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<!DOCTYPE html>
<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=UTF-8">
<TITLE>Jumps</TITLE>
<html><head><link rel="stylesheet" href="../styles.css"></head>
<body onkeydown="keydown(event)" onblur="needPause()" onload="startGame()">
<div class="topnav" id="myTopnav"></div><div class="main">
<h2>"Jumps"</h2>
<p>Max result: <span id="hiscore">0</span>.</p>
<canvas id="myCanvas" width="500" height="400" onmousedown="mousedown(event)" onmouseup="accelerate(0.05)">
Your browser does not support the HTML5 canvas tag.</canvas></div>
<script type="text/javascript" src="../accordion.js"></script>
<script>
var ctx;
var width = 500;
var height = 300;
var obstacles = [];
var bX, bY, vX, vY;
var gravity;
var time;
var interval;
var hiscore = 0;
var paused = 0;
var finished = 0;
const bR=15;
const minGap = 50;
const maxGap = 200;
function startGame()
{
ctx = document.getElementById("myCanvas").getContext("2d");
ctx.lineCap="round";
vX = 0; bX = bR;
vY = 0; bY = height/2;
gravity = 0.05; time = 0;
paused = 0; finished = 0;
obstacles = [];
hiscore = localStorage.getItem("hiscoreJumps");
if(!hiscore) hiscore = 0;
document.getElementById("hiscore").innerHTML = hiscore;
ctx.clearRect(0, 0, width, height);
interval = setInterval(updateCanvas, 20);
}
function finish(score) // game over
{
finished = 1; draw();
ctx.font="40px Arial";
ctx.fillStyle = 'black';
ctx.fillText("GAME OVER", width/4, height/2);
if(score > hiscore)
{ hiscore = score;
localStorage.setItem("hiscoreJumps", hiscore); }
document.getElementById("hiscore").innerHTML = hiscore;
clearInterval(interval);
}
function updateCanvas()
{
if(paused) { draw(); return; }
// check crashes
for(var i = 0; i < obstacles.length; i += 1)
if(crash(obstacles[i])) { finish(time); return; }
time = time + 1;
if(time%100==0) // new obstacle(s)
{
if(Math.random()<0.5) // one obstacle
{
var y1 = Math.floor(Math.random()*(maxGap-minGap)+minGap);
var y2 = height - Math.floor(Math.random()*(maxGap-minGap)+minGap);
if(y2<y1) { var y=y1; y1=y2; y2=y; }
if(y2<y1+bR) { y2 += bR; y1 -= bR; }
obstacles.push([width,y1,y2]);
}
else // 2 obstacles (one hole)
{
var gap = Math.floor(Math.random()*(maxGap-minGap)+minGap);
var y0 = Math.floor(Math.random()*height);
var y1 = y0-gap/2, y2 = y0+gap/2;
if(y1 > bR/2)
obstacles.push([width,0,y1]);
if(y2 < height-bR/2)
obstacles.push([width,y2,height]);
}
}
// move ball
bX += vX; bY += vY; vY += gravity;
// check boundaries
if(bX < bR) { bX = bR; vX = 0; }
if(bX > width-bR) { bX = width-bR; vX = 0; }
if(bY < bR) { bY = bR; vY = 0; }
if(bY > height-bR) { bY = height-bR; vY = 0; }
// move obstacles
for (var i = 0;i < obstacles.length; i += 1) obstacles[i][0] -= 1;
// draw it
draw();
}
function draw()
{
cwidth = ctx.canvas.width;
cheight = ctx.canvas.height;
var s = cwidth/width;
ctx.clearRect(0, 0, cwidth, cheight);
ctx.strokeStyle = 'black';
ctx.strokeRect(0, 0, s*width, s*height);
