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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              * {
  padding: 0;
  margin: 0;
}

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