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script.js
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script.js
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"use strict";
const canvas = document.getElementById("myCanvas");
const context = canvas.getContext("2d");
const ballRadius = 10;
//initial coordinates of the ball
let x = canvas.width / 2;
let y = canvas.height - 30;
let dx = 2; //go right
let dy = -2; //go up
let paddleHeight = 10;
let paddleWidth = 75;
let paddleX = (canvas.width - paddleWidth) / 2;
let rightPressed = false;
let leftPressed = false;
let score = 0;
let lives = 3;
//bricks configuration
let brickRowCount = 3;
let brickColumnCount = 5;
let brickWidth = 75;
let brickHeight = 20;
let brickPadding = 10;
let brickOffsetTop = 30;
let brickOffsetLeft = 30;
let bricks = [];
for (let c = 0; c < brickColumnCount; c++) {
bricks[c] = [];
for (let r = 0; r < brickRowCount; r++) {
bricks[c][r] = { x: 0, y: 0, status: 1 };
}
}
//add listeners for control buttons
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
document.addEventListener("mousemove", mouseMoveHandler, false);
//check if the right or left arrow has been pressed
function keyDownHandler(e) {
if (e.key == "Right" || e.key == "ArrowRight") {
rightPressed = true;
} else if (e.key == "Left" || e.key == "ArrowLeft") {
leftPressed = true;
}
}
//check if the right or left arrow has been released
function keyUpHandler(e) {
if (e.key == "Right" || e.key == "ArrowRight") {
rightPressed = false;
} else if (e.key == "Left" || e.key == "ArrowLeft") {
leftPressed = false;
}
}
function mouseMoveHandler(e) {
let relativeX = e.clientX - canvas.offsetLeft;
if (relativeX > 0 && relativeX < canvas.width) {
paddleX = relativeX - paddleWidth / 2;
}
}
//calculate if the ball has hit a brick
function collisionDetection() {
for (let c = 0; c < brickColumnCount; c++) {
for (let r = 0; r < brickRowCount; r++) {
let 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;
bricks[c][r].status = 0;
score++;
if (score == brickRowCount * brickColumnCount) {
alert("YOU WIN!");
document.location.reload();
clearInterval(interval); // Needed for Chrome to end game
}
}
}
}
}
}
function drawScore() {
context.font = "16px Arial";
context.fillStyle = "#0095DD";
context.fillText("Score: " + score, 8, 20);
}
function drawLives() {
context.font = "16px Arial";
context.fillStyle = "#0095DD";
context.fillText("Lives: " + lives, canvas.width - 65, 20);
}
function drawBall() {
context.beginPath();
context.arc(x, y, ballRadius, 0, Math.PI * 2);
context.fillStyle = "#0095DD";
context.fill();
context.closePath();
}
function drawPaddle() {
context.beginPath();
context.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight);
context.fillStyle = "#0095DD";
context.fill();
context.closePath();
}
function drawBricks() {
for (let c = 0; c < brickColumnCount; c++) {
for (let r = 0; r < brickRowCount; r++) {
if (bricks[c][r].status == 1) {
let brickX = (c * (brickWidth + brickPadding)) + brickOffsetLeft;
let brickY = (r * (brickHeight + brickPadding)) + brickOffsetTop;
bricks[c][r].x = brickX;
bricks[c][r].y = brickY;
context.beginPath();
context.rect(brickX, brickY, brickWidth, brickHeight);
context.fillStyle = "#0095DD";
context.fill();
context.closePath();
}
}
}
}
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
drawBricks();
drawBall();
drawPaddle();
drawScore();
drawLives();
collisionDetection();
x += dx;
y += dy;
//make tha ball bounce off the top wall
//end game if it bounces off the bottom wall
//unless paddle is there
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();
clearInterval(interval); //needed for Chrome to end game
} else {
x = canvas.width / 2;
y = canvas.height - 30;
dx = 2;
dy = -2;
paddleX = (canvas.width - paddleWidth) / 2;
}
}
}
//make the ball bounce off the left + right walls
if (x + dx > canvas.width - ballRadius || x + dx < ballRadius) {
dx = -dx;
}
//move the paddle if any key was pressed
if (rightPressed && paddleX < canvas.width - paddleWidth) {
paddleX += 7;
} else if (leftPressed && paddleX > 0) {
paddleX -= 7;
}
}
let interval = setInterval(draw, 10); //draw the kanvas every 10 millisec