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7 Commits

Author SHA1 Message Date
JDG
7cf0bfbdbd Checking the levels 2021-11-15 00:10:53 +01:00
JDG
7493713529 Added the bricks (and improve the bouncing) 2021-11-14 23:49:49 +01:00
JDG
0f4a403edb ReOrganizing the code 2021-11-14 14:56:31 +01:00
JDG
b682ad199c Moved the balls behind the bar 2021-11-13 00:44:20 +01:00
JDG
ae92c56957 Bounce is now better 2021-11-13 00:34:29 +01:00
JDG
135f7d8a41 Moved classes his own files 2021-11-12 18:44:25 +01:00
JDG
c13c752716 Splitted classes into files 2021-11-12 18:42:55 +01:00
13 changed files with 592 additions and 190 deletions

167
Ball.js Normal file
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class Ball {
constructor() {
this.size = 10;
this.moving = false;
this.speed = 7;
// this.angle = 90;
this.setAngle(180 + 60, 360 - 60);
this.color = 'red';
this.limits = null;
this.angleTR = this.g2r(360);
this.angleBR = this.g2r(90);
this.angleBL = this.g2r(180);
this.angleTL = this.g2r(270);
}
start() {
this.moving = true;
}
update(ctx, x, y) {
this.limits ??= {
l: this.size,
t: this.size,
r: ctx.canvas.width - this.size,
b: ctx.canvas.height
};
if (this.move(x, y)) {
this.draw(ctx);
return true;
}
return false;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI, false);
ctx.fillStyle = this.color;
ctx.fill();
ctx.lineWidth = 1;
ctx.strokeStyle = '#003300';
ctx.stroke();
}
move(x, y) {
if (this.moving) {
this.x += this.speed * Math.cos(this.angle);
this.y += this.speed * Math.sin(this.angle);
// Escaped from the pad
if (this.y > this.limits.b) {
this.moving = false;
return false;
}
this.collideWalls(this.limits.l, this.limits.t, this.limits.r, this.limits.b);
} else {
this.x = x;
this.y = y - this.size - 1;
}
return true;
}
bounceL(r) {
if (this.angle <= this.angleBL)
this.setAngle(0 + r, 90 - r);
else
this.setAngle(270 + r, 360 - r);
}
bounceR(r) {
if (this.angle <= this.angleBR)
this.setAngle(90 + r, 180 - r);
else
this.setAngle(180 + r, 270 - r);
}
bounceT(r) {
if (this.angle <= this.angleTL)
this.setAngle(90 + r, 180 - r);
else
this.setAngle(0 + r, 90 - r);
}
bounceB(r) {
if (this.angle <= this.angleBR)
this.setAngle(270 + r, 360 - r);
else
this.setAngle(180 + r, 270 - r);
}
collideWalls(x0, y0, x1, y1) {
let r = 20;
if (this.x <= x0) {
this.bounceL(r);
return true;
}
if (this.x >= x1) {
this.bounceR(r);
return true;
}
if (this.y <= y0) {
this.bounceT(r);
return true;
}
if (this.y >= y1) {
this.bounceB(r);
return true;
}
return false;
}
/*
TL 270 TR
180 0
BL 90 BR
B
---------
R | | L
---------
T
*/
collide(x0, y0, x1, y1) { // 0 = hit Left/Right, 1 = hit Up/Down
let r = 20;
if (this.x >= x0 && this.x <= x1) {
if ((this.y + this.size) >= y0 && (this.y + this.size) < y1) {
this.bounceB(r);
return true;
}
if ((this.y - this.size) <= y1 && (this.y - this.size) > y0) {
this.bounceT(r);
return true;
}
}
if (this.y >= y0 && this.y <= y1) {
if ((this.x + this.size) >= x0 && (this.x + this.size) < x1) {
this.bounceR(r);
return true;
}
if ((this.x - this.size) <= x1 && (this.x - this.size) > x0) {
this.bounceL(r);
return true;
}
}
return false;
}
setAngle(min, max) {
this.angle = this.g2r(Math.floor(Math.random() * (max - min)) + min);
}
g2r(deg) {
return (((360 + deg) % 360) * Math.PI) / 180.0;
}
r2g(rad) {
return rad * 180 / Math.PI;
}
}

