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Jul 23rd, 2019
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  1. <!DOCTYPE html>
  2. <html>
  3. <head>
  4. <meta charset="utf-8" />
  5. <title>Gamedev Canvas Workshop</title>
  6. <style>
  7. * { padding: 0; margin: 0; }
  8. canvas { background: #eee; display: block; margin: 0 auto; }
  9. </style>
  10. </head>
  11. <body>
  12.  
  13. <canvas id="myCanvas" width="480" height="320"></canvas>
  14.  
  15. <script>
  16. var canvas = document.getElementById("myCanvas");
  17. var ctx = canvas.getContext("2d");
  18.  
  19. ctx.beginPath();
  20. ctx.rect(20, 40, 50, 50);
  21. ctx.fillStyle = "#FF0000";
  22. ctx.fill();
  23. ctx.closePath();
  24.  
  25. ctx.beginPath();
  26. ctx.arc(240, 160, 20, 0, Math.PI*2, false);
  27. ctx.fillStyle = "green";
  28. ctx.fill();
  29. ctx.closePath();
  30.  
  31. ctx.beginPath();
  32. ctx.rect(160, 10, 100, 40);
  33. ctx.strokeStyle = "rgba(0, 0, 255, 0.5)";
  34. ctx.stroke();
  35. var canvas = document.getElementById("myCanvas");
  36. var ctx = canvas.getContext("2d");
  37. var x = canvas.width/2;
  38. var y = canvas.height-30;
  39. var dx = 2;
  40. var dy = -2;
  41.  
  42. function drawBall() {
  43. ctx.beginPath();
  44. ctx.arc(x, y, 10, 0, Math.PI*2);
  45. ctx.fillStyle = "#0095DD";
  46. ctx.fill();
  47. ctx.closePath();
  48. }
  49.  
  50. function draw() {
  51. ctx.clearRect(0, 0, canvas.width, canvas.height);
  52. drawBall();
  53. x += dx;
  54. y += dy;
  55. }
  56.  
  57. setInterval(draw, 10);
  58. var ctx = canvas.getContext("2d");
  59. var ballRadius = 10;
  60. var x = canvas.width/2;
  61. var y = canvas.height-30;
  62. var dx = 2;
  63. var dy = -2;
  64.  
  65. function drawBall() {
  66. ctx.beginPath();
  67. ctx.arc(x, y, ballRadius, 0, Math.PI*2);
  68. ctx.fillStyle = "#0095DD";
  69. ctx.fill();
  70. ctx.closePath();
  71. }
  72.  
  73. function draw() {
  74. ctx.clearRect(0, 0, canvas.width, canvas.height);
  75. drawBall();
  76.  
  77. if(x + dx > canvas.width-ballRadius || x + dx < ballRadius) {
  78. dx = -dx;
  79. }
  80. if(y + dy > canvas.height-ballRadius || y + dy < ballRadius) {
  81. dy = -dy;
  82. }
  83.  
  84. x += dx;
  85. y += dy;
  86. }
  87.  
  88. setInterval(draw, 10);
  89. var canvas = document.getElementById("myCanvas");
  90. var ctx = canvas.getContext("2d");
  91. var ballRadius = 10;
  92. var x = canvas.width/2;
  93. var y = canvas.height-30;
  94. var dx = 2;
  95. var dy = -2;
  96. var paddleHeight = 10;
  97. var paddleWidth = 75;
  98. var paddleX = (canvas.width-paddleWidth)/2;
  99. var rightPressed = false;
  100. var leftPressed = false;
  101.  
  102. document.addEventListener("keydown", keyDownHandler, false);
  103. document.addEventListener("keyup", keyUpHandler, false);
  104.  
  105. function keyDownHandler(e) {
  106. if(e.key == "Right" || e.key == "ArrowRight") {
  107. rightPressed = true;
  108. }
  109. else if(e.key == "Left" || e.key == "ArrowLeft") {
  110. leftPressed = true;
  111. }
  112. }
  113.  
  114. function keyUpHandler(e) {
  115. if(e.key == "Right" || e.key == "ArrowRight") {
  116. rightPressed = false;
  117. }
  118. else if(e.key == "Left" || e.key == "ArrowLeft") {
  119. leftPressed = false;
  120. }
  121. }
  122.  
