breakout71/src/game.ts

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import {allLevels, appVersion, icons, upgrades} from "./loadGameData";
import {PerkId} from "./types";
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const MAX_COINS = 400;
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const MAX_PARTICLES = 600;
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const canvas = document.getElementById("game") as HTMLCanvasElement;
let ctx = canvas.getContext("2d", {alpha: false});
let ballSize = 20;
const coinSize = Math.round(ballSize * 0.8);
const puckHeight = ballSize;
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allLevels.forEach((l, li) => {
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l.threshold = li < 8 ? 0 : Math.round(Math.min(Math.pow(10, 1 + (li + l.size) / 30) * 10, 5000) * (li))
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l.sortKey = (Math.random() + 3) / 3.5 * l.bricks.filter(i => i).length
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})
let runLevels = []
let currentLevel = 0;
const bombSVG = document.createElement('img')
bombSVG.src = 'data:image/svg+xml;base64,' + btoa(`<svg width="144" height="144" version="1.1" viewBox="0 0 38.101 38.099" xmlns="http://www.w3.org/2000/svg">
<path d="m6.1528 26.516c-2.6992-3.4942-2.9332-8.281-.58305-11.981a10.454 10.454 0 017.3701-4.7582c1.962-.27726 4.1646.05953 5.8835.90027l.45013.22017.89782-.87417c.83748-.81464.91169-.87499 1.0992-.90271.40528-.058713.58876.03425 1.1971.6116l.55451.52679 1.0821-1.0821c1.1963-1.1963 1.383-1.3357 2.1039-1.5877.57898-.20223 1.5681-.19816 2.1691.00897 1.4613.50314 2.3673 1.7622 2.3567 3.2773-.0058.95654-.24464 1.5795-.90924 2.3746-.40936.48928-.55533.81057-.57898 1.2737-.02039.41018.1109.77714.42322 1.1792.30172.38816.3694.61323.2797.93044-.12803.45666-.56674.71598-1.0242.60507-.601-.14597-1.3031-1.3088-1.3969-2.3126-.09459-1.0161.19245-1.8682.92392-2.7432.42567-.50885.5643-.82851.5643-1.3031 0-.50151-.14026-.83177-.51211-1.2028-.50966-.50966-1.0968-.64829-1.781-.41996l-.37348.12477-2.1006 2.1006.52597.55696c.45421.48194.5325.58876.57898.78855.09622.41588.07502.45014-.88396 1.4548l-.87173.9125.26339.57979a10.193 10.193 0 01.9231 4.1001c.03996 2.046-.41996 3.8082-1.4442 5.537-.55044.928-1.0185 1.5013-1.8968 2.3241-.83503.78284-1.5526 1.2827-2.4904 1.7361-3.4266 1.657-7.4721 1.3422-10.549-.82035-.73473-.51782-1.7312-1.4621-2.2515-2.1357zm21.869-4.5584c-.0579-.19734-.05871-2.2662 0-2.4545.11906-.39142.57898-.63361 1.0038-.53005.23812.05708.54147.32455.6116.5382.06279.19163.06769 2.1805.0065 2.3811-.12558.40773-.61649.67602-1.0462.57164-.234-.05708-.51615-.30498-.57568-.50722m3.0417-2.6013c-.12313-.6222.37837-1.1049 1.0479-1.0079.18348.0261.25279.08399 1.0071.83911.75838.75838.81301.82362.84074 1.0112.10193.68499-.40365 1.1938-1.034 1.0405-.1949-.0473-.28786-.12558-1.0144-.85216-.7649-.76409-.80241-.81057-.84645-1.0316m.61323-3.0629a.85623.85623 0 01.59284-.99975c.28949-.09214 2.1814-.08318 2.3917.01141.38734.17369.6279.61078.53984.98181-.06035.25606-.35391.57327-.60181.64992-.25279.07747-2.2278.053-2.4097-.03017-.26013-.11906-.46318-.36125-.51374-.61323" fill="#fff" opacity="0.3"/>
</svg>`);
// Whatever
let puckWidth = 200;
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const perks = {} as { [id in PerkId]: number };
let baseSpeed = 12; // applied to x and y
let combo = 1;
function baseCombo() {
return 1 + perks.base_combo * 3 + perks.smaller_puck * 5;
}
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function resetCombo(x: number | undefined, y: number | undefined) {
const prev = combo;
combo = baseCombo();
if (!levelTime) {
combo += perks.hot_start * 15;
}
if (prev > combo && perks.soft_reset) {
combo += Math.floor((prev - combo) / (1 + perks.soft_reset))
}
const lost = Math.max(0, prev - combo);
if (lost) {
for (let i = 0; i < lost && i < 8; i++) {
setTimeout(() => sounds.comboDecrease(), i * 100);
}
if (typeof x !== "undefined" && typeof y !== "undefined") {
flashes.push({
type: "text",
text: "-" + lost,
time: levelTime,
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color: "r",
x: x,
y: y,
duration: 150,
size: puckHeight,
});
}
}
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return lost
}
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function decreaseCombo(by: number, x: number, y: number) {
const prev = combo;
combo = Math.max(baseCombo(), combo - by);
const lost = Math.max(0, prev - combo);
if (lost) {
sounds.comboDecrease();
if (typeof x !== "undefined" && typeof y !== "undefined") {
flashes.push({
type: "text",
text: "-" + lost,
time: levelTime,
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color: "r",
x: x,
y: y,
duration: 300,
size: puckHeight,
});
}
}
}
let gridSize = 12;
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let running = false, puck = 400, pauseTimeout: number | null = null;
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function play() {
if (running) return
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running = true
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if (audioContext) {
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audioContext.resume()
}
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resumeRecording()
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}
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function pause(playerAskedForPause) {
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if (!running) return
if (pauseTimeout) return
pauseTimeout = setTimeout(() => {
running = false
needsRender = true
if (audioContext) {
setTimeout(() => {
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if (!running) audioContext.suspend()
}, 1000)
}
pauseRecording()
pauseTimeout = null
}, Math.min(Math.max(0, pauseUsesDuringRun - 5) * 50, 500))
if (playerAskedForPause) {
// Pausing many times in a run will make pause slower
pauseUsesDuringRun++
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}
if (document.exitPointerLock) {
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document.exitPointerLock()
}
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}
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let offsetX: number, offsetXRoundedDown: number, gameZoneWidth: number, gameZoneWidthRoundedUp: number,
gameZoneHeight: number, brickWidth: number, needsRender = true;
const background = document.createElement("img");
const backgroundCanvas = document.createElement("canvas");
background.addEventListener("load", () => {
needsRender = true
})
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const fitSize = () => {
const {width, height} = canvas.getBoundingClientRect();
canvas.width = width;
canvas.height = height;
ctx.fillStyle = currentLevelInfo()?.color || 'black'
ctx.globalAlpha = 1
ctx.fillRect(0, 0, width, height)
backgroundCanvas.width = width;
backgroundCanvas.height = height;
gameZoneHeight = isSettingOn("mobile-mode") ? (height * 80) / 100 : height;
const baseWidth = Math.round(Math.min(canvas.width, gameZoneHeight * 0.73));
brickWidth = Math.floor(baseWidth / gridSize / 2) * 2;
gameZoneWidth = brickWidth * gridSize;
offsetX = Math.floor((canvas.width - gameZoneWidth) / 2);
offsetXRoundedDown = offsetX
if (offsetX < ballSize) offsetXRoundedDown = 0
gameZoneWidthRoundedUp = width - 2 * offsetXRoundedDown
backgroundCanvas.title = 'resized'
// Ensure puck stays within bounds
setMousePos(puck);
coins = [];
flashes = [];
pause(true)
putBallsAtPuck();
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// For safari mobile https://css-tricks.com/the-trick-to-viewport-units-on-mobile/
document.documentElement.style.setProperty('--vh', `${window.innerHeight * 0.01}px`);
};
window.addEventListener("resize", fitSize);
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window.addEventListener("fullscreenchange", fitSize);
function recomputeTargetBaseSpeed() {
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// We never want the ball to completely stop, it will move at least 3px per frame
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baseSpeed = Math.max(3, gameZoneWidth / 12 / 10 + currentLevel / 3 + levelTime / (30 * 1000) - perks.slow_down * 2);
}
function brickCenterX(index) {
return offsetX + ((index % gridSize) + 0.5) * brickWidth;
}
function brickCenterY(index) {
return (Math.floor(index / gridSize) + 0.5) * brickWidth;
}
function getRowColIndex(row, col) {
if (row < 0 || col < 0 || row >= gridSize || col >= gridSize) return -1;
return row * gridSize + col;
}
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function spawnExplosion(count, x, y, color, duration = 150, size = coinSize) {
if (!!isSettingOn("basic")) return;
if (flashes.length > MAX_PARTICLES) {
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// Avoid freezing when lots of explosion happen at once
count = 1
}
for (let i = 0; i < count; i++) {
flashes.push({
type: "particle",
time: levelTime,
size,
x: x + ((Math.random() - 0.5) * brickWidth) / 2,
y: y + ((Math.random() - 0.5) * brickWidth) / 2,
vx: (Math.random() - 0.5) * 30,
vy: (Math.random() - 0.5) * 30,
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color,
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duration: 150
});
}
}
let score = 0;
let lastexplosion = 0;
let highScore = parseFloat(localStorage.getItem("breakout-3-hs") || "0");
let lastPlayedCoinGrab = 0
function addToScore(coin) {
coin.destroyed = true
score += coin.points;
addToTotalScore(coin.points)
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if (score > highScore) {
highScore = score;
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localStorage.setItem("breakout-3-hs", score.toString());
}
if (!isSettingOn('basic')) {
flashes.push({
type: "particle",
duration: 100 + Math.random() * 50,
time: levelTime,
size: coinSize / 2,
color: coin.color,
x: coin.previousx,
y: coin.previousy,
vx: (canvas.width - coin.x) / 100,
vy: -coin.y / 100,
ethereal: true,
})
}
if (Date.now() - lastPlayedCoinGrab > 16) {
lastPlayedCoinGrab = Date.now()
sounds.coinCatch(coin.x)
}
runStatistics.score += coin.points
}
let balls = [];
let ballsColor = 'white'
function resetBalls() {
const count = 1 + (perks?.multiball || 0);
const perBall = puckWidth / (count + 1);
balls = [];
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ballsColor = "#FFF"
for (let i = 0; i < count; i++) {
const x = puck - puckWidth / 2 + perBall * (i + 1);
balls.push({
x,
previousx: x,
y: gameZoneHeight - 1.5 * ballSize,
previousy: gameZoneHeight - 1.5 * ballSize,
vx: Math.random() > 0.5 ? baseSpeed : -baseSpeed,
vy: -baseSpeed,
sx: 0,
sy: 0,
sparks: 0,
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piercedSinceBounce: 0,
hitSinceBounce: 0,
hitItem: [],
sapperUses: 0,
});
}
}
function putBallsAtPuck() {
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// This reset could be abused to cheat quite easily
const count = balls.length;
const perBall = puckWidth / (count + 1);
balls.forEach((ball, i) => {
const x = puck - puckWidth / 2 + perBall * (i + 1);
ball.x = x
ball.previousx = x
ball.y = gameZoneHeight - 1.5 * ballSize
ball.previousy = ball.y
ball.vx = Math.random() > 0.5 ? baseSpeed : -baseSpeed
ball.vy = -baseSpeed
ball.sx = 0
ball.sy = 0
ball.hitItem = []
ball.hitSinceBounce = 0
ball.piercedSinceBounce = 0
});
}
resetBalls();
// Default, recomputed at each level load
let bricks = [];
let flashes = [];
let coins = [];
let levelStartScore = 0;
let levelMisses = 0;
let levelSpawnedCoins = 0;
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function pickedUpgradesHTMl() {
let list = ''
for (let u of upgrades) {
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for (let i = 0; i < perks[u.id]; i++) list += icons['icon:' + u.id] + ' '
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}
return list
}
async function openUpgradesPicker() {
const catchRate = (score - levelStartScore) / (levelSpawnedCoins || 1);
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let repeats = 1;
let choices = 3;
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let timeGain = '', catchGain = '', missesGain = ''
if (levelTime < 30 * 1000) {
repeats++;
choices++;
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timeGain = " (+1 upgrade and choice)"
} else if (levelTime < 60 * 1000) {
choices++;
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timeGain = " (+1 choice)"
}
if (catchRate === 1) {
repeats++;
choices++;
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catchGain = " (+1 upgrade and choice)"
} else if (catchRate > 0.9) {
choices++;
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catchGain = " (+1 choice)"
}
if (levelMisses === 0) {
repeats++;
choices++;
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missesGain = " (+1 upgrade and choice)"
} else if (levelMisses <= 3) {
choices++;
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missesGain = " (+1 choice)"
}
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while (repeats--) {
const actions = pickRandomUpgrades(choices + perks.one_more_choice - perks.instant_upgrade);
if (!actions.length) break
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let textAfterButtons = `
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<p>You just finished level ${currentLevel + 1}/${max_levels()} and picked those upgrades so far : </p><p>${pickedUpgradesHTMl()}</p>
<div id="level-recording-container"></div>
`;
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const upgradeId = await asyncAlert({
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title: "Pick an upgrade " + (repeats ? "(" + (repeats + 1) + ")" : ""), actions, text: `<p>
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You caught ${score - levelStartScore} coins ${catchGain} out of ${levelSpawnedCoins} in ${Math.round(levelTime / 1000)} seconds${timeGain}.
