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breakout.js
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270 lines (270 loc) · 7.08 KB
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// Breakout
// Get Canvas and Context
var canvas;
var ctx;
// canvas size
var cHeight;
var cWidth;
// Ball Position
var x;
var y;
// Ball Size
var ball = 10;
// Paddle
var pHeight = 10;
var pWidth = 75;
// Starting point of the paddle
var pX;
// Here we're adding or subtracting coordinates
// to make is appear the ball is moving.
var dx = 2;
var dy = -2;
// Button controls
var right = false;
var left = false;
// Score & Lives
var score = 0;
var lives = 3;
// Bricks
var brickRowCount = 3;
var brickColumnCount = 5;
var brickWidth = 75;
var brickHeight = 20;
var brickPadding = 10;
var brickOffsetTop = 30;
var brickOffsetLeft = 30;
var bricks = [];
for (var c = 0; c < brickColumnCount; c++) {
bricks[c] = [];
for (var r = 0; r < brickRowCount; r++) {
bricks[c][r] = { x: 0, y: 0, status: 1 };
}
}
// Our draw functions
function drawBall() {
ctx.beginPath();
ctx.arc(x, y, ball, 0, Math.PI * 2);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function drawLives() {
ctx.font = "16px Arial";
ctx.fillStyle = "#0095DD";
ctx.fillText("Lives: " + lives, canvas.width - 65, 20);
}
function drawPaddle() {
ctx.beginPath();
ctx.rect(pX, cHeight - pHeight, pWidth, pHeight);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function drawBricks() {
for (var c = 0; c < brickColumnCount; c++) {
for (var r = 0; r < brickRowCount; r++) {
if (bricks[c][r].status == 1) {
var brickX = (c * (brickWidth + brickPadding)) + brickOffsetLeft;
var 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 = "#0095DD";
ctx.fill();
ctx.closePath();
}
}
}
}
function drawScore() {
ctx.font = "16px Arial";
ctx.fillStyle = "#0095DD";
ctx.fillText("Score: " + score, 8, 20);
}
// Collision detection for bricks
function collisionDetection() {
for (var c = 0; c < brickColumnCount; c++) {
for (var r = 0; r < brickRowCount; r++) {
var 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;
collided(x, y);
score++;
if (score == brickRowCount * brickColumnCount) {
alert("YOU WIN, CONGRATULATIONS!");
document.location.reload();
}
}
}
}
}
}
function gameLoop() {
requestAnimationFrame(gameLoop);
ctx.clearRect(0, 0, cWidth, cHeight);
drawBricks();
drawBall();
drawPaddle();
drawScore();
drawLives();
collisionDetection();
drawExplosion();
if (x + dx > cWidth - ball || x + dx < ball) {
dx = -dx;
}
if (y + dy < ball) {
dy = -dy;
}
else if (y + dy > cHeight - ball) {
if (x > pX && x < pX + pWidth) {
dy = -dy;
}
else {
lives--;
if (!lives) {
alert("GAME OVER");
document.location.reload();
}
else {
x = cWidth / 2;
y = cHeight - 30;
dx = 2;
dy = -2;
pX = (cWidth - pWidth) / 2;
}
}
}
if (right && pX < cWidth - pWidth) {
pX += 7;
}
else if (left && pX > 0) {
pX -= 7;
}
x += dx;
y += dy;
}
// explosions
// Options
var background = '#333'; // Background color
var particlesPerExplosion = 20;
var particlesMinSpeed = 3;
var particlesMaxSpeed = 6;
var particlesMinSize = 1;
var particlesMaxSize = 3;
var explosions = [];
var fps = 60;
var interval = 1000 / fps;
var now, delta;
var then = Date.now();
// Optimization for mobile devices
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
fps = 29;
}
// Draw explosion(s)
function drawExplosion() {
if (explosions.length === 0) {
return;
}
for (var i = 0; i < explosions.length; i++) {
var explosion_1 = explosions[i];
var particles = explosion_1.particles;
if (particles.length === 0) {
explosions.splice(i, 1);
return;
}
var particlesAfterRemoval = particles.slice();
for (var ii = 0; ii < particles.length; ii++) {
var particle_1 = particles[ii];
// Check particle size
// If 0, remove
if (particle_1.size <= 0) {
particlesAfterRemoval.splice(ii, 1);
continue;
}
ctx.beginPath();
ctx.rect(particle_1.x, particle_1.y, 10, 10);
//ctx.arc(particle.x, particle.y, particle.size, Math.PI * 2, 0, false);
//ctx.closePath();
ctx.fillStyle = 'rgb(' + particle_1.r + ',' + particle_1.g + ',' + particle_1.b + ')';
ctx.fill();
ctx.stroke();
ctx.closePath();
// Update
particle_1.x += particle_1.xv;
particle_1.y += particle_1.yv;
particle_1.size -= .1;
}
explosion_1.particles = particlesAfterRemoval;
}
}
// Clicked
function collided(x, y) {
explosions.push(new explosion(x, y));
}
// Explosion
function explosion(x, y) {
this.particles = [];
for (var i = 0; i < particlesPerExplosion; i++) {
this.particles.push(new particle(x, y));
}
}
// Particles
function particle(x, y) {
this.x = x;
this.y = y;
this.xv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.yv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.size = randInt(particlesMinSize, particlesMaxSize, true);
this.r = randInt(113, 222, true);
this.g = '00';
this.b = randInt(105, 255, true);
}
// Returns random integer
function randInt(min, max, positive) {
var num;
if (positive === false) {
num = Math.floor(Math.random() * max) - min;
num *= Math.floor(Math.random() * 2) === 1 ? 1 : -1;
}
else {
num = Math.floor(Math.random() * max) + min;
}
return num;
}
// Event Handlers
addEventListener("keydown", downHandler, false);
addEventListener("keyup", upHandler, false);
function downHandler(e) {
switch (e.keyCode) {
case 39:
right = true;
break;
case 37:
left = true;
break;
}
}
function upHandler(e) {
switch (e.keyCode) {
case 39:
right = false;
break;
case 37:
left = false;
break;
}
}
window.onload = function () {
canvas = document.getElementById('breakout');
ctx = canvas.getContext("2d");
cHeight = canvas.height;
cWidth = canvas.width;
x = cWidth / 2;
y = cHeight - 30;
pX = (cWidth - pWidth) / 2;
gameLoop();
};
//# sourceMappingURL=breakout.js.map