JSFiddle - React, Tailwind, and code Playground
by Blummer92
HTML
<canvas id="myCanvas" width="480" height="320">
CSS
* {
padding: 0;
margin: 0;
}
canvas {
background: #eee;
display: block;
margin: 0 auto;
z-index: 0;
}
JavaScript
//this sets the canvas area
const canvas = document.getElementById("myCanvas");
const ctx = canvas.getContext("2d");
//every frame has been drawn to make it appear that the ball is moving
//this sets the moving ball
let circleX = canvas.width / 2;
let circleY = canvas.height - 30;
var ballRadius = 10;
// newly spawned objects start at Y=25
var spawnLineY = 25;
// spawn a new object every 1500ms
var spawnRate = 1500;
// set how fast the objects will fall
var spawnRateOfDescent = 0.5;
// when was the last object spawned
var lastSpawn = -1;
// this array holds all spawned object
var objects = [];
// save the starting time (used to calc elapsed time)
var startTime = Date.now();
var dx =2;
var dy =-2;
//paddle
var paddleHeight = 10;
var paddleWidth = 75;
var paddleX = (canvas.width - paddleWidth) / 2;
var rightPressed = false;
var leftPressed = false;
document.addEventListener("keydown", keyDownHandler, false);
document.addEventListener("keyup", keyUpHandler, false);
//When the keydown event is fired on any of the keys on your keyboard (when they are pressed),
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 spawnRandomObject(object) {
// select a random type for this new object
var t;
// About Math.random()
// Math.random() generates a semi-random number
// between 0-1. So to randomly decide if the next object
// will be A or B, we say if the random# is 0-.49 we
// create A and if the random# is .50-1.00 we create B
if (Math.random() < 0.50) {
t = "red";
} else {
t = "blue";
}
// create the new object
var object = {
// set this objects type
...