You missed ${levelMisses} times ${missesGain}.
${((timeGain && catchGain && missesGain) && 'Impressive, keep it up !') || ((timeGain || catchGain || missesGain) && 'Well done !') || 'Try to catch all coins, never miss the bricks or clear the level under 30s to gain additional choices and upgrades.'}
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</p>`, allowClose: false, textAfterButtons
});
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perks[upgradeId]++;
if (upgradeId === 'instant_upgrade') {
repeats += 2
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}
runStatistics.upgrades_picked++
}
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resetCombo(undefined, undefined);
resetBalls();
}
function setLevel(l) {
pause(false)
if (l > 0) {
openUpgradesPicker().then();
}
currentLevel = l;
levelTime = 0;
lastTickDown = levelTime;
levelStartScore = score;
levelSpawnedCoins = 0;
levelMisses = 0;
runStatistics.levelsPlayed++
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resetCombo(undefined, undefined);
recomputeTargetBaseSpeed();
resetBalls();
const lvl = currentLevelInfo();
if (lvl.size !== gridSize) {
gridSize = lvl.size;
fitSize();
}
coins = [];
bricks = [...lvl.bricks];
flashes = [];
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// This caused problems with accented characters like the ô of côte d'ivoire for odd reasons
// background.src = 'data:image/svg+xml;base64,' + btoa(lvl.svg)
background.src = 'data:image/svg+xml;UTF8,' + lvl.svg
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stopRecording()
startRecordingGame()
}
function currentLevelInfo() {
return runLevels[currentLevel % runLevels.length];
}
function reset_perks() {
for (let u of upgrades) {
perks[u.id] = 0;
}
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if (nextRunOverrides.perks) {
const first = Object.keys(nextRunOverrides.perks)[0]
Object.assign(perks, nextRunOverrides.perks)
nextRunOverrides.perks = null
return first
}
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const giftable = getPossibleUpgrades().filter(u => u.giftable)
const randomGift = isSettingOn('easy') ? 'slow_down' : giftable[Math.floor(Math.random() * giftable.length)].id;
perks[randomGift] = 1;
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return randomGift
}
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let totalScoreAtRunStart = getTotalScore()
function getPossibleUpgrades() {
return upgrades
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.filter(u => totalScoreAtRunStart >= u.threshold)
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.filter(u => !u?.requires || perks[u?.requires])
}
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function shuffleLevels(nameToAvoid = null) {
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const target = nextRunOverrides?.level;
const firstLevel = nextRunOverrides?.level ?
allLevels.filter(l => l.name === target) : []
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const restInRandomOrder = allLevels
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.filter((l, li) => totalScoreAtRunStart >= l.threshold)
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.filter(l => l.name !== nextRunOverrides?.level)
.filter(l => l.name !== nameToAvoid || allLevels.length === 1)
.sort(() => Math.random() - 0.5)
runLevels = firstLevel.concat(
restInRandomOrder.slice(0, 7 + 3)
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.sort((a, b) => a.sortKey - b.sortKey)
)
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}
function getUpgraderUnlockPoints() {
let list = []
upgrades
.forEach(u => {
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if (u.threshold) {
list.push({
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threshold: u.threshold, title: u.name + ' (Perk)'
})
}
})
allLevels.forEach((l, li) => {
list.push({
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threshold: l.threshold, title: l.name + ' (Level)',
})
})
return list.filter(o => o.threshold).sort((a, b) => a.threshold - b.threshold)
}
let lastOffered = {}
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function dontOfferTooSoon(id) {
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lastOffered[id] = Math.round(Date.now() / 1000)
}
function pickRandomUpgrades(count) {
let list = getPossibleUpgrades()
.map(u => ({...u, score: Math.random() + (lastOffered[u.id] || 0)}))
.sort((a, b) => a.score - b.score)
.filter(u => perks[u.id] < u.max)
.slice(0, count)
.sort((a, b) => a.id > b.id ? 1 : -1)
list.forEach(u => {
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dontOfferTooSoon(u.id)
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})
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return list.map(u => ({
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text: u.name + (perks[u.id] ? ' lvl ' + (perks[u.id] + 1) : ''),
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icon: icons['icon:' + u.id],
value: u.id,
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help: u.help(perks[u.id] + 1), // max: u.max,
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// checked: perks[u.id]
}))
}
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let nextRunOverrides = {level: null, perks: null}
let pauseUsesDuringRun = 0
function restart() {
// When restarting, we want to avoid restarting with the same level we're on, so we exclude from the next
// run's level list
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totalScoreAtRunStart = getTotalScore()
shuffleLevels(levelTime || score ? currentLevelInfo().name : null);
resetRunStatistics()
score = 0;
pauseUsesDuringRun = 0
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const randomGift = reset_perks();
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dontOfferTooSoon(randomGift)
setLevel(0);
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pauseRecording()
}
let keyboardPuckSpeed = 0
function setMousePos(x) {
needsRender = true;
puck = x;
// We have borders visible, enforce them
if (puck < offsetXRoundedDown + puckWidth / 2) {
puck = offsetXRoundedDown + puckWidth / 2;
}
if (puck > offsetXRoundedDown + gameZoneWidthRoundedUp - puckWidth / 2) {
puck = offsetXRoundedDown + gameZoneWidthRoundedUp - puckWidth / 2;
}
if (!running && !levelTime) {
putBallsAtPuck();
}
}
canvas.addEventListener("mouseup", (e) => {
if (e.button !== 0) return;
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if (running) {
pause(true)
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} else {
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play()
if (isSettingOn('pointerLock')) {
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canvas.requestPointerLock()
}
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}
});
canvas.addEventListener("mousemove", (e) => {
if (document.pointerLockElement === canvas) {
setMousePos(puck + e.movementX);
} else {
setMousePos(e.x);
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}
});
canvas.addEventListener("touchstart", (e) => {
e.preventDefault();
if (!e.touches?.length) return;
setMousePos(e.touches[0].pageX);
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play()
});
canvas.addEventListener("touchend", (e) => {
e.preventDefault();
pause(true)
});
canvas.addEventListener("touchcancel", (e) => {
e.preventDefault();
pause(true)
needsRender = true
});
canvas.addEventListener("touchmove", (e) => {
if (!e.touches?.length) return;
setMousePos(e.touches[0].pageX);
});
let lastTick = performance.now();
function brickIndex(x, y) {
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return getRowColIndex(Math.floor(y / brickWidth), Math.floor((x - offsetX) / brickWidth))
}
function hasBrick(index) {
if (bricks[index]) return index;
}
function hitsSomething(x, y, radius) {
return (hasBrick(brickIndex(x - radius, y - radius)) ?? hasBrick(brickIndex(x + radius, y - radius)) ?? hasBrick(brickIndex(x + radius, y + radius)) ?? hasBrick(brickIndex(x - radius, y + radius)));
}
function shouldPierceByColor(vhit, hhit, chit) {
if (!perks.pierce_color) return false
if (typeof vhit !== 'undefined' && bricks[vhit] !== ballsColor) {
return false
}
if (typeof hhit !== 'undefined' && bricks[hhit] !== ballsColor) {
return false
}
if (typeof chit !== 'undefined' && bricks[chit] !== ballsColor) {
return false
}
return true
}
function brickHitCheck(ballOrCoin, radius, isBall) {
// Make ball/coin bonce, and return bricks that were hit
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const {x, y, previousx, previousy} = ballOrCoin;
const vhit = hitsSomething(previousx, y, radius);
const hhit = hitsSomething(x, previousy, radius);
const chit = (typeof vhit == "undefined" && typeof hhit == "undefined" && hitsSomething(x, y, radius)) || undefined;
let pierce = isBall && ballOrCoin.piercedSinceBounce < perks.pierce * 3;
if (pierce && (typeof vhit !== "undefined" || typeof hhit !== "undefined" || typeof chit !== "undefined")) {
ballOrCoin.piercedSinceBounce++
}
if (isBall && shouldPierceByColor(vhit, hhit, chit)) {
pierce = true
}
if (typeof vhit !== "undefined" || typeof chit !== "undefined") {
if (!pierce) {
ballOrCoin.y = ballOrCoin.previousy;
ballOrCoin.vy *= -1;
}
if (!isBall) {
// Roll on corners
const leftHit = bricks[brickIndex(x - radius, y + radius)];
const rightHit = bricks[brickIndex(x + radius, y + radius)];
if (leftHit && !rightHit) {
ballOrCoin.vx += 1;
}
if (!leftHit && rightHit) {
ballOrCoin.vx -= 1;
}
}
}
if (typeof hhit !== "undefined" || typeof chit !== "undefined") {
if (!pierce) {
ballOrCoin.x = ballOrCoin.previousx;
ballOrCoin.vx *= -1;
}
}
return vhit ?? hhit ?? chit;
}
function bordersHitCheck(coin, radius, delta) {
if (coin.destroyed) return;
coin.previousx = coin.x;
coin.previousy = coin.y;
coin.x += coin.vx * delta;
coin.y += coin.vy * delta;
coin.sx ||= 0;
coin.sy ||= 0;
coin.sx += coin.previousx - coin.x;
coin.sy += coin.previousy - coin.y;
coin.sx *= 0.9;
coin.sy *= 0.9;
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if (perks.wind) {
coin.vx += (puck - (offsetX + gameZoneWidth / 2)) / gameZoneWidth * perks.wind * 0.5;
}
let vhit = 0, hhit = 0;
if (coin.x < offsetXRoundedDown + radius) {
coin.x = offsetXRoundedDown + radius;
coin.vx *= -1;
hhit = 1;
}
if (coin.y < radius) {
coin.y = radius;
coin.vy *= -1;
vhit = 1;
}
if (coin.x > canvas.width - offsetXRoundedDown - radius) {
coin.x = canvas.width - offsetXRoundedDown - radius;
coin.vx *= -1;
hhit = 1;
}
return hhit + vhit * 2;
}
let lastTickDown = 0;
function tick() {
recomputeTargetBaseSpeed();
const currentTick = performance.now();
puckWidth = (gameZoneWidth / 12) * (3 - perks.smaller_puck + perks.bigger_puck);
if (keyboardPuckSpeed) {
setMousePos(puck + keyboardPuckSpeed)
}
if (running) {
levelTime += currentTick - lastTick;
runStatistics.runTime += currentTick - lastTick
runStatistics.max_combo = Math.max(runStatistics.max_combo, combo)
// How many times to compute
let delta = Math.min(4, (currentTick - lastTick) / (1000 / 60));
delta *= running ? 1 : 0
coins = coins.filter((coin) => !coin.destroyed);
