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const canvas = document.getElementById('gameCanvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const ctx = canvas.getContext('2d');
const gravity = 1;
const jumpForce = 14.75;
const player = {
x: 200,
y: 0,
vx: 2,
vy: 2,
jumpForce: gravity + jumpForce,
onGround: false,
width: 20,
height: 20,
health: 10
};
const terrain = {
start: { x: 0, y: 0 },
end: { x: canvas.width, y: canvas.height },
height: 20
};
const objects = [];
function initialize() {
terrain.start = { x: 0, y: 0 };
terrain.end = { x: canvas.width, y: canvas.height };
for (let i = 0; i < 50; i++) {
const object = {
x: i * 10 * canvas.width / 10,
width: 20,
height: Math.random() * 22
};
// Calculate the y-coordinate of the terrain line at the x-coordinate of the object
let terrainY = ((terrain.end.y - terrain.start.y) / (terrain.end.x - terrain.start.x)) * (object.x - terrain.start.x) + terrain.start.y;
// Set the y-coordinate of the object to the y-coordinate of the terrain line
object.y = terrainY;
objects.push(object);
}
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.save();
ctx.translate(-player.x + canvas.width / 4, -player.y + canvas.height / 2);
ctx.fillStyle = 'blue';
ctx.fillRect(player.x, player.y, player.width, player.height);
terrain.start.x = player.x - canvas.width;
terrain.end.x = player.x + canvas.width;
ctx.fillStyle = 'brown';
objects.forEach(object => {
ctx.beginPath();
ctx.arc(object.x, object.y, object.width / 2, 0, Math.PI * 2, true);
ctx.fill();
});
ctx.beginPath();
ctx.moveTo(terrain.start.x, terrain.start.y);
ctx.lineTo(terrain.end.x, terrain.end.y);
ctx.strokeStyle = 'green';
ctx.lineWidth = terrain.height;
ctx.stroke();
ctx.font = '20px Arial';
ctx.fillStyle = 'black';
ctx.fillText('Health: ' + player.health, player.x, player.y - 22);
ctx.restore();
}
const isColliding = (obj1, obj2) => (
obj1.x < obj2.x + obj2.width &&
obj1.x + obj1.width > obj2.x &&
obj1.y < obj2.y + obj2.height &&
obj1.y + obj1.height > obj2.y
);
const checkCollision = () => {
objects.forEach(object => {
if (isColliding(player, object)) {
player.health -= 1;
console.log('Collision detected!');
}
});
};
const gameLoop = () => {
player.vy += gravity;
player.x += player.vx;
player.y += player.vy;
const terrainY = (terrain.end.y - terrain.start.y) / (terrain.end.x - terrain.start.x) * (player.x - terrain.start.x) + terrain.start.y;
if (player.y + player.height > terrainY) {
player.y = terrainY - player.height;
player.vy = 0;
}
checkCollision();
initialize();
draw();
requestAnimationFrame(gameLoop);
};
gameLoop();
window.addEventListener('resize', () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
draw();
});
canvas.addEventListener('click', () => {
const terrainY = (terrain.end.y - terrain.start.y) / (terrain.end.x - terrain.start.x) * (player.x - terrain.start.x) + terrain.start.y;
if (player.y + player.height >= terrainY) {
player.vy = player.jumpForce * -1;
}
});
canvas.addEventListener('touchstart', () => {
const terrainY = (terrain.end.y - terrain.start.y) / (terrain.end.x - terrain.start.x) * (player.x - terrain.start.x) + terrain.start.y;
if (player.y + player.height >= terrainY) {
player.vy = player.jumpForce * -1;
}
});
window.addEventListener('keydown', event => {
if (event.key === 'Enter') {
const terrainY = (terrain.end.y - terrain.start.y) / (terrain.end.x - terrain.start.x) * (player.x - terrain.start.x) + terrain.start.y;
if (player.y + player.height >= terrainY) {
player.vy = player.jumpForce * -1;
}
}
});
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