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@aadennis
Created June 24, 2018 11:02
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Gamedev Canvas Workshop</title>
<style>
* {
padding: 0;
margin: 0;
}
canvas {
background: hotpink;
display: block;
margin: 0 auto;
}
</style>
</head>
<body>
<canvas id="myCanvas" width="400" height="400"></canvas>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var ballRadius = 10;
var x = canvas.width / 2;
var y = canvas.height - 30;
var dx = 2;
var dy = -2;
var paddleHeight = 10;
var paddleWidth = 75;
var paddleX = (canvas.width - paddleWidth) / 2;
var rightPressed = false;
var leftPressed = false;
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
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);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBall();
drawPaddle();
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 {
alert("GAME OVER");
document.location.reload();
}
}
if (rightPressed && paddleX < canvas.width - paddleWidth) {
paddleX += 7;
}
else if (leftPressed && paddleX > 0) {
paddleX -= 7;
}
x += dx;
y += dy;
}
setInterval(draw, 10);
</script>
</body>
</html>
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