|
| 1 | +//Create variables to reference and store canvas |
| 2 | +let canvas = document.getElementById('mycanvas'); |
| 3 | +let ctx = canvas.getContext('2d'); |
| 4 | +let ballRadius = 10; |
| 5 | +let x = canvas.width/2; |
| 6 | +let y = canvas.height - 30; |
| 7 | +let dx = 2; |
| 8 | +let dy = -2; |
| 9 | +//create the paddle |
| 10 | +let paddleHeight = 12; |
| 11 | +let paddleWidth = 72; |
| 12 | +//specify starting point of paddle |
| 13 | +let paddleX = (canvas.width-paddleWidth)/2; |
| 14 | +//holding variables for right and left arrows on keyboard |
| 15 | +let rightPressed=false; |
| 16 | +let leftPressed=false; |
| 17 | +//holding variables for bricks |
| 18 | +let brickRowCount = 4; |
| 19 | +let brickColumnCount = 7; |
| 20 | +let brickWidth = 72; |
| 21 | +let brickHeight = 24; |
| 22 | +let brickPadding = 12; |
| 23 | +let brickOffsetTop = 32; |
| 24 | +let brickOffsetLeft = 32; |
| 25 | +//Create variables to take score |
| 26 | +let score = 0; |
| 27 | + |
| 28 | +//Creating arrays for the bricks |
| 29 | +let bricks = []; |
| 30 | +for (c =0; c<brickColumnCount; c++){ |
| 31 | + bricks[c] = []; |
| 32 | + for(r=0; r<brickRowCount; r++){ |
| 33 | + //set the x and y position of the bricks |
| 34 | + bricks[c][r] = { x: 0, y: 0, status: 1}; |
| 35 | + } |
| 36 | +} |
| 37 | + |
| 38 | +document.addEventListener('keydown', keyDownHandler, false); |
| 39 | +document.addEventListener('keyup', keyUpHandler, false); |
| 40 | +document.addEventListener("mousemove", mouseMoveHandler, false); |
| 41 | + |
| 42 | +//Anchor paddle movement to mouse movement |
| 43 | +function mouseMoveHandler(e) { |
| 44 | + var relativeX = e.clientX - canvas.offsetLeft; |
| 45 | + if(relativeX > 0 && relativeX < canvas.width) { |
| 46 | + paddleX = relativeX - paddleWidth/2; |
| 47 | + } |
| 48 | +} |
| 49 | + |
| 50 | +function keyDownHandler(e){ |
| 51 | + if(e.keyCode === 39){ |
| 52 | + rightPressed = true; |
| 53 | + } |
| 54 | + else if (e.keyCode === 37){ |
| 55 | + leftPressed = true; |
| 56 | + } |
| 57 | +} |
| 58 | +function keyUpHandler(e){ |
| 59 | + if(e.keyCode === 39){ |
| 60 | + rightPressed = false; |
| 61 | + } |
| 62 | + else if (e.keyCode === 37){ |
| 63 | + leftPressed = false; |
| 64 | + } |
| 65 | +} |
| 66 | + |
| 67 | +function drawBall(){ |
| 68 | + ctx.beginPath(); |
| 69 | + 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) |
| 70 | + ctx.fillStyle = 'red'; |
| 71 | + ctx.fill(); |
| 72 | + ctx.closePath(); |
| 73 | +} |
| 74 | +//Create a function to create the paddle |
| 75 | +function drawPaddle(){ |
| 76 | + ctx.beginPath(); |
| 77 | + 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) |
| 78 | + ctx.fillStyle = 'blue'; |
| 79 | + ctx.fill(); |
| 80 | + ctx.closePath(); |
| 81 | +} |
| 82 | +//Create a function to draw the bricks |
| 83 | +function drawBricks(){ |
| 84 | + for(c=0; c < brickColumnCount; c++){ |
| 85 | + for(r=0; r < brickRowCount; r++){ |
| 86 | + if(bricks[c][r].status === 1){ |
| 87 | + let brickX = (c* (brickWidth + brickPadding)) + brickOffsetLeft; |
| 88 | + let brickY = (r* (brickHeight+brickPadding)) + brickOffsetTop; |
| 89 | + bricks[c][r].x=brickX; |
| 90 | + bricks[c][r].y=brickY; |
| 91 | + ctx.beginPath(); |
