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@spheppner
Last active January 2, 2017 10:56
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Javascript Flappy Rectangle
<!DOCTYPE html>
<html>
<head>
<title>Flappy Rectangle</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
border:1px solid #d3d3d3;
background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>
var myGamePiece;
var myObstacles = [];
var myScore;
var t = document.createTextNode("Flappy Rectangle");
var br = document.createElement("br");
function makeRandomColor(){
z = Math.random()
if (z < 0.2) {
return "green";
}
else if (z < 0.4) {
return "blue";
}
else if (z < 0.6) {
return "black"
}
else if (z < 0.8) {
return "pink"
}
else if (z < 1.0) {
return "#09E509"
}
else {
return "yellow"
}
}
function startGame() {
// doument.body.appendChild(t);
document.body.insertBefore(t, document.body.childNodes[0]);
document.body.insertBefore(br, document.body.childNodes[1]);
myGamePiece = new component(30, 30, makeRandomColor(), 20, 120);
myGamePiece.gravity = 0.05;
myScore = new component("30px", "Consolas", "black", 280, 40, "text");
myGameArea.start();
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[2]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
this.score = 0;
this.width = width;
this.height = height;
this.speedX = 0;
this.speedY = 0;
this.delta = -1
this.x = x;
this.y = y;
this.gravity = 0;
this.gravitySpeed = 0;
this.update = function() {
ctx = myGameArea.context;
if (this.type == "text") {
ctx.font = this.width + " " + this.height;
ctx.fillStyle = color;
ctx.fillText(this.text, this.x, this.y);
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.wobble = function() {
this.width += this.delta
this.height += this.delta
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
if (this.width > 30) {
this.width = 30;
this.height = 30;
delta = -1
}
if (this.width < 5) {
this.width = 5;
this.height = 5;
delta = 1;
}
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.speedX;
this.y += this.speedY + this.gravitySpeed;
if (this.y < 0) {
this.y = 0
}
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = myGameArea.canvas.height - this.height;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = 0;
}
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherright = otherobj.x + (otherobj.width);
var otherleft = otherobj.x;
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
crash = false;
}
return crash;
}
}
function updateGameArea() {
var x, height, gap, minHeight, maxHeight, minGap, maxGap;
for (i = 0; i < myObstacles.length; i += 1) {
if (myGamePiece.crashWith(myObstacles[i])) {
myScore.score -= 1000
// alert("Hiiiii")
if (myScore.score < -10000) return;
}
}
myGameArea.clear();
myGameArea.frameNo += 1;
if (myGameArea.frameNo == 1 || everyinterval(150)) {
x = myGameArea.canvas.width;
minHeight = 20;
maxHeight = 200;
height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
minGap = 50;
maxGap = 200;
gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
myObstacles.push(new component(10, height, makeRandomColor(), x, 0));
myObstacles.push(new component(10, x - height - gap, makeRandomColor(), x, height + gap));
}
for (i = 0; i < myObstacles.length; i += 1) {
myObstacles[i].x += -1;
myObstacles[i].update();
}
myScore.text="SCORE: " + (myGameArea.frameNo + myScore.score);
myScore.update();
//myGamePiece.wobble();
myGamePiece.newPos();
myGamePiece.update();
}
function everyinterval(n) {
if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
return false;
}
function accelerate(n) {
myGamePiece.gravity = n;
}
function restart() {
myScore.score = 0;
myGamePiece.x = 0;
myGamePiece.y = 100;
}
</script>
<br>
<button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">Flapp flapp</button>
<button onmousedown="restart">Neustart</button>
<p>Benutze den "Flapp flapp"-Button um in der Luft zu bleiben!</p>
<p>Wie lange &uuml;berlebst du?</p>
<small>taken from: http://www.w3schools.com/graphics/tryit.asp?filename=trygame_default_gravity</small>
</body>
</html>
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