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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.

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              var boulderBlaster = (function(){
  var application_size = 512;
  let app = new PIXI.Application({width: application_size, height: application_size});

  var gameSpecs = {
    boxSize: 32, 
    gridSquares: 16,
    maxBlockSpeed: 4, 
    maxMissileSpeed: 10, 
    boulderFrequency: 4,
    boulderColor: 0x808080,
    playerColor: 0x3498db, 
    missileColor: 0xee0000,
  };
        
  // variable
  var gameStage;
  var boulderFormationIdCount = 0;
  var blocksToMove = false;
  var movesCounter = 0;
  
  var entities = {};
  
  var onKeyDown = function (key) {
    if(key.keyCode === 82) { // R
      initiateGameStage();
      key.preventDefault();
      return;
    }
  
    if(blocksToMove) // Wait for blocks to stop moving, before allowing next move.
      return;
  
    if (entities.playerBlock == undefined)
      return;
  
    entities.playerBlock.lastGridXMove = 0;
  
    if (keyMovesPlayerBlock(key.keyCode) || keyFiresMissle(key.keyCode)) {
      blocksToMove = true;
      movesCounter++;
      key.preventDefault();
  
      moveAllFallingBouldersDown();
      calculateFallingStatusOnBoulders();
      detectMissileHit(); // A new missile needs to hit adjecten block immediently 
      checkPlayerBoulderCollision();
  
      // Add new rock
      if (movesCounter >= gameSpecs.boulderFrequency) {
          generateBoulderFormation();
          movesCounter = 0;
      }
    }
  
  };
  
  var keyMovesPlayerBlock = function(keyCode) {
    if (keyCode === 65 || keyCode === 37) { // A Key is 65,  Left arrow is 37
      if (entities.playerBlock.gridX > 0) {
          entities.playerBlock.gridX--;
          entities.playerBlock.lastGridXMove = -1;
          return true;
      }
    }
    else if (keyCode === 68 || keyCode === 39) { // D Key is 68,  Right arrow is 39
      if (entities.playerBlock.gridX != gameSpecs.gridSquares - 1) {
          entities.playerBlock.gridX++;
          entities.playerBlock.lastGridXMove = 1;
          return true;
      }
    }
  };
  
  var keyFiresMissle = function (keyCode) {
    if (keyCode === 87 || keyCode === 38) { // W Key is 87, Up arrow is 87
      createMissile(entities.playerBlock.gridX, entities.playerBlock.gridY, -1);
      return true;
    }
    else if (keyCode === 83 || keyCode === 40) { // S Key is 83,  Down arrow is 40
      createMissile(entities.playerBlock.gridX, entities.playerBlock.gridY, 1);
      return true;
    }
  };
  
  var gameLoop = function(delta) {
    var changesMade = 0;
  
    if(blocksToMove) {
      if (entities.playerBlock) changesMade =+ updateBlockGraphicPosition(entities.playerBlock);
      entities.boulderBlocks.forEach( function(stoneBlock) {changesMade += updateBlockGraphicPosition(stoneBlock);});
  
      if(changesMade === 0) blocksToMove = false;
    }
    moveExplodingBlocks();
  
    moveMissiles();
    detectMissileHit();
  };
  
  var initiateGameStage = function() {
    entities = {
      playerBlock: undefined, 
      boulderBlocks: [],
      missiles: [], 
      explodingBlocks: [], 
      flames: [], 
    };
  
    gameStage = new PIXI.Container();
    app.stage = gameStage;
  
    entities.playerBlock = createBlock(Math.floor(Math.random() * gameSpecs.gridSquares), 4, gameSpecs.playerColor);
  
    generateBoulderFormation(14);
    generateBoulderFormation(10);
    generateBoulderFormation(6);
    generateBoulderFormation();
  };
  
  var createBlock = function(x, y, color, group_id = 0) {
    var block = new PIXI.Graphics()
    block.beginFill(color);
    block.drawRect(0, 0, gameSpecs.boxSize, gameSpecs.boxSize);
    block.endFill();
    block.position.x = x * gameSpecs.boxSize;
    block.position.y = y * gameSpecs.boxSize;
    
    block.gridX = x;
    block.gridY = y;
    block.isFalling = true;
    block.groupId = group_id;
  
    gameStage.addChild(block);
  
    return block;
  };
  
  var generateBoulderFormation = function(start_y = -2) {
    var trigger = 0.8;
    var top_made = false;
    var left_made = false;
    var right_made = false;
    var bottom_made = false;
    var start_x = Math.floor(Math.random() * gameSpecs.gridSquares+1)-1;
    boulderFormationIdCount++;
    
    entities.boulderBlocks.push(createBlock(start_x, start_y, gameSpecs.boulderColor, boulderFormationIdCount));
  
