import palette from "./palette.json"; import rawLevelsList from "./levels.json"; import appVersion from "./version.json"; let allLevels=[...rawLevelsList] const MAX_COINS = 400; const MAX_PARTICLES = 600; const canvas = document.getElementById("game"); let ctx = canvas.getContext("2d", {alpha: false}); let ballSize = 20; const coinSize = Math.round(ballSize * 0.8); const puckHeight = ballSize; const randomPatterns = [``, ``, ``, ``, ``, ``, ``, ``, ``, ``, ``,] let attributed = 0 rawLevelsList.forEach(l => { l.bricks = l.bricks.split('').map(c => palette[c]) if (!l.color && !l.svg) { l.svg = randomPatterns[attributed % randomPatterns.length] attributed++ } }) if (allLevels.find(l => l.focus)) { allLevels = allLevels.filter(l => l.focus) } // Used to render perk icons const perkIconsLevels = {} allLevels = allLevels.filter(l => { if (l.name.startsWith('perk:')) { perkIconsLevels[l.name.split(':')[1]] = l return false } return true }) allLevels.forEach((l, li) => { l.threshold = li < 8 ? 0 : Math.round(Math.min(Math.pow(10, 1 + (li + l.size) / 30) * 10, 5000) * (li)) l.sortKey = (Math.random() + 3) / 3.5 * l.bricks.filter(i => i).length }) let runLevels = [] let currentLevel = 0; const bombSVG = document.createElement('img') bombSVG.src = 'data:image/svg+xml;base64,' + btoa(` `); // Whatever let puckWidth = 200; const perks = {}; let baseSpeed = 12; // applied to x and y let combo = 1; function baseCombo() { return 1 + perks.base_combo * 3 + perks.smaller_puck * 5; } function resetCombo(x, y) { 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, color: "r", x: x, y: y, duration: 150, size: puckHeight, }); } } return lost } function decreaseCombo(by, x, y) { 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, color: "r", x: x, y: y, duration: 300, size: puckHeight, }); } } } let gridSize = 12; let running = false, puck = 400, pauseTimeout; function play() { if (running) return running = true if (audioContext) { audioContext.resume() } resumeRecording() } function pause(playerAskedForPause) { if (!running) return if (pauseTimeout) return pauseTimeout = setTimeout(() => { running = false needsRender = true if (audioContext) { setTimeout(() => { 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++ } if (document.exitPointerLock) { document.exitPointerLock() } } let offsetX, offsetXRoundedDown, gameZoneWidth, gameZoneWidthRoundedUp, gameZoneHeight, brickWidth, needsRender = true; const background = document.createElement("img"); const backgroundCanvas = document.createElement("canvas"); background.addEventListener("load", () => { needsRender = true }) 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(); // 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); window.addEventListener("fullscreenchange", fitSize); function recomputeTargetBaseSpeed() { // We never want the ball to completely stop, it will move at least 3px per frame 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; } function spawnExplosion(count, x, y, color, duration = 150, size = coinSize) { if (!!isSettingOn("basic")) return; if (flashes.length > MAX_PARTICLES) { // 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, color, 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) if (score > highScore ) { highScore = score; localStorage.setItem("breakout-3-hs", score); } 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 = []; ballsColor = currentLevelInfo()?.black_puck ? '#000' : "#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, piercedSinceBounce: 0, hitSinceBounce: 0, hitItem: [], sapperUses: 0, }); } } function putBallsAtPuck() { // 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; function pickedUpgradesHTMl() { let list = '' for (let u of upgrades) { for (let i = 0; i < perks[u.id]; i++) list += u.icon + ' ' } return list } async function openUpgradesPicker() { const catchRate = (score - levelStartScore) / (levelSpawnedCoins || 1); let repeats = 1; let choices = 3; let timeGain = '', catchGain = '', missesGain = '' if (levelTime < 30 * 1000) { repeats++; choices++; timeGain = " (+1 upgrade and choice)" } else if (levelTime < 60 * 1000) { choices++; timeGain = " (+1 choice)" } if (catchRate === 1) { repeats++; choices++; catchGain = " (+1 upgrade and choice)" } else if (catchRate > 0.9) { choices++; catchGain = " (+1 choice)" } if (levelMisses === 0) { repeats++; choices++; missesGain = " (+1 upgrade and choice)" } else if (levelMisses <= 3) { choices++; missesGain = " (+1 choice)" } while (repeats--) { const actions = pickRandomUpgrades(choices + perks.one_more_choice - perks.instant_upgrade); if (!actions.length) break let textAfterButtons = `

