벽돌깨기 게임 만들기
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Gamedev Canvas Workshop</title>
<style>
* {
padding: 0;
margin: 0 auto;
text-align: center;
}
canvas {
background: #eee;
display: block;
margin: 0 auto;
}
</style>
</head>
<body>
<div>
<canvas id="myCanvas" width="480" height="320"></canvas>
레벨 선택 > <input type="radio" name="level" onclick="level(this.value)" value="3" checked> level 1
<input type="radio" name="level" onclick="level(this.value)" value="6"> level 2
<input type="radio" name="level" onclick="level(this.value)" value="9"> level 3 <br>
속도 선택 > <input type="radio" name="speed" onclick="speed(this.value)" value="4" checked> x 1
<input type="radio" name="speed" onclick="speed(this.value)" value="6"> x 1.5
<input type="radio" name="speed" onclick="speed(this.value)" value="8"> x 2 <br>
난이도 선택 > <input type="radio" name="paddle" onclick="paddle(this.value)" value="100" checked> 하
<input type="radio" name="paddle" onclick="paddle(this.value)" value="80"> 중
<input type="radio" name="paddle" onclick="paddle(this.value)" value="60"> 상 <br>
<input id="start" type="button" onclick="start()" value="게임시작">
<input id="stop" type="button" onclick="stop()" value="일시정지">
</div>
</body>
<script>
var bstatus = 3;
var bspeed = 4;
var paddleWidth = 100;
let lives = 3;
let totalBricks = 0;
var flag = true;
level = (value) => {
console.log(value);
bstatus = parseInt(value, 10);
console.log(bstatus);
};
speed = (value) => {
console.log(value);
bspeed = parseInt(value, 10);
console.log(bspeed);
}
paddle = (value) => {
paddleWidth = parseInt(value, 10);
}
stop = () => {
if (flag) {
flag = false;
} else {
flag = true;
}
}
console.log(flag);
start = () => {
// JavaScript 코드가 여기에 들어갈 것입니다.
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height - 30;
var dx = bspeed;
var dy = -bspeed;
var ballRadius = 10;
const paddleHeight = 10;
var colorRandom = "rgb(0,0,0)";
let paddleX = (canvas.width - paddleWidth) / 2;
let rightPressed = false;
let leftPressed = false;
const brickRowCount = 3;
const brickColumnCount = 5;
const brickWidth = 75;
const brickHeight = 20;
const brickPadding = 10;
const brickOffsetTop = 30;
const brickOffsetLeft = 30;
let score = 0;
var bricks = [];
for (var c = 0; c < brickColumnCount; c++) {
bricks[c] = [];
for (var r = 0; r < brickRowCount; r++) {
bricks[c][r] = { x: 0, y: 0, status: Math.floor((Math.random() * bstatus) + 1) };
totalBricks += parseInt(bricks[c][r].status, 10);
}
}
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
document.addEventListener("mousemove", mouseMoveHandler, false);
function mouseMoveHandler(e) {
const relativeX = e.clientX - canvas.offsetLeft;
if (relativeX > 0 + (paddleWidth / 2) && relativeX < canvas.width - (paddleWidth / 2)) {
paddleX = relativeX - paddleWidth / 2;
}
}
function keyDownHandler(e) {
if (e.key === "Right" || e.key === "ArrowRight") {
rightPressed = true;
} else if (e.key === "Left" || e.key === "ArrowLeft") {
leftPressed = true;
}
}
function keyUpHandler(e) {
if (e.key === "Right" || e.key === "ArrowRight") {
rightPressed = false;
} else if (e.key === "Left" || e.key === "ArrowLeft") {
leftPressed = false;
}
}
function makeColor() {
let r = Math.floor((Math.random() * 256));
let g = Math.floor((Math.random() * 256));
let b = Math.floor((Math.random() * 256));
colorRandom = `rgb(${r},${g},${b})`
//colorRandom ="rgb("+r+","+g+","+b+")";
return colorRandom;
}
function collisionDetection() {
for (let c = 0; c < brickColumnCount; c++) {
for (let r = 0; r < brickRowCount; r++) {
const b = bricks[c][r];
if (b.status !== 0) {
if (
x > b.x &&
x < b.x + brickWidth &&
y > b.y &&
y < b.y + brickHeight
) {
dy = -dy;
makeColor();
b.status -= 1;
score++;
if (score === totalBricks) {
alert("YOU WIN, CONGRATULATIONS!");
document.location.reload();
clearInterval(interval); // Needed for Chrome to end game
}
}
}
}
}
}
function drawScore() {
ctx.font = "16px Arial";
ctx.fillStyle = "#0095DD";
ctx.fillText(`Score: ${score}`, 8, 20);
}
function drawLives() {
ctx.font = "16px Arial";
ctx.fillStyle = "pink";
ctx.fillText("♥ X" + lives, canvas.width - 80, 20);
}
function drawBricks() {
for (let c = 0; c < brickColumnCount; c++) {
for (let r = 0; r < brickRowCount; r++) {
if (bricks[c][r].status !== 0) {
const brickX = c * (brickWidth + brickPadding) + brickOffsetLeft;
const brickY = r * (brickHeight + brickPadding) + brickOffsetTop;
bricks[c][r].x = brickX;
bricks[c][r].y = brickY;
ctx.beginPath();
ctx.rect(brickX, brickY, brickWidth, brickHeight);
if (bricks[c][r].status === 3) {
ctx.fillStyle = "rgb(110,157,180)";
} else if (bricks[c][r].status === 2) {
ctx.fillStyle = "rgb(78,194,202)";
} else if (bricks[c][r].status === 1) {
ctx.fillStyle = "rgb(163,249,255)";
} else if (bricks[c][r].status === 4) {
ctx.fillStyle = "rgb(89,113,128)";
} else if (bricks[c][r].status === 5) {
ctx.fillStyle = "rgb(64,81,89)";
} else if (bricks[c][r].status === 6) {
ctx.fillStyle = "#0095DD";
} else if (bricks[c][r].status === 7) {
ctx.fillStyle = "rgb(21,12,187)";
} else if (bricks[c][r].status === 8) {
ctx.fillStyle = "rgb(100,54,17)";
} else if (bricks[c][r].status === 9) {
ctx.fillStyle = "rgb(0,0,0)";
}
ctx.fill();
ctx.closePath();
}
}
}
}
function drawBall(colorRandom) {
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI * 2);
ctx.fillStyle = colorRandom;
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() {
if (flag) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBricks();
drawBall(colorRandom);
drawPaddle();
drawScore();
drawLives()
collisionDetection();
if (x + dx > canvas.width - ballRadius || x + dx < ballRadius) {
dx = -dx;
makeColor();
}
if (y + dy < ballRadius) {
dy = -dy;
makeColor();
} else if (y + dy > canvas.height - ballRadius) {
if (x > paddleX && x < paddleX + paddleWidth) {
dy = -dy;
}
else {
lives--;
if (!lives) {
alert("GAME OVER");
document.location.reload();
}
else {
x = canvas.width / 2;
y = canvas.height - 30;
dx = bspeed;
dy = -bspeed;
paddleX = (canvas.width - paddleWidth) / 2;
}
}
}
if (rightPressed && paddleX < canvas.width - paddleWidth) {
paddleX += 9;
}
else if (leftPressed && paddleX > 0) {
paddleX -= 9;
}
x += dx;
y += dy;
}
requestAnimationFrame(draw);
}
draw();
}
</script>
</html>