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<div class="wrapper">
<div id="game" class="game">
<div id="layers-container" class="layers">
<div id="layer-one" class="parallax-container">
<div class="clouds">
<svg viewbox="0 0 35 100">
<circle cx="8" cy="3.4" r="1.5" fill="#F4F4F4"/>
<circle cx="9" cy="4" r="1" fill="#FCF7FF"/>
<circle cx="6.8" cy="3.5" r="1.1" fill="#F1F1F1"/>
<circle cx="20" cy="7.4" r="1.5" fill="#F4F4F4"/>
<circle cx="21" cy="8" r="1" fill="#FCF7FF"/>
<circle cx="18.8" cy="7.5" r="1.1" fill="#F1F1F1"/>
</svg>
</div>
</div>
<div id="layer-two">
<div class="buildings">
<svg viewbox="0 0 100 100">
<rect x="0" y="-10" height="45" width="30" fill="#85929E" stroke-width="4"></rect>
<rect x="30" y="20" height="15" width="25" fill="#17202A" stroke-width="4"></rect>
<rect x="55" y="5" height="30" width="15" fill="#FDFEFE" stroke-width="4"></rect>
<rect x="70" y="15" height="20" width="30" fill="#BCBAB6" stroke-width="4"></rect>
</svg>
</div>
</div>
<div id="layer-three">
<div class="obstacles">
<svg>
<g>
<title>background</title>
<rect fill="none" id="canvas_background" height="102" width="102" y="-1" x="-1"/>
<g display="none" overflow="visible" y="0" x="0" height="100%" width="100%" id="canvasGrid">
<rect fill="url(#gridpattern)" stroke-width="0" y="0" x="0" height="100%" width="100%"/>
</g>
</g>
<g class="obstacle">
<title>Layer 1</title>
<rect id="svg_40" height="0.190476" width="0" y="102.083333" x="91.904762" stroke-opacity="null" stroke-width="0" stroke="#000" fill="#ff0000"/>
<g stroke="null" transform="rotate(-91 49.999996185302734,48.28294372558594) " id="svg_47">
<rect stroke="#000" rx="2" id="svg_6" height="80.988244" width="76.354815" y="7.72481" x="7.583925" stroke-opacity="null" stroke-width="0.4" fill="#ff0000"/>
<ellipse stroke="#000" ry="6.905791" rx="1.703454" id="svg_11" cy="14.687149" cx="8.786361" stroke-opacity="null" stroke-width="0.2" fill="#ffe377"/>
<line stroke="#000" stroke-linecap="null" stroke-linejoin="null" id="svg_19" y2="20.878549" x2="83.237321" y1="21.592941" x1="7.483719" stroke-opacity="null" stroke-width="0.4" fill="none"/>
<ellipse stroke="#000" ry="6.42953" rx="0.501015" id="svg_20" cy="14.44902" cx="83.537929" stroke-opacity="null" stroke-width="0.4" fill="#ff0000"/>
<ellipse stroke="#000" ry="6.905791" rx="1.703454" id="svg_22" cy="28.260601" cx="8.646077" stroke-opacity="null" stroke-width="0.2" fill="#ffe377"/>
<line stroke="#000" stroke-linecap="null" stroke-linejoin="null" id="svg_24" y2="34.21387" x2="83.638134" y1="34.928262" x1="7.884532" stroke-opacity="null" stroke-width="0.4" fill="none"/>
<ellipse stroke="#000" ry="6.42953" rx="0.501015" id="svg_25" cy="27.951034" cx="83.678213" stroke-opacity="null" stroke-width="0.4" fill="#ff0000"/>
<ellipse stroke="#000" ry="6.905791" rx="1.703454" id="svg_26" cy="41.762615" cx="8.786361" stroke-opacity="null" stroke-width="0.2" fill="#ffe377"/>
<line stroke="#000" stroke-linecap="null" stroke-linejoin="null" id="svg_27" y2="47.715885" x2="83.778419" y1="48.430277" x1="8.024817" stroke-opacity="null" stroke-width="0.4" fill="none"/>
<ellipse stroke="#000" ry="6.42953" rx="0.501015" id="svg_28" cy="41.286358" cx="83.678213" stroke-opacity="null" stroke-width="0.4" fill="#ff0000"/>
<ellipse stroke="#000" ry="6.905791" rx="1.703454" id="svg_29" cy="55.097939" cx="8.786361" stroke-opacity="null" stroke-width="0.2" fill="#ffe377"/>
<line stroke="#000" stroke-linecap="null" stroke-linejoin="null" id="svg_30" y2="61.051208" x2="83.778419" y1="61.7656" x1="8.024817" stroke-opacity="null" stroke-width="0.4" fill="none"/>