56
Bar.js Normal file
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class Bar {
constructor(ctx, key) {
this.ctx = ctx;
this.key = key;
this.w = 80;
this.h = 15;
this.speed = 10; // Target Speed
this._speed = 0; // Current Speed and direction
this.xLimit = (ctx.canvas.width - this.w);
this.reset();
}
reset() {
this.x = (this.ctx.canvas.width - this.w) / 2;
this._y = (this.ctx.canvas.height - this.h * 2);
this.y = this.ctx.canvas.height + 10;
}
update() {
this.move();
this.draw();
}
stop() {
this._speed = 0;
}
left() {
if (this._speed >= 0) this._speed = -this.speed;
this.x += this._speed;
if (this.x < 0) this.x = 0;
this._speed -= 0.5;
}
right() {
if (this._speed <= 0) this._speed = this.speed;
this.x += this._speed;
if (this.x > this.xLimit) this.x = this.xLimit;
this._speed += 0.5;
}
move() {
if (this.key.isDown('ArrowLeft')) this.left();
else
if (this.key.isDown('ArrowRight')) this.right();
else
this.stop();
}
draw() {
if (this.y != this._y) this.y--;
if (this.y < this.ctx.canvas.height) {
this.ctx.fillStyle = 'black';
this.ctx.fillRect(this.x, this.y, this.w, this.h);
}
}
}

56
Board.js Normal file
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class Board {
constructor(ctx, key) {
this.controls = {};
this.key = key;
this.stop = false;
this.ctx = ctx;
this.x = ctx.canvas.width;
this.y = ctx.canvas.height / 2 - 48;
this.w = this.ctx.canvas.width;
this.h = this.ctx.canvas.height
}
run() {
let _this = this;
this.stop = false;
this.key.setKeydown( e => {
let code = e.code;
for(var key in this.controls) {
if(key==code) this.controls[key]();
}
} );
return new Promise((resolve, reject) => {
_this.resolve = resolve;
_this.reject = reject;
_this.loop();
}
);
}
next(nextStage) {
this.loopStop();
this.resolve(nextStage);
}
loopStop() {
this.stop = true;
if (this.requestID) {
cancelAnimationFrame(this.requestID);
this.requestID = null;
}
this.ctx.clearRect(0, 0, this.w, this.h);
}
loop() {
if (this.stop) return;
this.ctx.clearRect(0, 0, this.w, this.h);
this.update();
this.requestID = requestAnimationFrame( ()=>this.loop() );
}
update() {
}
}

30
Bricks.js Normal file
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class Brick {
constructor(type, column, row) {
this.type = type;
this.row = row;
this.column = column;
this.vspace = 2;
this.hspace = 2;
this.w = (360/8) -this.hspace;
this.h = (20) - this.vspace;
this.x = (this.w +this.hspace)*column;
this.y = 80 + (this.h +this.vspace)*row;
this.alive = true;
}
update(ctx) {
if (!this.alive) return false;
switch(this.type) {
case 1:
ctx.fillStyle = 'blue';
ctx.fillRect(this.x+1, this.y, this.w, this.h);
break;
}
return true;
}
}

18
GameIntro.js Normal file
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class GameIntro extends Board {
constructor(ctx, key) {
super(ctx, key);
this.controls = {
'Space': ()=>this.next(1)
}
}
update() {
this.centerText('BreakOut', this.y, '48px', 'Consolas', 'Black');
this.centerText('JDG', this.y + 50, '24px', 'Consolas', 'Black');
}
centerText(txt, y, s, f, c) {
this.ctx.font = s + ' ' + f;
this.ctx.fillStyle = 'Black';
let x = (this.ctx.canvas.width - this.ctx.measureText(txt).width) / 2;
this.ctx.fillText(txt, x, y);
}
}

