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MazeGame.html
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158 lines (148 loc) · 4.57 KB
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<!DOCTYPE html>
<html>
<head>
<title>Maaze Trials</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
border:1px solid #f3f3f3;
background-color: #000;
}
</style>
</head>
<body onload="startGame()">
<script>
// Variables
var myGamePiece;
var myObstacles = [];
var myScore;
// Initial Setup
function startGame() {
myGamePiece = new circle(20, 'red', 1050,150);
myScore = new component("30px", "Consolas", "lime", 280, 40, "text");
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 1345;
this.canvas.height = 525;
this.canvas.style.cursor = "none";
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('mousemove', function (e) {
myGameArea.x = e.pageX;
myGameArea.y = e.pageY;
})
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
},
stop : function() {
clearInterval(this.interval);
}
}
// Objects
function circle(radius, color, x, y) {
this.radius = radius;
this.color=color;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
ctx.fillStyle = this.color;
ctx.fill();
ctx.closePath();
}
this.crashWith = function(otherobj) {
var myleft = this.x - (this.radius);
var myright = this.x + (this.radius);
var mytop = this.y - (this.radius);
var mybottom = this.y + (this.radius);
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 component(width, height, color, x, y, type) {
this.type = type;
this.color = color;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
if (this.type == "text") {
ctx.font = this.width + " " + this.height;
ctx.fillStyle = this.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.x += this.speedX;
this.y += this.speedY;
}
}
function updateGameArea() {
var x, height, gap, minHeight, maxHeight, minGap, maxGap;
for (i = 0; i < myObstacles.length; i += 1) {
if (myGamePiece.crashWith(myObstacles[i])) {
myGameArea.stop();
alert("GAME OVER :(");
console.log(myGameArea.frameNo);
alert("Your score was "+myGameArea.frameNo+". To restart the game press F5")
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(50, height, "powderblue", x, 0));
myObstacles.push(new component(50, x - height - gap, "powderblue", x, height + gap));
}
for (i = 0; i < myObstacles.length; i += 1) {
myObstacles[i].speedX = -1;
myObstacles[i].newPos();
myObstacles[i].update();
}
myScore.text="SCORE: " + myGameArea.frameNo;
myScore.update();
if (myGameArea.x && myGameArea.y)
{
myGamePiece.x = myGameArea.x;
myGamePiece.y = myGameArea.y;
}
myGamePiece.update();
}
function everyinterval(n) {
if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
return false;
}
</script>
</body>
</html>