├── README.md ├── index.html ├── .project ├── js └── block-breaker.js └── LICENSE /README.md: -------------------------------------------------------------------------------- 1 | # game-block-breaker-canvas -------------------------------------------------------------------------------- /index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 打砖块 7 | 18 | 19 | 20 | 21 | 22 | 30 | 31 | 32 | -------------------------------------------------------------------------------- /.project: -------------------------------------------------------------------------------- 1 | 2 | 3 | BlockBreaker 4 | Create By HBuilder 5 | 6 | 7 | 8 | 9 | com.aptana.ide.core.unifiedBuilder 10 | 11 | 12 | 13 | 14 | 15 | com.aptana.projects.webnature 16 | 17 | 18 | 19 | 1512103736297 20 | 21 | 10 22 | 23 | org.eclipse.ui.ide.orFilterMatcher 24 | 25 | 26 | org.eclipse.ui.ide.multiFilter 27 | 1.0-projectRelativePath-matches-false-false-bin 28 | 29 | 30 | org.eclipse.ui.ide.multiFilter 31 | 1.0-projectRelativePath-matches-false-false-setting 32 | 33 | 34 | 35 | 36 | 37 | 38 | -------------------------------------------------------------------------------- /js/block-breaker.js: -------------------------------------------------------------------------------- 1 | ; 2 | ! function(window) { 3 | "use strict"; 4 | var circleCollisionRect=function(circle,rect){ 5 | //找到距离rect上距离圆心最近的点 6 | var point = {}; 7 | if(circle.x < rect.x) { 8 | point.x = rect.x; 9 | } else if(circle.x > rect.x + rect.w) { 10 | point.x = rect.x + rect.w; 11 | } else { 12 | point.x = circle.x; 13 | } 14 | 15 | if(circle.y < rect.y) { 16 | point.y = rect.y; 17 | } else if(circle.y > rect.y + rect.h) { 18 | point.y = rect.y + rect.h; 19 | } else { 20 | point.y = circle.y; 21 | } 22 | var distance = Math.pow(point.x - circle.x, 2) + Math.pow(point.y - circle.y, 2); 23 | 24 | return distance * distance <=circle.r * circle.r; 25 | }; 26 | var randomInt=function(a,b){ 27 | return Math.floor(Math.random()*Math.abs(a-b))+Math.min(a,b); 28 | } 29 | var Game = (function() { 30 | var Constructor = function(canvas) { 31 | this.canvas = canvas; 32 | this.stage; 33 | this.ball; 34 | this.paddle; 35 | this.blockWall; 36 | document.addEventListener("keydown", this); 37 | document.addEventListener("keyup", this); 38 | }; 39 | 40 | Constructor.prototype = { 41 | handleEvent: function(evt) { 42 | if(evt.type==="keyup"){ 43 | switch(evt.keyCode) { 44 | case 37: 45 | case 39: 46 | this.paddle.moveStop(); 47 | break; 48 | } 49 | }else if(evt.type==="keydown"){ 50 | switch(evt.keyCode) { 51 | case 37: 52 | this.paddle.moveLeft(); 53 | break; 54 | case 39: 55 | this.paddle.moveRight(); 56 | break; 57 | } 58 | } 59 | }, 60 | restart: function() { 61 | //init 62 | var w = this.canvas.width; 63 | var h = this.canvas.height; 64 | this.stage = new Stage(w, h); 65 | this.paddle = new Paddle(this.stage); 66 | 67 | this.ball = new Ball(this.stage); 68 | this.ball.placeOnPaddleCenter(this.paddle); 69 | 70 | this.blockWall = new BlockWall(this.stage); 71 | 72 | var g = this.canvas.getContext("2d"); 73 | var run = function() { 74 | if(this.detectGameOver()){ 75 | this.gameOver(); 76 | return; 77 | } 78 | if(this.detectGameWin()){ 79 | this.gameWin(); 80 | return; 81 | } 82 | if(this.blockWall.collisionDetection(this.ball)) { 83 | this.ball.hitBlock(); 84 | } 85 | if(this.paddle.collisionDetection(this.ball)){ 86 | this.ball.hitPaddle(this.paddle); 87 | } 88 | 89 | this.stage.draw(g); 90 | this.blockWall.draw(g); 91 | this.paddle.draw(g); 92 | this.ball.draw(g); 93 | window.requestAnimationFrame(run); 94 | }.bind(this); 95 | run(); 96 | }, 97 | detectGameOver:function(){ 98 | var ball=this.ball; 99 | var paddle=this.paddle; 100 | if(ball.y-ball.r>=paddle.y){ 101 | return true; 102 | } 103 | }, 104 | detectGameWin:function(){ 105 | if(this.blockWall.totalLiveBlock<=0){ 106 | return true; 107 | } 108 | }, 109 | gameOver:function(){ 110 | alert("you fail!"); 111 | window.location.reload(); 112 | }, 113 | gameWin:function(){ 114 | alert("you Win!"); 115 | window.location.reload(); 116 | }, 117 | start: function() { 118 | this.restart(); 119 | } 120 | 121 | }; 122 | 123 | return Constructor; 124 | })(); 125 | 126 | var Stage = (function() { 127 | var Constructor = function(w, h) { 128 | this.w = w; 129 | this.h = h; 130 | } 131 | 132 | Constructor.prototype.draw = function(g) { 133 | g.clearRect(0, 0, this.w, this.h); 134 | } 135 | return Constructor; 136 | })(); 137 | 138 | var Ball = (function() { 139 | var Constructor = function(stage) { 140 | this.stage = stage; 141 | this.r = 10; 142 | this.x = 0; 143 | this.y = 0; 144 | this.maxX = this.stage.w; 145 | this.maxY = this.stage.h; 146 | this.speed = 4; 147 | this.dx = this.speed; 148 | this.dy = this.speed; 149 | 150 | } 151 | Constructor.prototype = { 152 | placeOnPaddleCenter: function(paddle) { 153 | this.x = paddle.x+paddle.w/2; 154 | this.y = paddle.y-this.r; 155 | }, 156 | hitBlock:function(block){ 157 | this.changeDirectionY(); 158 | }, 159 | hitPaddle: function(paddle) { 160 | this.y=paddle.y-this.r; 161 | var paddleX3=paddle.x/3; 162 | if(this.xpaddleX3*2){//right 165 | this.x++; 166 | }else{//center do nothing 167 | 168 | } 169 | 170 | this.changeDirectionY(); 171 | }, 172 | changeDirectionX:function(){ 173 | this.dx = -this.dx; 174 | }, 175 | changeDirectionY:function(){ 176 | this.dy = -this.dy; 177 | } 178 | 179 | }; 180 | Constructor.prototype.draw = function(g) { 181 | this.x += this.dx; 182 | this.y += this.dy; 183 | 184 | if(this.x + this.r >= this.maxX){ 185 | this.x=this.maxX-this.r; 186 | this.changeDirectionX(); 187 | }else if (this.x - this.r <= 0) { 188 | this.x=this.r; 189 | this.changeDirectionX(); 190 | } 191 | 192 | if(this.y + this.r >= this.maxY){ 193 | this.changeDirectionY(); 194 | this.y=this.maxY-this.r; 195 | }else if (this.y - this.r <= 0) { 196 | this.changeDirectionY(); 197 | this.y=this.r; 198 | } 199 | g.beginPath(); 200 | g.arc(this.x, this.y, this.r, 0, Math.PI * 2); 201 | g.fillStyle = "#0095DD"; 202 | g.fill(); 203 | 204 | }; 205 | return Constructor; 206 | })(); 207 | 208 | var Paddle = (function() { 209 | var Constructor = function(stage) { 210 | this.stage = stage; 211 | this.maxX; 212 | this.maxY; 213 | this.x; 214 | this.y; 215 | this.w; 216 | this.h; 217 | this.v; 218 | this.move=0;//012 219 | this.reset(); 220 | } 221 | Constructor.prototype = { 222 | reset: function() { 223 | this.w = 100; 224 | this.h = 10; 225 | this.maxX = this.stage.w - this.w; 226 | this.maxY = this.stage.h - this.h; 227 | this.x = this.maxX / 2; 228 | this.y = this.maxY - 10; 229 | this.v = 8; 230 | }, 231 | moveLeft: function() { 232 | this.move=1; 233 | }, 234 | moveStop:function(){ 235 | this.move=0; 236 | }, 237 | moveRight: function() { 238 | this.move=2; 239 | }, 240 | collisionDetection:function(ball){ 241 | if(ball.y+ball.r>=this.y){ 242 | if(this.x<=ball.x&&ball.x<=this.x+this.w){ 243 | return true; 244 | } 245 | } 246 | return false; 247 | 248 | } 249 | } 250 | Constructor.prototype.draw = function(g) { 251 | if(this.move===2){ 252 | if(this.x + this.v >= this.maxX) { 253 | this.x = this.maxX 254 | } else { 255 | this.x += this.v; 256 | } 257 | }else if(this.move===1){ 258 | if(this.x - this.v <= 0) { 259 | this.x = 0; 260 | } else { 261 | this.x -= this.v; 262 | } 263 | } 264 | g.beginPath(); 265 | g.fillStyle = "red"; 266 | g.fillRect(this.x, this.y, this.w, this.h); 267 | }; 268 | return Constructor; 269 | })(); 270 | 271 | var Block = (function() { 272 | var Constructor = function(x, y, w, h) { 273 | this.x = x; 274 | this.y = y; 275 | this.w = w; 276 | this.h = h; 277 | }; 278 | Constructor.prototype = { 279 | collisionBall: function(ball) { 280 | return circleCollisionRect(ball,this); 281 | } 282 | }; 283 | 284 | Constructor.prototype.draw = function(g) { 285 | g.fillStyle = "black"; 286 | g.fillRect(this.x, this.y, this.w, this.h); 287 | }; 288 | return Constructor; 289 | })(); 290 | 291 | var BlockWall = (function() { 292 | var Constructor = function(stage) { 293 | this.stage = stage; 294 | this.blocks; 295 | this.wallPad = 20; 296 | this.blockPad = 10; 297 | this.blockW = 100; 298 | this.blockH = 30; 299 | this.totalLiveBlock=0; 300 | this.reset(); 301 | } 302 | Constructor.prototype = { 303 | reset: function() { 304 | var blockActrulW = this.blockW + this.blockPad; 305 | var blockActrulH = this.blockH + this.blockPad; 306 | var rowMaxBlock = Math.floor((this.stage.w - this.blockPad) / blockActrulW); 307 | var colMaxBlock = Math.floor((this.stage.h/2-this.blockPad) / blockActrulH); 308 | this.wallPad = (this.stage.w - rowMaxBlock * (blockActrulW)) / 2; 309 | 310 | var blocks = []; 311 | 312 | for(var y = 0; y < rowMaxBlock; y++) { 313 | for(var x = 0; x < rowMaxBlock; x++) { 314 | var b = new Block(this.wallPad + blockActrulW * x, this.wallPad + y * blockActrulH, this.blockW, this.blockH); 315 | if(Math.random()>0.8){ 316 | blocks.push(b); 317 | } 318 | } 319 | } 320 | this.blocks = blocks; 321 | this.totalLiveBlock=blocks.length; 322 | }, 323 | collisionDetection: function(ball) { 324 | var blocks = this.blocks; 325 | for(var i = blocks.length, b; i-- > 0;) { 326 | if((b = blocks[i]) !== null) { 327 | if(b.collisionBall(ball)) { 328 | blocks[i] = null; 329 | this.totalLiveBlock--; 330 | return true; 331 | } 332 | } 333 | } 334 | return false; 335 | } 336 | }; 337 | Constructor.prototype.draw = function(g) { 338 | var blocks = this.blocks; 339 | for(var i = blocks.length, b; i-- > 0;) { 340 | if((b = blocks[i]) !== null) { 341 | b.draw(g); 342 | } 343 | } 344 | }; 345 | return Constructor; 346 | })(); 347 | 348 | //export 349 | window.Game = Game; 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