balls = balls.filter((ball) => !ball.destroyed);
const remainingBricks = bricks.filter((b) => b && b !== "black").length;
if (levelTime > lastTickDown + 1000 && perks.hot_start) {
lastTickDown = levelTime;
decreaseCombo(perks.hot_start, puck, gameZoneHeight - 2 * puckHeight);
}
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if (remainingBricks <= perks.skip_last) {
bricks.forEach((type, index) => {
if (type) {
explodeBrick(index, balls[0], true);
}
});
}
if (!remainingBricks && !coins.length) {
if (currentLevel + 1 < max_levels()) {
setLevel(currentLevel + 1);
} else {
gameOver("Run finished with " + score + " points", "You cleared all levels for this run.");
}
} else if (running || levelTime) {
let playedCoinBounce = false;
const coinRadius = Math.round(coinSize / 2);
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coins.forEach((coin) => {
if (coin.destroyed) return;
if (perks.coin_magnet) {
coin.vx += ((delta * (puck - coin.x)) / (100 + Math.pow(coin.y - gameZoneHeight, 2) + Math.pow(coin.x - puck, 2))) * perks.coin_magnet * 100;
}
const ratio = 1 - (perks.viscosity * 0.03 + 0.005) * delta;
coin.vy *= ratio;
coin.vx *= ratio;
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if (coin.vx > 7 * baseSpeed) coin.vx = 7 * baseSpeed
if (coin.vx < -7 * baseSpeed) coin.vx = -7 * baseSpeed
if (coin.vy > 7 * baseSpeed) coin.vy = 7 * baseSpeed
if (coin.vy < -7 * baseSpeed) coin.vy = -7 * baseSpeed
coin.a += coin.sa
// Gravity
coin.vy += delta * coin.weight * 0.8;
const speed = Math.abs(coin.sx) + Math.abs(coin.sx);
const hitBorder = bordersHitCheck(coin, coinRadius, delta);
if (coin.y > gameZoneHeight - coinRadius - puckHeight && coin.y < gameZoneHeight + puckHeight + coin.vy && Math.abs(coin.x - puck) < coinRadius + puckWidth / 2 + // a bit of margin to be nice
puckHeight) {
addToScore(coin);
} else if (coin.y > canvas.height + coinRadius) {
coin.destroyed = true;
if (perks.compound_interest) {
decreaseCombo(coin.points * perks.compound_interest, coin.x, canvas.height - coinRadius);
}
}
const hitBrick = brickHitCheck(coin, coinRadius, false);
if (perks.metamorphosis && typeof hitBrick !== "undefined") {
if (bricks[hitBrick] && coin.color !== bricks[hitBrick] && bricks[hitBrick] !== "black" && !coin.coloredABrick) {
bricks[hitBrick] = coin.color;
coin.coloredABrick = true
}
}
if (typeof hitBrick !== "undefined" || hitBorder) {
coin.vx *= 0.8;
coin.vy *= 0.8;
coin.sa *= 0.9
if (speed > 20 && !playedCoinBounce) {
playedCoinBounce = true;
sounds.coinBounce(coin.x, 0.2);
}
if (Math.abs(coin.vy) < 3) {
coin.vy = 0;
}
}
});
balls.forEach((ball) => ballTick(ball, delta));
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if (perks.wind) {
const windD = (puck - (offsetX + gameZoneWidth / 2)) / gameZoneWidth * 2 * perks.wind
for (var i = 0; i < perks.wind; i++) {
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if (Math.random() * Math.abs(windD) > 0.5) {
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flashes.push({
type: "particle",
duration: 150,
ethereal: true,
time: levelTime,
size: coinSize / 2,
color: rainbowColor(),
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x: offsetXRoundedDown + Math.random() * gameZoneWidthRoundedUp,
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y: Math.random() * gameZoneHeight,
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vx: windD * 8,
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vy: 0,
});
}
}
}
flashes.forEach((flash) => {
if (flash.type === "particle") {
flash.x += flash.vx * delta;
flash.y += flash.vy * delta;
if (!flash.ethereal) {
flash.vy += 0.5;
if (hasBrick(brickIndex(flash.x, flash.y))) {
flash.destroyed = true;
}
}
}
});
}
if (combo > baseCombo()) {
// The red should still be visible on a white bg
const baseParticle = !isSettingOn('basic') && (combo - baseCombo()) * Math.random() > 5 && running && {
type: "particle",
duration: 100 * (Math.random() + 1),
time: levelTime,
size: coinSize / 2,
color: 'red',
ethereal: true,
}
if (perks.top_is_lava) {
baseParticle && flashes.push({
...baseParticle,
x: offsetXRoundedDown + Math.random() * gameZoneWidthRoundedUp,
y: 0,
vx: (Math.random() - 0.5) * 10,
vy: 5,
})
}
if (perks.sides_are_lava) {
const fromLeft = Math.random() > 0.5
baseParticle && flashes.push({
...baseParticle,
x: offsetXRoundedDown + (fromLeft ? 0 : gameZoneWidthRoundedUp),
y: Math.random() * gameZoneHeight,
vx: fromLeft ? 5 : -5,
vy: (Math.random() - 0.5) * 10,
})
}
if (perks.compound_interest) {
let x = puck
do {
x = offsetXRoundedDown + gameZoneWidthRoundedUp * Math.random()
} while (Math.abs(x - puck) < puckWidth / 2)
baseParticle && flashes.push({
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...baseParticle, x, y: gameZoneHeight, vx: (Math.random() - 0.5) * 10, vy: -5,
})
}
if (perks.streak_shots) {
const pos = (0.5 - Math.random())
baseParticle && flashes.push({
...baseParticle,
duration: 100,
x: puck + puckWidth * pos,
y: gameZoneHeight - puckHeight,
vx: (pos) * 10,
vy: -5,
})
}
}
}
render();
requestAnimationFrame(tick);
lastTick = currentTick;
}
function isTelekinesisActive(ball) {
return perks.telekinesis && !ball.hitSinceBounce && ball.vy < 0;
}
function ballTick(ball, delta) {
ball.previousvx = ball.vx;
ball.previousvy = ball.vy;
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let speedLimitDampener = 1 + perks.telekinesis + perks.ball_repulse_ball + perks.puck_repulse_ball + perks.ball_attract_ball
if (isTelekinesisActive(ball)) {
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speedLimitDampener += 3
ball.vx += ((puck - ball.x) / 1000) * delta * perks.telekinesis;
}
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if (ball.vx * ball.vx + ball.vy * ball.vy < baseSpeed * baseSpeed * 2) {
ball.vx *= (1 + .02 / speedLimitDampener);
ball.vy *= (1 + .02 / speedLimitDampener);
} else {
ball.vx *= (1 - .02 / speedLimitDampener);
ball.vy *= (1 - .02 / speedLimitDampener);
}
// Ball could get stuck horizontally because of ball-ball interactions in repulse/attract
if (Math.abs(ball.vy) < 0.2 * baseSpeed) {
ball.vy += (ball.vy > 0 ? 1 : -1) * .02 / speedLimitDampener
}
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if (perks.ball_repulse_ball) {
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for (let b2 of balls) {
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// avoid computing this twice, and repulsing itself
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if (b2.x >= ball.x) continue
repulse(ball, b2, perks.ball_repulse_ball, true)
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}
}
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if (perks.ball_attract_ball) {
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for (let b2 of balls) {
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// avoid computing this twice, and repulsing itself
if (b2.x >= ball.x) continue
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attract(ball, b2, perks.ball_attract_ball)
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}
}
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if (perks.puck_repulse_ball && Math.abs(ball.x - puck) < puckWidth / 2 + ballSize * (9 + perks.puck_repulse_ball) / 10) {
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repulse(ball, {
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x: puck, y: gameZoneHeight
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}, perks.puck_repulse_ball, false)
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}
if (perks.respawn && ball.hitItem?.length > 1 && !isSettingOn('basic')) {
for (let i = 0; i < ball.hitItem?.length - 1 && i < perks.respawn; i++) {
const {index, color} = ball.hitItem[i]
if (bricks[index] || color === 'black') continue
const vertical = Math.random() > 0.5
const dx = Math.random() > 0.5 ? 1 : -1
const dy = Math.random() > 0.5 ? 1 : -1
flashes.push({
type: "particle",
duration: 250,
ethereal: true,
time: levelTime,
size: coinSize / 2,
color,
x: brickCenterX(index) + dx * brickWidth / 2,
y: brickCenterY(index) + dy * brickWidth / 2,
vx: vertical ? 0 : -dx * baseSpeed,
vy: vertical ? -dy * baseSpeed : 0,
});
}
}
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const borderHitCode = bordersHitCheck(ball, ballSize / 2, delta);
if (borderHitCode) {
if (perks.sides_are_lava && borderHitCode % 2) {
resetCombo(ball.x, ball.y);
}
if (perks.top_is_lava && borderHitCode >= 2) {
resetCombo(ball.x, ball.y + ballSize);
}
sounds.wallBeep(ball.x);
ball.bouncesList?.push({x: ball.previousx, y: ball.previousy})
}
// Puck collision
const ylimit = gameZoneHeight - puckHeight - ballSize / 2;
if (ball.y > ylimit && Math.abs(ball.x - puck) < ballSize / 2 + puckWidth / 2 && ball.vy > 0) {
const speed = Math.sqrt(ball.vx * ball.vx + ball.vy * ball.vy);
const angle = Math.atan2(-puckWidth / 2, ball.x - puck);
ball.vx = speed * Math.cos(angle);
ball.vy = speed * Math.sin(angle);
sounds.wallBeep(ball.x);
if (perks.streak_shots) {
resetCombo(ball.x, ball.y);
}
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if (perks.respawn) {
ball.hitItem.slice(0, -1).slice(0, perks.respawn)
.forEach(({index, color}) => {
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if (!bricks[index] && color !== 'black') bricks[index] = color
})
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}
ball.hitItem = []
if (!ball.hitSinceBounce) {
runStatistics.misses++
levelMisses++;
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resetCombo(ball.x, ball.y)
flashes.push({
type: "text",
text: 'miss',
duration: 500,
time: levelTime,
size: puckHeight * 1.5,
color: 'red',
x: puck,
y: gameZoneHeight - puckHeight * 2,
});
}
runStatistics.puck_bounces++
ball.hitSinceBounce = 0;
ball.sapperUses = 0;
ball.piercedSinceBounce = 0;
ball.bouncesList = [{
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x: ball.previousx, y: ball.previousy
}]
}
if (ball.y > gameZoneHeight + ballSize / 2 && running) {
ball.destroyed = true;
runStatistics.balls_lost++
if (!balls.find((b) => !b.destroyed)) {
if (perks.extra_life) {
perks.extra_life--;
resetBalls();
sounds.revive();
pause(false)
coins = [];
flashes.push({
type: "ball",
duration: 500,
time: levelTime,
size: brickWidth * 2,
color: "white",
x: ball.x,
y: ball.y,
});
} else {
gameOver("Game Over", "You dropped the ball after catching " + score + " coins. ");
}
}
}
const hitBrick = brickHitCheck(ball, ballSize / 2, true);
if (typeof hitBrick !== "undefined") {
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const initialBrickColor = bricks[hitBrick]
explodeBrick(hitBrick, ball, false);
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if (ball.sapperUses < perks.sapper && initialBrickColor !== "black" && // don't replace a brick that bounced with sturdy_bricks
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!bricks[hitBrick]) {
bricks[hitBrick] = "black";
ball.sapperUses++
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}
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}
if (!isSettingOn("basic")) {
ball.sparks += (delta * (combo - 1)) / 30;