    if(Math.random() > trigger) {
      entities.boulderBlocks.push(createBlock(start_x, start_y-1, gameSpecs.boulderColor, boulderFormationIdCount)); 
      top_made = true; 
    };
    if(start_x-1 >= 0 && Math.random() > trigger) {
      entities.boulderBlocks.push(createBlock(start_x-1, start_y, gameSpecs.boulderColor, boulderFormationIdCount)); 
      left_made = true; 
    };
    if(Math.random() > trigger) {
      entities.boulderBlocks.push(createBlock(start_x+1, start_y, gameSpecs.boulderColor, boulderFormationIdCount)); 
      right_made = true;
    };
    
    if(start_x-1 < gameSpecs.gridSquares && Math.random() > trigger) {
      entities.boulderBlocks.push(createBlock(start_x, start_y+1, gameSpecs.boulderColor, boulderFormationIdCount)); 
      bottom_made = true 
    };
    
    if((top_made || left_made) && start_x-1 >= 0 && Math.random() > trigger) 
      entities.boulderBlocks.push(createBlock(start_x-1, start_y-1, gameSpecs.boulderColor, boulderFormationIdCount));
    if((top_made || right_made) && start_x-1 < gameSpecs.gridSquares && Math.random() > trigger) 
      entities.boulderBlocks.push(createBlock(start_x+1, start_y-1, gameSpecs.boulderColor, boulderFormationIdCount));
    
    if((bottom_made || left_made) && start_x-1 >= 0 && Math.random() > trigger) 
      entities.boulderBlocks.push(createBlock(start_x-1, start_y+1, gameSpecs.boulderColor, boulderFormationIdCount));
    if((bottom_made || right_made) && start_x-1 < gameSpecs.gridSquares && Math.random() > trigger) 
      entities.boulderBlocks.push(createBlock(start_x+1, start_y+1, gameSpecs.boulderColor, boulderFormationIdCount));
  };
  
  var updateBlockGraphicPosition = function(block) {
    var update_mades = 0;
    
    var speedX = 0;
    var targetX = block.gridX * gameSpecs.boxSize; 
    var diffX = Math.abs(targetX - block.position.x);
  
    if(diffX > 0){
      speedX = diffX < gameSpecs.maxBlockSpeed ? diffX : gameSpecs.maxBlockSpeed;
      speedX *= targetX > block.position.x ? 1 : -1;
      block.position.x += speedX; 
      update_mades++; 
    }
    
    var speedY = 0;
    var targetY = block.gridY * gameSpecs.boxSize;
    var diffY = Math.abs(targetY - block.position.y);
  
    if(diffY > 0){
      speedY = diffY < gameSpecs.maxBlockSpeed ? diffY : gameSpecs.maxBlockSpeed;
      speedY *= targetY > block.position.y ? 1 : -1;
      block.position.y += speedY; 
      update_mades++;
    }
  
    return update_mades;
  };
  
  var calculateFallingStatusOnBoulders = function() {
    var gridMatrix = new Array(gameSpecs.gridSquares);
    for(var i = 0; i < gridMatrix.length; i++) {
      gridMatrix[i] = new Array(gameSpecs.gridSquares); 
    }
   
    entities.boulderBlocks.forEach( function(stoneBlock)  {
      if(stoneBlock.gridY >= 0) {
        gridMatrix[stoneBlock.gridY][stoneBlock.gridX] = stoneBlock;
        stoneBlock.isFalling = true;
      }
    });
    
    for(var row = gameSpecs.gridSquares-1; row >= 0; row--) { // From bottom to top
      for(var column = 0; column < gameSpecs.gridSquares; column++) { // From left to right
        if(gridMatrix[row][column] !== undefined){
          var stone = gridMatrix[row][column];
          
          if(!stone.isFalling)
            continue;
          
          if(row == gameSpecs.gridSquares-1) // If at bottom, stopp falling
            stone.isFalling = false;
          else if(gridMatrix[row+1][column] !== undefined) { // If has rock below it.
            if(gridMatrix[row+1][column].isFalling === false)
              stone.isFalling = false;
          }
  
          if(!stone.isFalling) {
            // Stop all stoneblocks that are in the same group.
            entities.boulderBlocks.filter(stoneBlock3 => stoneBlock3.groupId === stone.groupId)
              .forEach( function(stoneBlock2)  {
                stoneBlock2.isFalling = false;
            });
          }
        }
      }
    }
  };
  
  var moveAllFallingBouldersDown = function() {
    entities.boulderBlocks.forEach( function(stoneBlock)  {
      if(stoneBlock.gridY < gameSpecs.gridSquares - 1 && stoneBlock.isFalling)
        stoneBlock.gridY++;
    });
  };
  
