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Last active November 30, 2024 09:55
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Basic Frogger HTML and JavaScript Game

Basic Frogger HTML and JavaScript Game

This is a basic implementation of the Konami Frogger game, but it's missing a few things intentionally and they're left as further exploration for the reader.

Further Exploration

  • Lives
    • Frogger starts with 6 lives and should lose a life whenever it is hit by a vehicle or lands in the water
  • Timer
    • The player has 30 seconds to get Frogger to the end bank. Display the timer as a reverse progress bar
    • Timer resets when player gets to the end bank or dies
  • Score
  • Mobile and touchscreen support

Important note: I will answer questions about the code but will not add more features or answer questions about adding more features. This series is meant to give a basic outline of the game but nothing more.

License

(CC0 1.0 Universal) You're free to use this game and code in any project, personal or commercial. There's no need to ask permission before using these. Giving attribution is not required, but appreciated.

Other Basic Games

Support

Basic HTML Games are made possible by users like you. When you become a Patron, you get access to behind the scenes development logs, the ability to vote on which games I work on next, and early access to the next Basic HTML Game.

Top Patrons

  • Karar Al-Remahy
  • UnbrandedTech
  • Innkeeper Games
  • Nezteb
<!DOCTYPE html>
<html>
<head>
<title>Basic Frogger HTML Game</title>
<meta charset="UTF-8">
<style>
html, body {
height: 100%;
margin: 0;
}
body {
background: black;
display: flex;
align-items: center;
justify-content: center;
}
</style>
</head>
<body>
<canvas width="624" height="720" id="game"></canvas>
<script>
const canvas = document.getElementById('game');
const context = canvas.getContext('2d');
const grid = 48;
const gridGap = 10;
// a simple sprite prototype function
function Sprite(props) {
// shortcut for assigning all object properties to the sprite
Object.assign(this, props);
}
Sprite.prototype.render = function() {
context.fillStyle = this.color;
// draw a rectangle sprite
if (this.shape === 'rect') {
// by using a size less than the grid we can ensure there is a visual space
// between each row
context.fillRect(this.x, this.y + gridGap / 2, this.size, grid - gridGap);
}
// draw a circle sprite. since size is the diameter we need to divide by 2
// to get the radius. also the x/y position needs to be centered instead of
// the top-left corner of the sprite
else {
context.beginPath();
context.arc(
this.x + this.size / 2, this.y + this.size / 2,
this.size / 2 - gridGap / 2, 0, 2 * Math.PI
);
context.fill();
}
}
const frogger = new Sprite({
x: grid * 6,
y: grid * 13,
color: 'greenyellow',
size: grid,
shape: 'circle'
});
const scoredFroggers = [];
// a pattern describes each obstacle in the row
const patterns = [
// end bank is safe
null,
// log
{
spacing: [2], // how many grid spaces between each obstacle
color: '#c55843', // color of the obstacle
size: grid * 4, // width (rect) / diameter (circle) of the obstacle
shape: 'rect', // shape of the obstacle (rect or circle)
speed: 0.75 // how fast the obstacle moves and which direction
},
// turtle
{
spacing: [0,2,0,2,0,2,0,4],
color: '#de0004',
size: grid,
shape: 'circle',
speed: -1
},
// long log
{
spacing: [2],
color: '#c55843',
size: grid * 7,
shape: 'rect',
speed: 1.5
},
// log
{
spacing: [3],
color: '#c55843',
size: grid * 3,
shape: 'rect',
speed: 0.5
},
// turtle
{
spacing: [0,0,1],
color: '#de0004',
size: grid,
shape: 'circle',
speed: -1
},
// beach is safe
null,
// truck
{
spacing: [3,8],
color: '#c2c4da',
size: grid * 2,
shape: 'rect',
speed: -1
},
// fast car
{
spacing: [14],
color: '#c2c4da',
size: grid,
shape: 'rect',
speed: 0.75
},
// car
{
spacing: [3,3,7],
color: '#de3cdd',
size: grid,
shape: 'rect',
speed: -0.75
},
// bulldozer
{
spacing: [3,3,7],
color: '#0bcb00',
size: grid,
shape: 'rect',
speed: 0.5
},
// car
{
spacing: [4],
color: '#e5e401',
size: grid,
shape: 'rect',
speed: -0.5
},
// start zone is safe
null
];
// rows holds all the sprites for that row
const rows = [];
for (let i = 0; i < patterns.length; i++) {
rows[i] = [];
let x = 0;
let index = 0;
const pattern = patterns[i];
// skip empty patterns (safe zones)
if (!pattern) {
continue;
}
// allow there to be 1 extra pattern offscreen so the loop is seamless
// (especially for the long log)
let totalPatternWidth =
pattern.spacing.reduce((acc, space) => acc + space, 0) * grid +
pattern.spacing.length * pattern.size;
let endX = 0;
while (endX < canvas.width) {
endX += totalPatternWidth;
