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218 lines (199 loc) · 5.98 KB
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//////////////////////////////////////
// --------------PONG-------------- //
// PONG GAME BUILD EXAMPLE IN JS //
// Michael Amar //
// mik.amar91@gmail.com //
//////////////////////////////////////
function gameOn()
{
// The canvas defenition
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
// The ball position defenition
var x = canvas.width/2;
var y = canvas.height-30;
// Ball step in each interval
var dx = 2;
var dy = -2;
// Ball radius
var ballRadius = 7;
// Paddle defenitions
var paddleHeight = 10;
var paddleWidth = 75;
var paddleX = (canvas.width-paddleWidth)/2;
var rightPressed = false;
var leftPressed = false;
// Bricks defenitions
var brickRowCount = 6;
var brickColumnCount = 4;
var brickWidth = 65;
var brickHeight = 20;
var brickPadding = 5;
var brickOffsetTop = 30;
var brickOffsetLeft = 30;
// Score & Lives variables set
var score = 0;
var lives = 3;
// Defines the bricks array and set them to "Live" status
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 };
}
}
// Movement handlers for key presses / mouse paddle control
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
document.addEventListener("mousemove", mouseMoveHandler, false);
function keyDownHandler(e) // Detect when key is pressed
{
if(e.keyCode == 39) {
rightPressed = true;
}
else if(e.keyCode == 37) {
leftPressed = true;
}
}
function keyUpHandler(e) // Detect when key is released
{
if(e.keyCode == 39) {
rightPressed = false;
}
else if(e.keyCode == 37) {
leftPressed = false;
}
}
function mouseMoveHandler(e) // Detect mouse movements
{
var relativeX = e.clientX - canvas.offsetLeft;
if(relativeX > 0 && relativeX < canvas.width) {
paddleX = relativeX - paddleWidth/2;
}
}
function collisionDetection() // Detect ball and brick collision
{
for(var c=0; c<brickColumnCount; c++)
{
for(var r=0; r<brickRowCount; r++)
{
var b = bricks[c][r];
if(b.status == 1)
{
if(x > b.x && x < b.x+brickWidth && y > b.y && y < b.y+brickHeight)
{
dy = -dy;
b.status = 0;
score++;
if(score == brickRowCount*brickColumnCount) {
alert("YOU WIN, CONGRATS!");
document.location.reload();
}
}
}
}
}
}
function drawBall() // Drawing the ball object
{
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI*2);
ctx.fillStyle = "#000000";
ctx.fill();
ctx.closePath();
}
function drawPaddle() // Drawing the paddle object
{
ctx.beginPath();
ctx.rect(paddleX, canvas.height-paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function drawBricks() // Drawing the bricks objects
{
for(var c=0; c<brickColumnCount; c++)
{
for(var r=0; r<brickRowCount; r++)
{
if(bricks[c][r].status == 1)
{
var brickX = (r*(brickWidth+brickPadding))+brickOffsetLeft;
var brickY = (c*(brickHeight+brickPadding))+brickOffsetTop;
bricks[c][r].x = brickX;
bricks[c][r].y = brickY;
ctx.beginPath();
ctx.rect(brickX, brickY, brickWidth, brickHeight);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
}
}
}
function drawScore() // Drawing the score counter
{
ctx.font = "16px Arial";
ctx.fillStyle = "#000000";
ctx.fillText("Score: "+score, 8, 20);
}
function drawLives() // Drawing the player lives amount
{
ctx.font = "16px Arial";
ctx.fillStyle = "#000000";
ctx.fillText("Lives: "+lives, canvas.width-65, 20);
}
function draw() // Draw game board and clac the movements (Run in 10ms intervals)
{
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBricks();
drawBall();
drawPaddle();
drawScore();
drawLives();
collisionDetection();
if(x + dx > canvas.width-ballRadius || x + dx < ballRadius) {
dx = -dx;
}
if(y + dy < ballRadius)
{
dy = -dy;
}
else if(y + dy > canvas.height-ballRadius)
{
if(x > paddleX && x < paddleX + paddleWidth)
{
dy = -dy;
}
else
{
lives--;
if(!lives)
{
alert("GAME OVER");
document.location.reload();
}
else
{
x = canvas.width/2;
y = canvas.height-30;
dx = 3;
dy = -3;
paddleX = (canvas.width-paddleWidth)/2;
}
}
}
if(rightPressed && paddleX < canvas.width-paddleWidth)
{
paddleX += 7;
}
else if(leftPressed && paddleX > 0)
{
paddleX -= 7;
}
x += dx;
y += dy;
requestAnimationFrame(draw);
}
draw(); // Calling Draw() function to drawing the board and start the game!
}