  var createMissile = function(gridXPos, gridYPos, direction) {
    var missile = new PIXI.Graphics();
    missile.beginFill(gameSpecs.missileColor);
    missile.drawRect(0, 0, gameSpecs.boxSize / 4, gameSpecs.boxSize / 2);
    missile.endFill();
    missile.position.x = (gridXPos * gameSpecs.boxSize) + (gameSpecs.boxSize / 2) - (gameSpecs.boxSize / 8);
    
    if(direction === -1)
      missile.position.y = (gridYPos * gameSpecs.boxSize) - 1;
    else
      missile.position.y = (gridYPos * gameSpecs.boxSize) + gameSpecs.boxSize + 1;
    
    missile.direction = direction;
    missile.gridX = gridXPos;
    entities.missiles.push(missile);
    gameStage.addChild(missile);
    gameStage.setChildIndex(missile, 0);
  };
  
  var moveMissiles = function() {
    var addFlame = function(x,y,direction) {
        var flame = new PIXI.Graphics();
        flame.beginFill(gameSpecs.missileColor);
        flame.drawRect(0, 0, gameSpecs.boxSize / 4, gameSpecs.boxSize / 4);
        flame.endFill();
        flame.position.x = x;
        flame.position.y = y; // ToDo Fix
        entities.flames.push(flame);
        gameStage.addChild(flame);
      };
   
    entities.missiles.forEach(function(missile) {
      addFlame(missile.position.x, missile.position.y, missile.direction);
      missile.position.y += gameSpecs.maxMissileSpeed * missile.direction;
    });
  
    while(entities.missiles.length > 0 && 
      (entities.missiles[0].position.y < 0 || entities.missiles[0].position.y > application_size )) {
      entities.missiles[0].destroy();
      entities.missiles.shift();
    }
    
    entities.flames.forEach(function(item) {
        item.alpha -= 0.1;
    });
    
    while(entities.flames.length > 0 && entities.flames[0].alpha < 0){
      gameStage.removeChild(entities.flames[0]);
      entities.flames.shift();
    }
  };
    
  var detectMissileHit = function() {
    var removeMissilesIndexes = [];
    var removeBouldersIndexes = [];
  
    var m = entities.missiles;
    var b = entities.boulderBlocks;
  
    for(i = 0; i < m.length; i++) {
        for(j = 0; j < b.length; j++) {
          if(m[i].gridX !== b[j].gridX)
            continue;
  
          if(m[i].position.y > b[j].position.y 
            && m[i].position.y < (b[j].position.y + gameSpecs.boxSize))
          {
            removeMissilesIndexes.push(i);
            removeBouldersIndexes.push(j);
          }
        }
    }
  
    for(i = removeMissilesIndexes.length-1; i > -1; i--){
      var toDestroy = entities.missiles[removeMissilesIndexes[i]];
      entities.missiles.splice(removeMissilesIndexes[i], 1);
      gameStage.removeChild(toDestroy);
    }
  
    for(i = removeBouldersIndexes.length-1; i > -1; i--){
      var toDestroy = entities.boulderBlocks[removeBouldersIndexes[i]];
      entities.boulderBlocks.splice(removeBouldersIndexes[i], 1);
      placeExplodingBlock(toDestroy.position.x, toDestroy.position.y, gameSpecs.boulderColor);
      regroupBoulderFormation(toDestroy.groupId);
      gameStage.removeChild(toDestroy);
    }
  
    if(removeBouldersIndexes.length > 0){
      calculateFallingStatusOnBoulders();
    }
  };
  
  var regroupBoulderFormation = function(groupId){
    var replaceGroup = function(gridMatrix, oldGroupId, newGroupId){
      for(var i = 0; i < gridMatrix.length; i++) {
        for(var j = 0; j < gridMatrix[i].length; j++){
          if(gridMatrix[i][j] !== undefined && gridMatrix[i][j].groupId === oldGroupId){
            gridMatrix[i][j].groupId = newGroupId;
          }
        }
      }
    };

    var gridMatrix = new Array(gameSpecs.gridSquares);
    for(var i = 0; i < gridMatrix.length; i++) {
      gridMatrix[i] = new Array(gameSpecs.gridSquares); 
    }
   
    entities.boulderBlocks.forEach( function(stoneBlock)  {
      if(stoneBlock.groupId === groupId && stoneBlock.gridY >= 0) {
        stoneBlock.isFalling = true;
        stoneBlock.groupId = 0;
        gridMatrix[stoneBlock.gridY][stoneBlock.gridX] = stoneBlock;
      }
        
    });
    
    for(var i = 0; i < gridMatrix.length; i++) {
      for(var j = 0; j < gridMatrix[i].length; j++){
        if(gridMatrix[i][j] !== undefined && gridMatrix[i][j].groupId === 0){
          // If left is in group, copy
          if(i > 0 && gridMatrix[i-1][j] !== undefined && gridMatrix[i-1][j].groupId !== 0){
            gridMatrix[i][j].groupId = gridMatrix[i-1][j].groupId
            
