You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

178 lines
4.8 KiB

<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
border:1px solid #d3d3d3;
background-image: url("back2.png");
font-family: Impact, Charcoal, sans-serif;
align:center;
margin-top:100px;
margin-left:250px;
}
</style>
</head>
<body onload="startGame()">
<script>
var myGamePiece;
var myObstacles = [];
var myScore;
function startGame() {
myGamePiece = new component(60, 60, "flappybird.png", 100, 120, "image");
myGamePiece.gravity = 0.07;
myScore = new component("30px", "Impact", "white", 350, 40, "text");
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 800;
this.canvas.height = 400;
this.canvas.id="demo";
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
document.getElementById("demo").addEventListener("mousedown", mouseDown);
document.getElementById("demo").addEventListener("mouseup", mouseUp);
function mouseDown() {
accelerate(-0.2);
}
function mouseUp() {
accelerate(0.05);
}
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
},
stop : function() {
clearInterval(this.interval);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
this.type = type;
if (type == "image") {
this.image = new Image();
this.image.src = color;
}
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);
}
if (type == "image") {
ctx.drawImage(this.image,
this.x,
this.y,
this.width, this.height);}
else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
//ctx.drawImage(myGamePiece,this.x,this.y,this.height,this.width);
}
}
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-20< othertop) || (mytop+20> otherbottom) || (myright-20 < otherleft) || (myleft +20> 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(130)) {
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));
myObstacles.push(new component(50, height, "rotatedpipe.png", x, 0, "image"));
myObstacles.push(new component(50, x - height - gap, "pipe.png", x, height + gap,"image"));
}
for (i = 0; i < myObstacles.length; i += 1) {
myObstacles[i].x += -2;
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>
</body>
</html>