Added the bricks (and improve the bouncing)
This commit is contained in:
parent
0f4a403edb
commit
7493713529
175
Ball.js
175
Ball.js
@ -1,51 +1,53 @@
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class Ball {
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constructor(ctx, bar) {
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this.ctx = ctx;
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this.bar = bar;
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this.size = 15;
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constructor() {
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this.size = 10;
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this.moving = false;
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this.x = this.bar.x + (this.bar.w) / 2;
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this.y = this.bar.y - this.size -1;
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this.speed = 5;
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this.speed = 7;
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// this.angle = 90;
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this.bounce(220,340);
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this.setAngle(180 +60, 360 - 60);
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this.color = 'red';
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this.limits = null;
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this.angleTR = this.g2r(360);
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this.angleBR = this.g2r(90);
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this.angleBL = this.g2r(180);
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this.angleTL = this.g2r(270);
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this.limits = {
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l: this.size,
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t: this.size,
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r: this.ctx.canvas.width - this.size,
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b: this.ctx.canvas.height
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}
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}
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start() {
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this.moving = true;
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}
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update() {
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if (this.move()) {
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this.draw();
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update(ctx, x, y) {
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this.limits ??= {
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l: this.size,
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t: this.size,
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r: ctx.canvas.width - this.size,
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b: ctx.canvas.height
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};
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if (this.move(x,y)) {
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this.draw(ctx);
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return true;
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}
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return false;
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}
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draw() {
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this.ctx.beginPath();
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this.ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI, false);
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this.ctx.fillStyle = this.color;
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this.ctx.fill();
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this.ctx.lineWidth = 1;
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this.ctx.strokeStyle = '#003300';
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this.ctx.stroke();
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draw(ctx) {
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ctx.beginPath();
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ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI, false);
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ctx.fillStyle = this.color;
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ctx.fill();
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ctx.lineWidth = 1;
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ctx.strokeStyle = '#003300';
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ctx.stroke();
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}
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move() {
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move(x,y) {
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if (this.moving) {
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this.x += this.speed * Math.cos(this.angle);
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this.y += this.speed * Math.sin(this.angle);
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@ -55,43 +57,108 @@ class Ball {
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this.moving = false;
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return false;
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}
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if (this.y > this.bar.y ) return true; // Ball is lost, don't check anything else
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if ( (this.y + this.size) > this.bar.y && this.x > this.bar.x && this.x < (this.bar.x + this.bar.w) ) {
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// Down (Bar)
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this.bounce(220,340);
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this.collideWalls(this.limits.l, this.limits.t, this.limits.r, this.limits.b);
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} else {
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if ( this.x < this.limits.l ) {
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// Left wall
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if (this.angle<this.g2r(180)) this.bounce(20,70); // It was going DOWN
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else this.bounce(290,340); // It was going UP
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} else
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if ( this.x > this.limits.r ) {
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// Right wall
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if (this.angle<this.g2r(180)) this.bounce(110,160); // It was going DOWN
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else this.bounce(200,250); // It was going UP
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} else
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if ( this.y < this.limits.t ) {
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// Top Wall
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this.bounce(20,140);
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}
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}
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} else {
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this.x = this.bar.x + (this.bar.w) / 2;
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this.y = this.bar.y - this.size -1;
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this.x = x;
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this.y = y - this.size - 1;
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}
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return true;
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}
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bounce(min,max) {
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this.angle = this.g2r( Math.floor(Math.random() * (max-min)) + min );
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bounceL(r) {
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if(this.angle<=this.angleBL)
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this.setAngle(0 + r, 90 - r);
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else
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this.setAngle(270 + r, 360 - r);
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}
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bounceR(r) {
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if(this.angle<=this.angleBR)
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this.setAngle(90 + r, 180 - r);
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else
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this.setAngle(180 + r, 270 - r);
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}
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bounceT(r) {
