-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathbouncing-square.js
205 lines (169 loc) · 6.01 KB
/
bouncing-square.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
// ------------------------------------------------------------
// How To Make A HTML5 Canvas Game
// (c) 2015 Rembound.com
// http://rembound.com/articles/how-to-make-a-html5-canvas-game
// ------------------------------------------------------------
// The function gets called when the window is fully loaded
window.onload = function() {
// Get the canvas and context
var canvas = document.getElementById("viewport");
var context = canvas.getContext("2d");
// Timing and frames per second
var lastframe = 0;
var fpstime = 0;
var framecount = 0;
var fps = 0;
// Level properties
var level = {
x: 1,
y: 65,
width: canvas.width - 2,
height: canvas.height - 66
};
// Square
var square = {
x: 0,
y: 0,
width: 0,
height: 0,
xdir: 0,
ydir: 0,
speed: 0
}
// Score
var score = 0;
// Initialize the game
function init() {
// Add mouse events
canvas.addEventListener("mousemove", onMouseMove);
canvas.addEventListener("mousedown", onMouseDown);
canvas.addEventListener("mouseup", onMouseUp);
canvas.addEventListener("mouseout", onMouseOut);
// Initialize the square
square.width = 100;
square.height = 100;
square.x = level.x + (level.width - square.width) / 2;
square.y = level.y + (level.height - square.height) / 2;
square.xdir = 1;
square.ydir = 1;
square.speed = 200;
// Initialize the score
score = 0;
// Enter main loop
main(0);
}
// Main loop
function main(tframe) {
// Request animation frames
window.requestAnimationFrame(main);
// Update and render the game
update(tframe);
render();
}
// Update the game state
function update(tframe) {
var dt = (tframe - lastframe) / 1000;
lastframe = tframe;
// Update the fps counter
updateFps(dt);
// Move the square, time-based
square.x += dt * square.speed * square.xdir;
square.y += dt * square.speed * square.ydir;
// Handle left and right collisions with the level
if (square.x <= level.x) {
// Left edge
square.xdir = 1;
square.x = level.x;
} else if (square.x + square.width >= level.x + level.width) {
// Right edge
square.xdir = -1;
square.x = level.x + level.width - square.width;
}
// Handle top and bottom collisions with the level
if (square.y <= level.y) {
// Top edge
square.ydir = 1;
square.y = level.y;
} else if (square.y + square.height >= level.y + level.height) {
// Bottom edge
square.ydir = -1;
square.y = level.y + level.height - square.height;
}
}
function updateFps(dt) {
if (fpstime > 0.25) {
// Calculate fps
fps = Math.round(framecount / fpstime);
// Reset time and framecount
fpstime = 0;
framecount = 0;
}
// Increase time and framecount
fpstime += dt;
framecount++;
}
// Render the game
function render() {
// Draw the frame
drawFrame();
// Draw the square
context.fillStyle = "#ff8080";
context.fillRect(square.x, square.y, square.width, square.height);
// Draw score inside the square
context.fillStyle = "#ffffff";
context.font = "38px Verdana";
var textdim = context.measureText(score);
context.fillText(score, square.x+(square.width-textdim.width)/2, square.y+65);
}
// Draw a frame with a border
function drawFrame() {
// Draw background and a border
context.fillStyle = "#d0d0d0";
context.fillRect(0, 0, canvas.width, canvas.height);
context.fillStyle = "#e8eaec";
context.fillRect(1, 1, canvas.width-2, canvas.height-2);
// Draw header
context.fillStyle = "#303030";
context.fillRect(0, 0, canvas.width, 65);
// Draw title
context.fillStyle = "#ffffff";
context.font = "24px Verdana";
context.fillText("HTML5 Canvas Bouncing Square - Rembound.com", 10, 30);
// Display fps
context.fillStyle = "#ffffff";
context.font = "12px Verdana";
context.fillText("Fps: " + fps, 13, 50);
}
// Mouse event handlers
function onMouseMove(e) {}
function onMouseDown(e) {
// Get the mouse position
var pos = getMousePos(canvas, e);
// Check if we clicked the square
if (pos.x >= square.x && pos.x < square.x + square.width &&
pos.y >= square.y && pos.y < square.y + square.height) {
// Increase the score
score += 1;
// Increase the speed of the square by 10 percent
square.speed *= 1.1;
// Give the square a random position
square.x = Math.floor(Math.random()*(level.x+level.width-square.width));
square.y = Math.floor(Math.random()*(level.y+level.height-square.height));
// Give the square a random direction
square.xdir = Math.floor(Math.random() * 2) * 2 - 1;
square.ydir = Math.floor(Math.random() * 2) * 2 - 1;
}
}
function onMouseUp(e) {}
function onMouseOut(e) {}
// Get the mouse position
function getMousePos(canvas, e) {
var rect = canvas.getBoundingClientRect();
return {
x: Math.round((e.clientX - rect.left)/(rect.right - rect.left)*canvas.width),
y: Math.round((e.clientY - rect.top)/(rect.bottom - rect.top)*canvas.height)
};
}
// Call init to start the game
init();
};