Progrmmēšanā skolā jauztaisa vienkārša spēle, nav ne vēlmes, ne laika. Ir kāds, kurš par attiecīgu samaksu ir to gatavs izdarīt ( spēles ideja man ir)?
Tvinky miniblogs
- 0Rādīt spoileri <!DOCTYPE html>
 <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>
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