if (ball.sparks > 1) {
flashes.push({
type: "particle",
duration: 100 * ball.sparks,
time: levelTime,
size: coinSize / 2,
color: ballsColor,
x: ball.x,
y: ball.y,
vx: (Math.random() - 0.5) * baseSpeed,
vy: (Math.random() - 0.5) * baseSpeed,
});
ball.sparks = 0;
}
}
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}
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const defaultRunStats = () => ({
started: Date.now(),
levelsPlayed: 0,
runTime: 0,
coins_spawned: 0,
score: 0,
bricks_broken: 0,
misses: 0,
balls_lost: 0,
puck_bounces: 0,
upgrades_picked: 1,
max_combo: 1,
max_level: 0
})
let runStatistics = defaultRunStats();
function resetRunStatistics() {
runStatistics = defaultRunStats()
}
function getTotalScore() {
try {
return JSON.parse(localStorage.getItem('breakout_71_total_score') || '0')
} catch (e) {
return 0
}
}
function addToTotalScore(points) {
try {
localStorage.setItem('breakout_71_total_score', JSON.stringify(getTotalScore() + points))
} catch (e) {
}
}
function addToTotalPlayTime(ms) {
try {
localStorage.setItem('breakout_71_total_play_time', JSON.stringify(JSON.parse(localStorage.getItem('breakout_71_total_play_time') || '0') + ms))
} catch (e) {
}
}
function gameOver(title, intro) {
if (!running) return;
pause(true)
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stopRecording()
addToTotalPlayTime(runStatistics.runTime)
runStatistics.max_level = currentLevel + 1
let animationDelay = -300
const getDelay = () => {
animationDelay += 800
return 'animation-delay:' + animationDelay + 'ms;'
}
// unlocks
let unlocksInfo = ''
const endTs = getTotalScore()
const startTs = endTs - score
const list = getUpgraderUnlockPoints()
list.filter(u => u.threshold > startTs && u.threshold < endTs).forEach(u => {
unlocksInfo += `
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<p class="progress" >
<span>${u.title}</span>
<span class="progress_bar_part" style="${getDelay()}"></span>
</p>
`
})
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const previousUnlockAt = findLast(list, u => u.threshold <= endTs)?.threshold || 0
const nextUnlock = list.find(u => u.threshold > endTs)
if (nextUnlock) {
const total = nextUnlock?.threshold - previousUnlockAt
const done = endTs - previousUnlockAt
intro += `Score ${nextUnlock.threshold - endTs} more points to reach the next unlock.`
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const scaleX = (done / total).toFixed(2)
unlocksInfo += `
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<p class="progress" >
<span>${nextUnlock.title}</span>
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<span style="transform: scale(${scaleX},1);${getDelay()}" class="progress_bar_part"></span>
</p>
`
list.slice(list.indexOf(nextUnlock) + 1).slice(0, 3).forEach(u => {
unlocksInfo += `
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<p class="progress" >
<span>${u.title}</span>
</p>
`
})
}
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// Avoid the sad sound right as we restart a new games
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combo = 1
asyncAlert({
allowClose: true, title, text: `
<p>${intro}</p>
${unlocksInfo}
`, textAfterButtons: `
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<div id="level-recording-container"></div>
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${getHistograms(true)}
`
}).then(() => restart());
}
function getHistograms(saveStats) {
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let runStats = ''
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try {
// Stores only top 100 runs
let runsHistory = JSON.parse(localStorage.getItem('breakout_71_runs_history') || '[]');
runsHistory.sort((a, b) => a.score - b.score).reverse()
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runsHistory = runsHistory.slice(0, 100)
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const nonZeroPerks = {}
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for (let k in perks) {
if (perks[k]) {
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nonZeroPerks[k] = perks[k]
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}
}
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runsHistory.push({...runStatistics, perks: nonZeroPerks})
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// Generate some histogram
if (saveStats) {
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localStorage.setItem('breakout_71_runs_history', JSON.stringify(runsHistory, null, 2))
}
const makeHistogram = (title, getter, unit) => {
let values = runsHistory.map(h => getter(h) || 0)
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let min = Math.min(...values)
let max = Math.max(...values)
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// No point
if (min === max) return '';
if (max - min < 10) {
// This is mostly useful for levels
min = Math.max(0, max - 10)
max = Math.max(max, min + 10)
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}
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// One bin per unique value, max 10
const binsCount = Math.min(values.length, 10)
if (binsCount < 3) return ''
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const bins = []
const binsTotal = []
for (let i = 0; i < binsCount; i++) {
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bins.push(0)
binsTotal.push(0)
}
const binSize = (max - min) / bins.length
const binIndexOf = v => Math.min(bins.length - 1, Math.floor((v - min) / binSize))
values.forEach(v => {
if (isNaN(v)) return
const index = binIndexOf(v)
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bins[index]++
binsTotal[index] += v
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})
if (bins.filter(b => b).length < 3) return ''
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const maxBin = Math.max(...bins)
const lastValue = values[values.length - 1]
const activeBin = binIndexOf(lastValue)
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const bars = bins.map((v, vi) => {
const style = `height: ${v / maxBin * 80}px`
return `<span class="${vi === activeBin ? 'active' : ''}"><span style="${style}" title="${v} run${v > 1 ? 's' : ''} between ${Math.floor(min + vi * binSize)} and ${Math.floor(min + (vi + 1) * binSize)}${unit}"
><span>${(!v && ' ') || (vi == activeBin && lastValue + unit) || (Math.round(binsTotal[vi] / v) + unit)}</span></span></span>`
}
).join('')
return `<h2 class="histogram-title">${title} : <strong>${lastValue}${unit}</strong></h2>
<div class="histogram">${bars}</div>
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`
}
runStats += makeHistogram('Total score', r => r.score, '')
runStats += makeHistogram('Catch rate', r => Math.round(r.score / r.coins_spawned * 100), '%')
runStats += makeHistogram('Bricks broken', r => r.bricks_broken, '')
runStats += makeHistogram('Bricks broken per minute', r => Math.round(r.bricks_broken / r.runTime * 1000 * 60), ' bpm')
runStats += makeHistogram('Hit rate', r => Math.round((1 - r.misses / r.puck_bounces) * 100), '%')
runStats += makeHistogram('Duration per level', r => Math.round(r.runTime / 1000 / r.levelsPlayed), 's')
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runStats += makeHistogram('Level reached', r => r.levelsPlayed, '')
runStats += makeHistogram('Upgrades applied', r => r.upgrades_picked, '')
runStats += makeHistogram('Balls lost', r => r.balls_lost, '')
runStats += makeHistogram('Average combo', r => Math.round(r.coins_spawned / r.bricks_broken), '')
runStats += makeHistogram('Max combo', r => r.max_combo, '')
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if (runStats) {
runStats = `<p>Find below your run statistics compared to your ${runsHistory.length - 1} best runs.</p>` + runStats
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}
} catch (e) {
console.warn(e)
}
return runStats
}
function explodeBrick(index, ball, isExplosion) {
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const color = bricks[index];
if (!color) return;
if (color === 'black') {
delete bricks[index];
const x = brickCenterX(index), y = brickCenterY(index);
sounds.explode(ball.x);
const col = index % gridSize
const row = Math.floor(index / gridSize)
const size = 1 + perks.bigger_explosions;
// Break bricks around
for (let dx = -size; dx <= size; dx++) {
for (let dy = -size; dy <= size; dy++) {
const i = getRowColIndex(row + dy, col + dx);
if (bricks[i] && i !== -1) {
explodeBrick(i, ball, true)
}
}
}
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// Blow nearby coins
coins.forEach((c) => {
const dx = c.x - x;
const dy = c.y - y;
const d2 = Math.max(brickWidth, Math.abs(dx) + Math.abs(dy));
c.vx += (dx / d2) * 10 * size / c.weight;
c.vy += (dy / d2) * 10 * size / c.weight;
});
lastexplosion = Date.now();
flashes.push({
type: "ball", duration: 150, time: levelTime, size: brickWidth * 2, color: "white", x, y,
});
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spawnExplosion(7 * (1 + perks.bigger_explosions), x, y, 'white', 150, coinSize,);
ball.hitSinceBounce++;
runStatistics.bricks_broken++
} else if (color) {
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// Even if it bounces we don't want to count that as a miss
ball.hitSinceBounce++;
if (perks.sturdy_bricks && perks.sturdy_bricks > Math.random() * 5) {
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// Resist
sounds.coinBounce(ball.x, 1)
return
}
// Flashing is take care of by the tick loop
const x = brickCenterX(index), y = brickCenterY(index);
bricks[index] = "";
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// coins = coins.filter((c) => !c.destroyed);
let coinsToSpawn = combo
if (perks.sturdy_bricks) {
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// +10% per level
coinsToSpawn += Math.ceil((10 + perks.sturdy_bricks) / 10 * coinsToSpawn)
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}
levelSpawnedCoins += coinsToSpawn;
runStatistics.coins_spawned += coinsToSpawn
runStatistics.bricks_broken++
const maxCoins = MAX_COINS * (isSettingOn("basic") ? 0.5 : 1)
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const spawnableCoins = coins.length > MAX_COINS ? 1 : Math.floor(maxCoins - coins.length) / 3
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const pointsPerCoin = Math.max(1, Math.ceil(coinsToSpawn / spawnableCoins))
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while (coinsToSpawn > 0) {
const points = Math.min(pointsPerCoin, coinsToSpawn)
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if (points < 0 || isNaN(points)) {
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console.error({points})
debugger
}
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coinsToSpawn -= points
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const cx = x + (Math.random() - 0.5) * (brickWidth - coinSize),
cy = y + (Math.random() - 0.5) * (brickWidth - coinSize);
coins.push({
points,
color: perks.metamorphosis ? color : 'gold',
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x: cx,
y: cy,
previousx: cx,
previousy: cy,
// Use previous speed because the ball has already bounced
