Demo:https://beioe.000webhostapp.com/
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale= 1">
<meta charset="utf-8" />
<title>Gamedev Canvas Workshop</title>
<style>
* {
padding: 0;
margin: 10;
}
.header{
text-align:center;
background-color:black;
color:aqua;
font-size:50px;
}
.container{
margin-left:200px;
margin-top:28px;
height:500px;
width:900px;
border-color:#bc1ac5;
background-color:#060606db;
color:#00BCD4;
border-radius: 30px;
box-shadow: 0px 0px 50px #101010;
text-align:start;
justify-content:flex-start;
padding:15px;
font-size:30px;
}
canvas {
background: #eee;
display: block;
margin: 0 auto;
border: 2px solid black;
}
button{
height: 200px;
width: 155px;
font-size:60px ;
outline: none;
color: white;
position:relative;
left:292px;
bottom:-5px;
}
#bL{ background-image: linear-gradient(darkred, lightgreen);}
#bR{ background-image: linear-gradient(red, orange);}
h2{
display: inline;
background-color:steelblue;
text-align:center;
}
img{ display: none;}
</style>
</head>
<body>
<div class="header">BOUNCING BALL</div>
<div class="container">
<canvas id="myCanvas" width="320px" height="300"></canvas>
<img src="ballb.png"/>
<button id= "bL" onclick= "moveleft()"><</button>
<button id= "bR" onclick= "moveright()">></button>
</div>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var x = canvas.width/5;
var y = canvas.height-100;
var dx = 1;
var dy = -1;
var ballRadius = 10;
var paddleHeight = 5;
var paddleWidth = 120;
var paddleX = (canvas.width-paddleWidth) / 4;
var rightPressed = false;
var leftPressed = false;
var interval = 3;
var score = 0;
var ball= "green";
var ballb= document.getElementById("ball");
function drawBall() {
drawPaddle();
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI*2);
ctx.fillStyle = ball;
ctx.fill();
ctx.strokeStyle = "white";
ctx.lineWidth = 5
ctx.stroke();
ctx.closePath();
}
function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, canvas.height-paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = "black";
ctx.fill();
ctx.closePath();
}
function drawScore() {
ctx.font = "16px Arial";
ctx.fillStyle = "red";
ctx.fillText("Score: "+score, 8, 20);
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBall();
drawScore();
//create wall collosion...
if(x + dx > canvas.width-ballRadius || x + dx < ballRadius) {
dx = -dx;
}
/*create wall collision 2...*/
if(y + dy < ballRadius) {
dy = -dy;
} else if(y + dy > canvas.height-ballRadius) {
if(score == 10) { dx = 2; dy = 2, ball = "orange"}
if(score > 14) {paddleWidth = 100}
if(score > 30) {paddleWidth = 80}
if(score == 30) {ballRadius = 8}
if(score == 40) { ball = "red"}
if(x > paddleX && x < paddleX + paddleWidth) {
dy = -dy;
score+= 2;
}
else {
alert("GAME OVER!! YOUR SCORE IS =" + score);
document.location.reload();
document.write("<h2> YOUR SCORE IS</h2> " + score);
clearInterval(interval);
}
}
x += dx;
y += dy;
if(rightPressed) {
paddleX += 7;
if (paddleX + paddleWidth > canvas.width){
paddleX = canvas.width - paddleWidth;
}
}
else if(leftPressed) {
paddleX -= 7;
if (paddleX < 0){
paddleX = 0;
}
}
}
var interval = setInterval(draw, 0);
// JavaScript code goes here
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
document.addEventListener("touchstart",touchHandler);
document.addEventListener("touchmove",touchHandeler);
function moveleft(){
paddleX-=50;
}
function moveright(){
paddleX+=50;
}
</script>
</body>
</html>
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale= 1">
<meta charset="utf-8" />
<title>Gamedev Canvas Workshop</title>
<style>
* {
padding: 0;
margin: 10;
}
.header{
text-align:center;
background-color:black;
color:aqua;
font-size:50px;
}
.container{
margin-left:200px;
margin-top:28px;
height:500px;
width:900px;
border-color:#bc1ac5;
background-color:#060606db;
color:#00BCD4;
border-radius: 30px;
box-shadow: 0px 0px 50px #101010;
text-align:start;
justify-content:flex-start;
padding:15px;
font-size:30px;
}
canvas {
background: #eee;
display: block;
margin: 0 auto;
border: 2px solid black;
}
button{
height: 200px;
width: 155px;
font-size:60px ;
outline: none;
color: white;
position:relative;
left:292px;
bottom:-5px;
}
#bL{ background-image: linear-gradient(darkred, lightgreen);}
#bR{ background-image: linear-gradient(red, orange);}
h2{
display: inline;
background-color:steelblue;
text-align:center;
}
img{ display: none;}
</style>
</head>
<body>
<div class="header">BOUNCING BALL</div>
<div class="container">
<canvas id="myCanvas" width="320px" height="300"></canvas>
<img src="ballb.png"/>
<button id= "bL" onclick= "moveleft()"><</button>
<button id= "bR" onclick= "moveright()">></button>
</div>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var x = canvas.width/5;
var y = canvas.height-100;
var dx = 1;
var dy = -1;
var ballRadius = 10;
var paddleHeight = 5;
var paddleWidth = 120;
var paddleX = (canvas.width-paddleWidth) / 4;
var rightPressed = false;
var leftPressed = false;
var interval = 3;
var score = 0;
var ball= "green";
var ballb= document.getElementById("ball");
function drawBall() {
drawPaddle();
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI*2);
ctx.fillStyle = ball;
ctx.fill();
ctx.strokeStyle = "white";
ctx.lineWidth = 5
ctx.stroke();
ctx.closePath();
}
function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, canvas.height-paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = "black";
ctx.fill();
ctx.closePath();
}
function drawScore() {
ctx.font = "16px Arial";
ctx.fillStyle = "red";
ctx.fillText("Score: "+score, 8, 20);
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBall();
drawScore();
//create wall collosion...
if(x + dx > canvas.width-ballRadius || x + dx < ballRadius) {
dx = -dx;
}
/*create wall collision 2...*/
if(y + dy < ballRadius) {
dy = -dy;
} else if(y + dy > canvas.height-ballRadius) {
if(score == 10) { dx = 2; dy = 2, ball = "orange"}
if(score > 14) {paddleWidth = 100}
if(score > 30) {paddleWidth = 80}
if(score == 30) {ballRadius = 8}
if(score == 40) { ball = "red"}
if(x > paddleX && x < paddleX + paddleWidth) {
dy = -dy;
score+= 2;
}
else {
alert("GAME OVER!! YOUR SCORE IS =" + score);
document.location.reload();
document.write("<h2> YOUR SCORE IS</h2> " + score);
clearInterval(interval);
}
}
x += dx;
y += dy;
if(rightPressed) {
paddleX += 7;
if (paddleX + paddleWidth > canvas.width){
paddleX = canvas.width - paddleWidth;
}
}
else if(leftPressed) {
paddleX -= 7;
if (paddleX < 0){
paddleX = 0;
}
}
}
var interval = setInterval(draw, 0);
// JavaScript code goes here
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
document.addEventListener("touchstart",touchHandler);
document.addEventListener("touchmove",touchHandeler);
function moveleft(){
paddleX-=50;
}
function moveright(){
paddleX+=50;
}
</script>
</body>
</html>
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