25
GameOver.js Normal file
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class GameOver {
constructor() {
this.w = 240;
this.h = 120;
this.cx = 360 / 2;
this.cy = 640 / 2;
this.x = this.cx - this.w/2;
this.y = this.cy - this.h/2;
}
update(ctx) {
ctx.fillStyle = "rgba(0, 0, 0, 0.5)";
ctx.fillRect(this.x, this.y, this.w, this.h);
this.centerText(ctx, 'GAME OVER', this.cy, '48px', 'Consolas', 'Black');
this.centerText(ctx, '(Press "N" to start)', this.cy + 48, '24px', 'Consolas', 'Black');
}
centerText(ctx, txt, y, s, f, c) {
ctx.font = s + ' ' + f;
ctx.fillStyle = 'Black';
let x = (ctx.canvas.width - ctx.measureText(txt).width) / 2;
ctx.fillText(txt, x, y);
}
}

79
GamePlay.js Normal file
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class GamePlay extends Board {
constructor(ctx, key) {
super(ctx, key);
this.controls = {
'KeyS': ()=>{
this.nextLevel(++this.level);
},
'KeyX': ()=>{
let b = new Ball();
b.update(this.ctx, this.bar.x + this.bar.w/2, this.bar.y);
this.balls.push(b);
this.balls[this.balls.length - 1].start();
},
'Space': ()=>{
this.balls[0].moving = true;
},
'KeyN': ()=>{
if(this.lives.get()==0) this.next(1);
}
}
this.gameOver = new GameOver();
this.score = new Score();
this.lives = new Lives();
this.bar = new Bar(ctx, key);
this.levels = new Levels();
this.newGame();
}
newGame() {
this.lives.reset();
this.score.reset();
this.nextLevel(1);
}
nextLevel(lvl) {
this.level = lvl;
this.bricks = this.levels.load(lvl);
this.bar.reset();
this.balls = [];
this.balls.push(new Ball());
}
update() {
if(this.lives.get()==0) {
this.loopStop();
this.gameOver.update(this.ctx);
// this.next(2);
} else {
this.balls = this.balls.filter(ball => {
let r = ball.update(this.ctx, this.bar.x + this.bar.w/2, this.bar.y);
ball.collide( this.bar.x, this.bar.y, this.bar.x + this.bar.w, this.bar.y + this.bar.h );
this.bricks.forEach(b=>{
if(b.alive){
if ( ball.collide(b.x,b.y,b.x+b.w,b.y+b.h) ) {
this.score.add(1);
b.alive = false;
}
}});
return r;
}
);
if (this.bricks.length==0) {
this.nextLevel(++this.level);
}
if (this.balls.length==0) {
if ( !this.lives.lost() ) this.balls.push(new Ball());
}
this.bricks = this.bricks.filter(brick => brick.update(this.ctx));
// if ( this.bricks.length == 0 ) this.nextLevel();
this.bar.update();
}
this.score.update(this.ctx);
this.lives.update(this.ctx);
}
}

24
Keyboard.js Normal file
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class Keyboard {
constructor(onKeydown) {
this._pressed = {};
this.cb_onKeydown = onKeydown;
window.addEventListener('keydown', e => this.onKeydown(e));
window.addEventListener('keyup', e => this.onKeyup(e));
}
setKeydown(fn) {
this.cb_onKeydown = fn;
}
isDown(keyCode) {
return this._pressed[keyCode];
}
onKeydown(event) {
this._pressed[event.code] = true;
if (this.cb_onKeydown) this.cb_onKeydown(event);
}
onKeyup(event) {
delete this._pressed[event.code];
}
}