You just finished level ${currentLevel + 1}/${max_levels()} and picked those upgrades so far :

${pickedUpgradesHTMl()}

`; const upgradeId = await asyncAlert({ title: "Pick an upgrade " + (repeats ? "(" + (repeats + 1) + ")" : ""), actions, text: `

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.'}

`, allowClose: false, textAfterButtons }); perks[upgradeId]++; if (upgradeId === 'instant_upgrade') { repeats += 2 } runStatistics.upgrades_picked++ } resetCombo(); 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++ resetCombo(); recomputeTargetBaseSpeed(); resetBalls(); const lvl = currentLevelInfo(); if (lvl.size !== gridSize) { gridSize = lvl.size; fitSize(); } coins = []; bricks = [...lvl.bricks]; flashes = []; // 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 stopRecording() startRecordingGame() } function currentLevelInfo() { return runLevels[currentLevel % runLevels.length]; } function reset_perks() { for (let u of upgrades) { perks[u.id] = 0; } if (nextRunOverrides.perks) { const first = Object.keys(nextRunOverrides.perks)[0] Object.assign(perks, nextRunOverrides.perks) nextRunOverrides.perks = null return first } const giftable = getPossibleUpgrades().filter(u => u.giftable) const randomGift = isSettingOn('easy') ? 'slow_down' : giftable[Math.floor(Math.random() * giftable.length)].id; perks[randomGift] = 1; return randomGift } const upgrades = [{ "threshold": 0, "id": "extra_life", "name": "+1 life", "max": 7, help: lvl => `Survive dropping the ball ${lvl} time${lvl > 1 ? 's' : ''}.`, fullHelp: `Normally, you just have one life, and the run is over as soon as you drop it. With this perk, you can survive dropping the ball once. A heart in the top right corner will remind you of how many extra lives you have. ` }, { "threshold": 0, "id": "streak_shots", "giftable": true, "name": "Single puck hit streak", "max": 1, help: lvl => `More coins if you break many bricks at once`, fullHelp: `Every time you break a brick, your combo (number of coins per bricks) increases by one. However, as soon as the ball touches your puck, the combo is reset to its default value, and you'll just get one coin per brick. So you should try to hit many bricks in one go for more score. Once your combo rises above the base value, your puck will become red to remind you that it will destroy your combo to touch it with the ball. This can stack with other combo related perks, the combo will rise faster but reset more easily as any of the conditions is enough to reset it. ` }, { "threshold": 0, "id": "base_combo", "giftable": true, "name": "+3 base combo", "max": 7, help: lvl => `Every brick drops at least ${1 + lvl * 3} coins.`, fullHelp: `Your combo (number of coins per bricks) normally starts at 1 at the beginning of the level, and resets to one when you bounce around without hitting anything. With this perk, the combo starts 3 points higher, so you'll always get at least 4 coins per brick. Whenever your combo reset, it will go back to 4 and not 1. Your ball will glitter a bit to indicate that its combo is higher than one.` }, { "threshold": 0, "id": "slow_down", "name": "Slower ball", "max": 2, help: lvl => `Ball moves ${lvl > 1 ? 'even' : ''} more slowly.`, fullHelp: `The ball starts relatively slow, but every level of your run it will start a bit faster, and it will also accelerate if you spend a lot of time in one level. This perk makes it more manageable. You can get it at the start every time by enabling kid mode in the menu.` }, { "threshold": 0, "id": "bigger_puck", "name": "Bigger puck", "max": 2, help: lvl => `Easily catch ${lvl > 1 ? 'even' : ''} more coins.`, fullHelp: `A bigger puck makes it easier to never miss the ball and to catch more coins, and also to precisely angle the bounces (the ball's angle only depends on where it hits the puck). However, a large puck is harder to use around the sides of the level, and will make it sometimes unavoidable to miss (not hit anything) which comes with downsides. ` }, { "threshold": 0, "id": "viscosity", "name": "Viscosity", "max": 3, help: lvl => `${lvl > 1 ? 'Even slower' : 'Slower'} coins fall.`, fullHelp: `Coins normally accelerate with gravity and explosions to pretty high speeds. This perk constantly makes them slow down, as if they were in some sort of viscous liquid. This makes catching them easier, and combines nicely with perks that influence the coin's movement. ` }, { "threshold": 0, "id": "sides_are_lava", "giftable": true, "name": "Shoot straight", "max": 1, help: lvl => `More coins if you don't touch the sides.`, fullHelp: `Whenever you break a brick, your combo will increase by one, so you'll get one more coin all the next bricks you break. However, your combo will reset as soon as your ball hits the left or right side. As soon as your combo rises, the sides become red to remind you that you should avoid hitting them. The effect stacks with other combo perks, combo rises faster with more upgrades but will also reset if any of the reset conditions are met.` }, { "threshold": 0, "id": "top_is_lava", "giftable": true, "name": "Sky is the limit", "max": 1, help: lvl => `More coins if you don't touch the top.