changed ball and bar for a sprite
This commit is contained in:
BIN
assets/imgs/ball.png
Normal file
BIN
assets/imgs/ball.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 13 KiB |
BIN
assets/imgs/bar.png
Normal file
BIN
assets/imgs/bar.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.5 KiB |
BIN
assets/imgs/breakout_sprites.png
Normal file
BIN
assets/imgs/breakout_sprites.png
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After Width: | Height: | Size: 161 KiB |
183
assets/js/Ball.js
Normal file
183
assets/js/Ball.js
Normal file
@ -0,0 +1,183 @@
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class Ball {
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constructor() {
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this.size = 20;
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this.moving = false;
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this.speed = 7;
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// this.angle = 90;
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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.img = resources.get('ball');
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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(ctx, x, y) {
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this.limits ??= {
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l: 0,
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t: 0,
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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(ctx) {
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/*
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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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// ctx.drawImage(this.img,0,0,this.img.width,this.img.height,this.x,this.y,20,20);
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this.drawImage(ctx, this.img, this.x, this.y, this.size,this.size, this.angle);
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}
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drawImage(ctx, image, x, y, w,h, rotation){
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ctx.save();
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ctx.translate(x+w/2, y+h/2);
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ctx.rotate(rotation);
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ctx.translate(-x-w/2, -y-h/2);
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ctx.drawImage(image, x, y, w, h);
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ctx.restore();
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}
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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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// Escaped from the pad
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if (this.y > this.limits.b) {
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this.moving = false;
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return false;
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}
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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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this.x = x - 10;
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// this.y = y - this.size - 1;
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this.y = y - 20;
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}
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return true;
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}
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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) {
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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.y <= y1 && this.y > 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) {
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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.x <= x1 && this.x > 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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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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g2r(deg) {
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return (((360 + deg) % 360) * Math.PI) / 180.0;
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}
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r2g(rad) {
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return rad * 180 / Math.PI;
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}
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}
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60
assets/js/Bar.js
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60
assets/js/Bar.js
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@ -0,0 +1,60 @@
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class Bar {
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constructor(ctx, key) {
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this.ctx = ctx;
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this.key = key;
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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.img = resources.get('bar');
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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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this.y = this.ctx.canvas.height + 10;
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}
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update() {
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this.move();
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this.draw();
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}
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stop() {
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this._speed = 0;
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}
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left() {
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if (this._speed >= 0) this._speed = -this.speed;
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this.x += this._speed;
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if (this.x < 0) this.x = 0;
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this._speed -= 0.5;
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}
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right() {
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if (this._speed <= 0) this._speed = this.speed;
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this.x += this._speed;
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if (this.x > this.xLimit) this.x = this.xLimit;
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this._speed += 0.5;
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}
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move() {
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if (this.key.isDown('ArrowLeft')) this.left();
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else
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if (this.key.isDown('ArrowRight')) this.right();
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else
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this.stop();
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}
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draw() {
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if (this.y != this._y) this.y--;
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if (this.y < this.ctx.canvas.height) {
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/*
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this.ctx.fillStyle = 'black';
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this.ctx.fillRect(this.x, this.y, this.w, this.h);
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*/
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this.ctx.drawImage(this.img,this.x,this.y);
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}
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}
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}
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56
assets/js/Board.js
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56
assets/js/Board.js
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@ -0,0 +1,56 @@
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class Board {
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constructor(ctx, key) {
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this.controls = {};
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this.key = key;
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this.stop = false;
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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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this.w = this.ctx.canvas.width;
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this.h = this.ctx.canvas.height
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}
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run() {
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let _this = this;
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this.stop = false;
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this.key.setKeydown( e => {
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let code = e.code;
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for(var key in this.controls) {
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if(key==code) this.controls[key]();
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}
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} );
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return new Promise((resolve, reject) => {
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_this.resolve = resolve;
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_this.reject = reject;
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_this.loop();
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}
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);
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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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}
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loop() {
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if (this.stop) return;