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vx: ball.previousvx * (0.5 + Math.random()),
vy: ball.previousvy * (0.5 + Math.random()),
sx: 0,
sy: 0,
a: Math.random() * Math.PI * 2,
sa: Math.random() - 0.5,
weight: 0.8 + Math.random() * 0.2
});
}
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combo += Math.max(0, perks.streak_shots + perks.compound_interest + perks.sides_are_lava + perks.top_is_lava + perks.picky_eater - Math.round(Math.random() * perks.soft_reset));
if (!isExplosion) {
// color change
if ((perks.picky_eater || perks.pierce_color) && color !== ballsColor && color) {
if (perks.picky_eater) {
resetCombo(ball.x, ball.y);
}
ballsColor = color;
} else {
sounds.comboIncreaseMaybe(ball.x, 1);
}
}
flashes.push({
type: "ball", duration: 40, time: levelTime, size: brickWidth, color: color, x, y,
});
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spawnExplosion(5 + Math.min(combo, 30), x, y, color, 100, coinSize / 2);
}
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if (!bricks[index]) {
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ball.hitItem?.push({
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index, color
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})
}
}
function max_levels() {
return 7 + perks.extra_levels;
}
function render() {
if (running) needsRender = true
if (!needsRender) {
return
}
needsRender = false;
const level = currentLevelInfo();
const {width, height} = canvas;
if (!width || !height) return;
let scoreInfo = "";
for (let i = 0; i < perks.extra_life; i++) {
scoreInfo += "🖤 ";
}
scoreInfo += 'L' + (currentLevel + 1) + '/' + max_levels() + ' ';
scoreInfo += '$' + score.toString();
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scoreDisplay.innerText = scoreInfo;
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// Clear
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if (!isSettingOn("basic") && !level.color && level.svg) {
// Without this the light trails everything
ctx.globalCompositeOperation = "source-over";
ctx.globalAlpha = .4
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, width, height);
ctx.globalCompositeOperation = "screen";
ctx.globalAlpha = 0.6;
coins.forEach((coin) => {
if (!coin.destroyed) drawFuzzyBall(ctx, coin.color, coinSize * 2, coin.x, coin.y);
});
balls.forEach((ball) => {
drawFuzzyBall(ctx, ballsColor, ballSize * 2, ball.x, ball.y);
});
ctx.globalAlpha = 0.5;
bricks.forEach((color, index) => {
if (!color) return;
const x = brickCenterX(index), y = brickCenterY(index);
drawFuzzyBall(ctx, color == 'black' ? '#666' : color, brickWidth, x, y);
});
ctx.globalAlpha = 1;
flashes.forEach((flash) => {
const {x, y, time, color, size, type, duration} = flash;
const elapsed = levelTime - time;
ctx.globalAlpha = Math.min(1, 2 - (elapsed / duration) * 2);
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if (type === "ball") {
drawFuzzyBall(ctx, color, size, x, y);
}
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if (type === "particle") {
drawFuzzyBall(ctx, color, size * 3, x, y);
}
});
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// Decides how brights the bg black parts can get
ctx.globalAlpha = .2;
ctx.globalCompositeOperation = "multiply";
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ctx.fillStyle = "black";
ctx.fillRect(0, 0, width, height);
// Decides how dark the background black parts are when lit (1=black)
ctx.globalAlpha = .8;
ctx.globalCompositeOperation = "multiply";
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if (level.svg && background.width && background.complete) {
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if (backgroundCanvas.title !== level.name) {
backgroundCanvas.title = level.name
backgroundCanvas.width = canvas.width
backgroundCanvas.height = canvas.height
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const bgctx = backgroundCanvas.getContext("2d") as CanvasRenderingContext2D
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bgctx.fillStyle = level.color || '#000'
bgctx.fillRect(0, 0, canvas.width, canvas.height)
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bgctx.fillStyle = ctx.createPattern(background, "repeat");
bgctx.fillRect(0, 0, width, height);
}
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ctx.drawImage(backgroundCanvas, 0, 0)
} else {
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// Background not loaded yes
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, width, height);
}
} else {
ctx.globalAlpha = 1
ctx.globalCompositeOperation = "source-over";
ctx.fillStyle = level.color || "#000";
ctx.fillRect(0, 0, width, height);
flashes.forEach((flash) => {
const {x, y, time, color, size, type, duration} = flash;
const elapsed = levelTime - time;
ctx.globalAlpha = Math.min(1, 2 - (elapsed / duration) * 2);
if (type === "particle") {
drawBall(ctx, color, size, x, y);
}
});
}
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = "source-over";
const lastExplosionDelay = Date.now() - lastexplosion + 5;
const shaked = lastExplosionDelay < 200;
if (shaked) {
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const amplitude = (perks.bigger_explosions + 1) * 50 / lastExplosionDelay
ctx.translate(Math.sin(Date.now()) * amplitude, Math.sin(Date.now() + 36) * amplitude);
}
ctx.globalCompositeOperation = "source-over";
renderAllBricks(ctx);
ctx.globalCompositeOperation = "screen";
flashes = flashes.filter((f) => levelTime - f.time < f.duration && !f.destroyed,);
flashes.forEach((flash) => {
const {x, y, time, color, size, type, text, duration, points} = flash;
const elapsed = levelTime - time;
ctx.globalAlpha = Math.max(0, Math.min(1, 2 - (elapsed / duration) * 2));
if (type === "text") {
ctx.globalCompositeOperation = "source-over";
drawText(ctx, text, color, size, x, y - elapsed / 10);
} else if (type === "particle") {
ctx.globalCompositeOperation = "screen";
drawBall(ctx, color, size, x, y);
drawFuzzyBall(ctx, color, size, x, y);
}
});
// Coins
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = "source-over";
coins.forEach((coin) => {
if (!coin.destroyed) drawCoin(ctx, coin.color, coinSize, coin.x, coin.y, level.color || 'black', coin.a);
});
// Black shadow around balls
if (coins.length > 10 && !isSettingOn('basic')) {
ctx.globalAlpha = Math.min(0.8, (coins.length - 10) / 50);
balls.forEach((ball) => {
drawBall(ctx, level.color || "#000", ballSize * 6, ball.x, ball.y);
});
}
ctx.globalAlpha = 1
ctx.globalCompositeOperation = "source-over";
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const puckColor = '#FFF'
balls.forEach((ball) => {
drawBall(ctx, ballsColor, ballSize, ball.x, ball.y, puckColor);
// effect
if (isTelekinesisActive(ball)) {
ctx.strokeStyle = puckColor;
ctx.beginPath();
ctx.bezierCurveTo(puck, gameZoneHeight, puck, ball.y, ball.x, ball.y);
ctx.stroke();
}
});
// The puck
ctx.globalAlpha = 1
ctx.globalCompositeOperation = "source-over";
if (perks.streak_shots && combo > baseCombo()) {
drawPuck(ctx, 'red', puckWidth, puckHeight, -2)
}
drawPuck(ctx, puckColor, puckWidth, puckHeight)
if (combo > 1) {
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ctx.globalCompositeOperation = "source-over";
const comboText = "x " + combo
const comboTextWidth = comboText.length * puckHeight / 1.80
const totalWidth = comboTextWidth + coinSize * 2
const left = puck - totalWidth / 2
if (totalWidth < puckWidth) {
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drawCoin(ctx, 'gold', coinSize, left + coinSize / 2, gameZoneHeight - puckHeight / 2, '#FFF', 0)
drawText(ctx, comboText, '#000', puckHeight, left + coinSize * 1.5, gameZoneHeight - puckHeight / 2, true);
} else {
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drawText(ctx, comboText, '#FFF', puckHeight, puck, gameZoneHeight - puckHeight / 2, false);
}
}
// Borders
const redSides = perks.sides_are_lava && combo > baseCombo()
ctx.fillStyle = redSides ? 'red' : puckColor;
ctx.globalCompositeOperation = "source-over";
if (offsetXRoundedDown) {
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// draw outside of gaming area to avoid capturing borders in recordings
ctx.fillRect(offsetX - 1, 0, 1, height);
ctx.fillRect(width - offsetX + 1, 0, 1, height);
} else if (redSides) {
ctx.fillRect(0, 0, 1, height);
ctx.fillRect(width - 1, 0, 1, height);
}
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if (perks.top_is_lava && combo > baseCombo()) drawRedSquare(ctx, offsetXRoundedDown, 0, gameZoneWidthRoundedUp, 1);
const redBottom = perks.compound_interest && combo > baseCombo()
ctx.fillStyle = redBottom ? 'red' : puckColor;
if (isSettingOn("mobile-mode")) {
ctx.fillRect(offsetXRoundedDown, gameZoneHeight, gameZoneWidthRoundedUp, 1);
if (!running) {
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drawText(ctx, "Press and hold here to play", puckColor, puckHeight, canvas.width / 2, gameZoneHeight + (canvas.height - gameZoneHeight) / 2,);
}
} else if (redBottom) {
ctx.fillRect(offsetXRoundedDown, gameZoneHeight - 1, gameZoneWidthRoundedUp, 1);
}
if (shaked) {
ctx.resetTransform();
}
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recordOneFrame()
}
let cachedBricksRender = document.createElement("canvas");
let cachedBricksRenderKey = null;
function renderAllBricks(destinationCtx) {
ctx.globalAlpha = 1;
const level = currentLevelInfo();
const redBorderOnBricksWithWrongColor = combo > baseCombo() && perks.picky_eater
const newKey = gameZoneWidth + "_" + bricks.join("_") + bombSVG.complete + '_' + redBorderOnBricksWithWrongColor + '_' + ballsColor;
if (newKey !== cachedBricksRenderKey) {
cachedBricksRenderKey = newKey;
cachedBricksRender.width = gameZoneWidth;
cachedBricksRender.height = gameZoneWidth + 1;
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const ctx = cachedBricksRender.getContext("2d") as CanvasRenderingContext2D;
ctx.clearRect(0, 0, gameZoneWidth, gameZoneWidth);
ctx.resetTransform();
ctx.translate(-offsetX, 0);
// Bricks
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const puckColor = '#FFF'
bricks.forEach((color, index) => {
const x = brickCenterX(index), y = brickCenterY(index);
if (!color) return;
const borderColor = (ballsColor === color && puckColor) || (color !== 'black' && redBorderOnBricksWithWrongColor && 'red') || color
drawBrick(ctx, color, borderColor, x, y);
if (color === 'black') {
ctx.globalCompositeOperation = "source-over";
drawIMG(ctx, bombSVG, brickWidth, x, y);
}
});
}
destinationCtx.drawImage(cachedBricksRender, offsetX, 0);
}
let cachedGraphics = {};
function drawPuck(ctx, color, puckWidth, puckHeight, yoffset = 0) {
const key = "puck" + color + "_" + puckWidth + '_' + puckHeight;
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = puckWidth;
can.height = puckHeight * 2;
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const canctx = can.getContext("2d") as CanvasRenderingContext2D;
canctx.fillStyle = color;
canctx.beginPath();
canctx.moveTo(0, puckHeight * 2)
canctx.lineTo(0, puckHeight * 1.25)
