<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>ブロック崩し</title>
<style type="text/css">
#canvas {
display: block;
margin: auto;
background-color: white;
}
</style>
</head>
<body>
<canvas id="canvas" width="400" height="400"></canvas>
<script type="text/javascript">
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// パドルの初期位置とサイズ
var paddleHeight = 10;
var paddleWidth = 75;
var paddleX = (canvas.width - paddleWidth) / 2;
// ボールの初期位置、サイズ、速度
var ballRadius = 10;
var ballX = canvas.width / 2;
var ballY = canvas.height - 30;
var ballDX = 2;
var ballDY = -2;
// ブロックの初期位置、サイズ、行列
var brickRowCount = 3;
var brickColumnCount = 5;
var brickWidth = 75;
var brickHeight = 20;
var brickPadding = 10;
var brickOffsetTop = 30;
var brickOffsetLeft = 30;
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 };
}
}
// スコア
var score = 0;
// ライフ
var lives = 3;
// キーの状態
var rightPressed = false;
var leftPressed = false;
// キーイベントの設定
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;
}
}
// 当たり判定
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 (ballX > b.x && ballX < b.x + brickWidth && ballY > b.y && ballY < b.y + brickHeight) {
ballDY = -ballDY;
b.status = 0;
score++;
if (score == brickRowCount * brickColumnCount) {
alert("おめでとう!全てのブロックを破壊しました!");
document.showToast("再読み込みしてください");
}
}
}
}
}
}
// 描画
function draw() {
// キャンバスをクリア
ctx.clearRect(0, 0, canvas.width, canvas.height);
// ボールの描画
ctx.beginPath();
ctx.arc(ballX, ballY, ballRadius, 0, Math.PI*2);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
// パドルの描画
ctx.beginPath();
ctx.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
// ブロックの描画
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();
}
}
}
// スコアの表示
ctx.font = "16px Arial";
ctx.fillStyle = "#0095DD";
ctx.fillText("スコア: " + score, 8, 20);
// ライフの表示
ctx.fillText("ライフ: " + lives, canvas.width - 65, 20);
// パドルの移動
if (rightPressed && paddleX < canvas.width - paddleWidth) {
paddleX += 7;
} else if (leftPressed && paddleX > 0) {
paddleX -= 7;
}
// ボールの移動
ballX += ballDX;
ballY += ballDY;
// 壁との当たり判定
if (ballX + ballDX > canvas.width - ballRadius || ballX + ballDX < ballRadius) {
ballDX = -ballDX;
}
if (ballY + ballDY < ballRadius) {
ballDY = -ballDY;
} else if (ballY + ballDY > canvas.height - ballRadius) {
if (ballX > paddleX && ballX < paddleX + paddleWidth) {
ballDY = -ballDY;
} else {
lives--;
if (!lives) {
alert("ゲームオーバー");
document.showToast("再読み込みしてください");
} else {
ballX = canvas.width / 2;
ballY = canvas.height - 30;
ballDX = 2;
ballDY = -2;
paddleX = (canvas.width - paddleWidth) / 2;
}
}
}
// 当たり判定の実行
collisionDetection();
// 繰り返し描画
requestAnimationFrame(draw);
}
// 初期描画
draw();
</script>
</body>
</html>