`, fullHelp: `Whenever you break a brick, your combo will increase by one. However, your combo will reset as soon as your ball hit the top of the screen. When your combo is above the minimum, a red bar will appear at the top to remind you that you should avoid hitting it. The effect stacks with other combo perks.` }, { "threshold": 0, "id": "skip_last", "name": "Easy Cleanup", "max": 7, help: lvl => `The last ${lvl > 1 ? lvl + ' bricks' : 'brick'} left will self-destruct.`, fullHelp: `You need to break all bricks to go to the next level. However, it can be hard to get the last ones. Clearing a level early brings extra choices when upgrading. Never missing the bricks is also very beneficial. So if you find it difficult to break the last bricks, getting this perk a few time can help.` }, { "threshold": 500, "id": "telekinesis", "giftable": true, "name": "Puck controls ball", "max": 2, help: lvl => lvl == 1 ? `Control the ball's trajectory.` : `Stronger effect on the ball`, fullHelp: `Right after the ball hits your puck, you'll be able to direct it left and right by moving your puck. The effect stops when the ball hits a brick and resets the next time it touches the puck. It also does nothing when the ball is going downward after bouncing at the top. ` }, { "threshold": 1000, "id": "coin_magnet", "name": "Coins magnet", "max": 3, help: lvl => lvl == 1 ? `Puck attracts coins.` : `Stronger effect on the coins`, fullHelp: `Directs the coins to the puck. The effect is stronger if the coin is close to it already. Catching 90% or 100% of coins bring special bonuses in the game. Another way to catch more coins is to hit bricks from the bottom. The ball's speed and direction impacts the spawned coin's velocity. ` }, { "threshold": 1500, "id": "multiball", "giftable": true, "name": "+1 ball", "max": 6, help: lvl => `Start every levels with ${lvl + 1} balls.`, fullHelp: `As soon as you drop the ball in Breakout 71, you loose. With this perk, you get two balls, and so you can afford to lose one. The lost balls come back on the next level or whenever you use one of your extra lives, if you picked that perk. Having more than one balls makes some further perks available, and of course clears the level faster.` }, { "threshold": 2000, "id": "smaller_puck", "name": "Smaller puck", "max": 2, help: lvl => lvl == 1 ? `Also gives +5 base combo.` : `Even smaller puck and higher base combo`, fullHelp: `This makes the puck smaller, which in theory makes some corner shots easier, but really just raises the difficulty. That's why you also get a nice bonus of +5 coins per brick for all bricks you'll break after picking this. ` }, { "threshold": 3000, "id": "pierce", "giftable": true, "name": "Piercing", "max": 3, help: lvl => `Ball pierces ${3 * lvl} bricks after a puck bounce.`, fullHelp: `The ball normally bounces as soon as it touches something. With this perk, it will continue its trajectory for up to 3 bricks broken. After that, it will bounce on the 4th brick, and you'll need to touch the puck to reset the counter. This combines particularly well with Sapper. ` }, { "threshold": 4000, "id": "picky_eater", "giftable": true, "name": "Picky eater", "max": 1, help: lvl => `More coins if you break bricks color by color.`, fullHelp: `Whenever you break a brick the same color as your ball, your combo increases by one. If it's a different color, the ball takes that new color, but the combo resets. The bricks with the right color will get a white border. Once you get a combo higher than your minimum, the bricks of the wrong color will get a red halo. If you have more than one ball, they all change color whenever one of them hits a brick. ` }, { "threshold": 5000, "id": "metamorphosis", "name": "Stain", "max": 1, help: lvl => `Coins color the bricks they touch.`, fullHelp: `With this perk, coins will be of the color of the brick they come from, and will color the first brick they touch in the same color. Coins spawn with the speed of the ball that broke them, which means you can aim a bit in the direction of the bricks you want to "paint". ` }, { "threshold": 6000, "id": "compound_interest", "giftable": true, "name": "Compound interest", "max": 3, help: lvl => `+${lvl} combo / brick broken, -${lvl} combo per coin lost`, fullHelp: `Your combo will grow by one every time you break a brick, spawning more and more coin with every brick you break. Be sure however to catch every one of those coins with your puck, as any lost coin will decrease your combo by one point. One your combo is above the minimum, the bottom of the play area will have a red line to remind you that coins should not go there. This perk combines with other combo perks, the combo will rise faster but reset more easily. ` }, { "threshold": 7000, "id": "hot_start", "giftable": true, "name": "Hot start", "max": 3, help: lvl => `Start at combo ${lvl * 15 + 1}, -${lvl} combo per second`, fullHelp: `At the start of every level, your combo will start at +15 points, but then every second it will be decreased by one. This means the first 15 seconds in a level will spawn many more coins than the following ones, and you should make sure that you clear the level quickly. The effect stacks with other combo related perks, so you might be able to raise the combo after the 15s timeout, but it will keep ticking down. Every time you take the perk again, the effect will be more dramatic. ` }, { "threshold": 9000, "id": "sapper", "giftable": true, "name": "Sapper", "max": 7, help: lvl => lvl === 1 ? 