48
Levels.js Normal file
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class Levels {
load(lvl) {
let map = [];
switch (+lvl) {
case 1:
map = [].concat(
this.row(0, [1, 0, 1, 0, 0, 1, 0, 1]),
this.row(1, [1, 1, 1, 1, 1, 1, 1, 1]),
this.row(3, [0, 1, 1, 1, 1, 1, 1, 0]),
this.row(4, [1, 1, 1, 1, 1, 1, 1, 1])
);
break;
case 2:
map = [].concat(
this.row(0, [1, 1, 1, 0, 1, 1, 0, 0]),
this.row(1, [0, 0, 1, 0, 1, 0, 1, 0]),
this.row(2, [0, 0, 1, 0, 1, 0, 1, 0]),
this.row(3, [1, 0, 1, 0, 1, 0, 1, 0]),
this.row(4, [0, 1, 1, 0, 1, 1, 0, 0])
);
break;
default:
map = [].concat(
this.row(0, [1, 1, 1, 1, 1, 1, 1, 1]),
this.row(1, [1, 1, 1, 1, 1, 1, 1, 1]),
this.row(2, [1, 1, 1, 1, 1, 1, 1, 1]),
this.row(3, [1, 1, 1, 1, 1, 1, 1, 1]),
this.row(4, [1, 1, 1, 1, 1, 1, 1, 1])
);
break;
}
return this.toBricks(map);
}
row(r, bricksTypes) {
let row = [];
for (var i = 0; i < bricksTypes.length; i++) row.push([bricksTypes[i], i, r]);
return row;
}
toBricks(map) {
let bricks = [];
map.forEach(b => {
if (b[0] > 0) bricks.push(new Brick(b[0], b[1], b[2]));
});
return bricks;
}
}

27
Lives.js Normal file
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class Lives {
constructor() {
this.reset();
}
reset() {
this.lives = 3;
this.y = 10;
}
lost() {
this.lives--;
return this.lives==0;
}
get() {
return this.lives;
}
update(ctx) {
if (this.y != 48) this.y++;
if (this.y > 0) {
let txt = (String.fromCharCode(parseInt('26A1', 16))+" ").repeat(this.lives);
ctx.font = "18px Consolas";
ctx.fillStyle = 'Green';
this.x = ctx.canvas.width - ctx.measureText(txt).width;
ctx.fillText(txt, this.x, this.y);
}
}
}

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Score.js Normal file
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class Score {
constructor() {
this.reset();
}
reset() {
this.points = 0;
this.x = 235;
this.y = -10;
}
add(x) {
this.points += x;
}
update(ctx) {
if (this.y != 20) this.y++;
if (this.y > 0) {
ctx.font = "20px Consolas";
ctx.fillStyle = 'Black';
ctx.fillText('Score: ' + this.points, this.x, this.y);
}
}
}

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@ -5,8 +5,27 @@
body {
margin: 0;
padding: 0;
align-items: center;
justify-content: center;
display: flex;
}
canvas { border:1px solid black; }
</style>
<!-- ------------------------------------------ -->
<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>
<script src="Ball.js"></script>
<script src="GamePlay.js"></script>
<!-- ------------------------------------------ -->
<script src="index.js"></script>
</head>

