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BREAKOUT.html
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BREAKOUT.html
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<!DOCTYPE html>
<html>
<head>
<title>Breakout Game</title>
<style>
body {
background-color: black;
color: white;
text-align: center;
font-family: Arial, sans-serif;
}
canvas {
display: block;
margin: 20px auto;
background: #8c8c8c;
}
#score {
font-size: 20px;
}
</style>
</head>
<body>
<canvas id="myCanvas" width="500" height="320"></canvas>
<div id="score">Score: 0</div>
<script>
const canvas = document.getElementById("myCanvas");
const ctx = canvas.getContext("2d");
let score = 0;
let ballRadius = 10;
let x = canvas.width / 2;
let y = canvas.height - 30;
let dx = 2;
let dy = -2;
let paddleHeight = 10;
let paddleWidth = 75;
let paddleX = (canvas.width - paddleWidth) / 2;
let rightPressed = false;
let leftPressed = false;
const brickRowCount = 6;
const brickColumnCount = 7;
const brickWidth = 60;
const brickHeight = 20;
const brickPadding = 10;
const brickOffsetTop = 30;
const brickOffsetLeft = 10;
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 };
}
}
const brickColors = ["red", "orange", "yellow", "green", "blue", "purple"];
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
document.addEventListener("mousemove", mouseMoveHandler, false);
function keyDownHandler(e) {
if(e.key == "Right" || e.key == "ArrowRight") {
rightPressed = true;
} else if(e.key == "Left" || e.key == "ArrowLeft") {
leftPressed = true;
}
}
function keyUpHandler(e) {
if(e.key == "Right" || e.key == "ArrowRight") {
rightPressed = false;
} else if(e.key == "Left" || e.key == "ArrowLeft") {
leftPressed = false;
}
}
function mouseMoveHandler(e) {
let relativeX = e.clientX - canvas.offsetLeft;
if(relativeX > 0 && relativeX < canvas.width) {
paddleX = relativeX - paddleWidth / 2;
}
}
function drawBall() {
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI*2);
ctx.fillStyle = "#FFE000";
ctx.fill();
ctx.closePath();
}
function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = "#008542";
ctx.fill();
ctx.closePath();
}
function drawBricks() {
for(let c = 0; c < brickColumnCount; c++) {
for(let 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);
ctx.fillStyle = brickColors[r];
ctx.fill();
ctx.closePath();
}
}
}
}
function collisionDetection() {
for(let c = 0; c < brickColumnCount; c++) {
for(let 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;
b.status = 0;
score += 10;
document.getElementById("score").innerText = "Score: " + score;
if(score == brickRowCount * brickColumnCount * 10) {
stageClear();
}
}
}
}
}
}
function drawScore() {
document.getElementById("score").innerText = "Score: " + score;
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBricks();
drawBall();
drawPaddle();
collisionDetection();
drawScore();
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 {
gameOver();
}
}
if(rightPressed && paddleX < canvas.width - paddleWidth) {
paddleX += 7;
} else if(leftPressed && paddleX > 0) {
paddleX -= 7;
}
x += dx;
y += dy;
requestAnimationFrame(draw);
}
function gameOver() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.font = "16px Arial";
ctx.fillStyle = "red";
ctx.fillText("GAME OVER", canvas.width / 2 - 50, canvas.height / 2);
setTimeout(() => {
document.location.reload();
}, 3000);
}
function stageClear() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.font = "16px Arial";
ctx.fillStyle = "green";
ctx.fillText("STAGE CLEAR", canvas.width / 2 - 50, canvas.height / 2);
setTimeout(() => {
resetGame();
increaseBallSpeed();
}, 3000);
}
function resetGame() {
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 };
}
}
x = canvas.width / 2;
y = canvas.height - 30;
dx = 2;
dy = -2;
paddleX = (canvas.width - paddleWidth) / 2;
}
function increaseBallSpeed() {
dx *= 1.2;
dy *= 1.2;
}
draw();
</script>
</body>
</html>