'The first brick broken becomes a bomb.' : `The first ${lvl} bricks broken become bombs.`, fullHelp: `Instead of just disappearing, the first brick you break will be replaced by a bomb brick. Bouncing the ball on the puck re-arms the effect. "Piercing" will instantly detonate the bomb that was just placed. Leveling-up this perk will allow you to place more bombs. Remember that bombs impact the velocity of nearby coins, so too many explosions could make it hard to catch the fruits of your hard work. ` }, { "threshold": 11000, "id": "bigger_explosions", "name": "Kaboom", "max": 1, help: lvl => 'Bigger explosions', fullHelp: `The default explosion clears a 3x3 square, with this it becomes a 5x5 square, and the blowback on the coins is also significantly stronger. ` }, { "threshold": 13000, "id": "extra_levels", "name": "+1 level", "max": 3, help: lvl => `Play ${lvl + 7} levels instead of 7`, fullHelp: `The default run can last a max of 7 levels, after which the game is over and whatever score you reached is your run score. Each level of this perk lets you go one level higher. The last levels are often the ones where you make the most score, so the difference can be dramatic.` }, { "threshold": 15000, "id": "pierce_color", "name": "Color pierce", "max": 1, help: lvl => `Balls pierce bricks of their color.`, fullHelp: `Whenever a ball hits a brick of the same color, it will just go through unimpeded. Once it reaches a brick of a different color, it will break it, take its color and bounce.` }, { "threshold": 18000, "id": "soft_reset", "name": "Soft reset", "max": 2, help: lvl => `Combo grows ${lvl > 1 ? 'even' : ''} slower but resets less.`, fullHelp: `The combo normally climbs every time you break a brick. This will sometimes cancel that climb, but also limit the impact of a combo reset.` }, { "threshold": 21000, "id": "ball_repulse_ball", "name": "Personal space", requires: 'multiball', "max": 3, help: lvl => lvl === 1 ? `Balls repulse balls.` : 'Stronger repulsion force', fullHelp: `Balls that are less than half a screen width away will start repulsing each other. The repulsion force is stronger if they are close to each other. Particles will jet out to symbolize this force being applied. This perk is only offered if you have more than one ball already.` }, { "threshold": 25000, "id": "ball_attract_ball", requires: 'multiball', "name": "Gravity", "max": 3, help: lvl => lvl === 1 ? `Balls attract balls.` : 'Stronger attraction force', fullHelp: `Balls that are more than half a screen width away will start attracting each other. The attraction force is stronger when they are furthest away from each other. Rainbow particles will fly to symbolize the attraction force. This perk is only offered if you have more than one ball already.` }, { "threshold": 30000, "id": "puck_repulse_ball", "name": "Soft landing", "max": 3, help: lvl => lvl === 1 ? `Puck repulses balls.` : 'Stronger repulsion force', fullHelp: `When a ball gets close to the perk, it will start slowing down, and even potentially bouncing without touching the puck.` }, { "threshold": 35000, "id": "wind", "name": "Wind", "max": 3, help: lvl => lvl === 1 ? `Puck position creates wind.` : 'Stronger wind force', fullHelp: `The wind depends on where your puck is, if it's in the center of the screen nothing happens, if it's on the left it will blow leftwise, if it's on the right of the screen then it will blow rightwise. The wind affects both the balls and coins.` }, { "threshold": 40000, "id": "sturdy_bricks", "name": "Sturdy bricks", "max": 4, help: lvl => lvl === 1 ? `Bricks sometimes resist hits but drop more coins.` : 'Bricks resist more and drop more coins', fullHelp: `With level one of this perk, the ball has a 20% chance to bounce harmlessly on bricks, but generates 10% more coins when it does break one. This +10% is not shown in the combo number. At level 4 the ball has 80% chance of bouncing and brings 40% more coins.` }, { "threshold": 45000, "id": "respawn", "name": "Respawn", "max": 4, help: lvl => lvl === 1 ? `The first brick hit of two+ will respawn.` : 'More bricks can respawn', fullHelp: `After breaking two or more bricks, when the ball hits the puck, the first brick will be put back in place, provided that space is free and the brick wasn't a bomb. Some particle effect will let you know where bricks will appear. Levelling this up lets you respawn up to 4 bricks at a time, but there should always be at least one destroyed. ` }, { "threshold": 50000, "id": "one_more_choice", "name": "+1 choice until run end", "max": 3, help: lvl => lvl === 1 ? `Further level ups will offer one more option in the list.