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<html>
<head>
<title>Rebound: an example game</title>
<style>
#playingArea_element{
position: relative;
/* top: 240; */
/* left: 100; */
margin: 1em auto;
border: 1px solid black;
width: 500;
height: 500;
background-color: rgb(0,0,0);
}
#paddle_element{
position: absolute;
top: 470;
left: 258;
width: 64;
height: 16;
}
#ball_element{
position: absolute;
top: 4;
left: 200;
width: 16;
height: 16;
}
#score_element{
position: absolute;
top: 486;
left: 0;
width: 500;
height: 14;
font-size: 10pt;
color: white;
background-color: rgb(32,128,64);
}
#paddle_bounce1{
position: absolute;
top: 340;
left: 258;
width: 64;
height: 16;
}
#paddle_bounce2{
position: absolute;
top: 300;
left: 150;
width: 64;
height: 16;
}
#paddle_bounce3{
position: absolute;
top: 300;
left: 350;
width: 64;
height: 16;
}
#paddle_bounce4{
position: absolute;
top: 150;
left: 200;
width: 64;
height: 16;
}
#paddle_bounce5{
position: absolute;
top: 150;
left: 300;
width: 64;
height: 16;
}
</style>
<script language="JavaScript">
var ball;
var paddle;
var score;
var bounce1;
var bounce2;
var bounce3;
var bounce4;
var bounce5;
var dp = 0; // velocity of the paddle
var dx = 6; // initial speed of ball along x-axis (delta-x, aka dx)
var dy = 6; // initial speed of ball along y-axis (delta-y, aka dy)
var currentScore = 0;
var bp1 = 0;
var bp2 = 0;
var bp3 = 0;
var bp4 = 0;
var bp5 = 0;
// ``timeout id'' that we're waiting for next (never actually used,
// but a future extension might need to invoke clearTimeout on this)
var timer;
// initial conditions for ball and paddle.
var paddleLeft = 258;
var ballLeft = 200;
var ballTop = 4;
var bounce1 = 200;
var bounce2 = 200;
var bounce3 = 200;
var bounce4 = 200;
var bounce5 = 200;
// This is a FUNCTION definition in JavaScript.
// This function takes no arguments; it will be used to
// set up initial state when the page loads
// (see the onLoad attribute in the <body> tag below)
// Felix does not know much more about how to use
// document.getElementById; he's just following the
// example code in the devx.com article.
function init() {
// set up objects corresponding to HTML elements
ball = document.getElementById('ball_element');
paddle = document.getElementById('paddle_element');
score = document.getElementById('score_element');
bounce1 = document.getElementById('paddle_bounce1');
// setup key event listener (see below)
document.onkeydown = keyDownListener;
document.onkeyup = keyUpListener;
// start the game loop
start();
// OOH reflection!
// alert(allprops("window", window));
// alert(allprops("document", document));
}
function allprops(name, obj) {
property_list = "The properties of " + name + " are:\n{ ";
for (prop in obj)
property_list += prop + " ";
property_list += "}";
return property_list;
}
// Here's another JavaScript function definition.
// This one takes a single argument, the key stroke
// event, which the browser passes to the listener.
// (Although apparently Microsoft Internet Explorer's
// behavior is different from Mozilla's, so one needs
// to compensate for that.)
function keyDownListener( key_event ) {
if (! key_event ) { // if key_event wasn't passed to us
// then we must be in Internet Explorer, and need
// to pull the event explicitly out of browser window.
key_event = window.event;
}
// keyCode 37 is left arrow
if (key_event.keyCode == 37) {
dp = -4;
}
// keyCode 39 is right arrow
if (key_event.keyCode == 39) {
dp = +4;
}
// FYI - keyCode 38 is up arrow, 40 is down arrow.
}
function keyUpListener(e) {
dp = 0;
}
function start(){
// game loop
detectCollisions();
render();
difficulty();
// end conditions
if (ballTop < 470) {
// still in play - keep the loop going
timer = setTimeout('start()',50);
}
else {
gameOver();
}
}
function detectCollisions(){
// just reflect the ball on a collision
// a more robust engine could change trajectory of
// the ball based on where the ball hits the paddle
if (collisionX())
dx = dx * -1;
if (collisionY())
dy = dy * -1;
}
// The command ``return E'' means that the whole function
// invocation should evaluate to the value of E
function collisionX(){
// check left and right boundaries
if (ballLeft < 4 || ballLeft > 480)
return true;
return false;
}
function collisionY(){
// check if at top of playing area
if (ballTop < 4)
return true;
// check to see if ball collided with paddle
if (ballTop > 450){
if (ballLeft > paddleLeft &&
ballLeft < paddleLeft + 64)
return true;
}
return false;
}
function render(){
moveBall();
movePaddle();
updateScore();
}
function moveBall(){
ballLeft += dx;
ballTop += dy;
ball.style.left = ballLeft;
ball.style.top = ballTop;
}
function movePaddle() {
if (paddleLeft > 0 && paddleLeft < 436) { // XXX magic nums?
paddleLeft = paddleLeft + dp;
// 'px' is the unit of measure (pixels)
paddle.style.left = paddleLeft + 'px';
}
}
function updateScore(){
currentScore += 5;
score.innerHTML = 'Score: ' + currentScore;
}
function difficulty(){
// as the game progresses, increase magnitude of the
// vertical speed
if(currentScore % 1000 == 0){
if(dy > 0)
dy += 1;
else
dy -= 1;
}
}
function gameOver(){
// end the game by clearing the timer and modifying
// the score label
clearTimeout(timer);
score.innerHTML += " Game Over";
score.style.backgroundColor = 'rgb(128,0,0)';
}
</script>
</head>
<body onLoad="init()">
<h1>Rebound: an example game</h1>
<div id="playingArea_element">
<div id="paddle_element">
<img src="http://s23.postimg.org/8dvn9u54n/paddle.gif" />
</div>
<div id="ball_element">
<img src="http://s22.postimg.org/homglchv1/ball.gif" />
</div>
<div id="paddle_bounce1">
<img src="http://s15.postimg.org/spjrsb45j/bounce.gif" />
</div>
<div id="paddle_bounce2">
<img src="http://s15.postimg.org/spjrsb45j/bounce.gif" />
</div>
<div id="paddle_bounce3">
<img src="http://s15.postimg.org/spjrsb45j/bounce.gif" />
</div>
<div id="paddle_bounce4">
<img src="http://s15.postimg.org/spjrsb45j/bounce.gif" />
</div>
<div id="paddle_bounce5">
<img src="http://s15.postimg.org/spjrsb45j/bounce.gif" />
</div>
<div id="score_element">Score: 0</div>
</div>
</body>
</html>
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