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g_bricks.js
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g_bricks.js
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// ===========
// BRICK STUFF
// ===========
var g_bricks = {
brick : [],
visible : false,
brickwidth : 20,
brickheight : 10,
// the amount of pixels all bricks
// are still moving until they stop again
allVelY : 0,
// if true, all blocks are moving horizontally continuously
conthorzmove : false,
// true for right, false for left
conthorzdir : true
};
g_bricks.trashAll = function () {
this.brick = [];
}
g_bricks.update = function (du) {
// You shall not update invisible bricks!
if (!this.visible) return;
var len = this.brick.length;
// fade out before going away
for (var i = 0; i < len; i++) {
if (!this.brick[i].cl) {
this.brick[i].ca -= 0.05;
this.brick[i].co = this.brick[i].cw + this.brick[i].ca + ")";
if (this.brick[i].ca < 0) {
this.brick.splice(i, 1);
len = this.brick.length;
}
}
}
// moving vertically
if (this.allVelY > 0) {
// We divide by 3 to get a nicer, slower slide-in effect.
var ourdu = min(du / 3, this.allVelY);
this.allVelY -= ourdu;
var our_bottom = g_real_height - 80;
if (g_runmode < 5) {
our_bottom = g_canvas_bottom - 60;
}
for (var i = 0; i < len; i++) {
this.brick[i].ty += ourdu;
this.brick[i].by += ourdu;
if (this.brick[i].by > our_bottom) {
this.brick[i].cl = false;
}
}
// In level 2, we want more and more and more and more slide-ins!
if ((g_runmode === 7) && (this.allVelY === 0)) {
this.initLevelTwo();
}
}
// moving horizontally
if (this.conthorzmove) {
// We divide by 3 to get a nicer, slower slide-in effect.
var ourdu = du / 3;
if (this.conthorzdir) {
var compwith = g_walls.rightinneredge - 5;
for (var i = 0; i < len; i++) {
this.brick[i].lx += ourdu;
this.brick[i].rx += ourdu;
if (this.brick[i].rx > compwith) {
this.conthorzdir = false;
}
}
} else {
var compwith = g_walls.leftinneredge + 5;
for (var i = 0; i < len; i++) {
this.brick[i].lx -= ourdu;
this.brick[i].rx -= ourdu;
if (this.brick[i].lx < compwith) {
this.conthorzdir = true;
}
}
}
}
if ((len === 0) && (!g_gameover)) {
if (g_runmode < 7) {
set_runmode(g_runmode + 1);
} else {
g_messages.display("YOU WON THE GAME! =)");
g_gameover = true;
}
}
};
g_bricks.render = function (ctx) {
// You shall not render invisible bricks!
if (!this.visible) return;
var len = this.brick.length;
for (var i = 0; i < len; i++) {
ctx.fillStyle = this.brick[i].co;
ctx.fillRect(this.brick[i].lx, this.brick[i].ty,
this.brick[i].wx, this.brick[i].hy);
}
// We draw white above the walls just in
// case we are throwing in rows, so that
// they are not visible early on
if (g_runmode === 4) {
ctx.fillStyle = g_field.color;
ctx.fillRect(g_canvas_left, g_canvas_top,
g_canvas_right - g_canvas_left,
g_walls.topouteredge - g_canvas_top);
}
if (g_runmode > 6) {
ctx.fillStyle = g_field.color;
ctx.fillRect(0, 0, g_real_width, g_walls.topouteredge);
}
};
g_bricks.initBreakoutBW = function () {
this.visible = true;
brickwidth = (g_walls.rightinneredge - (g_walls.leftinneredge + 2)) / 10;
brickheight = 20;
var topedge = g_walls.topinneredge + brickheight + 2;
for (var i = 0; i < 50; i++) {
this.brick[i] = {
lx : 2 + g_walls.leftinneredge + ((i % 10) * brickwidth), // left x
ty : topedge + (parseInt(i / 10) * brickheight), // top y
rx : g_walls.leftinneredge + ((i % 10) * brickwidth) + brickwidth - 1, // right x
by : topedge + (parseInt(i / 10) * brickheight) + brickheight - 2, // bottom y
wx : brickwidth - 2, // width
hy : brickheight - 2, // height
ro : 0, // rotation
co : "#000000", // color
ca : 1, // colalpha
cw : "rgba(0,0,0,", // colwoalpha
cl : true, // not true if this brick is supposed to be erased soon
de : false, // is this brick destructible? true or false
mo : 0 // mode, 0: black, 1: colourful
};
}
}
g_bricks.initLevelTwo = function () {
g_bricks.addRowFromTop("rgba(255,255,0,");
g_bricks.addRowFromTop("rgba(255,192,0,");
g_bricks.addRowFromTop("rgba(255,128,0,");
g_bricks.addRowFromTop("rgba(255,64,64,");
g_bricks.addRowFromTop("rgba(192,0,128,");
g_bricks.addRowFromTop("rgba(128,0,192,");
g_bricks.addRowFromTop("rgba(64,64,255,");
g_bricks.addRowFromTop("rgba(0,128,255,");
g_bricks.addRowFromTop("rgba(0,192,255,");
g_bricks.addRowFromTop("rgba(0,255,255,");
g_bricks.addRowFromTop("rgba(64,255,192,");
g_bricks.addRowFromTop("rgba(128,255,128,");
g_bricks.addRowFromTop("rgba(192,255,64,");
}
g_bricks.addRowFromTop = function (colwoalpha) {
// We are subtracting this.allVelY because there might still be previous
// rows sliding in, in which case this row needs to start higher to not
// come in on top of the other one.