ctx.font="12px Arial"; // score
text = "SCORE: " + time;
ctx.fillStyle = 'black';
ctx.fillText(text, 2*bR*s, bR*s);
var x = bX*s, y = bY*s, r = bR*s; // ball
var grd=ctx.createRadialGradient(x-0.3*r,y-r/5,r/10,x,y,r);
grd.addColorStop(0,"white");
grd.addColorStop(1,"red");
ctx.beginPath(); ctx.fillStyle = grd;
ctx.arc(x, y, r, 0, 2*Math.PI); ctx.fill();
ctx.fillStyle = 'green'; // obstacles
for (var i = 0;i < obstacles.length; i += 1)
{
var o = obstacles[i];
ctx.fillRect((o[0]-bR/10)*s, o[1]*s, bR/5*s, (o[2]-o[1])*s);
}
if(cheight > s*height) // buttons
{
var dh = cheight - s*height, b = dh/10;
var y0 = b+s*height, x0 = s*width/3;
if(gravity<0) // button Up
{
ctx.fillStyle = 'lightblue';
ctx.fillRect(b, y0, x0-2*b, dh-2*b);
}
ctx.strokeStyle = 'blue';
ctx.strokeRect(b, y0, x0-2*b, dh-2*b);
ctx.beginPath(); ctx.fillStyle = 'blue';
ctx.moveTo(x0/4,y0-b+3*dh/4);
ctx.lineTo(3*x0/4,y0-b+3*dh/4);
ctx.lineTo(x0/2,y0-b+dh/4); ctx.fill();
if(finished) // button New
{
ctx.strokeStyle = 'red';
ctx.strokeRect(b+x0, y0, x0-2*b, dh-2*b);
ctx.beginPath(); ctx.fillStyle = 'red';
ctx.moveTo(x0+x0/4,y0-b+dh/4);
ctx.lineTo(x0+x0/4,y0-b+3*dh/4);
ctx.lineTo(x0+x0/2,y0-b+dh/2); ctx.fill();
ctx.moveTo(x0+x0/2,y0-b+dh/4);
ctx.lineTo(x0+x0/2,y0-b+3*dh/4);
ctx.lineTo(x0+3*x0/4,y0-b+dh/2); ctx.fill();
}
else // button Pause
{
if(paused)
{
ctx.fillStyle = 'pink';
ctx.fillRect(b+x0, y0, x0-2*b, dh-2*b);
}
ctx.strokeStyle = 'red';
ctx.strokeRect(b+x0, y0, x0-2*b, dh-2*b);
ctx.beginPath(); ctx.fillStyle = 'red';
ctx.rect(x0+x0/4,y0-b+dh/4,x0/8,dh/2);
ctx.rect(x0+5*x0/8,y0-b+dh/4,x0/8,dh/2);
ctx.fill();
}
if(gravity>0.05) // button Down
{
ctx.fillStyle = 'palegreen';
ctx.fillRect(2*x0+b, y0, x0-2*b, dh-2*b);
}
ctx.strokeStyle = 'green';
ctx.strokeRect(2*x0+b, y0, x0-2*b, dh-2*b);
ctx.beginPath(); ctx.fillStyle = 'green';
ctx.moveTo(2*x0+x0/4,y0-b+dh/4);
ctx.lineTo(2*x0+3*x0/4,y0-b+dh/4);
ctx.lineTo(2*x0+x0/2,y0-b+3*dh/4); ctx.fill();
}
}
function crash(o) // return 1 if crash on an obstacle
{
const xx = o[0], y1 = o[1], y2 = o[2];
if((bX-xx)*(bX-xx)+(bY-y1)*(bY-y1)<=bR*bR) return 1;
if((bX-xx)*(bX-xx)+(bY-y2)*(bY-y2)<=bR*bR) return 1;
if(Math.abs(bX-xx)<=bR && bY>y1 && bY<y2) return 1;
return 0;
}
function accelerate(n)
{
gravity = n;
}
function keydown(event) // key is pressed
{
if(event.key == 'ArrowUp' || event.key == ' ') gravity = -0.2;
else if(event.key == 'ArrowDown') gravity = 0.2;
else gravity = 0.05;
}
function mousedown(event) // mouse button is pressed (default Up)
{
cwidth = ctx.canvas.width;
cheight = ctx.canvas.height;
var s = cwidth/width;
if(event.offsetY>s*height && event.offsetX>cwidth*2/3)
gravity = 0.2;
else if(event.offsetY>s*height && event.offsetX>cwidth/3)
{
if(finished) startGame();
else paused = 1-paused;
}
else gravity = -0.2;
}
function pause() // useless
{
paused = 1-paused;
}
</script>
</body>
</html>
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