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@@ -0,0 +1,138 @@
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+<!DOCTYPE html>
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+<html>
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+<head>
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+<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
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+<style>
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+canvas {
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+ border:1px solid #d3d3d3;
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+ background-color: #f1f1f1;
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+}
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+</style>
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+</head>
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+<body onload="startGame()">
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+<script>
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+
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+var myGamePiece;
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+var myObstacles = [];
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+var myScore;
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+
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+function startGame() {
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+ myGamePiece = new component(30, 30, "red", 10, 120);
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+ myGamePiece.gravity = 0.05;
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+ myScore = new component("30px", "Consolas", "black", 280, 40, "text");
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+ myGameArea.start();
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+}
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+
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+var myGameArea = {
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+ canvas : document.createElement("canvas"),
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+ start : function() {
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+ this.canvas.width = 480;
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+ this.canvas.height = 270;
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+ this.context = this.canvas.getContext("2d");
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+ document.body.insertBefore(this.canvas, document.body.childNodes[0]);
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+ this.frameNo = 0;
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+ this.interval = setInterval(updateGameArea, 20);
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+ },
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+ clear : function() {
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+ this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
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+ }
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+}
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+
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+function component(width, height, color, x, y, type) {
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+ this.type = type;
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+ this.score = 0;
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+ this.width = width;
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+ this.height = height;
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+ this.speedX = 0;
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+ this.speedY = 0;
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+ this.x = x;
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+ this.y = y;
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+ this.gravity = 0;
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+ this.gravitySpeed = 0;
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+ this.update = function() {
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+ ctx = myGameArea.context;
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+ if (this.type == "text") {
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+ ctx.font = this.width + " " + this.height;
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+ ctx.fillStyle = color;
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+ ctx.fillText(this.text, this.x, this.y);
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+ } else {
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+ ctx.fillStyle = color;
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+ ctx.fillRect(this.x, this.y, this.width, this.height);
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+ }
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+ }
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+ this.newPos = function() {
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+ this.gravitySpeed += this.gravity;
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+ this.x += this.speedX;
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+ this.y += this.speedY + this.gravitySpeed;
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+ this.hitBottom();
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+ }
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+ this.hitBottom = function() {
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+ var rockbottom = myGameArea.canvas.height - this.height;
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+ if (this.y > rockbottom) {
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+ this.y = rockbottom;
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+ this.gravitySpeed = 0;
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+ }
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+ }
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+ this.crashWith = function(otherobj) {
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+ var myleft = this.x;
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+ var myright = this.x + (this.width);
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+ var mytop = this.y;
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+ var mybottom = this.y + (this.height);
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+ var otherleft = otherobj.x;
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+ var otherright = otherobj.x + (otherobj.width);
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+ var othertop = otherobj.y;
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+ var otherbottom = otherobj.y + (otherobj.height);
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+ var crash = true;
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+ if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) {
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+ crash = false;
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+ }
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+ return crash;
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+ }
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+}
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+
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+function updateGameArea() {
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+ var x, height, gap, minHeight, maxHeight, minGap, maxGap;
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+ for (i = 0; i < myObstacles.length; i += 1) {
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+ if (myGamePiece.crashWith(myObstacles[i])) {
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+ return;
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+ }
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+ }
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+ myGameArea.clear();
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+ myGameArea.frameNo += 1;
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+ if (myGameArea.frameNo == 1 || everyinterval(150)) {
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+ x = myGameArea.canvas.width;
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+ minHeight = 20;
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+ maxHeight = 200;
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+ height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight);
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+ minGap = 50;
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+ maxGap = 200;
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+ gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap);
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+ myObstacles.push(new component(10, height, "green", x, 0));
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+ myObstacles.push(new component(10, x - height - gap, "green", x, height + gap));
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+ }
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+ for (i = 0; i < myObstacles.length; i += 1) {
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+ myObstacles[i].x += -1;
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+ myObstacles[i].update();
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+ }
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+ myScore.text="SCORE: " + myGameArea.frameNo;
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+ myScore.update();
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+ myGamePiece.newPos();
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+ myGamePiece.update();
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+}
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+
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+function everyinterval(n) {
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+ if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
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+ return false;
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+}
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+
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+function accelerate(n) {
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+ myGamePiece.gravity = n;
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+}
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+</script>
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+<br>
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+<button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">ACCELERATE</button>
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+<p>Use the ACCELERATE button to stay in the air</p>
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+<p>How long can you stay alive?</p>
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+</body>
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+</html>
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+
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