` : 'Even more options', fullHelp: `Every upgrade menu will have one more option. Doesn't increase the number of upgrades you can pick. ` }, { "threshold": 55000, "id": "instant_upgrade", "name": "+2 upgrades now", "max": 2, help: lvl => lvl === 1 ? `-1 choice until run end.` : 'Even fewer options', fullHelp: `Immediately pick two upgrades, so that you get one free one and one to repay the one used to get this perk. Every further menu to pick upgrades will have fewer options to choose from. ` },] let totalScoreAtRunStart = getTotalScore() function getPossibleUpgrades() { return upgrades .filter(u => totalScoreAtRunStart >= u.threshold) .filter(u => !u.requires || perks[u.requires]) } function shuffleLevels(nameToAvoid = null) { const target = nextRunOverrides?.level; const firstLevel = nextRunOverrides?.level ? allLevels.filter(l => l.name === target) : [] const restInRandomOrder= allLevels .filter((l, li) => totalScoreAtRunStart >= l.threshold) .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) .sort((a, b) => a.sortKey - b.sortKey) ) } function getUpgraderUnlockPoints() { let list = [] upgrades .forEach(u => { if (u.threshold) { list.push({ threshold: u.threshold, title: u.name + ' (Perk)' }) } }) allLevels.forEach((l, li) => { list.push({ threshold: l.threshold, title: l.name + ' (Level)', }) }) return list.filter(o => o.threshold).sort((a, b) => a.threshold - b.threshold) } let lastOffered = {} function dontOfferTooSoon(id) { 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 => { dontOfferTooSoon(u.id) }) return list.map(u => ({ text: u.name + (perks[u.id] ? ' lvl ' + (perks[u.id] + 1) : ''), icon: u.icon, value: u.id, help: u.help(perks[u.id] + 1), // max: u.max, // checked: perks[u.id] })) } 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 totalScoreAtRunStart = getTotalScore() shuffleLevels(levelTime || score ? currentLevelInfo().name : null); resetRunStatistics() score = 0; pauseUsesDuringRun = 0 const randomGift = reset_perks(); dontOfferTooSoon(randomGift) setLevel(0); 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; if (running) { pause(true) } else { play() if (isSettingOn('pointerLock')) { canvas.requestPointerLock() } } }); canvas.addEventListener("mousemove", (e) => { if (document.pointerLockElement === canvas) { setMousePos(puck + e.movementX); } else { setMousePos(e.x); } }); canvas.addEventListener("touchstart", (e) => { e.preventDefault(); if (!e.touches?.length) return; setMousePos(e.touches[0].pageX); 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) { 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 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; 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); } 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); 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; 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)); if (perks.wind) { const windD = (puck - (offsetX + gameZoneWidth / 2)) / gameZoneWidth * 2 * perks.wind for (var i = 0; i < perks.wind; i++) { if (Math.random() * Math.abs(windD) > 0.5) { flashes.push({ type: "particle", duration: 150, ethereal: true, time: levelTime, size: coinSize / 2, color: rainbowColor(), x: offsetXRoundedDown + Math.random() * gameZoneWidthRoundedUp, y: Math.random() * gameZoneHeight, vx: windD * 8, 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({ ...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; let speedLimitDampener = 1 + perks.telekinesis + perks.ball_repulse_ball + perks.puck_repulse_ball + perks.ball_attract_ball if (isTelekinesisActive(ball)) { speedLimitDampener += 3 ball.vx += ((puck - ball.x) / 1000) * delta * perks.telekinesis; } 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 } if (perks.ball_repulse_ball) { for (b2 of balls) { // avoid computing this twice, and repulsing itself if (b2.x >= ball.x) continue repulse(ball, b2, perks.ball_repulse_ball, true) } } if (perks.ball_attract_ball) { for (b2 of balls) { // avoid computing this twice, and repulsing itself if (b2.x >= ball.x) continue attract(ball, b2, perks.ball_attract_ball) } } if (perks.puck_repulse_ball && Math.abs(ball.x - puck) < puckWidth / 2 + ballSize * (9 + perks.puck_repulse_ball) / 10) { repulse(ball, { x: puck, y: gameZoneHeight }, perks.puck_repulse_ball, false) } 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, }); } } 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); } if (perks.respawn) { ball.hitItem.slice(0, -1).slice(0, perks.respawn) .forEach(({index, color}) => { if (!bricks[index] && color !== 'black') bricks[index] = color }) } ball.hitItem = [] if (!ball.hitSinceBounce) { runStatistics.misses++ levelMisses++; 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 = [{ 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") { const initialBrickColor = bricks[hitBrick] explodeBrick(hitBrick, ball, false); if (ball.sapperUses < perks.sapper && initialBrickColor !== "black" && // don't replace a brick that bounced with sturdy_bricks !bricks[hitBrick]) { bricks[hitBrick] = "black"; ball.sapperUses++ } } 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; } } } let runStatistics = {}; 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) 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 += `

