.
. .
.
.
(
*
)
.
.
(
*) .
.
.
.
.
.
.
.
.
.
.
(
*
)
.
.
.
.
.
.
(
*
)
.
(
*
)
. . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.
.
. Asked(*
)
.
Seen (* ) . 9 times .
I ridiculed atari outbreak of where i desire the blocks to be multi coloured. I desire it to ensure that each private block has its very own arbitrary colour that is arbitrarily produced.
I likewise do not desire the various other characteristics such as the sphere as well as the paddle to be targeted with this arbitrary colour adjustment.
Right here are the lines of code: ‘utilize stringent’;
var canvas = document.getElementById (” myCanvas” ); var ctx = canvas.getContext (” 2d”)
; var ballRadius = 20;
var x = canvas.width/ 2;
var y = canvas.height-30;
var dx = 3;
var dy = -3;
var paddleHeight= 10; var paddleWidth= 175; var paddleX=( canvas.width-paddleWidth ) 2; var rightPressed = incorrect; var leftPressed =incorrect; var brickRowCount =11; var brickColumnCount= 5 ; var brickWidth= 73; var brickHeight= 20; var brickPadding= 10; var brickOffsetTop= 30; var brickOffsetLeft= 30; var rating= 0; var lives= 3; var blocks= =
; for (var r= 0; r < brickRowCount; r++) {blocks ={
x: 0, y: 0, standing: 1}
;}} document.addEventListener (” keydown”, keyDownHandler, incorrect ); document.addEventListener( “keyup”, keyUpHandler, incorrect);
document.addEventListener(” mousemove”, mouseMoveHandler,
incorrect); feature keyDownHandler( e) {
if( e.key == “Right”|| e.key == “ArrowRight”) {
rightPressed = real;
}
else if( e.key == “Left”|| e.key == “ArrowLeft”) {
leftPressed = real;
}
}
feature keyUpHandler (e) {
if( e.key = =” Right”||
e.key==” ArrowRight”) {rightPressed= incorrect;} <. else if (e.key==" Left"|| e.key ==" ArrowLeft") {
leftPressed= incorrect;}} feature mouseMoveHandler( e ){
var relativeX= e.clientX- canvas.offsetLeft; if( relativeX > 0 & & relativeX < canvas.width) {
paddleX= relativeX- paddleWidth/2;}}
feature collisionDetection() {
for( > var && c= 0;& c > < brickColumnCount <; c++) {
for (var r = 0;
r < brickRowCount; r++) {var b= blocks; if( b.status== 1) {
if( x > b.x & & x < b.x+ brickWidth & & y > b.y & & y < b.y+ brickHeight) {
dy=- dy; b.status= 0;
rating++; if
( rating== brickRowCount
* brickColumnCount) {
sharp(" YOU WIN, CONGRATULATIONS!" ); document.location.reload();
}
}
}}
}
} feature drawBall() {ctx.beginPath();
ctx.arc( x, y, ballRadius,
0, Math.PI * 2); ctx.fill(); ctx.closePath();}
feature drawPaddle() {ctx.beginPath(); ctx.rect( paddleX, canvas.height-paddleHeight, paddleWidth, paddleHeight); ctx.fill(); ctx.closePath ();} feature drawBricks() {for( var c= 0;
c < brickColumnCount; c++) {for( var r= 0; r < brickRowCount;
r++) {
if( blocks
standing== 1) {var brickX= (r *( brickWidth+ brickPadding))+ brickOffsetLeft;
var brickY=( c *(
brickHeight+ brickPadding))+ brickOffsetTop; blocks
x= brickX; blocks
y= brickY; ctx.beginPath(); ctx.rect( brickX, brickY, brickWidth,
brickHeight); ctx.fill
(); ctx.closePath();}
}
}} feature drawScore() {ctx.font =" 16px Arial "; ctx.fillText( "Rating:"+ rating,
8, 20);} feature drawLives() {
ctx.font=" 16px Arial"; ctx.fillText(" Lives:"+ lives, canvas.width-65, 20);} feature draw() {
ctx.clearRect( 0, 0
, canvas.width
, canvas.height); drawBricks(); drawBall();
drawPaddle(); drawScore (); drawLives(); collisionDetection(); if( x+ dx > canvas.width-ballRadius|| x + dx < < ballRadius) {
dx = -dx;
}
if( y + dy < < ballRadius) {
dy = -dy;
}
else if( y + dy > > canvas.height-ballRadius) {
if( x > > paddleX && & & x < paddleX + paddleWidth) {
dy = -dy;
}
else {
lives--;
if(! lives) {
sharp(" VIDEO GAME OVER");
document.location.reload();
}
else {
x = canvas.width/ 2;
y = canvas.height-30;
dx = 3;
dy = -3;
paddleX = (canvas.width-paddleWidth)/ 2;
}
}
}
if( rightPressed && & & paddleX < canvas.width-paddleWidth) {paddleX+= 7;}
else if( leftPressed && & & paddleX > 0) {
paddleX-= 7;
}
x += dx; y += dy; requestAnimationFrame( draw);
}
feature hardFunction() {
ballRadius = 8;
. paddleWidth = 80;
.
lives = 1;
. dx
= 5;. dy= -5;.};.
feature mediumFunction() {
ballRadius = 15;
.
paddleWidth =120;
. lives= 2;. dx= 4;. dy= -4;.
}
;. feature easyFunction () {
ballRadius = 20;
.
paddleWidth= 175;
.
lives= 3;. dx= 3;. dy= -3;.
}
;
.
draw();.
console.log( ctx.fillStyle);[] * {
cushioning: 0;
.
margin: 0;
.}
canvas {
history: #eee;
. screen: block;
. margin: 0 vehicle;
.}
switch {
boundary: none;. shade
: grey;. cushioning: 16px 32px;. text-align: facility;
.
text-decoration: none;.
screen: inline-block;.
font-size: 16px;. margin: 4px 2px 0px 16.67 %;
.
transition-duration: 0.4 s;.
arrow: reminder.
}.
buttonHard: float {
background-color: red;.
shade: black;
.}. buttonMedium: float {
< head >.
<< meta charset=" utf-8"/ >. < title > Gamedev Canvas Workshop . < web link rel=" stylesheet" kind=" text/css" href=" https://stackoverflow.com/questions/74758212/style.css" > . .
<< body>>.
<< canvas id=" myCanvas" size=" 960" elevation=" 640"><> < switch id=" switch" course=" buttonHard" onclick=" hardFunction();">> Difficult Setting<.
<< switch id=" switch" course=" buttonMedium" onclick=" mediumFunction();">> Tool Setting<.
<< switch id=" switch" course=" buttonEasy" onclick=" easyFunction();">> Easy Setting<.
<< manuscript src=" script.js"><> .
<[c]
. asked [] 6 minutes back[c][r]
.[c][r] Riad Afandili [c][r] is a brand-new factor to this website. Make sure in requesting for explanation, commenting, as well as answering.
Look into our [c][r] Standard Procedure[c][r]
default
.
.
.
.
.
.
.
.
.
.
. . Your personal privacy .(* ) . By clicking "Approve all cookies", you concur Heap Exchange can save cookies on your gadget as well as reveal details according to our Cookie Plan .
.(* )
.
Approve all cookies
.
.
.
.
Personalize setups
.