212
index.js
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@ -1,203 +1,35 @@
"use strict";
// import {Intro as game_intro} from "./Intro";
// import game_play from "./game.js";
document.addEventListener('DOMContentLoaded', init);
let Key = {
_pressed: {},
isDown: function (keyCode) {
return this._pressed[keyCode];
},
onKeydown: function (event) {
this._pressed[event.code] = true;
},
onKeyup: function (event) {
delete this._pressed[event.code];
}
};
let ctx, canvas = document.createElement("canvas");
function init() {
canvas.width = window.innerWidth
canvas.height = window.innerHeight
let ctx, canvas = document.createElement("canvas");
canvas.width = 360; // window.innerWidth
canvas.height = 640; // window.innerHeight
ctx = canvas.getContext('2d');
document.body.insertBefore(canvas, document.body.childNodes[0]);
window.addEventListener('keydown', (e) => Key.onKeydown(e));
window.addEventListener('keyup', (e) => Key.onKeyup(e));
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;
function run() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
refresh();
requestAnimationFrame(run);
}
// -------------------------------------------------------------------
let gstate = 1;
let intro = new Intro();
let score = new Score();
let bar = new Bar();
function joy_fire() {
switch (gstate) {
case 0: // Waiting to start
newGame();
break;
case 1: // Playing...
break;
case 2: // Game Over
newGame();
break;
let key = new Keyboard(), board;
function runBoard(stage) {
switch (stage) {
case 1: board = new GamePlay(ctx, key); break;
default: board = new GameIntro(ctx, key); break;
}
board
.run()
.then(stage => runBoard(stage), e => { });;
}
function newGame() {
gstate = 1;
score.reset();
bar.reset();
}
function refresh() {
switch (gstate) {
case 0: // Waiting to start
intro.update();
break;
case 1: // Playing...
bar.update();
score.update();
break;
case 2: // Game Over
break;
}
}
run();
runBoard(0);
}
class Intro {
constructor() {
this.x = canvas.width;
this.y = canvas.height / 2 - 48;
}
update() {
this.centerText('BreakOut', this.y, '48px', 'Consolas', 'Black');
this.centerText('JDG', this.y + 50, '24px', 'Consolas', 'Black');
}
centerText(txt, y, s, f, c) {
ctx.font = s + ' ' + f;
ctx.fillStyle = 'Black';
let x = (canvas.width - ctx.measureText(txt).width) / 2;
ctx.fillText(txt, x, y);
}
}
class Bar {
constructor() {
this.w = 100;
this.h = 20;
this.speed = 10; // Target Speed
this._speed = 0; // Current Speed and direction
this.xLimit = (canvas.width - this.w);
this.reset();
}
reset() {
this.x = (canvas.width - this.w) / 2;
this.y = (canvas.height - this.h * 2);
this._y = canvas.height + 10;
}
update() {
this.move();
this.draw();
}
stop() {
this._speed = 0;
}
left() {
if (this._speed >= 0) this._speed = -this.speed;
this.x += this._speed;
if (this.x < 0) this.x = 0;
this._speed -= 0.5;
}
right() {
if (this._speed <= 0) this._speed = this.speed;
this.x += this._speed;
if (this.x > this.xLimit) this.x = this.xLimit;
this._speed += 0.5;
}
move() {
if (Key.isDown('ArrowLeft')) this.left();
else
if (Key.isDown('ArrowRight')) this.right();
else
this.stop();
}
draw() {
if (this._y != this.y) this._y--;
if (this._y < canvas.height) {
ctx.fillStyle = 'black';
ctx.fillRect(this.x, this._y, this.w, this.h);
}
}
}
class Score {
constructor() {
this.reset();
ctx.font = "30px Consolas";
let m = ctx.measureText('Score: 00000');
this.x = canvas.width - m.width;
this.y = -10;
}
reset() {
this.points = 0;
}
add(x) {
this.points += x;
}
update() {
if (this.y != 30) this.y++;
if (this.y > 0) {
ctx.font = "30px Consolas";
ctx.fillStyle = 'Black';
ctx.fillText('Score: ' + this.points, this.x, this.y);
}
}
}
class ball {
constructor(x, y, speed, angle) {
this.x = x;
this.y = y;
this.speed = speed;
this.angle = angle;
this.color = 'black';
this.size = 20;
}
update() {
this.move();
this.draw();
}
draw() {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.size, this.size);
}
move() {
this.x += this.speed * Math.cos(this.angle);
this.y += this.speed * Math.sin(this.angle);
if (this.x < 0 || this.x > canvas.width || this.y < 0 || this.y > canvas.height)
this.bounce();
}
bounce() {
this.angle += 180;
}
}