var topedge = g_walls.topinneredge + brickheight + 2 - ((2 * brickheight) + this.allVelY);
var len = this.brick.length;
var color = colwoalpha + "1)";
for (var i = 0; i < 10; i++) {
this.brick[i + len] = {
lx : 2 + g_walls.leftinneredge + ((i % 10) * brickwidth), // left x
ty : topedge + (parseInt(i / 10) * brickheight), // top y
rx : g_walls.leftinneredge + ((i % 10) * brickwidth) + brickwidth - 1, // right x
by : topedge + (parseInt(i / 10) * brickheight) + brickheight - 2, // bottom y
wx : brickwidth - 2, // width
hy : brickheight - 2, // height
ro : 0, // rotation
co : color, // color
ca : 1, // colalpha
cw : colwoalpha, // colwoalpha
cl : true, // not true if this brick is supposed to be erased soon
de : true, // is this brick destructible? true or false
mo : 1 // mode, 0: black, 1: colourful
};
}
this.allVelY += brickheight;
}
// We set the alphas of all bricks to the given value.
g_bricks.setAllAlphas = function (alpha) {
var len = this.brick.length;
for (var i = 0; i < len; i++) {
this.brick[i].ca = alpha;
this.brick[i].co = this.brick[i].cw + alpha + ")";
}
}
g_bricks.setBlackColwoalpha = function (colwoalpha) {
var len = this.brick.length;
for (var i = 0; i < len; i++) {
if (this.brick[i].mo === 0) {
this.brick[i].cw = colwoalpha;
this.brick[i].co = colwoalpha + this.brick[i].ca + ")";
}
}
}
// We set the destructible-values of all bricks to the given value.
g_bricks.setAllDestructibles = function (destructible) {
var len = this.brick.length;
for (var i = 0; i < len; i++) {
this.brick[i].de = destructible;
}
}
g_bricks.collidesHorz = function (prevX, prevY,
nextX, nextY, r) {
// You cannot collide with invisible bricks.
if (!this.visible) return false;
var len = this.brick.length;
for (var i = 0; i < len; i++) {
var brickEdge = (this.brick[i].lx + this.brick[i].rx) / 2;
// Check X coords
if ((nextX - r < brickEdge && prevX - r >= brickEdge) ||
(nextX + r > brickEdge && prevX + r <= brickEdge)) {
// Check Y coords
if (nextY + r >= this.brick[i].ty &&
nextY - r <= this.brick[i].by) {
// It's a hit!
if (this.brick[i].cl && this.brick[i].de) {
this.brick[i].cl = false;
g_score.oneMoreBrick((prevX + nextX) / 2, (prevY + nextY) / 2);
}
return true;
}
}
}
// It's a miss!
return false;
};
g_bricks.collidesVert = function (prevX, prevY,
nextX, nextY, r) {
// You cannot collide with invisible bricks.
if (!this.visible) return false;
var len = this.brick.length;
for (var i = 0; i < len; i++) {
var brickEdge = (this.brick[i].ty + this.brick[i].by) / 2;
// Check Y coords
if ((nextY - r < brickEdge && prevY - r >= brickEdge) ||
(nextY + r > brickEdge && prevY + r <= brickEdge)) {
// Check X coords
if (nextX + r >= this.brick[i].lx &&
nextX - r <= this.brick[i].rx) {
// It's a hit!
if (this.brick[i].cl && this.brick[i].de) {
this.brick[i].cl = false;
g_score.oneMoreBrick((prevX + nextX) / 2, (prevY + nextY) / 2);
}
return true;
}
}
}
// It's a miss!
return false;
};