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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="UTF-8" />
- <meta name="viewport" content="width=device-width, initial-scale=1.0" />
- <title>GAME</title>
- <style>
- canvas {
- border: 1px solid #d3d3d3;
- background-color: #f1f1f1;
- }
- </style>
- </head>
- <body onload="startGame()">
- <br />
- <button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">ACCELERATE</button>
- <p>Use the ACCELERATE button to stay in the air</p>
- <p>How long can you stay alive?</p>
- <script>
- var myGamePiece;
- var myObstacles = [];
- var myScore;
- function startGame() {
- myGamePiece = new component(30, 30, "red", 10, 120);
- myGamePiece.gravity = 1;
- myScore = new component("30px", "Consolas", "black", 280, 40, "text");
- myGameArea.start();
- }
- var myGameArea = {
- canvas: document.createElement("canvas"),
- start: function () {
- this.canvas.width = 480;
- this.canvas.height = 270;
- this.context = this.canvas.getContext("2d");
- 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);
- },
- };
- function component(width, height, color, x, y, type) {
- this.type = type;
- this.text = "";
- this.width = width;
- this.height = height;
- this.speedX = 0;
- this.speedY = 0.05;
- this.x = x;
- this.y = y;
- this.gravity = 0.2;
- this.gravitySpeed = 0.1;
- 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 {
- 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 = 200;
- gap = Math.floor(Math.random() * (maxGap - minGap + 1) + minGap);
- myObstacles.push(new component(10, height, "pink", x, 0));
- myObstacles.push(new component(10, x - height - gap, "pink", x, height + gap));
- }
- for (i = 0; i < myObstacles.length; i += 1) {
- myObstacles[i].x += -1;
- myObstacles[i].update();
- }
- myScore.text = "SCORE: " + myGameArea.frameNo;
- 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;
- }
- </script>
- </body>
- </html>
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