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HTML

              
                
              
            
!

CSS

              
                * {
  padding: 0;
  margin: 0;
}

html, body, canvas {
  width: 100%;
  height: 100%;
  background: #000;
}
canvas {
  display:block;
}
              
            
!

JS

              
                $(function() {

// create DOM canvas
var canvas = document.createElement("canvas");
var ctx    = canvas.getContext('2d');

//set canvas dim
canvas.width  = window.innerWidth;
canvas.height = window.innerHeight;

document.body.appendChild(canvas);

function rand(min, max, interval) {
  if(interval === undefined) interval = 1;
  return Math.round((Math.floor(Math.random() * (max - min + 1)) + min) / interval) *interval;
}

function randIndex(thearray) {
  return thearray[rand(1, thearray.length) - 1];
}

var player = (function() {
 
  var x = 100, 
      y = canvas.height/2,
      w = 10,
      h = 10,
      speed = 10,
      dead = false,
      death = 0;
      
  return {
    
    getX: function() {
      return x;
    },
    
    getY: function() {
      return y;
    },
    
    getW: function() {
      return w;
    },
    
    getH: function() {
      return h;
    },
    
    die: function() {
      dead = true;
      ++death;
    },
    
    getDeath: function() {
      return death;
    },
    
    resurrect: function() {
      this.moveTo(100 , canvas.height/2);
      dead = false;
      this.draw();
    },
    
    respawn: function() {
      this.moveTo(100 , canvas.height/2);
      this.draw();
      blocks.nextLevel();
    },
    
    isDead: function() {
      return dead;
    },
    
    draw: function() {
      ctx.fillStyle = "#50BEFA"; 
      ctx.fillRect(x, y, w, h);
    },
    
    moveTo: function(a, b) {
      if(dead) return;
      x = a;
      y = b;
      if(y+h>canvas.height) {
        y = canvas.height - h;
      }
    },
  }
})();


var blocks = (function() {
 
  var blocks = [],
      level = 0,
      level_factor = 1.20,
      start = {
        n : 10,
        x1 : 210,
        x2 : 700,
        h_min : 15,
        h_max : 100,
        speed_min : 0.5,
        speed_max : 5,
        direction : ['up','down']
      };
  
  
  function Block(direction) {
    this.w = 10;
    this.h = rand(start.h_min, start.h_max);
    this.x = rand(start.x1,start.x2,10);
    this.y = 0;
    this.speed = rand(start.speed_min,start.speed_max);
    this.direction = direction;
    if(direction === "up") {
      this.y = canvas.height + rand(5, 350);
    }
    else {
      this.y -= rand(5, 350);
    }
  }

  return {
    
    curLevel: function() {
      return level;  
    },
    
    nextLevel: function() {
      
      ++level;
      blocks = [];
      
      var n = Math.ceil(start.n + (level*level_factor));
      
      //console.log(n);
      
      this.createXBlocks(n);
    },
    
    draw: function(b) {
      if(player.isDead()) ctx.fillStyle = "#800000";
      else ctx.fillStyle = "#D98D00";
      ctx.fillRect(b.x, b.y, b.w, b.h);
    },
    
    drawZone: function() {
      ctx.fillStyle = "#111111";
      ctx.fillRect(start.x1, 0, start.x2-start.x1+10, canvas.height);
    },
    
    createXBlocks: function(n) { 
      for(i=0;i<n;++i) {
        blocks.push(new Block(randIndex(start.direction)));
      }
    },
    
    moveAll: function() {
            
      //if(pause) return;
      
      var px = player.getX(),
          py = player.getY(),
          pw = player.getW(),
          ph = player.getH();
      
      if(player.isDead()) return;
      else if(px > start.x2) {      
        //level pass
        ctrl.x = 0;
        ctrl.y = canvas.height/2;
        ctrl.velX = 0;
        ctrl.velY = 0;
        player.respawn();
        return;
      }
      
      var len = blocks.length;
      for(i=0;i < len;++i) {
        if(blocks[i].direction === 'up') {
          blocks[i].y -= blocks[i].speed;
          if((blocks[i].y + blocks[i].h) < 0) {
            blocks[i].y = canvas.height + rand(10, 350);
          }
        }
        else {
          blocks[i].y += blocks[i].speed;
          if(blocks[i].y > canvas.height) {
            blocks[i].y = 0;
            blocks[i].y -= rand(10, 350);
          }
        } 
        