  123. function drawBall() {
  124. ctx.beginPath();
  125. ctx.arc(x, y, ballRadius, 0, Math.PI*2);
  126. ctx.fillStyle = "#0095DD";
  127. ctx.fill();
  128. ctx.closePath();
  129. }
  130. function drawPaddle() {
  131. ctx.beginPath();
  132. ctx.rect(paddleX, canvas.height-paddleHeight, paddleWidth, paddleHeight);
  133. ctx.fillStyle = "#0095DD";
  134. ctx.fill();
  135. ctx.closePath();
  136. }
  137.  
  138. function draw() {
  139. ctx.clearRect(0, 0, canvas.width, canvas.height);
  140. drawBall();
  141. drawPaddle();
  142.  
  143. if(x + dx > canvas.width-ballRadius || x + dx < ballRadius) {
  144. dx = -dx;
  145. }
  146. if(y + dy > canvas.height-ballRadius || y + dy < ballRadius) {
  147. dy = -dy;
  148. }
  149.  
  150. if(rightPressed && paddleX < canvas.width-paddleWidth) {
  151. paddleX += 7;
  152. }
  153. else if(leftPressed && paddleX > 0) {
  154. paddleX -= 7;
  155. }
  156.  
  157. x += dx;
  158. y += dy;
  159. }
  160.  
  161. setInterval(draw, 10);S
  162. var canvas = document.getElementById("myCanvas");
  163. var ctx = canvas.getContext("2d");
  164. var ballRadius = 10;
  165. var x = canvas.width/2;
  166. var y = canvas.height-30;
  167. var dx = 2;
  168. var dy = -2;
  169. var paddleHeight = 10;
  170. var paddleWidth = 75;
  171. var paddleX = (canvas.width-paddleWidth)/2;
  172. var rightPressed = false;
  173. var leftPressed = false;
  174.  
  175. document.addEventListener("keydown", keyDownHandler, false);
  176. document.addEventListener("keyup", keyUpHandler, false);
  177.  
  178. function keyDownHandler(e) {
  179. if(e.key == "Right" || e.key == "ArrowRight") {
  180. rightPressed = true;
  181. }
  182. else if(e.key == "Left" || e.key == "ArrowLeft") {
  183. leftPressed = true;
  184. }
  185. }
  186.  
  187. function keyUpHandler(e) {
  188. if(e.key == "Right" || e.key == "ArrowRight") {
  189. rightPressed = false;
  190. }
  191. else if(e.key == "Left" || e.key == "ArrowLeft") {
  192. leftPressed = false;
  193. }
  194. }
  195.  
  196. function drawBall() {
  197. ctx.beginPath();
  198. ctx.arc(x, y, ballRadius, 0, Math.PI*2);
  199. ctx.fillStyle = "#0095DD";
  200. ctx.fill();
  201. ctx.closePath();
  202. }
  203. function drawPaddle() {
  204. ctx.beginPath();
  205. ctx.rect(paddleX, canvas.height-paddleHeight, paddleWidth, paddleHeight);
  206. ctx.fillStyle = "#0095DD";
  207. ctx.fill();
  208. ctx.closePath();
  209. }
  210.  
  211. function draw() {
  212. ctx.clearRect(0, 0, canvas.width, canvas.height);
  213. drawBall();
  214. drawPaddle();
  215.  
  216. if(x + dx > canvas.width-ballRadius || x + dx < ballRadius) {
  217. dx = -dx;
  218. }
  219. if(y + dy > canvas.height-ballRadius || y + dy < ballRadius) {
  220. dy = -dy;
  221. }
  222.  
  223. if(rightPressed && paddleX < canvas.width-paddleWidth) {
  224. paddleX += 7;
  225. }
  226. else if(leftPressed && paddleX > 0) {
  227. paddleX -= 7;
  228. }
  229.  
  230. x += dx;
  231. y += dy;
  232. }
  233.  
