Checking the levels
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15
Ball.js
15
Ball.js
@ -127,25 +127,28 @@ class Ball {
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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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if (this.x >= x0 && this.x <= x1) {
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if ((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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if ((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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}
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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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if (this.y >= y0 && this.y <= y1) {
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if ((this.x + this.size) >= x0 && (this.x + 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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if ((this.x - this.size) <= x1 && (this.x - this.size) > x0) {
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this.bounceL(r);
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return true;
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}
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}
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return false;
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}
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@ -3,6 +3,9 @@ class GamePlay extends Board {
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super(ctx, key);
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this.controls = {
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'KeyS': ()=>{
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this.nextLevel(++this.level);
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},
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'KeyX': ()=>{
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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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@ -10,6 +10,15 @@ class Levels {
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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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case 2:
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map = [].concat(
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this.row(0, [1, 1, 1, 0, 1, 1, 0, 0]),
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this.row(1, [0, 0, 1, 0, 1, 0, 1, 0]),
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this.row(2, [0, 0, 1, 0, 1, 0, 1, 0]),
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this.row(3, [1, 0, 1, 0, 1, 0, 1, 0]),
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this.row(4, [0, 1, 1, 0, 1, 1, 0, 0])
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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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