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this.ctx.clearRect(0, 0, this.w, this.h);
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this.update();
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this.requestID = requestAnimationFrame( ()=>this.loop() );
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}
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update() {
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}
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}
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46
assets/js/Bricks.js
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46
assets/js/Bricks.js
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@ -0,0 +1,46 @@
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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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switch (type) {
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case 2: this.lives = 2; break;
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case 3: this.lives = 3; break;
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default: this.lives = 1; break;
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}
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}
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crack() {
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this.lives--;
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}
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update(ctx) {
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if (this.lives == 0) return false;
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switch (this.lives) {
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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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case 2:
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ctx.fillStyle = 'orange';
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ctx.fillRect(this.x + 1, this.y, this.w, this.h);
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break;
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case 3:
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ctx.fillStyle = 'red';
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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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18
assets/js/GameIntro.js
Normal file
18
assets/js/GameIntro.js
Normal file
@ -0,0 +1,18 @@
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class GameIntro extends Board {
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constructor(ctx, key) {
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super(ctx, key);
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this.controls = {
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'Space': ()=>this.next(1)
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}
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}
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update() {
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this.centerText('BreakOut', this.y, '48px', 'Consolas', 'Black');
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this.centerText('JDG', this.y + 50, '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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}
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}
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25
assets/js/GameOver.js
Normal file
25
assets/js/GameOver.js
Normal file
@ -0,0 +1,25 @@
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class GameOver {
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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(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(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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79
assets/js/GamePlay.js
Normal file
79
assets/js/GamePlay.js
Normal file
@ -0,0 +1,79 @@
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class GamePlay extends Board {
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constructor(ctx, key) {
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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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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.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());
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}
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update() {
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if(this.lives.get()==0) {
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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 => {
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let r = ball.update(this.ctx, this.bar.x + this.bar.w/2, this.bar.y);
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ball.collide( this.bar.x, this.bar.y, this.bar.x + this.bar.w, this.bar.y + this.bar.h );
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this.bricks.forEach(b=>{
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if(b.lives>0){
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if ( ball.collide(b.x,b.y,b.x+b.w,b.y+b.h) ) {
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this.score.add(1);
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b.crack();
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}
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}});
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return r;
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}
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);
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if (this.bricks.length==0) {
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this.nextLevel(++this.level);
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}
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if (this.balls.length==0) {
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if ( !this.lives.lost() ) this.balls.push(new Ball());
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}
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this.bricks = this.bricks.filter(brick => brick.update(this.ctx));
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// if ( this.bricks.length == 0 ) this.nextLevel();
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this.bar.update();
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}
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this.score.update(this.ctx);
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this.lives.update(this.ctx);
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}
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}
|
24
assets/js/Keyboard.js
Normal file
24
assets/js/Keyboard.js
Normal file
@ -0,0 +1,24 @@
|
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class Keyboard {
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||||
constructor(onKeydown) {
|
||||
this._pressed = {};
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this.cb_onKeydown = onKeydown;
|
||||
|
||||
window.addEventListener('keydown', e => this.onKeydown(e));
|
||||
window.addEventListener('keyup', e => this.onKeyup(e));
|
||||
}
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setKeydown(fn) {
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this.cb_onKeydown = fn;
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||||
}
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||||
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isDown(keyCode) {
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return this._pressed[keyCode];
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}
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onKeydown(event) {
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this._pressed[event.code] = true;
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if (this.cb_onKeydown) this.cb_onKeydown(event);
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||||
}
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onKeyup(event) {
|
||||
delete this._pressed[event.code];
|
||||
}
|
||||
}
|
48
assets/js/Levels.js
Normal file
48
assets/js/Levels.js
Normal file
@ -0,0 +1,48 @@
|
||||
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, [3, 3, 3, 0, 3, 3, 0, 0]),
|
||||
this.row(1, [0, 0, 3, 0, 3, 0, 3, 0]),
|
||||
this.row(2, [0, 0, 3, 0, 3, 0, 3, 0]),
|
||||
this.row(3, [3, 0, 3, 0, 3, 0, 3, 0]),
|
||||
this.row(4, [0, 3, 3, 0, 3, 3, 0, 0])
|
||||
);
|
||||
break;
|
||||
default:
|
||||
map = [].concat(
|
||||
this.row(0, [1, 3, 1, 3, 1, 3, 1, 3]),
|
||||
this.row(1, [3, 1, 3, 1, 3, 1, 3, 1]),
|
||||
this.row(2, [1, 3, 1, 3, 1, 3, 1, 3]),
|
||||
this.row(3, [3, 1, 3, 1, 3, 1, 3, 1]),
|
||||
this.row(4, [1, 3, 1, 3, 1, 3, 1, 3])
|
||||
);
|
||||
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
assets/js/Lives.js
Normal file
27
assets/js/Lives.js
Normal file
@ -0,0 +1,27 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
26
assets/js/Resources.js
Normal file
26
assets/js/Resources.js
Normal file
@ -0,0 +1,26 @@
|
||||
class Resources {
|
||||
constructor() {
|
||||
this.total = 0;
|
||||
this.loading = 0;
|
||||
this.resources = {};
|
||||
|
||||
this.load('ball');
|
||||
this.load('bar');
|
||||
}
|
||||
|
||||
|
||||
load(res) {
|
||||
let _this = this;
|
||||
this.total++;
|
||||
this.loading++;
|
||||
this.resources[res] = new Image();
|
||||
this.resources[res].onload = function () {
|
||||
_this.loading--;
|
||||
}
|
||||
this.resources[res].src = 'assets/imgs/' + res + '.png';
|
||||
}
|
||||
|
||||
get(res) {
|
||||
return this.resources[res];
|
||||
}
|
||||
};
|
21
assets/js/Score.js
Normal file
21
assets/js/Score.js
Normal file
@ -0,0 +1,21 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
38
assets/js/index.js
Normal file
38
assets/js/index.js
Normal file
@ -0,0 +1,38 @@
|
||||
"use strict";
|
||||
// import {Intro as game_intro} from "./Intro";
|
||||
// import game_play from "./game.js";
|
||||
|
||||
document.addEventListener('DOMContentLoaded', init);
|
||||
|
||||
|
||||
let resources = new Resources();
|
||||
|
||||
|
||||
function init() {
|
||||
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]);
|
||||
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 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 => { });;
|
||||
}
|
||||
runBoard(0);
|
||||
}
|
Reference in New Issue
Block a user