        //colission detection
        if(((px > blocks[i].x) && (px < (blocks[i].x + blocks[i].w))) && 
           ((py > blocks[i].y) && py < (blocks[i].y + blocks[i].h) )) {
          player.die();
        }  
        else if(((px+pw < (blocks[i].x + blocks[i].w)) && (px+pw > blocks[i].x)) && 
           ((py+ph < (blocks[i].y + blocks[i].h)) && py+ph > blocks[i].y)) {
          player.die();
        }  

      }
    },
    
    drawAll: function() {
      for(var i in blocks) {
        this.draw(blocks[i]);
      }
    },
    
  }
})();


var ctrl = {
  x : 100,  //initial x
  y : (canvas.height/2),  // initial y
  velY : 0,
  velX : 0,
  speed : 1400, // max speed
  friction : 0.68, // friction
  keys : []
}

function updateCtrl() {
  
  
  // restart
  if(ctrl.keys[32]) {
    if(player.isDead()) {
      ctrl.x = 0;
      ctrl.y = canvas.height/2;
      ctrl.velX = 0;
      ctrl.velY = 0;
      player.resurrect();
    }
  }

  // check the keys and do the movement.
  if (ctrl.keys[38] || ctrl.keys[87]) {
    if (ctrl.velY > -ctrl.speed) {
      ctrl.velY--;
    }
  }

  if (ctrl.keys[40] || ctrl.keys[83]) {
    if (ctrl.velY < ctrl.speed) {
      ctrl.velY++;
    }
  }
  if (ctrl.keys[39] || ctrl.keys[68]) {
    if (ctrl.velX < ctrl.speed) {
      ctrl.velX++;
    }
  }
  if (ctrl.keys[37] || ctrl.keys[65]) {
    if (ctrl.velX > -ctrl.speed) {
      ctrl.velX--;
    }
  }
  

  // apply some friction to y velocity.
  ctrl.velY *= ctrl.friction;
  ctrl.y += ctrl.velY;

  // apply some friction to x velocity.
  ctrl.velX *= ctrl.friction;
  ctrl.x += ctrl.velX;

  // bounds checking
  if (ctrl.x >= canvas.width) {
    ctrl.x = canvas.width;
  } else if (ctrl.x <= 5) {
    ctrl.x = 5;
  }

  if (ctrl.y > canvas.height) {
    ctrl.y = canvas.height;
  } else if (ctrl.y <= 5) {
    ctrl.y = 5;
  }

  player.moveTo(ctrl.x, ctrl.y);

  setTimeout(updateCtrl, 10);
}

updateCtrl();

// key events
document.body.addEventListener("keydown", function (e) {
  ctrl.keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function (e) {
  ctrl.keys[e.keyCode] = false;
});



blocks.nextLevel();


function update() {
  blocks.moveAll();
}

function draw() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  
  blocks.drawZone();
  blocks.drawAll();
  player.draw();

  if(player.isDead()) {
    ctx.fillStyle = "#9F000C";
    ctx.font="14px Verdana";
    ctx.fillText("Game over!",10,50);
    ctx.fillText("Press [SPACE]",10,70);
  }
  else {
    ctx.fillStyle = "#D98D00";
    ctx.font="14px Verdana";
    ctx.fillText("Cross to the other side",10,20);
    ctx.fillText("---------------------->",10,40);
    
    ctx.fillText("Use keyboard arrows",10,60);
    ctx.fillText("or [A] [W] [S] [D]",10,80);

    
    ctx.fillText("Level : " + blocks.curLevel(),10,150);
    ctx.fillText("Death : " + player.getDeath(),10,170);
  }
}


var fps = 0, now, lastUpdate = (new Date)*1;

// The higher this value, the less the FPS will be affected by quick changes
// Setting this to 1 will show you the FPS of the last sampled frame only
var fpsFilter = 50;

function drawFrame(){
  var thisFrameFPS = 1000 / ((now=new Date) - lastUpdate);
  if (now!=lastUpdate){
    fps += (thisFrameFPS - fps) / fpsFilter;
    lastUpdate = now;
    
    if(isNaN(fps)) fps = 1;
    
    ctx.fillStyle = "#888";
    ctx.font="10px Verdana";
    ctx.fillText(fps.toFixed(0) + " fps",5,canvas.height-5);
  }
}

var animation_fps = 60;

setInterval(function() {
  update();
  draw();
  drawFrame();
}, 1000/animation_fps);
  
});
              
            
!
999px

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