Added the bricks (and improve the bouncing)
This commit is contained in:
		
							
								
								
									
										169
									
								
								Ball.js
									
									
									
									
									
								
							
							
						
						
									
										169
									
								
								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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@ -55,35 +57,100 @@ 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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    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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										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);
 | 
			
		||||
                    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.lives.update();
 | 
			
		||||
        this.score.update(this.ctx);
 | 
			
		||||
        this.lives.update(this.ctx);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -1,4 +1,4 @@
 | 
			
		||||
class Key {
 | 
			
		||||
class Keyboard {
 | 
			
		||||
    constructor(onKeydown) {
 | 
			
		||||
        this._pressed = {};
 | 
			
		||||
        this.cb_onKeydown = onKeydown;
 | 
			
		||||
							
								
								
									
										39
									
								
								Levels.js
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										39
									
								
								Levels.js
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,39 @@
 | 
			
		||||
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;
 | 
			
		||||
            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;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										20
									
								
								Lives.js
									
									
									
									
									
								
							
							
						
						
									
										20
									
								
								Lives.js
									
									
									
									
									
								
							@ -1,15 +1,10 @@
 | 
			
		||||
class Lives {
 | 
			
		||||
    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 = 20;
 | 
			
		||||
    }
 | 
			
		||||
    reset() {
 | 
			
		||||
        this.lives = 3;
 | 
			
		||||
        this.y = 10;
 | 
			
		||||
    }
 | 
			
		||||
    lost() {
 | 
			
		||||
        this.lives--;
 | 
			
		||||
@ -18,14 +13,15 @@ class Lives {
 | 
			
		||||
    get() { 
 | 
			
		||||
        return this.lives;
 | 
			
		||||
    }
 | 
			
		||||
    update() {
 | 
			
		||||
        if (this.y != 60) this.y++;
 | 
			
		||||
    update(ctx) {
 | 
			
		||||
        if (this.y != 48) this.y++;
 | 
			
		||||
        if (this.y > 0) {
 | 
			
		||||
            let txt = (String.fromCharCode(parseInt('26A1', 16))+" ").repeat(this.lives);
 | 
			
		||||
 | 
			
		||||
            this.ctx.font = "30px Consolas";
 | 
			
		||||
            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>
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										15
									
								
								index.js
									
									
									
									
									
								
							
							
						
						
									
										15
									
								
								index.js
									
									
									
									
									
								
							@ -7,12 +7,21 @@ 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) {
 | 
			
		||||
            case 1: board = new GamePlay(ctx, key); break;
 | 
			
		||||
 | 
			
		||||
		Reference in New Issue
	
	Block a user