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if(this.angle<=this.angleTL)
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this.setAngle(90 + r, 180 - r);
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else
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this.setAngle(0 + r, 90 - r);
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}
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bounceB(r) {
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if(this.angle<=this.angleBR)
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this.setAngle(270 + r, 360 - r);
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else
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this.setAngle(180 + r, 270 - r);
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}
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collideWalls(x0, y0, x1, y1) {
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let r = 20;
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if ( this.x <= x0 ) {
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this.bounceL(r);
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return true;
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}
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if (this.x >= x1 ) {
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this.bounceR(r);
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return true;
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}
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if (this.y <= y0 ) {
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this.bounceT(r);
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return true;
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}
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if (this.y >= y1 ) {
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this.bounceB(r);
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return true;
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}
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return false;
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}
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/*
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TL 270 TR
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180 0
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BL 90 BR
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B
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---------
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R | | L
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---------
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T
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*/
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collide(x0,y0,x1,y1) { // 0 = hit Left/Right, 1 = hit Up/Down
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let r = 20;
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if (this.x>=x0 && this.x<=x1 && (this.y+this.size)>=y0 && (this.y+this.size)<y1) {
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this.bounceB(r);
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return true;
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}
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if (this.x>=x0 && this.x<=x1 && (this.y-this.size)<=y1 && (this.y-this.size)>y0) {
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this.bounceT(r);
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return true;
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}
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if (this.y>=y0 && this.y<=y1 && (this.y+this.size)>=x0 && (this.y-this.size)<x1) {
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this.bounceR(r);
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return true;
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}
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if (this.y>=y0 && this.y<=y1 && (this.y-this.size)<=x1 && (this.y-this.size)>x0) {
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this.bounceL(r);
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return true;
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}
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return false;
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}
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setAngle(min, max) {
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this.angle = this.g2r(Math.floor(Math.random() * (max - min)) + min);
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}
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g2r(deg) {
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return ( ((360+deg)%360) * Math.PI) / 180.0;
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return (((360 + deg) % 360) * Math.PI) / 180.0;
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}
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r2g(rad) {
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return rad*180 / Math.PI;
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return rad * 180 / Math.PI;
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}
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}
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5
Bar.js
5
Bar.js
@ -3,14 +3,15 @@ class Bar {
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this.ctx = ctx;
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this.key = key;
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this.w = 100;
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this.h = 20;
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this.w = 80;
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this.h = 15;
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this.speed = 10; // Target Speed
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this._speed = 0; // Current Speed and direction
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this.xLimit = (ctx.canvas.width - this.w);
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this.reset();
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}
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reset() {
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this.x = (this.ctx.canvas.width - this.w) / 2;
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this._y = (this.ctx.canvas.height - this.h * 2);
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6
Board.js
6
Board.js
@ -29,13 +29,17 @@ class Board {
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}
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next(nextStage) {
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this.loopStop();
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this.resolve(nextStage);
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}
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loopStop() {
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this.stop = true;
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if (this.requestID) {
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cancelAnimationFrame(this.requestID);
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this.requestID = null;
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}
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this.ctx.clearRect(0, 0, this.w, this.h);
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this.resolve(nextStage);
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}
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loop() {
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30
Bricks.js
Normal file
30
Bricks.js
Normal file
@ -0,0 +1,30 @@
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class Brick {
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constructor(type, column, row) {
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this.type = type;
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this.row = row;
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this.column = column;
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this.vspace = 2;
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this.hspace = 2;
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this.w = (360/8) -this.hspace;
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this.h = (20) - this.vspace;
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this.x = (this.w +this.hspace)*column;
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this.y = 80 + (this.h +this.vspace)*row;
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this.alive = true;
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}
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update(ctx) {
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if (!this.alive) return false;
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switch(this.type) {
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case 1:
