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game.js
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484 lines (436 loc) · 10.3 KB
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const canvas = document.getElementById('gameboard');
const ctx = canvas.getContext('2d');
const heading = document.getElementById('heading');
const startClass = document.querySelector('.start-screen');
// dom
const btn = document.getElementById('start');
const retryBtn = document.getElementById('retry-btn');
btn.addEventListener('click', () => {
canvas.classList.toggle('hide');
heading.classList.toggle('hide');
startClass.classList.toggle('hide');
loop();
});
// canvas.style.border = '1px solid #add';
// variables and constants
const paddle_width = 100;
const paddle_margin_bottom = 50;
const paddle_height = 20;
const ball_radius = 8;
let leftArrow = false;
let rightArrow = false;
let life = 3;
let score = 0;
let score_unit = 10;
let level = 1;
const maxLevel = 3;
let game_over = false;
let mouseX;
let mouseY;
// paddle
const paddle = {
x: canvas.width / 2 - paddle_width / 2,
y: canvas.height - paddle_margin_bottom - paddle_height,
width: paddle_width,
height: paddle_height,
dx: 5,
fillColor: '#ff649f',
};
const drawPaddle = () => {
ctx.fillStyle = paddle.fillColor;
ctx.fillRect(paddle.x, paddle.y, paddle.width, paddle.height);
ctx.strokeStyle = '#52006A';
ctx.strokeRect(paddle.x, paddle.y, paddle.width, paddle.height);
};
////////////////////////////////////////////////////////////////////////
//mouse movement
function updateMousePosition(e) {
const rect = canvas.getBoundingClientRect();
const root = document.documentElement;
mouseX = e.clientX - rect.left - root.scrollLeft;
mouseY = e.clientY - rect.top - root.scrollTop;
let paddlemove = mouseX - paddle.width / 2;
if (paddlemove + paddle.width < canvas.width && paddlemove > 0)
paddle.x = mouseX - paddle.width / 2;
}
document.addEventListener('mousemove', updateMousePosition);
//mouse movement ends
/////////////////////////////////////////////////////////////////////////////////
//control the paddle using keys
document.addEventListener('keydown', e => {
if (e.keyCode == 37) {
leftArrow = true;
} else if (e.keyCode == 39) {
rightArrow = true;
}
});
document.addEventListener('keyup', e => {
if (e.keyCode == 37) {
leftArrow = false;
} else if (e.keyCode == 39) {
rightArrow = false;
}
});
//move paddle using keys
const movePaddle = () => {
if (rightArrow && paddle.x + paddle.width < canvas.width) {
paddle.x += paddle.dx;
} else if (leftArrow && paddle.x > 0) {
paddle.x -= paddle.dx;
}
};
// create ball
const ball = {
x: canvas.width / 2,
y: paddle.y - ball_radius,
radius: ball_radius,
speed: 6,
dx: 3 * (Math.random() * 2 - 1),
dy: -3,
};
// draw the ball
const drawBall = () => {
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2);
ctx.fillStyle = '#ffcd05';
ctx.fill();
ctx.strokeStyle = '#2e3548';
ctx.stroke();
ctx.closePath();
};
//move ball
const moveBall = () => {
ball.x += ball.dx;
ball.y += ball.dy;
};
// bricks
const brick = {
row: 3,
column: 5,
width: 55,
height: 20,
offSetLeft: 20,
offSetTop: 20,
marginTop: 40,
fillColor: '#a97351',
strokeColor: '#783f11',
};
let bricks = [];
function createBricks() {
for (let r = 0; r < brick.row; r++) {
bricks[r] = [];
for (let c = 0; c < brick.column; c++) {
bricks[r][c] = {
