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# Brick Breaker Game | ||
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This is a simple Brick Breaker game built using HTML, CSS, and JavaScript. The game involves a paddle that the player moves left and right to bounce a ball against bricks, breaking them. | ||
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## How to Play | ||
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- Use the left and right arrow keys to move the paddle. | ||
- The objective is to break all the bricks without letting the ball fall off the screen. | ||
- You have 3 lives. If you lose all lives, the game is over. | ||
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## Files | ||
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- `index.html`: The main HTML file that sets up the game canvas. | ||
- `style.css`: The CSS file for styling the game canvas and background. | ||
- `script.js`: The JavaScript file containing the game logic and rendering. | ||
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## How to Run | ||
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1. Clone or download this repository. | ||
2. Open `index.html` in your web browser. | ||
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## Future Enhancements | ||
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- Add more levels with increasing difficulty. | ||
- Implement power-ups like larger paddles, extra balls, etc. | ||
- Add sound effects and background music. | ||
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## License | ||
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This project is open-source and available under the MIT License. | ||
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<meta charset="UTF-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | ||
<title>Brick Breaker Game</title> | ||
<link rel="stylesheet" href="style.css"> | ||
</head> | ||
<body> | ||
<canvas id="gameCanvas"></canvas> | ||
<script src="script.js"></script> | ||
</body> | ||
</html> |
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const canvas = document.getElementById("gameCanvas"); | ||
const ctx = canvas.getContext("2d"); | ||
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canvas.width = 480; | ||
canvas.height = 320; | ||
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const paddleHeight = 10; | ||
const paddleWidth = 75; | ||
let paddleX = (canvas.width - paddleWidth) / 2; | ||
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let rightPressed = false; | ||
let leftPressed = false; | ||
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const ballRadius = 10; | ||
let x = canvas.width / 2; | ||
let y = canvas.height - 30; | ||
let dx = 2; | ||
let dy = -2; | ||
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const brickRowCount = 3; | ||
const brickColumnCount = 5; | ||
const brickWidth = 75; | ||
const brickHeight = 20; | ||
const brickPadding = 10; | ||
const brickOffsetTop = 30; | ||
const brickOffsetLeft = 30; | ||
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let bricks = []; | ||
for (let c = 0; c < brickColumnCount; c++) { | ||
bricks[c] = []; | ||
for (let r = 0; r < brickRowCount; r++) { | ||
bricks[c][r] = { x: 0, y: 0, status: 1 }; | ||
} | ||
} | ||
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let score = 0; | ||
let lives = 3; | ||
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document.addEventListener("keydown", keyDownHandler); | ||
document.addEventListener("keyup", keyUpHandler); | ||
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function keyDownHandler(e) { | ||
if (e.key === "Right" || e.key === "ArrowRight") { | ||
rightPressed = true; | ||
} else if (e.key === "Left" || e.key === "ArrowLeft") { | ||
leftPressed = true; | ||
} | ||
} | ||
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function keyUpHandler(e) { | ||
if (e.key === "Right" || e.key === "ArrowRight") { | ||
rightPressed = false; | ||
} else if (e.key === "Left" || e.key === "ArrowLeft") { | ||
leftPressed = false; | ||
} | ||
} | ||
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function collisionDetection() { | ||
for (let c = 0; c < brickColumnCount; c++) { | ||
for (let r = 0; r < brickRowCount; r++) { | ||
let b = bricks[c][r]; | ||
if (b.status === 1) { | ||
if ( | ||
x > b.x && | ||
x < b.x + brickWidth && | ||
y > b.y && | ||
y < b.y + brickHeight | ||
) { | ||
dy = -dy; | ||
b.status = 0; | ||
score++; | ||
if (score === brickRowCount * brickColumnCount) { | ||
alert("YOU WIN, CONGRATS!"); | ||
document.location.reload(); | ||
} | ||
} | ||
} | ||
} | ||
} | ||
} | ||
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function drawBall() { | ||
ctx.beginPath(); | ||
ctx.arc(x, y, ballRadius, 0, Math.PI * 2); | ||
ctx.fillStyle = "#00ff00"; | ||
ctx.fill(); | ||
ctx.closePath(); | ||
} | ||
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function drawPaddle() { | ||
ctx.beginPath(); | ||
ctx.rect(paddleX, canvas.height - paddleHeight, paddleWidth, paddleHeight); | ||
ctx.fillStyle = "#00ff00"; | ||
ctx.fill(); | ||
ctx.closePath(); | ||
} | ||
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function drawBricks() { | ||
for (let c = 0; c < brickColumnCount; c++) { | ||
for (let r = 0; r < brickRowCount; r++) { | ||
if (bricks[c][r].status === 1) { | ||
let brickX = c * (brickWidth + brickPadding) + brickOffsetLeft; | ||
let brickY = r * (brickHeight + brickPadding) + brickOffsetTop; | ||
bricks[c][r].x = brickX; | ||
bricks[c][r].y = brickY; | ||
ctx.beginPath(); | ||
ctx.rect(brickX, brickY, brickWidth, brickHeight); | ||
ctx.fillStyle = "#ff0000"; | ||
ctx.fill(); | ||
ctx.closePath(); | ||
} | ||
} | ||
} | ||
} | ||
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function drawScore() { | ||
ctx.font = "16px Arial"; | ||
ctx.fillStyle = "#00ff00"; | ||
ctx.fillText("Score: " + score, 8, 20); | ||
} | ||
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function drawLives() { | ||
ctx.font = "16px Arial"; | ||
ctx.fillStyle = "#00ff00"; | ||
ctx.fillText("Lives: " + lives, canvas.width - 65, 20); | ||
} | ||
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function draw() { | ||
ctx.clearRect(0, 0, canvas.width, canvas.height); | ||
drawBricks(); | ||
drawBall(); | ||
drawPaddle(); | ||
drawScore(); | ||
drawLives(); | ||
collisionDetection(); | ||
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if (x + dx > canvas.width - ballRadius || x + dx < ballRadius) { | ||
dx = -dx; | ||
} | ||
if (y + dy < ballRadius) { | ||
dy = -dy; | ||
} else if (y + dy > canvas.height - ballRadius) { | ||
if (x > paddleX && x < paddleX + paddleWidth) { | ||
dy = -dy; | ||
} else { | ||
lives--; | ||
if (!lives) { | ||
alert("GAME OVER"); | ||
document.location.reload(); | ||
} else { | ||
x = canvas.width / 2; | ||
y = canvas.height - 30; | ||
dx = 3; | ||
dy = -3; | ||
paddleX = (canvas.width - paddleWidth) / 2; | ||
} | ||
} | ||
} | ||
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if (rightPressed && paddleX < canvas.width - paddleWidth) { | ||
paddleX += 7; | ||
} else if (leftPressed && paddleX > 0) { | ||
paddleX -= 7; | ||
} | ||
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x += dx; | ||
y += dy; | ||
requestAnimationFrame(draw); | ||
} | ||
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draw(); |
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body { | ||
margin: 0; | ||
display: flex; | ||
justify-content: center; | ||
align-items: center; | ||
height: 100vh; | ||
background-color: #222; | ||
} | ||
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#gameCanvas { | ||
background: #000; | ||
display: block; | ||
border: 1px solid #fff; | ||
} |
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