<ellipse stroke="#000" ry="6.42953" rx="0.501015" id="svg_31" cy="54.45499" cx="83.537929" stroke-opacity="null" stroke-width="0.4" fill="#ff0000"/>
<ellipse stroke="#000" ry="6.905791" rx="1.703454" id="svg_32" cy="68.266571" cx="8.646077" stroke-opacity="null" stroke-width="0.2" fill="#ffe377"/>
<line stroke="#000" stroke-linecap="null" stroke-linejoin="null" id="svg_33" y2="74.21984" x2="83.638134" y1="74.934232" x1="7.884532" stroke-opacity="null" stroke-width="0.4" fill="none"/>
<ellipse stroke="#000" ry="6.42953" rx="0.501015" id="svg_34" cy="68.123696" cx="83.678213" stroke-opacity="null" stroke-width="0.4" fill="#ff0000"/>
<ellipse stroke="#000" ry="6.905791" rx="1.703454" id="svg_35" cy="81.935277" cx="8.786361" stroke-opacity="null" stroke-width="0.2" fill="#ffe377"/>
<ellipse stroke="#000" ry="6.42953" rx="0.501015" id="svg_37" cy="68.123696" cx="83.678213" stroke-opacity="null" stroke-width="0.4" fill="#ff0000"/>
<ellipse stroke="#000" ry="6.42953" rx="0.501015" id="svg_38" cy="81.45902" cx="83.678213" stroke-opacity="null" stroke-width="0.4" fill="#ff0000"/>
<rect stroke="#000" id="svg_39" height="1.190657" width="8.817904" y="13.496392" x="83.437838" stroke-opacity="null" stroke-width="0" fill="#ffffff"/>
<rect stroke="#000" id="svg_41" height="1.190657" width="8.817904" y="27.069883" x="83.838652" stroke-opacity="null" stroke-width="0" fill="#ffffff"/>
<rect stroke="#000" id="svg_42" height="1.190657" width="8.817904" y="39.928981" x="84.239466" stroke-opacity="null" stroke-width="0" fill="#ffffff"/>
<rect stroke="#000" id="svg_43" height="1.190657" width="8.817904" y="53.264341" x="84.039059" stroke-opacity="null" stroke-width="0" fill="#ffffff"/>
<rect stroke="#000" id="svg_44" height="1.190657" width="8.817904" y="66.599702" x="84.239466" stroke-opacity="null" stroke-width="0" fill="#ffffff"/>
<rect stroke="#000" id="svg_45" height="1.190657" width="8.817904" y="66.599702" x="84.239466" stroke-opacity="null" stroke-width="0" fill="#ffffff"/>
<rect stroke="#000" id="svg_46" height="1.190657" width="8.817904" y="80.411325" x="84.039059" stroke-opacity="null" stroke-width="0" fill="#ffffff"/>
</g>
</g>
</svg>
</div>
</div>
</div>
<div id="layer-four">
<svg id="player-container">
<circle id="player" cx="45" cy="115" r="15" fill="#FCF7FF"/>
</svg>
</div>
</div>
</div>
<div id="start-message" class="start-message">
<p>Press any key to start and use UP to jump.</p>
</div>
body {
background:
linear-gradient(27deg, #151515 5px, transparent 5px) 0 5px,
linear-gradient(207deg, #151515 5px, transparent 5px) 10px 0px,
linear-gradient(27deg, #222 5px, transparent 5px) 0px 10px,
linear-gradient(207deg, #222 5px, transparent 5px) 10px 5px,
linear-gradient(90deg, #1b1b1b 10px, transparent 10px),
linear-gradient(#1d1d1d 25%, #1a1a1a 25%, #1a1a1a 50%, transparent 50%, transparent 75%, #242424 75%, #242424);
background-color: #131313;
background-size: 20px 20px;
}
html,body {
height: 400px;
margin: 0;
overflow: hidden;
}
.info {
position: absolute;
top: 0;
left: 0;
width: 100%;
}
.wrapper .game {
position: relative;
margin: 0 auto;
width: 1000px;
perspective: 1px;
transform-style: preserve-3d;
height: 400px;
overflow-x: scroll;
overflow-y: hidden;
}
.wrapper .game::-webkit-scrollbar {
display: none;
}
.parallax-container {
display: flex;
flex: 1 0 auto;
position: relative;
height: 100%;
transform: translateZ(-1px) scale(2);
z-index: -1;
}
.layers {
position: relative;
height: 100%;
}
#layer-one {
display: block;
position: relative;
left: 0;
height: 100%;
width: 100000px;
background-image: linear-gradient(#144d99, #0081CF 300px, #444443 300px);
