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script.js
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script.js
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//Create variables to reference and store canvas
let canvas = document.getElementById('mycanvas');
let ctx = canvas.getContext('2d');
let ballRadius = 10;
let x = canvas.width / 2;
let y = canvas.height - 30;
let dx = 2;
let dy = -2;
//create the paddle
let paddleHeight = 12;
let paddleWidth = 72;
//specify starting point of paddle
let paddleX = (canvas.width - paddleWidth) / 2;
//holding variables for right and left arrows on keyboard
let rightPressed = false;
let leftPressed = false;
//holding variables for bricks
let brickRowCount = 4;
let brickColumnCount = 7;
let brickWidth = 72;
let brickHeight = 24;
let brickPadding = 12;
let brickOffsetTop = 32;
let brickOffsetLeft = 32;
//Create variables to take score
let score = 0;
//Creating arrays for the bricks
let bricks = [];
for (c = 0; c < brickColumnCount; c++) {
bricks[c] = [];
for (r = 0; r < brickRowCount; r++) {
//set the x and y position of the bricks
bricks[c][r] = { x: 0, y: 0, status: 1 };
}
}
document.addEventListener('keydown', keyDownHandler, false);
document.addEventListener('keyup', keyUpHandler, false);
document.addEventListener("mousemove", mouseMoveHandler, false);
//Anchor paddle movement to mouse movement
function mouseMoveHandler(e) {
var relativeX = e.clientX - canvas.offsetLeft;
if (relativeX > 0 && relativeX < canvas.width) {
paddleX = relativeX - paddleWidth / 2;
}
}
function keyDownHandler(e) {
if (e.keyCode === 39) {
rightPressed = true;
}
else if (e.keyCode === 37) {
leftPressed = true;
}
}
function keyUpHandler(e) {
if (e.keyCode === 39) {
rightPressed = false;
}
else if (e.keyCode === 37) {
leftPressed = false;
}
}
function drawBall() {
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI * 2); //centered at (x,y) position with radius r = ballRadius starting at 0 = startAngle, ending at Math.PI*2 = endAngle (in Radians)
ctx.fillStyle = 'green';
ctx.fill();
ctx.closePath();
}
//Create a function to create the paddle
function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight); //centered at (x,y) position with radius r = ballRadius starting at 0 = startAngle, ending at Math.PI*2 = endAngle (in Radians)
ctx.fillStyle = 'green';
ctx.fill();
ctx.closePath();
}
//Create a function to draw the bricks
function drawBricks() {
for (c = 0; c < brickColumnCount; c++) {
for (r = 0; r < brickRowCount; r++) {
if (bricks[c][r].status === 1) {
let brickX = (c * (brickWidth + brickPadding)) + brickOffsetLeft;
let 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 = '#6600cc';
ctx.fill();
ctx.closePath();
}
}
}
}
//Create function to keep track of score
function drawScore() {
ctx.font = '18px Arial';
ctx.fillStyle = 'white';
ctx.fillText('score: ' + score, 8, 20); //position score at 8,20 on the x,y axis of the canvas
}
//Collision dections for the bricks
function collisionDetection() {
for (c = 0; c < brickColumnCount; c++) {
for (r = 0; r < brickRowCount; r++) {
let 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('Congratulations!! You\'ve won!');
document.location.reload();
}
}
}
}
}
}
function draw() {
//clear each instance of the canvas so a new circle can be drawn
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawScore();
drawBricks();
drawBall();
drawPaddle();
collisionDetection();
//Calculate collision detections
//left and right walls
if (x + dx > canvas.width - ballRadius || x + dx < ballRadius) {
dx = -dx;
}
//top walls
if (y + dy < ballRadius) {
dy = -dy;
}
else if (y + dy > canvas.height - ballRadius) {
//detect paddle hits
if (x > paddleX && x < paddleX + paddleWidth) {
dy = -dy;
}
//if no paddle hit, body of canvas is hit ==> game over
else {
alert('GAME OVER!!');
document.location.reload();
}
}
//bottom wall
if (y + dy > canvas.height - ballRadius || y + dy < ballRadius) {
dy = -dy;
}
//Make paddle move
if (rightPressed && paddleX < canvas.width - paddleWidth) {
paddleX += 7;
}
else if (leftPressed && paddleX > 0) {
paddleX -= 7;
}
//Making the ball move
x += dx; //update x movement every frame
y += dy; //update y movement every frame
}
setInterval(draw, 10)