if (y < NROWS * rowheight && row >= 0 && col >= 0 && bricks[row][col] == 1) {
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var ballr = 10;
var rowcolors = ["#FF1C0A", "#FFFD0A", "#00A308", "#0008DB", "#EB0093"];
var paddlecolor = "#FFFFFF";
var ballcolor = "#FFFFFF";
var backcolor = "#000000";
function draw() {
ctx.fillStyle = backcolor;
clear();
ctx.fillStyle = ballcolor;
circle(x, y, ballr);
if (rightDown) paddlex += 5;
else if (leftDown) paddlex -= 5;
ctx.fillStyle = paddlecolor;
rect(paddlex, HEIGHT-paddleh, paddlew, paddleh);
drawbricks();
//want to learn about real collision detection? go read
// http://www.harveycartel.org/metanet/tutorials/tutorialA.html
rowheight = BRICKHEIGHT + PADDING;
colwidth = BRICKWIDTH + PADDING;
row = Math.floor(y/rowheight);
col = Math.floor(x/colwidth);
//reverse the ball and mark the brick as broken
if (y < NROWS * rowheight && row >= 0 && col >= 0 && bricks[row][col] == 1) {
dy = -dy;
bricks[row][col] = 0;
}
if (x + dx + ballr > WIDTH || x + dx - ballr < 0)
dx = -dx;
if (y + dy - ballr < 0)
dy = -dy;
else if (y + dy + ballr > HEIGHT - paddleh) {
if (x > paddlex && x < paddlex + paddlew) {
//move the ball differently based on where it hit the paddle
dx = 8 * ((x-(paddlex+paddlew/2))/paddlew);
dy = -dy;
}
else if (y + dy + ballr > HEIGHT)
clearInterval(intervalId);
}
x += dx;
y += dy;
}
init();
initbricks();
paddlex = Math.max(evt.pageX - canvasMinX - (paddlew/2), 0);
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var x = 25;
var y = 250;
var dx = 1.5;
var dy = -4;
var ctx;
var WIDTH;
var HEIGHT;
var paddlex;
var paddleh = 10;
var paddlew = 75;
var rightDown = false;
var leftDown = false;
var canvasMinX = 0;
var canvasMaxX = 0;
var intervalId = 0;
var bricks;
var NROWS = 5;
var NCOLS = 5;
var BRICKWIDTH;
var BRICKHEIGHT = 15;
var PADDING = 1;
function init() {
ctx = $('#canvas')[0].getContext("2d");
WIDTH = $("#canvas").width();
HEIGHT = $("#canvas").height();
paddlex = WIDTH / 2;
BRICKWIDTH = (WIDTH/NCOLS) - 1;
canvasMinX = $("#canvas").offset().left;
canvasMaxX = canvasMinX + WIDTH;
intervalId = setInterval(draw, 10);
}
function circle(x,y,r) {
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI*2, true);
ctx.closePath();
ctx.fill();
}
function rect(x,y,w,h) {
ctx.beginPath();
ctx.rect(x,y,w,h);
ctx.closePath();
ctx.fill();
}
function clear() {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
rect(0,0,WIDTH,HEIGHT);
}
function onKeyDown(evt) {
if (evt.keyCode == 39) rightDown = true;
else if (evt.keyCode == 37) leftDown = true;
}
function onKeyUp(evt) {
if (evt.keyCode == 39) rightDown = false;
else if (evt.keyCode == 37) leftDown = false;
}
$(document).keydown(onKeyDown);
$(document).keyup(onKeyUp);
function onMouseMove(evt) {
if (evt.pageX > canvasMinX && evt.pageX < canvasMaxX) {
paddlex = Math.max(evt.pageX - canvasMinX - (paddlew/2), 0);
paddlex = Math.min(WIDTH - paddlew, paddlex);
}
}
$(document).mousemove(onMouseMove);
function initbricks() {
bricks = new Array(NROWS);
for (i=0; i < NROWS; i++) {
bricks[i] = new Array(NCOLS);
for (j=0; j < NCOLS; j++) {
bricks[i][j] = 1;
}
}
}
function drawbricks() {
for (i=0; i < NROWS; i++) {
ctx.fillStyle = rowcolors[i];
for (j=0; j < NCOLS; j++) {
if (bricks[i][j] == 1) {
rect((j * (BRICKWIDTH + PADDING)) + PADDING,
(i * (BRICKHEIGHT + PADDING)) + PADDING,
BRICKWIDTH, BRICKHEIGHT);
}
}
}
}