x: c * (brick.offSetLeft + brick.width) + brick.offSetLeft,
y:
r * (brick.offSetTop + brick.height) +
brick.offSetTop +
brick.marginTop,
status: true,
checkPoint: false,
};
}
}
}
createBricks();
//draw the bricks
function drawBricks() {
for (let r = 0; r < brick.row; r++) {
for (let c = 0; c < brick.column; c++) {
let b = bricks[r][c];
if (b.status) {
ctx.fillStyle = brick.fillColor;
ctx.fillRect(b.x, b.y, brick.width, brick.height);
ctx.strokeStyle = brick.strokeColor;
ctx.strokeRect(b.x, b.y, brick.width, brick.height);
}
}
}
}
// Adding powerball functionality
let powerBallX;
let powerBallY;
let flag = false;
let randomX = Math.floor(Math.random() * 3);
let randomY = Math.floor(Math.random() * 3);
bricks[randomX][randomY].checkPoint = true;
powerBallY = bricks[randomX][randomY].y;
powerBallX = bricks[randomY][randomY].x;
function powerBall() {
if (
powerBallX < paddle.x + paddle.width &&
powerBallX > paddle.x &&
powerBallY < paddle.y + paddle.height &&
powerBallY > paddle.y
) {
flag = false;
paddle.width = 120;
paddle.fillColor = 'red';
}
if (powerBallY > canvas.height) flag = false;
//console.log('powerBall',this);
powerBallY += 0.1;
ctx.beginPath();
ctx.arc(powerBallX, powerBallY + 50, 16, 0, 360);
ctx.fillStyle = 'red';
ctx.fill();
requestAnimationFrame(powerBall);
}
console.log(bricks[1][1].checkPoint, 'l');
//ball brick collision
function ballBrickCollision() {
for (let r = 0; r < brick.row; r++) {
for (let c = 0; c < brick.column; c++) {
let b = bricks[r][c];
if (b.status) {
if (
ball.x + ball.radius > b.x &&
ball.x - ball.radius < b.x + brick.width &&
ball.y + ball.radius > b.y &&
ball.y - ball.radius < b.y + brick.height
) {
BRICK_HIT.play();
ball.dy = -ball.dy;
b.status = false;
score += score_unit;
if (b.checkPoint) {
flag = true;
}
}
}
}
}
}
function showGameStats(text, textX, textY, img, imgX, imgY) {
ctx.fillStyle = '#000';
ctx.font = '25px sans-serif';
ctx.fillText(text, textX, textY);
ctx.drawImage(img, imgX, imgY, (width = 25), (height = 25));
}
//draw function
const draw = () => {
drawPaddle();
drawBall();
drawBricks();
//show score
showGameStats(score, 35, 25, SCORE_IMG, 5, 5);
//show lives
showGameStats(life, canvas.width - 25, 25, LIFE_IMG, canvas.width - 55, 5);
//show level
showGameStats(
level,
canvas.width / 2,
25,
LEVEL_IMG,
canvas.width / 2 - 30,
5
);
};
//ball and wall collision
const ballWallCollision = () => {
if (ball.x + ball.radius > canvas.width || ball.x - ball.radius < 0) {
ball.dx = -ball.dx;
WALL_HIT.play();
}
if (ball.y - ball.radius < 0) {
ball.dy = -ball.dy;
WALL_HIT.play();
}
if (ball.y + ball.radius > canvas.height) {
life--;
LIFE_LOST.play();
resetBall();
}
};
//reset ball
function resetBall() {
ball.x = canvas.width / 2;
ball.y = paddle.y - ball_radius;
ball.dx = 3 * (Math.random() * 2 - 1);
ball.dy = -3;
}
//ball and paddle collison
const ballPaddleCollision = () => {
if (
ball.x < paddle.x + paddle.width &&
ball.x > paddle.x &&
ball.y < paddle.y + paddle.height &&
ball.y > paddle.y
) {
PADDLE_HIT.play();
// check where the ball hits
let collidePoint = ball.x - (paddle.x + paddle.width / 2);
collidePoint = collidePoint / (paddle.width / 2);
//calc tha angle to rebound
let angle = (collidePoint * Math.PI) / 3;
ball.dx = ball.speed * Math.sin(angle);
ball.dy = -ball.speed * Math.cos(angle);
}
};
//game over
function gameOver() {
if (life <= 0) {
showYouLose();
game_over = true;