}
#layer-two {
position: absolute;
top: 200px;
left: 0;
z-index: 10;
height: 100px;
width: 100000px;
}
#layer-three {
position: absolute;
top: 325px;
left: 1000px;
z-index: 20;
height: 100px;
width: 100000px;
}
.clouds {
filter: blur(1px);
opacity: 0.95;
}
.clouds, .buildings {
display: inline-block;
height: 100%;
width: 600px;
}
.buildings {
float: left;
display: block;
height: 100%;
width: 300px;
}
#player-container {
position: fixed;
bottom: 0;
left: 100px;
transform: translateZ(-100px) translateY(11000px) translateX(-25000px) scale(100);
z-index: 30;
}
.start-message {
position: fixed;
top: 0;
left: calc(50% - 500px);
display: flex;
justify-content: center;
align-items: flex-start;
margin: 0 auto;
width: 1000px;
color: white;
font-family: 'Helvetica';
font-size: 2em;
font-weight: bold;
background-color: #00e6b8;
}
.fade-out {
animation: fadeOut 1s linear;
opacity: 0;
}
@keyframes fadeOut {
0% {
opacity: 1;
}
100% {
opacity: 0;
}
}
// This functionality can access the HTML in the index.html file and store HTML elements
// as variables (or containers for values) within the our JavaScript programs
const clouds = document.getElementsByClassName('clouds')[0];
const layerOne = document.getElementById('layer-one');
const buildings = document.getElementsByClassName('buildings')[0];
const layerTwo = document.getElementById('layer-two');
const obstacles = document.getElementsByClassName('obstacles')[0];
const obstacle = obstacles.children[0];
const layersContainer = document.getElementById('layers-container');
const startMessage = document.getElementById('start-message');
const player = document.getElementById('player');
const message = document.getElementById('start-message');
// Set some potnetial X positions for our obstacles
const obstaclePositions = [100, 150, 175, 200];
// Stores the animation loop function in a variable, the functionality it uses depends on the browser support available
const requestAnim = window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
setInterval;
// This is typical syntax for calling a function
// Here we are calling our setup function
setup();
// Get coordinates and dimensions of our player so we can detect collisions
const playerOb = {
x: player.getBoundingClientRect().x,
y: player.getBoundingClientRect().y,
velocity: 0,
height: player.getBoundingClientRect().height,
width: player.getBoundingClientRect().width,
}
// Here we will store data about our obstacles in order to detect collisions
let obstacleArray = [];
function setGameCoordinates() {
// Get coordinates and dimensions of our obstacles so we can detect collisions
obstacleArray = Array.from(document.getElementsByClassName('obstacle')).map(obstacle => ({
element: obstacle,
x: obstacle.getBoundingClientRect().x,
y: obstacle.getBoundingClientRect().y,
height: obstacle.getBoundingClientRect().height,
width: obstacle.getBoundingClientRect().width,
}));
playerOb.x = player.getBoundingClientRect().x;
}
// Define the settings for our game
// Has the game started? Has the user pressed a key? Track the screens X position and the rate at which it moves across the screen
const gameSettings = {
hasStarted: false,
jumpKeyPressed: false,
screenX: 0,
speed: 5,
gravity: 0.17
}
// Function that is used to clone our clouds and buildings
function cloneNodes(element, layer) {
for (let index = 0; index < 75; index++) {
const newElement = element.cloneNode(true);
layer.appendChild(newElement);
}
}
// Function that is used to clone the obstacles
// Also sets random X positions for the obstacles so that the game isnt too boring...