${u.title}

` }) 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.` const scaleX = (done / total).toFixed(2) unlocksInfo += `

${nextUnlock.title}

` list.slice(list.indexOf(nextUnlock) + 1).slice(0, 3).forEach(u => { unlocksInfo += `

${u.title}

` }) } // Avoid the sad sound right as we restart a new games combo = 1 asyncAlert({ allowClose: true, title, text: `

${intro}

${unlocksInfo} `, textAfterButtons: `
${getHistograms(true)} ` }).then(() => restart()); } function getHistograms(saveStats) { let runStats = '' 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() runsHistory = runsHistory.slice(0, 100) runStatistics.perks = {} for (let k in perks) { if (perks[k]) { runStatistics.perks[k] = perks[k] } } runsHistory.push(runStatistics) // Generate some histogram if (saveStats) { localStorage.setItem('breakout_71_runs_history', JSON.stringify(runsHistory, null, 2)) } const makeHistogram = (title, getter, unit) => { let values = runsHistory.map(h => getter(h) || 0) let min = Math.min(...values) let max = Math.max(...values) // 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) } // One bin per unique value, max 10 const binsCount = Math.min(values.length, 10) if (binsCount < 3) return '' const bins = [] const binsTotal = [] for (let i = 0; i < binsCount; i++) { 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) bins[index]++ binsTotal[index] += v }) if (bins.filter(b => b).length < 3) return '' const maxBin = Math.max(...bins) const lastValue = values[values.length - 1] const activeBin = binIndexOf(lastValue) return `

${title} : ${lastValue}${unit}

${bins.map((v, vi) => `${(!v && ' ') || (vi == activeBin && lastValue + unit) || (Math.round(binsTotal[vi] / v) + unit)}`).join('')}
` } 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') 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, '') if (runStats) { runStats = `

Find below your run statistics compared to your ${runsHistory.length - 1} best runs.

