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index.html
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<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
border:1px solid #d3d3d3;
background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>
var myGamePiece;
var myObstacles = [];
var myScore;
// Background image
var bgReady = false;
var bgImage = new Image();
bgImage.onload = function () {
bgReady = true;
};
bgImage.src = "images/background.png";
//bird image
var birdReady = false;
var birdImage = new Image();
birdImage.onload = function () {
birdReady = true;
};
birdImage.src = "images/bird.png";
//pip image
var pipeReady = false;
var pipeImage = new Image();
birdImage.onload = function () {
pipeReady = true;
};
pipeImage.src = "images/pipe.png";
//rotatedpipe image
var rotatedpipeReady = false;
var rotatedpipeImage = new Image();
birdImage.onload = function () {
rotatedpipeReady = true;
};
rotatedpipeImage.src = "images/rotatedpipe.png";
function startGame() {
myGamePiece = new component(25, 20, birdImage.src, 10, 120, "image");
myGamePiece.gravity = 0.05;
myScore = new component("30px", "Consolas", "black", 280, 40, "text");
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 600;
this.canvas.height = 300;
this.context = this.canvas.getContext("2d");
if (bgReady) {
this.context.drawImage(bgImage, 0, 0);
};
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.context.drawImage(bgImage, 0, -100);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
if (type == "image") {
this.image = new Image();
this.image.src = color;
}
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
this.update = function() {
ctx = myGameArea.context;
if (this.type == "text") {
ctx.font = this.width + " " + this.height;
ctx.fillStyle = color;
ctx.fillText(this.text, this.x, this.y);
} else if (this.type == "image") {
ctx.drawImage(this.image, this.x, this.y, this.width, this.height);
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
}
function updateGameArea() {
var x, height, gap, minHeight, maxHeight, minGap, maxGap;
for (i = 0; i < myObstacles.length; i += 1) {
if (myGamePiece.crashWith(myObstacles[i])) {
return;
}
}
myGameArea.clear();
myGameArea.frameNo += 1;
if (myGameArea.frameNo == 1 || everyinterval(150)) {
x = myGameArea.canvas.width;
minHeight = 20;
maxHeight = 200;
height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
minGap = 50;
maxGap = 150;
gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
myObstacles.push(new component(40, 250, rotatedpipeImage.src, x, -height, "image"));
myObstacles.push(new component(40, 250, pipeImage.src, x, -height + 250 + gap, "image"));
}
for (i = 0; i < myObstacles.length; i += 1) {
myObstacles[i].x += -1;
myObstacles[i].update();
}
myScore.text="SCORE: " + myGameArea.frameNo /10;
myScore.update();
myGamePiece.newPos();
myGamePiece.update();
}
function everyinterval(n) {
if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
return false;
}
function accelerate(n) {
myGamePiece.gravity = n;
}
function restartGame() {
myGameArea.clear();
startGame();
}
document.addEventListener('keyup', function(event) {
if(event.keyCode == 32) {
accelerate(0.1);
}
});
document.addEventListener('keydown', function(event) {
if(event.keyCode == 32) {
accelerate(-0.2);
}
});
</script>
<br>
<button onclick="location.reload();">Restart</button>
</body>
</html>