 'red';
ctx.fill();
ctx.closePath();
}
//Create a function to create the paddle
function drawPaddle(){
ctx.beginPath();
ctx.rect(paddleX,canvas.height-paddleHeight,paddleWidth,paddleHeight); //centered at (x,y) position with radius r = ballRadius starting at 0 = startAngle, ending at Math.PI*2 = endAngle (in Radians)
ctx.fillStyle = 'blue';
ctx.fill();
ctx.closePath();
}
//Create a function to draw the bricks
function drawBricks(){
for(c=0; c < brickColumnCount; c++){
for(r=0; r < brickRowCount; r++){
if(bricks[c][r].status === 1){
let brickX = (c* (brickWidth + brickPadding)) + brickOffsetLeft;
let brickY = (r* (brickHeight+brickPadding)) + brickOffsetTop;
bricks[c][r].x=brickX;
bricks[c][r].y=brickY;
ctx.beginPath();
ctx.rect(brickX, brickY, brickWidth, brickHeight);
brickcolor(r);
ctx.fill();
ctx.closePath();
}
}
}
}
function brickcolor(x){
if(x===0){
ctx.fillStyle = '#6600cc';
}
if(x===1){
ctx.fillStyle = 'green';
}
if(x===2){
ctx.fillStyle = 'pink';
}
if(x===3){
ctx.fillStyle = 'orange';
}
}
//Create function to keep track of score
function drawScore(){
ctx.font = '18px Arial';
ctx.fillStyle = 'brown';
ctx.fillText('score: '+ score, 8, 20); //position score at 8,20 on the x,y axis of the canvas
}
//Collision dections for the bricks
function collisionDetection(){
for(c=0; c<brickColumnCount;c++){
for(r=0; r<brickRowCount; r++){
let 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;
count[c][r] = count[c][r]-1
// brickcolor(count[c][r]);
b.fillStyle='red';
console.log("c and r",c," ",r);
if(count[c][r]===0){
b.status = 0;
score++;
}
if(score >= 14){
//setInterval(draw, 9)
dy = -4
}
if (score >= 10){
dx = 3
paddleWidth = 72;
drawPaddle()
}
if (score === brickRowCount*brickColumnCount){
alert('Congratulations!! You\'ve won!');
document.location.reload();
}
}
}
}
}
}
function draw(){
//clear each instance of the canvas so a new circle can be drawn
ctx.clearRect(0,0,canvas.width, canvas.height);
drawScore();
drawBricks();
drawBall();
drawPaddle();
collisionDetection();
//Calculate collision detections
//left and right walls
if(x + dx > canvas.width - ballRadius || x + dx < ballRadius) {
dx = -dx;
console.log("Side wall")
}
//top walls
if(y + dy < ballRadius){
dy = -dy;
console.log("Top wall")
}
else if (y + dy > canvas.height-ballRadius){
//detect paddle hits
if(x > paddleX && x < paddleX + paddleWidth){
dy=-dy;
console.log("Paddle hit")
}
//if no paddle hit, body of canvas is hit ==> game over
else {
alert('GAME OVER!!');
document.location.reload();
}
}
//bottom wall
if (y + dy > canvas.height - ballRadius || y + dy < ballRadius){
dy = -dy;
}
//Make paddle move
if(rightPressed && paddleX <canvas.width-paddleWidth){
paddleX += 7;
}
else if(leftPressed && paddleX > 0){
paddleX -= 7;
}
//Making the ball move
x +=dx; //update x movement every frame
y +=dy; //update y movement every frame
}
//Create an infinite loop that creates the ball
//paints the ball on the canvas every 10 milliseconds.
setInterval(draw, 10)