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ctx.fillStyle = 'blue';
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ctx.fillRect(this.x+1, this.y, this.w, this.h);
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break;
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}
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return true;
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}
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}
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31
GameOver.js
31
GameOver.js
@ -1,16 +1,25 @@
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class GameOver {
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constructor(ctx) {
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this.ctx = ctx;
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this.x = ctx.canvas.width;
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this.y = ctx.canvas.height / 2 - 48;
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constructor() {
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this.w = 240;
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this.h = 120;
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this.cx = 360 / 2;
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this.cy = 640 / 2;
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this.x = this.cx - this.w/2;
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this.y = this.cy - this.h/2;
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}
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update() {
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this.centerText('GAME OVER', this.y, '48px', 'Consolas', 'Black');
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update(ctx) {
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ctx.fillStyle = "rgba(0, 0, 0, 0.5)";
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ctx.fillRect(this.x, this.y, this.w, this.h);
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this.centerText(ctx, 'GAME OVER', this.cy, '48px', 'Consolas', 'Black');
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this.centerText(ctx, '(Press "N" to start)', this.cy + 48, '24px', 'Consolas', 'Black');
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}
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centerText(txt, y, s, f, c) {
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this.ctx.font = s + ' ' + f;
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this.ctx.fillStyle = 'Black';
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let x = (this.ctx.canvas.width - this.ctx.measureText(txt).width) / 2;
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this.ctx.fillText(txt, x, y);
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centerText(ctx, txt, y, s, f, c) {
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ctx.font = s + ' ' + f;
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ctx.fillStyle = 'Black';
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let x = (ctx.canvas.width - ctx.measureText(txt).width) / 2;
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ctx.fillText(txt, x, y);
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}
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}
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54
GamePlay.js
54
GamePlay.js
@ -4,39 +4,73 @@ class GamePlay extends Board {
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this.controls = {
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'KeyX': ()=>{
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this.balls.push(new Ball(this.ctx, this.bar));
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let b = new Ball();
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b.update(this.ctx, this.bar.x + this.bar.w/2, this.bar.y);
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this.balls.push(b);
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this.balls[this.balls.length - 1].start();
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},
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'Space': ()=>{
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this.balls[0].moving = true;
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},
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'KeyN': ()=>{
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if(this.lives.get()==0) this.next(1);
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}
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}
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this.score = new Score(ctx);
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this.lives = new Lives(ctx);
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this.gameOver = new GameOver();
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this.score = new Score();
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this.lives = new Lives();
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this.bar = new Bar(ctx, key);
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this.levels = new Levels();
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this.newGame();
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}
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newGame() {
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this.lives.reset();
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this.score.reset();
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this.nextLevel(1);
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}
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nextLevel(lvl) {
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this.level = lvl;
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this.bricks = this.levels.load(lvl);
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this.bar.reset();
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this.balls = [];
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this.balls.push(new Ball(this.ctx, this.bar));
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this.balls.push(new Ball());
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}
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update() {
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if(this.lives.get()==0) {
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gameOver.update();
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this.loopStop();
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this.gameOver.update(this.ctx);
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// this.next(2);
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} else {
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this.balls = this.balls.filter(ball => ball.update());
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if (this.balls.length==0) {
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if ( !this.lives.lost() ) this.balls.push(new Ball(this.ctx, this.bar));
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this.balls = this.balls.filter(ball => {
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let r = ball.update(this.ctx, this.bar.x + this.bar.w/2, this.bar.y);
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ball.collide( this.bar.x, this.bar.y, this.bar.x + this.bar.w, this.bar.y + this.bar.h );
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this.bricks.forEach(b=>{
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if(b.alive){
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if ( ball.collide(b.x,b.y,b.x+b.w,b.y+b.h) ) {
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this.score.add(1);
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b.alive = false;
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}
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}});
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return r;
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}
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);
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if (this.bricks.length==0) {
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this.nextLevel(++this.level);
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}
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if (this.balls.length==0) {
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if ( !this.lives.lost() ) this.balls.push(new Ball());
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}
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this.bricks = this.bricks.filter(brick => brick.update(this.ctx));
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// if ( this.bricks.length == 0 ) this.nextLevel();
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this.bar.update();
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}
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this.score.update();
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this.lives.update();