| 92 | + ctx.rect(brickX, brickY, brickWidth, brickHeight); |
| 93 | + ctx.fillStyle = '#6600cc'; |
| 94 | + ctx.fill(); |
| 95 | + ctx.closePath(); |
| 96 | + } |
| 97 | + } |
| 98 | + } |
| 99 | +} |
| 100 | +//Create function to keep track of score |
| 101 | +function drawScore(){ |
| 102 | + ctx.font = '18px Arial'; |
| 103 | + ctx.fillStyle = 'brown'; |
| 104 | + ctx.fillText('score: '+ score, 8, 20); //position score at 8,20 on the x,y axis of the canvas |
| 105 | +} |
| 106 | + |
| 107 | +//Collision dections for the bricks |
| 108 | +function collisionDetection(){ |
| 109 | + for(c=0; c<brickColumnCount;c++){ |
| 110 | + for(r=0; r<brickRowCount; r++){ |
| 111 | + let b = bricks[c][r]; |
| 112 | + if(b.status === 1){ |
| 113 | + if(x > b.x && x < b.x + brickWidth && y > b.y && y < b.y + brickHeight){ |
| 114 | + dy = -dy; |
| 115 | + b.status = 0; |
| 116 | + score++; |
| 117 | + if (score === brickRowCount*brickColumnCount){ |
| 118 | + alert('Congratulations!! You\'ve won!'); |
| 119 | + document.location.reload(); |
| 120 | + } |
| 121 | + } |
| 122 | + } |
| 123 | + } |
| 124 | + } |
| 125 | +} |
| 126 | +function draw(){ |
| 127 | + //clear each instance of the canvas so a new circle can be drawn |
| 128 | + ctx.clearRect(0,0,canvas.width, canvas.height); |
| 129 | + drawScore(); |
| 130 | + drawBricks(); |
| 131 | + drawBall(); |
| 132 | + drawPaddle(); |
| 133 | + collisionDetection(); |
| 134 | + //Calculate collision detections |
| 135 | + //left and right walls |
| 136 | + if(x + dx > canvas.width - ballRadius || x + dx < ballRadius) { |
| 137 | + dx = -dx; |
| 138 | + } |
| 139 | + //top walls |
| 140 | + if(y + dy < ballRadius){ |
| 141 | + dy = -dy; |
| 142 | + } |
| 143 | + else if (y + dy > canvas.height-ballRadius){ |
| 144 | + //detect paddle hits |
| 145 | + if(x > paddleX && x < paddleX + paddleWidth){ |
| 146 | + dy=-dy; |
| 147 | + } |
| 148 | + //if no paddle hit, body of canvas is hit ==> game over |
| 149 | + else { |
| 150 | + alert('GAME OVER!!'); |
| 151 | + document.location.reload(); |
| 152 | + } |
| 153 | + } |
| 154 | + //bottom wall |
| 155 | + if (y + dy > canvas.height - ballRadius || y + dy < ballRadius){ |
| 156 | + dy = -dy; |
| 157 | + } |
| 158 | + //Make paddle move |
| 159 | + if(rightPressed && paddleX <canvas.width-paddleWidth){ |
| 160 | + paddleX += 7; |
| 161 | + } |
| 162 | + else if(leftPressed && paddleX > 0){ |
| 163 | + paddleX -= 7; |
| 164 | + } |
| 165 | + //Making the ball move |
| 166 | + x +=dx; //update x movement every frame |
| 167 | + y +=dy; //update y movement every frame |
| 168 | +} |
| 169 | + |
| 170 | +//Create an infinite loop that creates the ball |
| 171 | +//paints the ball on the canvas every 10 milliseconds. |
| 172 | +setInterval(draw, 10) |
| 173 | + |
| 174 | + |
| 175 | +//Notes |
| 176 | +//Using HTML Canvas |
| 177 | +//Understanding HTML Coordinates |
| 178 | +//Web APIs - https://developer.mozilla.org/en-US/docs/Web/API |
| 179 | +// Drawing shapes with Canvas: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial |
| 180 | +//MDN BrickerBreaker Tutorial https://developer.mozilla.org/en-US/docs/Games/Tutorials/2D_Breakout_game_pure_JavaScript |
| 181 | + |
| 182 | + |
| 183 | + |
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