canctx.bezierCurveTo(0, puckHeight * .75, puckWidth, puckHeight * .75, puckWidth, puckHeight * 1.25)
canctx.lineTo(puckWidth, puckHeight * 2)
canctx.fill();
cachedGraphics[key] = can;
}
ctx.drawImage(cachedGraphics[key], Math.round(puck - puckWidth / 2), gameZoneHeight - puckHeight * 2 + yoffset);
}
function drawBall(ctx, color, width, x, y, borderColor = '') {
const key = "ball" + color + "_" + width + '_' + borderColor;
const size = Math.round(width);
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = size;
can.height = size;
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const canctx = can.getContext("2d") as CanvasRenderingContext2D;
canctx.beginPath();
canctx.arc(size / 2, size / 2, Math.round(size / 2) - 1, 0, 2 * Math.PI);
canctx.fillStyle = color;
canctx.fill();
if (borderColor) {
canctx.lineWidth = 2
canctx.strokeStyle = borderColor
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canctx.stroke()
}
cachedGraphics[key] = can;
}
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ctx.drawImage(cachedGraphics[key], Math.round(x - size / 2), Math.round(y - size / 2),);
}
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const angles = 32
function drawCoin(ctx, color, size, x, y, bg, rawAngle) {
const angle = (Math.round(rawAngle / Math.PI * 2 * angles) % angles + angles) % angles
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const key = "coin with halo" + "_" + color + "_" + size + '_' + bg + '_' + (color === 'gold' ? angle : 'whatever');
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = size;
can.height = size;
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const canctx = can.getContext("2d") as CanvasRenderingContext2D;
// coin
canctx.beginPath();
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canctx.arc(size / 2, size / 2, size / 2, 0, 2 * Math.PI);
canctx.fillStyle = color;
canctx.fill();
if (color === 'gold') {
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canctx.strokeStyle = bg;
canctx.stroke();
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canctx.beginPath();
canctx.arc(size / 2, size / 2, size / 2 * 0.6, 0, 2 * Math.PI);
canctx.fillStyle = 'rgba(255,255,255,0.5)';
canctx.fill();
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canctx.translate(size / 2, size / 2);
canctx.rotate(angle / 16);
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canctx.translate(-size / 2, -size / 2);
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canctx.globalCompositeOperation = 'multiply'
drawText(canctx, '$', color, size - 2, size / 2, size / 2 + 1)
drawText(canctx, '$', color, size - 2, size / 2, size / 2 + 1)
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}
cachedGraphics[key] = can;
}
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ctx.drawImage(cachedGraphics[key], Math.round(x - size / 2), Math.round(y - size / 2));
}
function drawFuzzyBall(ctx, color, width, x, y) {
const key = "fuzzy-circle" + color + "_" + width;
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if (!color) debugger
const size = Math.round(width * 3);
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = size;
can.height = size;
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const canctx = can.getContext("2d") as CanvasRenderingContext2D;
const gradient = canctx.createRadialGradient(size / 2, size / 2, 0, size / 2, size / 2, size / 2,);
gradient.addColorStop(0, color);
gradient.addColorStop(1, "transparent");
canctx.fillStyle = gradient;
canctx.fillRect(0, 0, size, size);
cachedGraphics[key] = can;
}
ctx.drawImage(cachedGraphics[key], Math.round(x - size / 2), Math.round(y - size / 2),);
}
function drawBrick(ctx, color, borderColor, x, y) {
const tlx = Math.ceil(x - brickWidth / 2);
const tly = Math.ceil(y - brickWidth / 2);
const brx = Math.ceil(x + brickWidth / 2) - 1;
const bry = Math.ceil(y + brickWidth / 2) - 1;
const width = brx - tlx, height = bry - tly;
const key = "brick" + color + '_' + borderColor + "_" + width + "_" + height
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = width;
can.height = height;
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const bord = 2;
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const cornerRadius = 2
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const canctx = can.getContext("2d") as CanvasRenderingContext2D;
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canctx.fillStyle = color;
canctx.strokeStyle = borderColor;
canctx.lineJoin = "round";
canctx.lineWidth = bord
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roundRect(canctx, bord / 2, bord / 2, width - bord, height - bord, cornerRadius)
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canctx.fill();
canctx.stroke();
cachedGraphics[key] = can;
}
ctx.drawImage(cachedGraphics[key], tlx, tly, width, height);
// It's not easy to have a 1px gap between bricks without antialiasing
}
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function roundRect(ctx, x, y, width, height, radius) {
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ctx.beginPath();
ctx.moveTo(x + radius, y);
ctx.lineTo(x + width - radius, y);
ctx.quadraticCurveTo(x + width, y, x + width, y + radius);
ctx.lineTo(x + width, y + height - radius);
ctx.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);
ctx.lineTo(x + radius, y + height);
ctx.quadraticCurveTo(x, y + height, x, y + height - radius);
ctx.lineTo(x, y + radius);
ctx.quadraticCurveTo(x, y, x + radius, y);
ctx.closePath();
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}
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function drawRedSquare(ctx, x, y, width, height) {
ctx.fillStyle = 'red'
ctx.fillRect(x, y, width, height);
}
function drawIMG(ctx, img, size, x, y) {
const key = "svg" + img + "_" + size + '_' + img.complete;
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = size;
can.height = size;
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const canctx = can.getContext("2d") as CanvasRenderingContext2D;
const ratio = size / Math.max(img.width, img.height);
const w = img.width * ratio;
const h = img.height * ratio;
canctx.drawImage(img, (size - w) / 2, (size - h) / 2, w, h);
cachedGraphics[key] = can;
}
ctx.drawImage(cachedGraphics[key], Math.round(x - size / 2), Math.round(y - size / 2),);
}
function drawText(ctx, text, color, fontSize, x, y, left = false) {
const key = "text" + text + "_" + color + "_" + fontSize + '_' + left;
if (!cachedGraphics[key]) {
const can = document.createElement("canvas");
can.width = fontSize * text.length;
can.height = fontSize;
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const canctx = can.getContext("2d") as CanvasRenderingContext2D;
canctx.fillStyle = color;
canctx.textAlign = left ? 'left' : "center"
canctx.textBaseline = "middle";
canctx.font = fontSize + "px monospace";
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canctx.fillText(text, left ? 0 : can.width / 2, can.height / 2, can.width);
cachedGraphics[key] = can;
}
ctx.drawImage(cachedGraphics[key], left ? x : Math.round(x - cachedGraphics[key].width / 2), Math.round(y - cachedGraphics[key].height / 2),);
}
function pixelsToPan(pan) {
return (pan - offsetX) / gameZoneWidth;
}
let lastComboPlayed = NaN, shepard = 6;
function playShepard(delta, pan, volume) {
const shepardMax = 11, factor = 1.05945594920268, baseNote = 392;
shepard += delta;
if (shepard > shepardMax) shepard = 0;
if (shepard < 0) shepard = shepardMax;
const play = (note) => {
const freq = baseNote * Math.pow(factor, note);
const diff = Math.abs(note - shepardMax * 0.5);
const maxDistanceToIdeal = 1.5 * shepardMax;
const vol = Math.max(0, volume * (1 - diff / maxDistanceToIdeal));
createSingleBounceSound(freq, pan, vol);
return freq.toFixed(2) + " at " + Math.floor(vol * 100) + "% diff " + diff;
};
play(1 + shepardMax + shepard);
play(shepard);
play(-1 - shepardMax + shepard);
}
const sounds = {
wallBeep: (pan) => {
if (!isSettingOn("sound")) return;
createSingleBounceSound(800, pixelsToPan(pan));
},
comboIncreaseMaybe: (x, volume) => {
if (!isSettingOn("sound")) return;
let delta = 0;
if (!isNaN(lastComboPlayed)) {
if (lastComboPlayed < combo) delta = 1;
if (lastComboPlayed > combo) delta = -1;
}
playShepard(delta, pixelsToPan(x), volume);
lastComboPlayed = combo;
},
comboDecrease() {
if (!isSettingOn("sound")) return;
playShepard(-1, 0.5, 0.5);
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}, coinBounce: (pan, volume) => {
if (!isSettingOn("sound")) return;
createSingleBounceSound(1200, pixelsToPan(pan), volume, 0.1, 'triangle');
}, explode: (pan) => {
if (!isSettingOn("sound")) return;
createExplosionSound(pixelsToPan(pan));
}, revive: () => {
if (!isSettingOn("sound")) return;
createRevivalSound(500);
}, coinCatch(pan) {
if (!isSettingOn("sound")) return;
createSingleBounceSound(900, pixelsToPan(pan), .8, 0.1, 'triangle')
}
};
// How to play the code on the leftconst context = new window.AudioContext();
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let audioContext, audioRecordingTrack;
function getAudioContext() {
if (!audioContext) {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
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audioRecordingTrack = audioContext.createMediaStreamDestination()
}
return audioContext;
}
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function createSingleBounceSound(baseFreq = 800, pan = 0.5, volume = 1, duration = 0.1, type = "sine") {
const context = getAudioContext();
// Frequency for the metal "ping"
const baseFrequency = baseFreq; // Hz
// Create an oscillator for the impact sound
const oscillator = context.createOscillator();
oscillator.type = type;
oscillator.frequency.setValueAtTime(baseFrequency, context.currentTime);
// Create a gain node to control the volume
const gainNode = context.createGain();
oscillator.connect(gainNode);
// Create a stereo panner node for left-right panning
const panner = context.createStereoPanner();
panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime);
gainNode.connect(panner);
panner.connect(context.destination);
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panner.connect(audioRecordingTrack);
// Set up the gain envelope to simulate the impact and quick decay
gainNode.gain.setValueAtTime(0.8 * volume, context.currentTime); // Initial impact
gainNode.gain.exponentialRampToValueAtTime(0.001, context.currentTime + duration,); // Quick decay
// Start the oscillator
oscillator.start(context.currentTime);
// Stop the oscillator after the decay
oscillator.stop(context.currentTime + duration);
}
function createRevivalSound(baseFreq = 440) {
const context = getAudioContext();
// Create multiple oscillators for a richer sound
const oscillators = [context.createOscillator(), context.createOscillator(), context.createOscillator(),];
// Set the type and frequency for each oscillator
oscillators.forEach((osc, index) => {
osc.type = "sine";
osc.frequency.setValueAtTime(baseFreq + index * 2, context.currentTime); // Slight detuning
});
// Create a gain node to control the volume
const gainNode = context.createGain();