}
}
//level up
function levelUp() {
let isLevelDown = true;
//check for all bricks broken
for (let r = 0; r < brick.row; r++) {
for (let c = 0; c < brick.column; c++) {
let b = bricks[r][c];
isLevelDown = isLevelDown && !b.status;
}
}
if (isLevelDown) {
WIN.play();
if (level >= maxLevel) {
showYouWin();
game_over = true;
return;
}
brick.row++;
createBricks();
ball.speed += 0.5;
resetBall();
level++;
}
}
//update function
const update = () => {
movePaddle();
moveBall();
ballPaddleCollision();
ballBrickCollision();
gameOver();
levelUp();
if (flag) powerBall();
};
function loop() {
ctx.drawImage(BG_IMG, 0, 0);
draw();
update();
ballWallCollision();
if (!game_over) requestAnimationFrame(loop);
}
// loop();
// SELECT SOUND ELEMENT
const soundElement = document.getElementById('sound');
soundElement.addEventListener('click', audioManager);
function audioManager() {
// CHANGE IMAGE SOUND_ON/OFF
let imgSrc = soundElement.getAttribute('src');
let SOUND_IMG =
imgSrc == 'img/SOUND_ON.png' ? 'img/SOUND_OFF.png' : 'img/SOUND_ON.png';
soundElement.setAttribute('src', SOUND_IMG);
// MUTE AND UNMUTE SOUNDS
WALL_HIT.muted = WALL_HIT.muted ? false : true;
PADDLE_HIT.muted = PADDLE_HIT.muted ? false : true;
BRICK_HIT.muted = BRICK_HIT.muted ? false : true;
WIN.muted = WIN.muted ? false : true;
LIFE_LOST.muted = LIFE_LOST.muted ? false : true;
}
// SHOW GAME OVER MESSAGE
/* SELECT ELEMENTS */
const gameover = document.getElementById('gameover');
const youwin = document.getElementById('youwin');
const youlose = document.getElementById('youlose');
const restart = document.getElementById('restart');
// CLICK ON PLAY AGAIN BUTTON
restart.addEventListener('click', function () {
location.reload(); // reload the page
});
// SHOW YOU WIN
function showYouWin() {
gameover.style.display = 'block';
youwon.style.display = 'block';
realistic();
retryBtn.innerHTML = `
<span></span>
<span></span>
<span></span>
<span></span>
Play Again`;
}
// SHOW YOU LOSE
function showYouLose() {
gameover.style.display = 'block';
youlose.style.display = 'block';
snow();
retryBtn.innerHTML = `
<span></span>
<span></span>
<span></span>
<span></span>
Try Again
`;
}
// confetti
function realistic() {
var count = 200;
var defaults = {
origin: { y: 0.7 },
};
function fire(particleRatio, opts) {
confetti(
Object.assign({}, defaults, opts, {
particleCount: Math.floor(count * particleRatio),
})
);
}
fire(0.25, {
spread: 26,
startVelocity: 55,
});
fire(0.2, {
spread: 60,
});
fire(0.35, {
spread: 100,
decay: 0.91,
scalar: 0.8,
});
fire(0.1, {
spread: 120,
startVelocity: 25,
decay: 0.92,
scalar: 1.2,
});
fire(0.1, {
spread: 120,
startVelocity: 45,
});
}
function snow() {
var duration = 3 * 1000;
var animationEnd = Date.now() + duration;
var skew = 1;
function randomInRange(min, max) {
return Math.random() * (max - min) + min;
}
(function frame() {
var timeLeft = animationEnd - Date.now();
var ticks = Math.max(200, 500 * (timeLeft / duration));
skew = Math.max(0.8, skew - 0.001);
confetti({
particleCount: 1,
startVelocity: 0,
ticks: ticks,
origin: {
x: Math.random(),
// since particles fall down, skew start toward the top
y: Math.random() * skew - 0.2,
},
colors: ['#ffffff'],
shapes: ['circle'],
gravity: randomInRange(0.4, 0.6),
scalar: randomInRange(0.4, 1),
drift: randomInRange(-0.4, 0.4),
});
if (timeLeft > 0) {
requestAnimationFrame(frame);
}
})();
}