` + runStats } } catch (e) { console.warn(e) } return runStats } function resetRunStatistics() { runStatistics = { 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 } } function explodeBrick(index, ball, isExplosion) { 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) } } } // TODO // 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, }); spawnExplosion(7 * (1 + perks.bigger_explosions), x, y, 'white', 150, coinSize,); ball.hitSinceBounce++; runStatistics.bricks_broken++ } else if (color) { // 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) { // 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] = ""; // coins = coins.filter((c) => !c.destroyed); let coinsToSpawn = combo if (perks.sturdy_bricks) { // +10% per level coinsToSpawn += Math.ceil((10 + perks.sturdy_bricks) / 10 * coinsToSpawn) } levelSpawnedCoins += coinsToSpawn; runStatistics.coins_spawned += coinsToSpawn runStatistics.bricks_broken++ const maxCoins = MAX_COINS * (isSettingOn("basic") ? 0.5 : 1) const spawnableCoins = coins.length > MAX_COINS ? 1 : Math.floor(maxCoins - coins.length) / 3 const pointsPerCoin = Math.max(1, Math.ceil(coinsToSpawn / spawnableCoins)) while (coinsToSpawn > 0) { const points = Math.min(pointsPerCoin, coinsToSpawn) if (points < 0 || isNaN(points)) { console.error({points}) debugger } coinsToSpawn -= points 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', x:cx, y:cy, previousx: cx, previousy: cy, // Use previous speed because the ball has already bounced 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 }); } 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, }); spawnExplosion(5 + Math.min(combo, 30), x, y, color, 100, coinSize / 2); } if (!bricks[index]) { ball.hitItem?.push({ index, color }) } } 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(); scoreDisplay.innerText = scoreInfo; // Clear if (!isSettingOn("basic") && !level.color && level.svg && !level.black_puck) { // 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); if (type === "ball") { drawFuzzyBall(ctx, color, size, x, y); } if (type === "particle") { drawFuzzyBall(ctx, color, size * 3, x, y); } }); // Decides how brights the bg black parts can get ctx.globalAlpha = .2; ctx.globalCompositeOperation = "multiply"; 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"; if (level.svg && background.width && background.complete) { if (backgroundCanvas.title !== level.name) { backgroundCanvas.title = level.name backgroundCanvas.width = canvas.width backgroundCanvas.height = canvas.height const bgctx = backgroundCanvas.getContext("2d") bgctx.fillStyle = level.color || '#000' bgctx.fillRect(0, 0, canvas.width, canvas.height) bgctx.fillStyle = ctx.createPattern(background, "repeat"); bgctx.fillRect(0, 0, width, height); } ctx.drawImage(backgroundCanvas, 0, 0) } else { // 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) { 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"; const puckColor = level.black_puck ? '#000' : '#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) { 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) { drawCoin(ctx, 'gold' , coinSize, left + coinSize / 2, gameZoneHeight - puckHeight / 2, !level.black_puck ? '#FFF' : '#000', 0) drawText(ctx, comboText, !level.black_puck ? '#000' : '#FFF', puckHeight, left + coinSize * 1.5, gameZoneHeight - puckHeight / 2, true); } else { drawText(ctx, comboText, !level.black_puck ? '#000' : '#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) { // 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); } 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) { 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(); } 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; const ctx = cachedBricksRender.getContext("2d"); ctx.clearRect(0, 0, gameZoneWidth, gameZoneWidth); ctx.resetTransform(); ctx.translate(-offsetX, 0); // Bricks const puckColor = level.black_puck ? '#000' : '#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; const canctx = can.getContext("2d"); 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; const canctx = can.getContext("2d"); 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 canctx.stroke() } cachedGraphics[key] = can; } ctx.drawImage(cachedGraphics[key], Math.round(x - size / 2), Math.round(y - size / 2),); } const angles = 32 function drawCoin(ctx, color, size, x, y, bg, rawAngle) { const angle = (Math.round(rawAngle / Math.PI * 2 * angles) % angles + angles) % angles 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; const canctx = can.getContext("2d"); // coin canctx.beginPath(); canctx.arc(size / 2, size / 2, size / 2, 0, 2 * Math.PI); canctx.fillStyle = color; canctx.fill(); if (color === 'gold') { canctx.strokeStyle = bg; canctx.stroke(); 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(); canctx.translate(size / 2, size / 2); canctx.rotate(angle / 16); canctx.translate(-size / 2, -size / 2); canctx.globalCompositeOperation = 'multiply' drawText(canctx, '$', color, size - 2, size / 2, size / 2 + 1) drawText(canctx, '$', color, size - 2, size / 2, size / 2 + 1) } cachedGraphics[key] = can; } 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; if (!color) debugger const size = Math.round(width * 3); if (!cachedGraphics[key]) { const can = document.createElement("canvas"); can.width = size; can.height = size; const canctx = can.getContext("2d"); 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; const bord = 2; const cornerRadius = 2 const canctx = can.getContext("2d"); canctx.fillStyle = color; canctx.strokeStyle = borderColor; canctx.lineJoin = "round"; canctx.lineWidth = bord roundRect(canctx, bord / 2, bord / 2, width - bord, height - bord, cornerRadius) 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 } function roundRect(ctx, x, y, width, height, radius) { 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(); } 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; const canctx = can.getContext("2d"); 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; const canctx = can.getContext("2d"); canctx.fillStyle = color; canctx.textAlign = left ? 'left' : "center" canctx.textBaseline = "middle"; canctx.font = fontSize + "px monospace"; 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); }, 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(); let audioContext, audioRecordingTrack; function getAudioContext() { if (!audioContext) { audioContext = new (window.AudioContext || window.webkitAudioContext)(); audioRecordingTrack = audioContext.createMediaStreamDestination() } return audioContext; } 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); 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); 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); 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(() => { document.body.className = (running ? " running " : " paused ") + (currentLevelInfo()?.black_puck ? ' black_puck ' : ' '); }, 100); window.addEventListener("visibilitychange", () => { if (document.hidden) { pause(true) } }); const scoreDisplay = document.getElementById("score"); let alertsOpen = 0, closeModal = null function asyncAlert({ title, text, actions = [{text: "OK", value: "ok", help: ""}], 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); } actions.filter(i => i).forEach(({text, value, help, checked = 0, max = 0, disabled, icon = ''}) => { const button = document.createElement("button"); let checkMark = '' if (max) { checkMark += '' for (let i = 0; i < max; i++) { checkMark += ''; } checkMark += '' } button.innerHTML = ` ${icon} ${checkMark}
${text} ${help || ''}
`; 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); popup.querySelector('button:not([disabled])')?.focus() }).finally(() => { 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({ title: ` ${score} points at level ${currentLevel + 1} / ${max_levels()}`, text: `

