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HTML

              
                <!DOCTYPE html>
<html>
<head>
<meta name="author" content="Sven ">
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>

<style>
canvas {
    border:5px solid red;
    background-color:black;
}


</style>
</head>
<body onload="startGame()">

<script>
/*Testeinfügung*/

/**/
var myGamePiece;
var myObstacles = [];
var myScore;

function startGame() {
    myGamePiece = new component(30, 30, "red", 10, 120);
    myScore = new component("30px", "Consolas", "orange", 280, 40, "text");
    myGameArea.start();
}

var myGameArea = {
    canvas : document.createElement("canvas"),
    start : function() {
        this.canvas.width = 1680;
        this.canvas.height = 270;
        this.context = this.canvas.getContext("2d");
        document.body.insertBefore(this.canvas, document.body.childNodes[0]);
        this.frameNo = 0;
        this.interval = setInterval(updateGameArea, 20);
		window.addEventListener('keydown', function (e) {
      myGameArea.keys = (myGameArea.keys || []);
      myGameArea.keys[e.keyCode] = true;
	  
    })
    window.addEventListener('keyup', function (e) {
      myGameArea.keys[e.keyCode] = false;
    })
        },
    clear : function() {
        this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
    },
    stop : function() {
        clearInterval(this.interval);
    }
}
function component(width, height, color, x, y, type) {
    this.type = type;
    this.width = width;
    this.height = height;
    this.speedX = 0;
    this.speedY = 0;    
    this.x = x;
    this.y = y;    
    this.update = function() {
        ctx = myGameArea.context;
        if (this.type == "text") {
            ctx.font = this.width + " " + this.height;
            ctx.fillStyle = color;
            ctx.fillText(this.text, this.x, this.y);
        } else {
            ctx.fillStyle = color;
            ctx.fillRect(this.x, this.y, this.width, this.height);
        }
    }
    this.newPos = function() {
        this.x += this.speedX;
        this.y += this.speedY;        
this.hitBottom();
  }
  this.hitBottom = function() {
    var rockbottom = myGameArea.canvas.height - this.height;
    if (this.y > rockbottom) {
      this.y = rockbottom;
    }		
    }    
    this.crashWith = function(otherobj) {
        var myleft = this.x;
        var myright = this.x + (this.width);
        var mytop = this.y;
        var mybottom = this.y + (this.height);
        var otherleft = otherobj.x;
        var otherright = otherobj.x + (otherobj.width);
        var othertop = otherobj.y;
        var otherbottom = otherobj.y + (otherobj.height);
        var crash = true;
        if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
            crash = false;
        }
        return crash;
    }
}

function updateGameArea() {
    var x, height, gap, minHeight, maxHeight, minGap, maxGap;
    for (i = 0; i < myObstacles.length; i += 1) {
        if (myGamePiece.crashWith(myObstacles[i])) {
            myGameArea.stop();
            return;
        } 
    }
    myGameArea.clear();
    myGameArea.frameNo += 1;
    if (myGameArea.frameNo == 1 || everyinterval(40)) {
        x = myGameArea.canvas.width;
        minHeight = 20;
        maxHeight = 200;
        height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
        minGap = 49;
        maxGap = 100;
        gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
        myObstacles.push(new component(10, height, "gray", x, 0));
        myObstacles.push(new component(10, x - height - gap, "gray", x, height + gap));
    }
    for (i = 0; i < myObstacles.length; i += 1) {
        myObstacles[i].x += -5;

        myObstacles[i].update();
    }
    myScore.text="SCORE: " + myGameArea.frameNo;
    myScore.update();
		myGamePiece.speedX=0;
		myGamePiece.speedY=0;
  if (myGameArea.keys && myGameArea.keys[37]) {myGamePiece.speedX = -4; }
   
  if (myGameArea.keys && myGameArea.keys[39]) {myGamePiece.speedX = 4; }
  
  if (myGameArea.keys && myGameArea.keys[38]) {myGamePiece.speedY = -4; }
   
  if (myGameArea.keys && myGameArea.keys[40]) {myGamePiece.speedY = 4; }
	
    myGamePiece.newPos();    
    myGamePiece.update();
}

function everyinterval(n) {
    if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
    return false;
}

f
</script>


<p>The score will count one point for each frame you manage to "stay alive".</p>
</body>
</html>

              
            
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