├── README.md
├── index.html
├── .project
├── js
└── block-breaker.js
└── LICENSE
/README.md:
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1 | # game-block-breaker-canvas
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/index.html:
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1 |
2 |
3 |
4 |
5 |
6 | 打砖块
7 |
18 |
19 |
20 |
21 |
22 |
30 |
31 |
32 |
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/.project:
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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 |
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/js/block-breaker.js:
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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;
350 |
351 | }(window);
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/LICENSE:
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