Answers for "game with js"

1

how to create a game using javascript

<html>
<head>
<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;

function startGame() {
    myGamePiece = new component(30, 30, "red", 10, 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[0]);
        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.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.newPos = function() {
        this.gravitySpeed += this.gravity;
        this.x += this.speedX;
        this.y += this.speedY + this.gravitySpeed;
        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 otherleft = otherobj.x;
        var otherright = otherobj.x + (otherobj.width);
        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])) {
            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, "green", x, 0));
        myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));
    }
    for (i = 0; i < myObstacles.length; i += 1) {
        myObstacles[i].x += -1;
        myObstacles[i].update();
    }
    myScore.text="SCORE: " + myGameArea.frameNo;
    myScore.update();
    myGamePiece.newPos();
    myGamePiece.update();
}

function everyinterval(n) {
    if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
    return false;
}

function accelerate(n) {
    myGamePiece.gravity = n;
}
</script>
<br>
<button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">ACCELERATE</button>
<p>Use the ACCELERATE button to stay in the air</p>
<p>How long can you stay alive?</p>
</body>
</html>
Posted by: Guest on June-28-2020
4

how to make a javascript game

//Javascript game template
//Move player with arrow keys

var canvas = document.createElement("canvas");
canvas.width = 500;
canvas.height = 500;
document.body.appendChild(canvas);
var ctx = canvas.getContext("2d");

var player = {x: canvas.width / 2, y: canvas.height / 2, speed: 10};
var keys = [];

function update() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  
  ctx.beginPath();
  ctx.fillStyle = "red";
  ctx.fillRect(player.x, player.y, 50, 50);
  
  if (keys[37])
    player.x -= player.speed;
  if (keys[38])
    player.y -= player.speed;
  if (keys[39])
    player.x += player.speed;
  if (keys[40])
    player.y += player.speed;
  
  requestAnimationFrame(update);
}
update();

document.onkeydown = function(e) {
  keys[e.keyCode] = true;
}
document.onkeyup = function(e) {
  keys[e.keyCode] = false;
}
Posted by: Guest on May-20-2020
0

javascript game

window.onload = function() {
     canvas = document.createElement("canvas");
     canvas.width = 400;
     canvas.height = 400;
     canvasContext = canvas.getContext("2d");
     document.body.appendChild(canvas);
     setInterval(gameCanvas, 1000/10);
}
function gameCanvas() {
     canvasContext.fillStyle = "black";
     canvasContext.fillRect(0, 0, canvas.width, canvas.height);
     canvasContext.fillStyle = "cyan";
     canvasContext.fillRect(0, 330, 20, 70);
     canvasContext.fillStyle = "orange";
     canvasContext.fillRect(380, 330, 20, 70);
     canvas.addEventListener("click", function() {
          canvasContext.fillStyle = "yellow";
          canvasContext.fillRect(25, 360, 15, 7);
     });
     canvasContext.fillStyle = "darkblue";
     canvasContext.fillRect(0, 0, canvas.width, 100);
     canvasContext.fillStyle = "red";
     canvasContext.fillRect(0, 100, canvas.width, 100);
     canvasContext.fillStyle = "gray";
     canvasContext.fillRect(30, 80, 80, 30);
     canvasContext.fillStyle = "gray";
     canvasContext.fillRect(200, 150, 80, 30);
     canvasContext.fillStyle = "gray";
     canvasContext.fillRect(250, 50, 80, 30);
}
Posted by: Guest on October-08-2021

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