  234. setInterval(draw, 10);
  235. var canvas = document.getElementById("myCanvas");
  236. var ctx = canvas.getContext("2d");
  237. var ballRadius = 10;
  238. var x = canvas.width/2;
  239. var y = canvas.height-30;
  240. var dx = 2;
  241. var dy = -2;
  242. var paddleHeight = 10;
  243. var paddleWidth = 75;
  244. var paddleX = (canvas.width-paddleWidth)/2;
  245. var rightPressed = false;
  246. var leftPressed = false;
  247.  
  248. document.addEventListener("keydown", keyDownHandler, false);
  249. document.addEventListener("keyup", keyUpHandler, false);
  250.  
  251. function keyDownHandler(e) {
  252. if(e.key == "Right" || e.key == "ArrowRight") {
  253. rightPressed = true;
  254. }
  255. else if(e.key == "Left" || e.key == "ArrowLeft") {
  256. leftPressed = true;
  257. }
  258. }
  259.  
  260. function keyUpHandler(e) {
  261. if(e.key == "Right" || e.key == "ArrowRight") {
  262. rightPressed = false;
  263. }
  264. else if(e.key == "Left" || e.key == "ArrowLeft") {
  265. leftPressed = false;
  266. }
  267. }
  268.  
  269. function drawBall() {
  270. ctx.beginPath();
  271. ctx.arc(x, y, ballRadius, 0, Math.PI*2);
  272. ctx.fillStyle = "#0095DD";
  273. ctx.fill();
  274. ctx.closePath();
  275. }
  276. function drawPaddle() {
  277. ctx.beginPath();
  278. ctx.rect(paddleX, canvas.height-paddleHeight, paddleWidth, paddleHeight);
  279. ctx.fillStyle = "#0095DD";
  280. ctx.fill();
  281. ctx.closePath();
  282. }
  283.  
  284. function draw() {
  285. ctx.clearRect(0, 0, canvas.width, canvas.height);
  286. drawBall();
  287. drawPaddle();
  288.  
  289. if(x + dx > canvas.width-ballRadius || x + dx < ballRadius) {
  290. dx = -dx;
  291. }
  292. if(y + dy < ballRadius) {
  293. dy = -dy;
  294. }
  295. else if(y + dy > canvas.height-ballRadius) {
  296. if(x > paddleX && x < paddleX + paddleWidth) {
  297. dy = -dy;
  298. }
  299. else {
  300. alert("GAME OVER");
  301. document.location.reload();
  302. clearInterval(interval); // Needed for Chrome to end game
  303. }
  304. }
  305.  
  306. if(rightPressed && paddleX < canvas.width-paddleWidth) {
  307. paddleX += 7;
  308. }
  309. else if(leftPressed && paddleX > 0) {
  310. paddleX -= 7;
  311. }
  312.  
  313. x += dx;
  314. y += dy;
  315. }
  316.  
  317. var interval = setInterval(draw, 10);
  318. var brickRowCount = 3;
  319. var brickColumnCount = 5;
  320. var brickWidth = 75;
  321. var brickHeight = 20;
  322. var brickPadding = 10;
  323. var brickOffsetTop = 30;
  324. var brickOffsetLeft = 30;
  325. var bricks = [];
  326. for(var c=0; c<brickColumnCount; c++) {
  327. bricks[c] = [];
  328. for(var r=0; r<brickRowCount; r++) {
  329. bricks[c][r] = { x: 0, y: 0 };
  330. }
  331. }
  332. function drawBricks() {
  333. for(var c=0; c<brickColumnCount; c++) {
  334. for(var r=0; r<brickRowCount; r++) {
  335. bricks[c][r].x = 0;
  336. bricks[c][r].y = 0;
  337. ctx.beginPath();
  338. ctx.rect(0, 0, brickWidth, brickHeight);
  339. ctx.fillStyle = "#0095DD";
  340. ctx.fill();
  341. ctx.closePath();
  342. }
  343. }
  344. }
  345. var brickX = (c*(brickWidth+brickPadding))+brickOffsetLeft;
  346. var brickY = (r*(brickHeight+brickPadding))+brickOffsetTop;
  347.  
  348.  
  349. </script>
  350.  
  351. </body>
  352. </html>
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