User talk:Bastian: Difference between revisions
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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; | |||
function startGame() { | |||
myGamePiece = new component(30, 30, "red", 10, 120); | |||
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 = 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.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 { | |||
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, "green", x, 0)); | |||
myObstacles.push(new component(10, x - height - gap, "green", 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> | |||
<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> | |||
</body> | |||
</html> | |||
Revision as of 14:15, 8 July 2017
<!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;
function startGame() {
myGamePiece = new component(30, 30, "red", 10, 120);
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 = 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.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 {
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, "green", x, 0));
myObstacles.push(new component(10, x - height - gap, "green", 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> <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> </body> </html>