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randball_responsive_v2.js
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const speed = 2;
const fRnd = 0;
const ballRadiusRelative = 0.030;
const paddleHeightRelative = 0.04;
const paddleWidthRelative = 0.20;
var lives = 1;
var canvas = document.getElementById("GameCanvas");
var ctx = canvas.getContext("2d");
function resizeCanvas() {
var ratio = window.screen.width / window.screen.height;
canvas.width = window.innerWidth * 0.65;
canvas.height = canvas.width / ratio;
positionCanvas();
}
function positionCanvas() {
canvas.style.position = 'absolute';
canvas.style.top = (window.innerHeight - canvas.height) / 2 + 'px';
canvas.style.left = (window.innerWidth - canvas.width) / 2 + 'px';
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
var BallGradient = ctx.createLinearGradient(0, 0, canvas.width, canvas.height);
BallGradient.addColorStop(0, "white");
BallGradient.addColorStop(1, "rgb(240, 234, 50)");
var ballRadius = 0;
function drawBall() {
ballRadius = ballRadiusRelative * canvas.height;
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI * 2);
ctx.fillStyle = BallGradient;
ctx.fill();
ctx.closePath();
}
var gameOver = false;
function wallCheck() {
if (y + dy < ballRadius) {
dy = -dy * (1 + Math.random() * fRnd); // Random Rnd angle
} else if (y + dy > canvas.height - ballRadius) {
if (x > paddleX && x < paddleX + paddleWidth) {
dy = -dy * (1 + Math.random() * fRnd); // Random Rnd angle for paddle
} else {
lives--;
if (lives <= 0) {
gameOver = true; // Set game over state to true
} else {
dy = -dy * (1 + Math.random() * fRnd); // Random Rnd angle for bottom wall
}
}
}
if (x + dx < ballRadius || x + dx > canvas.width - ballRadius) {
dx = -dx * (1 + Math.random() * fRnd); // Random Rnd angle for side walls
}
}
function drawGameOver() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.font = "45px Impact"; // Change font to Impact for a more ominous look
ctx.fillStyle = "#000";
ctx.textAlign = "center";
ctx.fillText("GAME OVER", canvas.width / 2, canvas.height / 2 - 30);
// Draw circled arrow for restart
ctx.beginPath();
ctx.arc(canvas.width / 2, canvas.height / 2 + 20, 20, 0, Math.PI * 2);
ctx.fillStyle = "#000";
ctx.fill();
ctx.closePath();
ctx.beginPath();
ctx.moveTo(canvas.width / 2 - 10, canvas.height / 2 + 20);
ctx.lineTo(canvas.width / 2 + 10, canvas.height / 2 + 20);
ctx.lineTo(canvas.width / 2, canvas.height / 2 + 30);
ctx.fillStyle = "#fff";
ctx.fill();
ctx.closePath();
// Add retry button click event listener
canvas.addEventListener("click", restartGame);
}
function restartGame() {
// Remove the retry button click event listener
canvas.removeEventListener("click", restartGame);
// Reset variables and start the game again
gameOver = false;
gameWon = false;
lives = 1; // Reset lives
score = 0; // Reset score
x = x0; // Reset ball position
y = y0;
dx = speed * dx0; // Reset ball speed
dy = -1 * speed * dy0;
paddleX = (canvas.width - paddleWidth) / 2; // Reset paddle position
// Reset bricks
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
};
}
}
// Restart the game loop
draw();
}
var paddleHeight = paddleHeightRelative * canvas.height;;
var paddleWidth = paddleWidthRelative * canvas.width;;
var paddleX = (canvas.width - paddleWidth) / 2;
function drawPaddle() {
paddleHeight = paddleHeightRelative * canvas.height;
paddleWidth = paddleWidthRelative * canvas.width;
ctx.beginPath();
ctx.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = "black";
ctx.fill();
ctx.closePath();
}
const brickRowCount = 4;
const brickColumnCount = 6;
const brickTotal = brickRowCount * brickColumnCount
const brickPaddingRelative = 0.01;
const brickOffsetTopRelative = 0.1;
const brickWidthRelative = 0.15;
const brickHeightRelative = 0.06;
const brickOffsetLeftRelative = (1 - brickColumnCount * (brickWidthRelative + brickPaddingRelative) + brickPaddingRelative) / 2;
var brickWidth = brickWidthRelative * canvas.width;
var brickHeight = brickHeightRelative * canvas.height;
var brickPadding = brickPaddingRelative * canvas.width;
var brickOffsetTop = brickOffsetTopRelative * canvas.height;
var brickOffsetLeft = brickOffsetLeftRelative * canvas.width;
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
};
}
}
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 = "red";
ctx.fill();
ctx.closePath();
}
}
}
}
var gameWon = false;
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 && x > b.x && x < b.x + brickWidth && y > b.y && y < b.y + brickHeight) {
dy = -dy * (1 + Math.random() * fRnd); // Random Rnd angle for bricks
b.status = 0;
++score;
if (score == brickTotal) {
gameWon = true; // Set game won state to true
return; // Stop further collision detection
}
}
}
}
}
function drawWin() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw congratulatory message
ctx.font = "45px Comic Sans MS"; // Cheerful font
ctx.fillStyle = "red"; // Cheerful green color
ctx.textAlign = "center";
ctx.fillText("YOU WIN! 😺", canvas.width / 2, canvas.height / 2 - 30);
// Draw circled arrow for restart
ctx.beginPath();
ctx.arc(canvas.width / 2, canvas.height / 2 + 20, 20, 0, Math.PI * 2);
ctx.fillStyle = "#32CD32";
ctx.fill();
ctx.closePath();
ctx.beginPath();
ctx.moveTo(canvas.width / 2 - 10, canvas.height / 2 + 20);
ctx.lineTo(canvas.width / 2 + 10, canvas.height / 2 + 20);
ctx.lineTo(canvas.width / 2, canvas.height / 2 + 30);
ctx.fillStyle = "#fff";
ctx.fill();
ctx.closePath();
// Add retry button click event listener
canvas.addEventListener("click", restartGame);
}
var x0 = canvas.width / 2;
var y0 = canvas.height - 30;
var x = x0;
var y = y0;
var dx0 = Math.random() < 0.5 ? -1 : 1;
var dy0 = 1;
var dx = speed * dx0;
var dy = -1 * speed * dy0;
var score = 0;
function drawScore() {
ctx.font = "16px Arial";
ctx.fillStyle = "black";
ctx.fillText("Score: " + score, 8, 20);
}
function draw() {
if (gameOver) {
drawGameOver();
return;
}
if (gameWon) {
drawWin();
return;
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBricks();
drawBall();
drawPaddle();
drawScore();
wallCheck();
collisionDetection();
if (rightPressed && paddleX < canvas.width - paddleWidth) {
paddleX += 7;
} else if (leftPressed && paddleX > 0) {
paddleX -= 7;
}
x += dx;
y += dy;
requestAnimationFrame(draw);
}
var rightPressed = false;
var leftPressed = false;
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
canvas.addEventListener("mousemove", mouseMoveHandler, false);
function mouseMoveHandler(e) {
var relativeX = e.clientX - canvas.offsetLeft;
if(relativeX > 0 && relativeX < canvas.width) {
paddleX = relativeX - paddleWidth / 2;
}
}
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;
}
}
draw();