function cloneObstacles() {
for (let index = 0; index < 75; index++) {
const newObstacle = obstacle.cloneNode(true);
const child = newObstacle.children[0];
child.setAttribute('transform',
'translate('+obstaclePositions[Math.floor(Math.random() * obstaclePositions.length)]+', 0)'
);
obstacles.appendChild(newObstacle);
}
}
// Checks the x and y values of both the player and obstacle to see if they overlap
function distance(x1, y1, x2, y2) {
let collision = false;
const xDist = x2 - x1;
const yDist = y2 - y1;
if((Math.abs(xDist) < 10) && (Math.abs(yDist) < 20)) {
collision = true;
}
return collision;
}
// Once we have passed an obstacle we remove it from our variables as we no longer need to detect a collision
function removePassedObstacles() {
const obstacle = obstacleArray[0];
if(obstacle.x + obstacle.width + playerOb.width < playerOb.x) obstacleArray.shift();
}
// Calls the distance function passing in relevant x and y values for both the player and obstacles, checking for a collision
function detectCollision() {
let outcome = false;
const obstacle = obstacleArray[0];
const heightDifference = Math.abs(obstacle.height - playerOb.height);
if(distance(playerOb.x + (playerOb.width / 2), playerOb.y - heightDifference, obstacle.x + (obstacle.width / 2), obstacle.y + heightDifference )) {
outcome = true;
};
removePassedObstacles();
return outcome
}
// Our setup and clone functions from earlier
function setup() {
cloneNodes(clouds, layerOne);
cloneNodes(buildings, layerTwo);
}
// Function which makes the player jump on UP key press
// Updates the players Y value to move them up and down
// Depending on whether the up key has been pressed
function jump() {
if (playerOb.y + playerOb.velocity + 36 > 500) {
playerOb.velocity = 0;
playerOb.y = 500 - 36;
} else {
playerOb.velocity += gameSettings.gravity;
playerOb.y += playerOb.velocity;
}
player.setAttribute('cy', playerOb.y - 349);
}
// When we collide with an obstacle, reset our game settings
function restartGame() {
gameSettings.hasStarted = false;
gameSettings.jumpKeyPressed = false;
gameSettings.screenX = 0;
layersContainer.style.left = '0px';
message.classList.remove('fade-out');
message.style.background = 'red';
message.children[0].textContent = 'Oops! Hit any key start again.'
}
// Moves the screen and obstacles to the left when the game starts using negative X values
function moveScreen() {
obstacleArray.forEach(obstacle => obstacle.x -= gameSettings.speed);
gameSettings.screenX -= gameSettings.speed;
layersContainer.style.left = gameSettings.screenX +'px';
}
// Animation loop used in all HTML5/JavaScript games
// Calls all of our earlier defined functions to render jumping, detect collisions and finally end the game
requestAnim(function loop() {
if(gameSettings.hasStarted) {
if (gameSettings.jumpKeyPressed && !playerOb.velocity) {
playerOb.velocity = -4;
gameSettings.jumpKeyPressed = false;
}
moveScreen();
if(detectCollision()) {
restartGame();
}
}
jump();
requestAnim(loop);
});
// EVENT LISTENERS
// Once a click or keypress occurs the game will start and instructions fade out
// Here will also call the functions which clone the created obstacles and map their co-ordinates to our obstacles array, so we can effectively detect collisions
// Wait for the user to click
addEventListener('click', () => {
if(!gameSettings.hasStarted) {
cloneObstacles();
setGameCoordinates();
}
gameSettings.hasStarted = true;
startMessage.classList.add('fade-out');
});
// Wait for the user to press a key
// Also checks if the key pressed was the up key - and if so, will make the player jump
addEventListener('keydown', (e) => {
if(e.key === 'ArrowUp') {
gameSettings.jumpKeyPressed = true;
}
if(!gameSettings.hasStarted) {
cloneObstacles();
setGameCoordinates();
}
gameSettings.hasStarted = true;
startMessage.classList.add('fade-out');
});
Also see: Tab Triggers