Dodge the Blocks HTML Game - Simple and Fun
<html>
<head>
<title>Dodge the Blocks</title>
<script>
// Get the canvas element
var canvas = document.getElementById('gameCanvas');
canvas.width = 500;
canvas.height = 300;
<pre><code>// Set up the game context
var ctx = canvas.getContext('2d');
var x = canvas.width/2;
var y = canvas.height-30;
var ballRadius = 10;
var dx = 2;
var dy = -2;
var paddleHeight = 10;
var paddleWidth = 75;
var paddleX = (canvas.width-paddleWidth)/2;
var rightPressed = false;
var leftPressed = false;
var brickRowCount = 3;
var brickColumnCount = 5;
var brickWidth = 75;
var brickHeight = 20;
var brickPadding = 10;
var brickOffsetTop = 30;
var brickOffsetLeft = 30;
var score = 0;
var lives = 3;
// Create the bricks
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: 1 };
}
}
// Draw the bricks
function drawBricks() {
for(var c=0; c<brickColumnCount; c++) {
for(var r=0; r<brickRowCount; r++) {
if(bricks[c][r].status == 1) {
var brickX = (c*(brickWidth+brickPadding))+brickOffsetLeft;
var brickY = (r*(brickHeight+brickPadding))+brickOffsetTop;
bricks[c][r].x = brickX;
bricks[c][r].y = brickY;
ctx.beginPath();
ctx.rect(brickX, brickY, brickWidth, brickHeight);
ctx.fillStyle = '#0095DD';
ctx.fill();
ctx.closePath();
}
}
}
}
// Draw the ball
function drawBall() {
ctx.beginPath();
ctx.arc(x, y, ballRadius, 0, Math.PI*2);
ctx.fillStyle = '#0095DD';
ctx.fill();
ctx.closePath();
}
// Draw the paddle
function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, canvas.height-paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = '#0095DD';
ctx.fill();
ctx.closePath();
}
// Handle keyboard input
document.addEventListener('keydown', keyDownHandler, false);
document.addEventListener('keyup', keyUpHandler, false);
function keyDownHandler(e) {
if(e.keyCode == 39) {
rightPressed = true;
}
else if(e.keyCode == 37) {
leftPressed = true;
}
}
function keyUpHandler(e) {
if(e.keyCode == 39) {
rightPressed = false;
}
else if(e.keyCode == 37) {
leftPressed = false;
}
}
// Collision detection
function collisionDetection() {
for(var c=0; c<brickColumnCount; c++) {
for(var r=0; r<brickRowCount; r++) {
var b = bricks[c][r];
if(b.status == 1) {
if(x > b.x && x < b.x+brickWidth && y > b.y && y < b.y+brickHeight) {
dy = -dy;
b.status = 0;
score++;
if(score == brickRowCount*brickColumnCount) {
alert('YOU WIN, CONGRATULATIONS!');
document.location.reload();
}
}
}
}
}
}
// Draw the score
function drawScore() {
ctx.font = '16px Arial';
ctx.fillStyle = '#0095DD';
ctx.fillText('Score: '+score, 8, 20);
}
// Draw the lives
function drawLives() {
ctx.font = '16px Arial';
ctx.fillStyle = '#0095DD';
ctx.fillText('Lives: '+lives, canvas.width-65, 20);
}
// Draw the game
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBricks();
drawBall();
drawPaddle();
drawScore();
drawLives();
collisionDetection();
// Bounce the ball off the walls
if(x + dx > canvas.width-ballRadius || x + dx < ballRadius) {
dx = -dx;
}
if(y + dy < ballRadius) {
dy = -dy;
}
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 = 2;
dy = -2;
paddleX = (canvas.width-paddleWidth)/2;
}
}
}
// Move the paddle
if(rightPressed && paddleX < canvas.width-paddleWidth) {
paddleX += 7;
}
else if(leftPressed && paddleX > 0) {
paddleX -= 7;
}
x += dx;
y += dy;
requestAnimationFrame(draw);
}
draw();
</code></pre>
</script>
</head>
<body>
<canvas id="gameCanvas" width="500" height="300"></canvas>
</body>
</html>
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