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this.score.update(this.ctx);
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this.lives.update(this.ctx);
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}
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}
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@ -1,4 +1,4 @@
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class Key {
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class Keyboard {
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constructor(onKeydown) {
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this._pressed = {};
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this.cb_onKeydown = onKeydown;
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39
Levels.js
Normal file
39
Levels.js
Normal file
@ -0,0 +1,39 @@
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class Levels {
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load(lvl) {
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let map = [];
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switch (+lvl) {
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case 1:
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map = [].concat(
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this.row(0, [1, 0, 1, 0, 0, 1, 0, 1]),
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this.row(1, [1, 1, 1, 1, 1, 1, 1, 1]),
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this.row(3, [0, 1, 1, 1, 1, 1, 1, 0]),
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this.row(4, [1, 1, 1, 1, 1, 1, 1, 1])
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);
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break;
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default:
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map = [].concat(
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this.row(0, [1, 1, 1, 1, 1, 1, 1, 1]),
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this.row(1, [1, 1, 1, 1, 1, 1, 1, 1]),
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this.row(2, [1, 1, 1, 1, 1, 1, 1, 1]),
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this.row(3, [1, 1, 1, 1, 1, 1, 1, 1]),
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this.row(4, [1, 1, 1, 1, 1, 1, 1, 1])
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);
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break;
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}
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return this.toBricks(map);
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}
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row(r, bricksTypes) {
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let row = [];
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for (var i = 0; i < bricksTypes.length; i++) row.push([bricksTypes[i], i, r]);
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return row;
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}
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toBricks(map) {
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let bricks = [];
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map.forEach(b => {
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if (b[0] > 0) bricks.push(new Brick(b[0], b[1], b[2]));
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});
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return bricks;
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}
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}
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20
Lives.js
20
Lives.js
@ -1,15 +1,10 @@
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class Lives {
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constructor(ctx) {
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this.ctx = ctx;
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constructor() {
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this.reset();
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this.ctx.font = "30px Consolas";
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let m = ctx.measureText('Score: 00000');
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this.x = ctx.canvas.width - m.width;
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this.y = 20;
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}
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reset() {
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this.lives = 3;
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this.y = 10;
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}
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lost() {
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this.lives--;
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@ -18,14 +13,15 @@ class Lives {
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get() {
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return this.lives;
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}
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update() {
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if (this.y != 60) this.y++;
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update(ctx) {
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if (this.y != 48) this.y++;
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if (this.y > 0) {
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let txt = (String.fromCharCode(parseInt('26A1', 16))+" ").repeat(this.lives);
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this.ctx.font = "30px Consolas";
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this.ctx.fillStyle = 'Green';
|
||||
this.ctx.fillText(txt, this.x, this.y);
|
||||
ctx.font = "18px Consolas";
|
||||
ctx.fillStyle = 'Green';
|
||||
this.x = ctx.canvas.width - ctx.measureText(txt).width;
|
||||
ctx.fillText(txt, this.x, this.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
20
Score.js
20
Score.js
@ -1,25 +1,21 @@
|
||||
class Score {
|
||||
constructor(ctx) {
|
||||
this.ctx = ctx;
|
||||
constructor() {
|
||||
this.reset();
|
||||
|
||||
this.ctx.font = "30px Consolas";
|
||||
let m = ctx.measureText('Score: 00000');
|
||||
this.x = ctx.canvas.width - m.width;
|
||||
this.y = -10;
|
||||
}
|
||||
reset() {
|
||||
this.points = 0;
|
||||
this.x = 235;
|
||||
this.y = -10;
|
||||
}
|
||||
add(x) {
|
||||
this.points += x;
|
||||
}
|
||||
update() {
|
||||
if (this.y != 30) this.y++;
|
||||
update(ctx) {
|
||||
if (this.y != 20) this.y++;
|
||||
if (this.y > 0) {
|
||||
this.ctx.font = "30px Consolas";
|
||||
this.ctx.fillStyle = 'Black';
|
||||
this.ctx.fillText('Score: ' + this.points, this.x, this.y);
|
||||
ctx.font = "20px Consolas";
|
||||
ctx.fillStyle = 'Black';
|
||||
ctx.fillText('Score: ' + this.points, this.x, this.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -5,14 +5,21 @@
|
||||
body {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
display: flex;
|
||||
}
|
||||
canvas { border:1px solid black; }
|
||||
</style>
|
||||
<!-- ------------------------------------------ -->
|
||||
<script src="Key.js"></script>
|
||||
<script src="Keyboard.js"></script>
|
||||
<script src="Board.js"></script>
|
||||
<!-- ------------------------------------------ -->
|
||||
<script src="GameIntro.js"></script>
|
||||
<!-- ------------------------------------------ -->
|
||||
<script src="GameOver.js"></script>
|
||||
<script src="Bricks.js"></script>
|
||||
<script src="Levels.js"></script>
|
||||
<script src="Score.js"></script>
|
||||
<script src="Lives.js"></script>
|
||||
<script src="Bar.js"></script>
|
||||
|
21
index.js
21
index.js
@ -7,20 +7,29 @@ document.addEventListener('DOMContentLoaded', init);
|
||||
|
||||
function init() {
|
||||
let ctx, canvas = document.createElement("canvas");
|
||||
canvas.width = window.innerWidth
|
||||
canvas.height = window.innerHeight
|
||||
canvas.width = 360; // window.innerWidth
|
||||
canvas.height = 640; // window.innerHeight
|
||||
ctx = canvas.getContext('2d');
|
||||
document.body.insertBefore(canvas, document.body.childNodes[0]);
|
||||
let container = document.querySelector("body");
|
||||
let resize = (e) => {
|
||||
container.clientWidth / container.clientHeight > 1
|
||||
? (canvas.style.height = "100vh") && (canvas.style.width = "auto")
|
||||
: (canvas.style.height = "auto") && (canvas.style.width = "100vw");
|
||||
};
|
||||
resize();
|
||||
container.onresize = resize;
|
||||
|
||||
let key = new Key(), board;
|
||||
|
||||
let key = new Keyboard(), board;
|
||||
function runBoard(stage) {
|
||||
switch(stage) {
|
||||
switch (stage) {
|
||||
case 1: board = new GamePlay(ctx, key); break;
|
||||
default: board = new GameIntro(ctx,key); break;
|
||||
default: board = new GameIntro(ctx, key); break;
|
||||
}
|
||||
board
|
||||
.run()
|
||||
.then( stage=>runBoard(stage), e=>{} );;
|
||||
.then(stage => runBoard(stage), e => { });;
|
||||
}
|
||||
runBoard(0);
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user