// Connect all oscillators to the gain node
oscillators.forEach((osc) => osc.connect(gainNode));
// Create a stereo panner node for left-right panning
const panner = context.createStereoPanner();
panner.pan.setValueAtTime(0, context.currentTime); // Center panning
gainNode.connect(panner);
panner.connect(context.destination);
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panner.connect(audioRecordingTrack);
// Set up the gain envelope to simulate a smooth attack and decay
gainNode.gain.setValueAtTime(0, context.currentTime); // Start at zero
gainNode.gain.linearRampToValueAtTime(0.5, context.currentTime + 0.5); // Ramp up to full volume
gainNode.gain.exponentialRampToValueAtTime(0.001, context.currentTime + 2); // Slow decay
// Start all oscillators
oscillators.forEach((osc) => osc.start(context.currentTime));
// Stop all oscillators after the decay
oscillators.forEach((osc) => osc.stop(context.currentTime + 2));
}
let noiseBuffer;
function createExplosionSound(pan = 0.5) {
const context = getAudioContext();
// Create an audio buffer
if (!noiseBuffer) {
const bufferSize = context.sampleRate * 2; // 2 seconds
noiseBuffer = context.createBuffer(1, bufferSize, context.sampleRate);
const output = noiseBuffer.getChannelData(0);
// Fill the buffer with random noise
for (let i = 0; i < bufferSize; i++) {
output[i] = Math.random() * 2 - 1;
}
}
// Create a noise source
const noiseSource = context.createBufferSource();
noiseSource.buffer = noiseBuffer;
// Create a gain node to control the volume
const gainNode = context.createGain();
noiseSource.connect(gainNode);
// Create a filter to shape the explosion sound
const filter = context.createBiquadFilter();
filter.type = "lowpass";
filter.frequency.setValueAtTime(1000, context.currentTime); // Set the initial frequency
gainNode.connect(filter);
// Create a stereo panner node for left-right panning
const panner = context.createStereoPanner();
panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime); // pan 0 to 1 maps to -1 to 1
// Connect filter to panner and then to the destination (speakers)
filter.connect(panner);
panner.connect(context.destination);
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panner.connect(audioRecordingTrack);
// Ramp down the gain to simulate the explosion's fade-out
gainNode.gain.setValueAtTime(1, context.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.01, context.currentTime + 1);
// Lower the filter frequency over time to create the "explosive" effect
filter.frequency.exponentialRampToValueAtTime(60, context.currentTime + 1);
// Start the noise source
noiseSource.start(context.currentTime);
// Stop the noise source after the sound has played
noiseSource.stop(context.currentTime + 1);
}
let levelTime = 0;
setInterval(() => {
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document.body.className = (running ? " running " : " paused ");
}, 100);
window.addEventListener("visibilitychange", () => {
if (document.hidden) {
pause(true)
}
});
const scoreDisplay = document.getElementById("score");
let alertsOpen = 0, closeModal = null
function asyncAlert({
title,
text,
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actions = [{text: "OK", value: "ok", help: "", disabled: false, icon: ''}],
allowClose = true,
textAfterButtons = ''
}) {
alertsOpen++
return new Promise((resolve) => {
const popupWrap = document.createElement("div");
document.body.appendChild(popupWrap);
popupWrap.className = "popup";
function closeWithResult(value) {
resolve(value);
// Doing this async lets the menu scroll persist if it's shown a second time
setTimeout(() => {
document.body.removeChild(popupWrap);
});
}
if (allowClose) {
const closeButton = document.createElement("button");
closeButton.title = "close"
closeButton.className = "close-modale"
closeButton.addEventListener('click', (e) => {
e.preventDefault()
closeWithResult(null)
})
closeModal = () => {
closeWithResult(null)
}
popupWrap.appendChild(closeButton)
}
const popup = document.createElement("div");
if (title) {
const p = document.createElement("h2");
p.innerHTML = title;
popup.appendChild(p);
}
if (text) {
const p = document.createElement("div");
p.innerHTML = text;
popup.appendChild(p);
}
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actions.filter(i => i).forEach(({text, value, help, disabled, icon = ''}) => {
const button = document.createElement("button");
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button.innerHTML = `
${icon}
<div>
<strong>${text}</strong>
<em>${help || ''}</em>
</div>`;
if (disabled) {
button.setAttribute("disabled", "disabled");
} else {
button.addEventListener("click", (e) => {
e.preventDefault();
closeWithResult(value)
});
}
popup.appendChild(button);
});
if (textAfterButtons) {
const p = document.createElement("div");
p.className = 'textAfterButtons'
p.innerHTML = textAfterButtons;
popup.appendChild(p);
}
popupWrap.appendChild(popup);
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(popup.querySelector('button:not([disabled])') as HTMLButtonElement)?.focus()
}).then((v) => {
alertsOpen--
closeModal=null
return v
}, ()=>{
closeModal=null
alertsOpen--
})
}
// Settings
let cachedSettings = {};
function isSettingOn(key) {
if (typeof cachedSettings[key] == "undefined") {
try {
cachedSettings[key] = JSON.parse(localStorage.getItem("breakout-settings-enable-" + key),);
} catch (e) {
console.warn(e);
}
}
return cachedSettings[key] ?? options[key]?.default ?? false;
}
function toggleSetting(key) {
cachedSettings[key] = !isSettingOn(key);
try {
const lskey = "breakout-settings-enable-" + key;
localStorage.setItem(lskey, JSON.stringify(cachedSettings[key]));
} catch (e) {
console.warn(e);
}
if (options[key].afterChange) options[key].afterChange();
}
scoreDisplay.addEventListener("click", async (e) => {
e.preventDefault();
openScorePanel()
});
async function openScorePanel() {
pause(true)
const cb = await asyncAlert({
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title: ` ${score} points at level ${currentLevel + 1} / ${max_levels()}`, text: `
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<p>Upgrades picked so far : </p>
<p>${pickedUpgradesHTMl()}</p>
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`, allowClose: true, actions: [{
text: 'Resume', help: "Return to your run",
}, {
text: "Restart", help: "Start a brand new run.", value: () => {
restart();
return true;
},
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}],
});
if (cb) {
await cb()
}
}
document.getElementById("menu").addEventListener("click", (e) => {
e.preventDefault();
openSettingsPanel();
});
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const options = {
sound: {
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default: true, name: `Game sounds`, help: `Can slow down some phones.`, disabled: () => false
}, "mobile-mode": {
default: window.innerHeight > window.innerWidth,
name: `Mobile mode`,
help: `Leaves space for your thumb.`,
afterChange() {
fitSize();
},
disabled: () => false
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}, basic: {
default: false, name: `Basic graphics`, help: `Better performance on older devices.`, disabled: () => false
}, pointerLock: {
default: false,
name: `Mouse pointer lock`,
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help: `Locks and hides the mouse cursor.`,
disabled: () => !canvas.requestPointerLock
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}, "easy": {
default: false,
name: `Kids mode`,
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help: `Start future runs with "slower ball".`,
disabled: () => false
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}, // Could not get the sharing to work without loading androidx and all the modern android things so for now i'll just disable sharing in the android app
"record": {
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default: false,
name: `Record gameplay videos`,
help: `Get a video of each level.`,
disabled() {
return window.location.search.includes('isInWebView=true')
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}
}
};
async function openSettingsPanel() {
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pause(true)
const optionsList = [];
for (const key in options) {
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if (options[key]) optionsList.push({
disabled: options[key].disabled(),
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icon: isSettingOn(key) ? icons['icon:checkmark_checked'] : icons['icon:checkmark_unchecked'],
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text: options[key].name,
help: options[key].help,
value: () => {
toggleSetting(key)
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openSettingsPanel();
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},
});
}
const cb = await asyncAlert({
title: "Breakout 71", text: `
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`, allowClose: true, actions: [{
text: 'Resume', help: "Return to your run", async value() {
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}
}, {
text: 'Starting perk', help: "Try perks and levels you unlocked", async value() {
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const ts = getTotalScore()
const actions = [...upgrades
.sort((a, b) => a.threshold - b.threshold)
.map(({
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name, help, id, threshold, icon, fullHelp
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}) => ({
text: name,
help: ts >= threshold ? fullHelp || help : `Unlocks at total score ${threshold}.`,
disabled: ts < threshold,
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value: {perks: {[id]: 1}},
icon: icons['icon:' + id]
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}))
, ...allLevels
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.sort((a, b) => a.threshold - b.threshold)
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.map((l, li) => {
const avaliable = ts >= l.threshold
return ({
text: l.name,
help: avaliable ? `A ${l.size}x${l.size} level with ${l.bricks.filter(i => i).length} bricks` : `Unlocks at total score ${l.threshold}.`,
disabled: !avaliable,
value: {level: l.name},
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icon: icons[l.name]
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})
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})]
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const tryOn = await asyncAlert({
title: `You unlocked ${Math.round(actions.filter(a => !a.disabled).length / actions.length * 100)}% of the game.`,
text: `
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<p> Your total score is ${ts}. Below are all the upgrades and levels the games has to offer. They greyed out ones can be unlocked by increasing your total score. </p>
`,
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textAfterButtons: `<p>
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The total score increases every time you score in game.
Your high score is ${highScore}.
Click an item above to start a run with it.
