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index.html
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<!doctype html>
<html lang="en-US">
<head>
<meta charset="utf-8" />
<title>Gamedev Canvas Workshop</title>
<style>
* {
padding: 0;
margin: 0;
}
canvas {
background: #eee;
display: block;
margin: 0 auto;
touch-action: none;
}
</style>
</head>
<body>
<canvas id="myCanvas"></canvas>
<button id="runButton">Start game</button>
<script>
const canvas = document.getElementById("myCanvas");
const ctx = canvas.getContext("2d");
function resizeCanvas() {
canvas.width = window.innerWidth * 0.9; // 设置canvas宽度为窗口宽度的90%
canvas.height = window.innerHeight * 0.8; // 设置canvas高度为窗口高度的80%
// 在这里重新绘制canvas内容
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas(); // 初始化画布大小
const spead = 2;
let interval = 0;
let x = canvas.width / 2;
let y = canvas.height - 30;
let dx = 2 * spead;
let dy = -2 * spead;
const ballRadius = 10;
const paddleHeight = 10;
const paddleWidth = 75;
let paddleX = (canvas.width - paddleWidth) / 2;
const brickWidth = 75;
const brickHeight = 20;
const brickPadding = 10;
const brickOffsetTop = 30;
const brickOffsetLeft = 30;
const brickRowCount = 3;
const brickColumnCount = (canvas.width - brickOffsetLeft * 2) / (brickWidth + brickPadding);
let score = 0;
let lives = 3;
const bricks = [];
for (let c = 0; c < brickColumnCount; c++) {
bricks[c] = [];
for (let r = 0; r < brickRowCount; r++) {
bricks[c][r] = { x: 0, y: 0, status: 1 };
}
}
function drawLives() {
ctx.font = "16px Arial";
ctx.fillStyle = "#0095DD";
ctx.fillText(`Lives: ${lives}`, canvas.width - 65, 20);
}
function drawBricks() {
for (let c = 0; c < brickColumnCount; c++) {
for (let r = 0; r < brickRowCount; r++) {
if (bricks[c][r].status === 1) {
const brickX = c * (brickWidth + brickPadding) + brickOffsetLeft;
const brickY = r * (brickHeight + brickPadding) + brickOffsetTop;
bricks[c][r].x = brickX;
bricks[c][r].y = brickY;
ctx.beginPath();
ctx.rect(brickX, brickY, brickWidth, brickHeight);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
}
}
}
function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function drawBall() {
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI * 2);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
let rightPressed = false;
let leftPressed = false;
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
document.addEventListener("mousemove", mouseMoveHandler, false);
function mouseMoveHandler(e) {
const relativeX = e.clientX - canvas.offsetLeft;
if (relativeX > 0 && relativeX < canvas.width) {
paddleX = relativeX - paddleWidth / 2;
}
}
document.addEventListener('touchstart', handleTouchStart);
document.addEventListener('touchmove', handleTouchMove);
document.addEventListener('touchend', handleTouchEnd);
let isDragging = false;
function handleTouchStart(event) {
isDragging = true;
const relativeX = e.touches[0].clientX - canvas.offsetLeft;
if (relativeX > 0 && relativeX < canvas.width) {
paddleX = relativeX - paddleWidth / 2;
}
}
function handleTouchMove(e) {
const relativeX = e.touches[0].clientX - canvas.offsetLeft;
if (relativeX > 0 && relativeX < canvas.width) {
paddleX = relativeX - paddleWidth / 2;
}
}
function handleTouchEnd(event) {
isDragging = false;
}
function keyDownHandler(e) {
if (e.key === "Right" || e.key === "ArrowRight") {
rightPressed = true;
} else if (e.key === "Left" || e.key === "ArrowLeft") {
leftPressed = true;
}
}
function keyUpHandler(e) {
if (e.key === "Right" || e.key === "ArrowRight") {
rightPressed = false;
} else if (e.key === "Left" || e.key === "ArrowLeft") {
leftPressed = false;
}
}
function collisionDetection() {
for (let c = 0; c < brickColumnCount; c++) {
for (let r = 0; r < brickRowCount; r++) {
const b = bricks[c][r];
if (b.status === 1) {
if (
x > b.x &&
x < b.x + brickWidth &&
y > b.y &&
y < b.y + brickHeight
) {
dy = -dy;
b.status = 0;
score++;
if (score === brickRowCount * brickColumnCount) {
alert("YOU WIN, CONGRATULATIONS!");
document.location.reload();
}
}
}
}
}
}
function drawScore() {
ctx.font = "16px Arial";
ctx.fillStyle = "#0095DD";
ctx.fillText(`Score: ${score}`, 8, 20);
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBall();
drawPaddle();
drawBricks();
collisionDetection();
drawScore();
drawLives();
if (x + dx > canvas.width - ballRadius || x + dx < ballRadius) {
dx = -dx;
}
if (y + dy > canvas.height - ballRadius || y + dy < ballRadius) {
dy = -dy;
}
if (rightPressed) {
paddleX = Math.min(paddleX + 7, canvas.width - paddleWidth);
} else if (leftPressed) {
paddleX = Math.max(paddleX - 7, 0);
}
x += dx;
y += dy;
if (y + dy < ballRadius) {
dy = -dy;
} else if (y + dy > canvas.height - ballRadius) {
if (x > paddleX && x < paddleX + paddleWidth) {
dy = -dy;
} else {
lives--;
if (!lives) {
alert("GAME OVER");
document.location.reload();
clearInterval(interval); // Needed for Chrome to end game
} else {
x = canvas.width / 2;
y = canvas.height - 30;
dx = 2 * spead;
dy = -2 * spead;
paddleX = (canvas.width - paddleWidth) / 2;
}
}
}
requestAnimationFrame(draw);
}
function startGame() {
draw();
}
document.getElementById("runButton").addEventListener("click", function () {
startGame();
this.disabled = true;
});
</script>
</body>
</html>