            // If above is of different group. Replace group of above with current.
            if(j > 0 && gridMatrix[i][j-1] !== undefined && gridMatrix[i][j-1].groupId !== gridMatrix[i][j].groupId){
              replaceGroup(gridMatrix, gridMatrix[i][j-1].groupId, gridMatrix[i][j].groupId);
            }
          }
          // If above is in group, copy
          else if(j > 0 && gridMatrix[i][j-1] !== undefined && gridMatrix[i][j-1].groupId !== 0){
            gridMatrix[i][j].groupId = gridMatrix[i][j-1].groupId
          }
          // else set new group
          else {
            gridMatrix[i][j].groupId = ++boulderFormationIdCount;
          }
        }
      }
    }
  };
    
  var placeExplodingBlock = function(x, y, color, addXMove = 0) {
    var helper = { 
      createBoxQuater: function(x, y, x_mod, y_mod, size_mod, color) { 
        var box1 = new PIXI.Graphics();
        box1.beginFill(color);
        box1.drawRect(0, 0, gameSpecs.boxSize/size_mod, gameSpecs.boxSize/size_mod);
        box1.endFill();
        box1.position.x = x - ( x_mod > 0 ? 0 : (gameSpecs.boxSize/size_mod));
        box1.position.y = y - ( y_mod > 0 ? 0 : (gameSpecs.boxSize/size_mod));
        box1.vx = 1 / size_mod * x_mod;
        box1.vy = 1 / size_mod * y_mod;
        box1.va = (Math.abs(box1.vy) > Math.abs(box1.vx) ? Math.abs(box1.vy / 20) : Math.abs(box1.vx / 20))*2;
        box1.vx += addXMove;
        entities.explodingBlocks.push(box1);
      }, 
      createBoxQuaterSet: function(x, y, x_mod, y_mod, color) {
        a = this.addRandomAngle(x_mod, y_mod);
        this.createBoxQuater(x, y, a[0], a[1], 8, 0xff8000);
        a = this.addRandomAngle(x_mod, y_mod);
        this.createBoxQuater(x, y, a[0], a[1], 6, 0xff8000);
        a = this.addRandomAngle(x_mod, y_mod);
        this.createBoxQuater(x, y, a[0], a[1], 4, 0xff8000);
        this.createBoxQuater(x, y, x_mod, y_mod, 2, color);
      },
      addRandomAngle: function(x, y) {
        base_angle = 90;
        random = (Math.random() * (Math.PI/180) * base_angle) - (Math.PI/180 * base_angle/2);
        px = x * Math.cos(random) - y * Math.sin(random); 
        py = x * Math.sin(random) + y * Math.cos(random);
        return [px,py];
      }
    };
  
    x += gameSpecs.boxSize/2;
    y += gameSpecs.boxSize/2;
  
    helper.createBoxQuaterSet(x, y, -1, -1, color);
    helper.createBoxQuaterSet(x, y, 1, -1, color);
    helper.createBoxQuaterSet(x, y, -1, 1, color);
    helper.createBoxQuaterSet(x, y, 1, 1, color);
    entities.explodingBlocks.forEach(function(item) {gameStage.addChild(item);} );
  };
  
  var moveExplodingBlocks = function(){
    entities.explodingBlocks.forEach(function(item) {
        item.x += item.vx*2;
        item.y += item.vy*2;
        //item.alpha -= (Math.abs(item.vy) > Math.abs(item.vx) ? Math.abs(item.vy / 20) : Math.abs(item.vx / 20))*2;
        item.alpha -= item.va;
    });
    
    while(entities.explodingBlocks.length > 0 && entities.explodingBlocks[0].alpha < 0){
      gameStage.removeChild(entities.explodingBlocks[0]);
      entities.explodingBlocks.shift();
    }
  }
  
  var checkPlayerBoulderCollision = function() {
      entities.playerBlock
  
      for (i = 0; i < entities.boulderBlocks.length; i++) {
          if (entities.boulderBlocks[i].gridX === entities.playerBlock.gridX &&
              entities.boulderBlocks[i].gridY === entities.playerBlock.gridY) {
              placeExplodingBlock(entities.playerBlock.position.x, entities.playerBlock.position.y
                , gameSpecs.playerColor, entities.playerBlock.lastGridXMove * 0.5); 
              gameStage.removeChild(entities.playerBlock);
              entities.playerBlock = undefined;
              break;
          }
      }
  };

  return {
    initiate: function(document) {
      document.body.appendChild(app.view);
      app.ticker.add(delta => gameLoop(delta));
      document.addEventListener('keydown', onKeyDown);
      initiateGameStage();
    }

  };
})();

boulderBlaster.initiate(document);

            
          
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999px

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