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</p>`,
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actions,
allowClose: true,
})
if (tryOn) {
if (!currentLevel || await asyncAlert({
title: 'Restart run to try this item?',
text: 'You\'re about to start a new run with the selected unlocked item, is that really what you wanted ? ',
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actions: [{
value: true, text: 'Restart game to test item'
}, {
value: false, text: 'Cancel'
}]
})) nextRunOverrides = tryOn
restart()
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}
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}
},
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...optionsList,
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(document.fullscreenEnabled || document.webkitFullscreenEnabled) && (document.fullscreenElement !== null ? {
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text: "Exit Fullscreen",
icon:icons['icon:exit_fullscreen'],
help: "Might not work on some machines", value() {
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toggleFullScreen()
}
} : {
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icon:icons['icon:fullscreen'],
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text: "Fullscreen", help: "Might not work on some machines", value() {
toggleFullScreen()
}
}), {
text: 'Reset Game', help: "Erase high score and statistics", async value() {
if (await asyncAlert({
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title: 'Reset', actions: [{
text: 'Yes', value: true
}, {
text: 'No', value: false
}], allowClose: true,
})) {
localStorage.clear()
window.location.reload()
}
}
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}], textAfterButtons: `
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<p>
<span>Made in France by <a href="https://lecaro.me">Renan LE CARO</a>.</span>
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<a href="https://breakout.lecaro.me/privacy.html" target="_blank">Privacy Policy</a>
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<a href="https://f-droid.org/en/packages/me.lecaro.breakout/" target="_blank">F-Droid</a>
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<a href="https://play.google.com/store/apps/details?id=me.lecaro.breakout" target="_blank">Google Play</a>
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<a href="https://renanlecaro.itch.io/breakout71" target="_blank">itch.io</a>
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<a href="https://gitlab.com/lecarore/breakout71" target="_blank">Gitlab</a>
<a href="https://breakout.lecaro.me/" target="_blank">Web version</a>
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<a href="https://news.ycombinator.com/item?id=43183131" target="_blank">HackerNews</a>
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<span>v.${appVersion}</span>
</p>
`
})
if (cb) {
cb()
}
}
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function distance2(a, b) {
return Math.pow(a.x - b.x, 2) + Math.pow(a.y - b.y, 2)
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}
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function distanceBetween(a, b) {
return Math.sqrt(distance2(a, b))
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}
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function rainbowColor() {
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return `hsl(${Math.round((levelTime / 4)) * 2 % 360},100%,70%)`
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}
function repulse(a, b, power, impactsBToo) {
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const distance = distanceBetween(a, b)
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// Ensure we don't get soft locked
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const max = gameZoneWidth / 2
if (distance > max) return
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// Unit vector
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const dx = (a.x - b.x) / distance
const dy = (a.y - b.y) / distance
const fact = -power * (max - distance) / (max * 1.2) / 3 * Math.min(500, levelTime) / 500
if (impactsBToo) {
b.vx += dx * fact
b.vy += dy * fact
}
a.vx -= dx * fact
a.vy -= dy * fact
const speed = 10
const rand = 2
flashes.push({
type: "particle",
duration: 100,
time: levelTime,
size: coinSize / 2,
color: rainbowColor(),
ethereal: true,
x: a.x,
y: a.y,
vx: -dx * speed + a.vx + (Math.random() - 0.5) * rand,
vy: -dy * speed + a.vy + (Math.random() - 0.5) * rand,
})
if (impactsBToo) {
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flashes.push({
type: "particle",
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duration: 100,
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time: levelTime,
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size: coinSize / 2,
color: rainbowColor(),
ethereal: true,
x: b.x,
y: b.y,
vx: dx * speed + b.vx + (Math.random() - 0.5) * rand,
vy: dy * speed + b.vy + (Math.random() - 0.5) * rand,
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})
}
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}
function attract(a, b, power) {
const distance = distanceBetween(a, b)
// Ensure we don't get soft locked
const min = gameZoneWidth * .5
if (distance < min) return
// Unit vector
const dx = (a.x - b.x) / distance
const dy = (a.y - b.y) / distance
const fact = power * (distance - min) / min * Math.min(500, levelTime) / 500
b.vx += dx * fact
b.vy += dy * fact
a.vx -= dx * fact
a.vy -= dy * fact
const speed = 10
const rand = 2
flashes.push({
type: "particle",
duration: 100,
time: levelTime,
size: coinSize / 2,
color: rainbowColor(),
ethereal: true,
x: a.x,
y: a.y,
vx: dx * speed + a.vx + (Math.random() - 0.5) * rand,
vy: dy * speed + a.vy + (Math.random() - 0.5) * rand,
})
flashes.push({
type: "particle",
duration: 100,
time: levelTime,
size: coinSize / 2,
color: rainbowColor(),
ethereal: true,
x: b.x,
y: b.y,
vx: -dx * speed + b.vx + (Math.random() - 0.5) * rand,
vy: -dy * speed + b.vy + (Math.random() - 0.5) * rand,
})
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}
let mediaRecorder, captureStream, recordCanvas, recordCanvasCtx
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function recordOneFrame() {
if (!isSettingOn('record')) {
return
}
if (!running) return;
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if (!captureStream) return;
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drawMainCanvasOnSmallCanvas()
if (captureStream.requestFrame) {
captureStream.requestFrame()
} else {
captureStream.getVideoTracks()[0].requestFrame()
}
}
function drawMainCanvasOnSmallCanvas() {
if (!recordCanvasCtx) return
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recordCanvasCtx.drawImage(canvas, offsetXRoundedDown, 0, gameZoneWidthRoundedUp, gameZoneHeight, 0, 0, recordCanvas.width, recordCanvas.height)
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// Here we don't use drawText as we don't want to cache a picture for each distinct value of score
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recordCanvasCtx.fillStyle = '#FFF'
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recordCanvasCtx.textBaseline = "top";
recordCanvasCtx.font = "12px monospace";
recordCanvasCtx.textAlign = "right";
recordCanvasCtx.fillText(score.toString(), recordCanvas.width - 12, 12)
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recordCanvasCtx.textAlign = "left";
recordCanvasCtx.fillText('Level ' + (currentLevel + 1) + '/' + max_levels(), 12, 12)
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}
function startRecordingGame() {
if (!isSettingOn('record')) {
return
}
if (!recordCanvas) {
// Smaller canvas with less details
recordCanvas = document.createElement("canvas")
recordCanvasCtx = recordCanvas.getContext("2d", {antialias: false, alpha: false})
captureStream = recordCanvas.captureStream(0);
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if (isSettingOn('sound') && getAudioContext() && audioRecordingTrack) {
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captureStream.addTrack(audioRecordingTrack.stream.getAudioTracks()[0])
// captureStream.addTrack(audioRecordingTrack.stream.getAudioTracks()[1])
}
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}
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recordCanvas.width = gameZoneWidthRoundedUp
recordCanvas.height = gameZoneHeight
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// drawMainCanvasOnSmallCanvas()
const recordedChunks = [];
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const instance = new MediaRecorder(captureStream, {videoBitsPerSecond: 3500000});
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mediaRecorder = instance
instance.start();
mediaRecorder.pause()
instance.ondataavailable = function (event) {
recordedChunks.push(event.data);
}
instance.onstop = async function () {
let targetDiv;
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let blob = new Blob(recordedChunks, {type: "video/webm"});
if (blob.size < 200000) return // under 0.2MB, probably bugged out or pointlessly short
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while (!(targetDiv = document.getElementById("level-recording-container"))) {
await new Promise(r => setTimeout(r, 200))
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}
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const video = document.createElement("video")
video.autoplay = true
video.controls = false
video.disablepictureinpicture = true
video.disableremoteplayback = true
video.width = recordCanvas.width
video.height = recordCanvas.height
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// targetDiv.style.width = recordCanvas.width + 'px'
// targetDiv.style.height = recordCanvas.height + 'px'
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video.loop = true
video.muted = true
video.playsinline = true
video.src = URL.createObjectURL(blob);
const a = document.createElement("a")
a.download = captureFileName('webm')
a.target = "_blank"
a.href = video.src
a.textContent = `Download video (${(blob.size / 1000000).toFixed(2)}MB)`
targetDiv.appendChild(video)
targetDiv.appendChild(a)
}
}
function pauseRecording() {
if (!isSettingOn('record')) {
return
}
if (mediaRecorder?.state === 'recording') {
mediaRecorder?.pause()
}
}
function resumeRecording() {
if (!isSettingOn('record')) {
return
}
if (mediaRecorder?.state === 'paused') {
mediaRecorder.resume()
}
}
function stopRecording() {
if (!isSettingOn('record')) {
return
}
if (!mediaRecorder) return;
mediaRecorder?.stop()
mediaRecorder = null
}
function captureFileName(ext) {
return "breakout-71-capture-" + new Date().toISOString().replace(/[^0-9\-]+/gi, '-') + '.' + ext
}
function findLast(arr, predicate) {
let i = arr.length
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while (--i) if (predicate(arr[i], i, arr)) {
return arr[i]
}
}
function toggleFullScreen() {
try {
if (document.fullscreenElement !== null) {
if (document.exitFullscreen) {
document.exitFullscreen();
} else if (document.webkitCancelFullScreen) {
document.webkitCancelFullScreen();
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}
} else {
const docel = document.documentElement
if (docel.requestFullscreen) {
docel.requestFullscreen();
} else if (docel.webkitRequestFullscreen) {
docel.webkitRequestFullscreen();
}
}
} catch (e) {
console.warn(e)
}
}
const pressed = {
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ArrowLeft: 0, ArrowRight: 0, Shift: 0
}
function setKeyPressed(key, on) {
pressed[key] = on
keyboardPuckSpeed = (pressed.ArrowRight - pressed.ArrowLeft) * (1 + pressed.Shift * 2) * gameZoneWidth / 50
}
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document.addEventListener('keydown', e => {
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if (e.key.toLowerCase() === 'f' && !e.ctrlKey && !e.metaKey) {
toggleFullScreen()
} else if (e.key in pressed) {
setKeyPressed(e.key, 1)
}
if (e.key === ' ' && !alertsOpen) {
if (running) {
pause()
} else {
play()
}
} else {
return
}
e.preventDefault()
})
document.addEventListener('keyup', e => {
if (e.key in pressed) {
setKeyPressed(e.key, 0)
} else if (e.key === 'ArrowDown' && document.querySelector('button:focus')?.nextElementSibling.tagName === 'BUTTON') {
document.querySelector('button:focus')?.nextElementSibling?.focus()
} else if (e.key === 'ArrowUp' && document.querySelector('button:focus')?.previousElementSibling.tagName === 'BUTTON') {
document.querySelector('button:focus')?.previousElementSibling?.focus()
} else if (e.key === 'Escape' && closeModal) {
closeModal()
} else if (e.key === 'Escape' && running) {
pause()
} else if (e.key.toLowerCase() === 'm' && !alertsOpen) {
openSettingsPanel()
} else if (e.key.toLowerCase() === 's' && !alertsOpen) {
openScorePanel()
} else {
return
}
e.preventDefault()
})
fitSize()
restart()
tick();