}
endX += totalPatternWidth;
// populate the row with sprites
while (x < endX) {
rows[i].push(new Sprite({
x,
y: grid * (i + 1),
index,
...pattern
}));
// move the next sprite over according to the spacing
const spacing = pattern.spacing;
x += pattern.size + spacing[index] * grid;
index = (index + 1) % spacing.length;
}
}
// game loop
function loop() {
requestAnimationFrame(loop);
context.clearRect(0,0,canvas.width,canvas.height);
// draw the game background
// water
context.fillStyle = '#000047';
context.fillRect(0, grid, canvas.width, grid * 6);
// end bank
context.fillStyle = '#1ac300';
context.fillRect(0, grid, canvas.width, 5);
context.fillRect(0, grid, 5, grid);
context.fillRect(canvas.width - 5, grid, 5, grid);
for (let i = 0; i < 4; i++) {
context.fillRect(grid + grid * 3 * i, grid, grid * 2, grid);
}
// beach
context.fillStyle = '#8500da';
context.fillRect(0, 7 * grid, canvas.width, grid);
// start zone
context.fillRect(0, canvas.height - grid * 2, canvas.width, grid);
// update and draw obstacles
for (let r = 0; r < rows.length; r++) {
const row = rows[r];
for (let i = 0; i < row.length; i++) {
const sprite = row[i]
sprite.x += sprite.speed;
sprite.render();
// loop sprite around the screen
// sprite is moving to the left and goes offscreen
if (sprite.speed < 0 && sprite.x < 0 - sprite.size) {
// find the rightmost sprite
let rightMostSprite = sprite;
for (let j = 0; j < row.length; j++) {
if (row[j].x > rightMostSprite.x) {
rightMostSprite = row[j];
}
}
// move the sprite to the next spot in the pattern so it continues
const spacing = patterns[r].spacing;
sprite.x =
rightMostSprite.x + rightMostSprite.size +
spacing[rightMostSprite.index] * grid;
sprite.index = (rightMostSprite.index + 1) % spacing.length;
}
// sprite is moving to the right and goes offscreen
if (sprite.speed > 0 && sprite.x > canvas.width) {
// find the leftmost sprite
let leftMostSprite = sprite;
for (let j = 0; j < row.length; j++) {
if (row[j].x < leftMostSprite.x) {
leftMostSprite = row[j];
}
}
// move the sprite to the next spot in the pattern so it continues
const spacing = patterns[r].spacing;
let index = leftMostSprite.index - 1;
index = index >= 0 ? index : spacing.length - 1;
sprite.x = leftMostSprite.x - spacing[index] * grid - sprite.size;
sprite.index = index;
}
}
}
// draw frogger
frogger.x += frogger.speed || 0;
frogger.render();
// draw scored froggers
scoredFroggers.forEach(frog => frog.render());
// check for collision with all sprites in the same row as frogger
const froggerRow = frogger.y / grid - 1 | 0;
let collision = false;
for (let i = 0; i < rows[froggerRow].length; i++) {
let sprite = rows[froggerRow][i];
// axis-aligned bounding box (AABB) collision check
// treat any circles as rectangles for the purposes of collision
if (frogger.x < sprite.x + sprite.size - gridGap &&
frogger.x + grid - gridGap > sprite.x &&
frogger.y < sprite.y + grid &&
frogger.y + grid > sprite.y) {
collision = true;
// reset frogger if got hit by car
if (froggerRow > rows.length / 2) {
frogger.x = grid * 6;
frogger.y = grid * 13;
}
// move frogger along with obstacle
else {
frogger.speed = sprite.speed;
}
}
}
if (!collision) {
// if fogger isn't colliding reset speed
frogger.speed = 0;
// frogger got to end bank (goal every 3 cols)
const col = (frogger.x + grid / 2) / grid | 0;
if (froggerRow === 0 && col % 3 === 0 &&
// check to see if there isn't a scored frog already there
!scoredFroggers.find(frog => frog.x === col * grid)) {
scoredFroggers.push(new Sprite({
...frogger,
x: col * grid,
y: frogger.y + 5
}));
}
// reset frogger if not on obstacle in river
if (froggerRow < rows.length / 2 - 1) {
frogger.x = grid * 6;
frogger.y = grid * 13;
}
}
}
// listen to keyboard events to move frogger
document.addEventListener('keydown', function(e) {
// left arrow key
if (e.which === 37) {
frogger.x -= grid;
}
// right arrow key
else if (e.which === 39) {
frogger.x += grid;
}
// up arrow key
else if (e.which === 38) {
frogger.y -= grid;
}
// down arrow key
else if (e.which === 40) {
frogger.y += grid;
}
// clamp frogger position to stay on screen
frogger.x = Math.min( Math.max(0, frogger.x), canvas.width - grid);
frogger.y = Math.min( Math.max(grid, frogger.y), canvas.height - grid * 2);
});
// start the game
requestAnimationFrame(loop);
</script>
</body>
</html>
@straker
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straker commented Mar 31, 2021

@BenjiG64 did you mean to post this in the Frogger game? The comment seems like it's for the Breakout or Pong game.

@Benjamin-adler
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Oh @straker sorry it’s for breakout

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