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140 lines
4.1 KiB
140 lines
4.1 KiB
<!-- Game example taken from w3schools (https://www.w3schools.com/graphics/game_intro.asp) -->
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<!DOCTYPE html>
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<html>
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<head>
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<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
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<style>
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body {
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font-family: 'Courier ';
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text-align: center;
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}
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canvas {
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border:1px solid #d3d3d3;
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background-color: #f1f1f1;
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}
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</style>
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</head>
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<body onload="startGame()">
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<p><button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">ACCELERATE</button></p>
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<p>Use the ACCELERATE button to stay in the air</p>
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<p>How long can you stay alive?</p>
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<script>
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var myGamePiece;
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var myObstacles = [];
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var myScore;
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function startGame() {
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myGamePiece = new component(30, 30, "red", 10, 120);
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myGamePiece.gravity = 0.05;
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myScore = new component("30px", "Consolas", "black", 280, 40, "text");
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myGameArea.start();
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}
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var myGameArea = {
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canvas : document.createElement("canvas"),
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start : function() {
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this.canvas.width = 480;
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this.canvas.height = 270;
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this.context = this.canvas.getContext("2d");
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document.body.insertBefore(this.canvas, document.body.childNodes[0]);
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this.frameNo = 0;
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this.interval = setInterval(updateGameArea, 20);
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},
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clear : function() {
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this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
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}
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}
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function component(width, height, color, x, y, type) {
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this.type = type;
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this.score = 0;
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this.width = width;
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this.height = height;
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this.speedX = 0;
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this.speedY = 0;
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this.x = x;
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this.y = y;
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this.gravity = 0;
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this.gravitySpeed = 0;
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this.update = function() {
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ctx = myGameArea.context;
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if (this.type == "text") {
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ctx.font = this.width + " " + this.height;
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ctx.fillStyle = color;
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ctx.fillText(this.text, this.x, this.y);
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} else {
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ctx.fillStyle = color;
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ctx.fillRect(this.x, this.y, this.width, this.height);
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}
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}
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this.newPos = function() {
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this.gravitySpeed += this.gravity;
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this.x += this.speedX;
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this.y += this.speedY + this.gravitySpeed;
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this.hitBottom();
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}
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this.hitBottom = function() {
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var rockbottom = myGameArea.canvas.height - this.height;
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if (this.y > rockbottom) {
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this.y = rockbottom;
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this.gravitySpeed = 0;
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}
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}
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this.crashWith = function(otherobj) {
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var myleft = this.x;
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var myright = this.x + (this.width);
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var mytop = this.y;
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var mybottom = this.y + (this.height);
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var otherleft = otherobj.x;
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var otherright = otherobj.x + (otherobj.width);
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var othertop = otherobj.y;
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var otherbottom = otherobj.y + (otherobj.height);
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var crash = true;
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if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
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crash = false;
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}
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return crash;
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}
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}
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function updateGameArea() {
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var x, height, gap, minHeight, maxHeight, minGap, maxGap;
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for (i = 0; i < myObstacles.length; i += 1) {
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if (myGamePiece.crashWith(myObstacles[i])) {
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return;
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}
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}
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myGameArea.clear();
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myGameArea.frameNo += 1;
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if (myGameArea.frameNo == 1 || everyinterval(150)) {
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x = myGameArea.canvas.width;
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minHeight = 20;
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maxHeight = 200;
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height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
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minGap = 50;
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maxGap = 200;
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gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
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myObstacles.push(new component(10, height, "green", x, 0));
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myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));
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}
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for (i = 0; i < myObstacles.length; i += 1) {
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myObstacles[i].x += -1;
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myObstacles[i].update();
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}
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myScore.text="SCORE: " + myGameArea.frameNo;
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myScore.update();
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myGamePiece.newPos();
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myGamePiece.update();
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}
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function everyinterval(n) {
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if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
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return false;
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}
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function accelerate(n) {
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myGamePiece.gravity = n;
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}
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</script>
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</body>
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</html>
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