Upgrades picked so far :

${pickedUpgradesHTMl()}

`, allowClose: true, actions: [{ text: 'Resume', help: "Return to your run", }, { text: "Restart", help: "Start a brand new run.", value: () => { restart(); return true; }, }], }); if (cb) { await cb() } } document.getElementById("menu").addEventListener("click", (e) => { e.preventDefault(); openSettingsPanel(); }); const options = { sound: { 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 }, basic: { default: false, name: `Basic graphics`, help: `Better performance on older devices.`, disabled: () => false }, pointerLock: { default: false, name: `Mouse pointer lock`, help: `Locks and hides the mouse cursor.`, disabled: () => !canvas.requestPointerLock }, "easy": { default: false, name: `Kids mode`, help: `Starting perk always "slower ball".`, restart: true, disabled: () => false }, // 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": { default: false, name: `Record gameplay videos`, help: `Get a video of each level.`, disabled() { return window.location.search.includes('isInWebView=true') } } }; async function openSettingsPanel() { pause(true) const optionsList = []; for (const key in options) { if (options[key]) optionsList.push({ disabled: options[key].disabled(), checked: isSettingOn(key) ? 1 : 0, max: 1, text: options[key].name, help: options[key].help, value: () => { toggleSetting(key) if (options[key].restart) { restart() } else { openSettingsPanel(); } }, }); } const cb = await asyncAlert({ title: "Breakout 71", text: ` `, allowClose: true, actions: [{ text: 'Resume', help: "Return to your run", async value() { } }, { text: 'Starting perk', help: "Try perks and levels you unlocked", async value() { const ts = getTotalScore() const actions = [...upgrades .sort((a, b) => a.threshold - b.threshold) .map(({ name, help, id, threshold, icon, fullHelp }) => ({ text: name, help: ts >= threshold ? fullHelp || help : `Unlocks at total score ${threshold}.`, disabled: ts < threshold, value: {perks: {[id]: 1}}, icon })) , ...allLevels .sort((a, b) => a.threshold - b.threshold) .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}, icon: levelIconHTML(l) }) })] const tryOn = await asyncAlert({ title: `You unlocked ${Math.round(actions.filter(a => !a.disabled).length / actions.length * 100)}% of the game.`, text: `

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.

`, textAfterButtons: `

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.

`, 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 ? ', actions: [{ value: true, text: 'Restart game to test item' }, { value: false, text: 'Cancel' }] })) nextRunOverrides = tryOn restart() } } }, ...optionsList, (document.fullscreenEnabled || document.webkitFullscreenEnabled) && (document.fullscreenElement !== null ? { text: "Exit Fullscreen", help: "Might not work on some machines", value() { toggleFullScreen() } } : { 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({ title: 'Reset', actions: [{ text: 'Yes', value: true }, { text: 'No', value: false }], allowClose: true, })) { localStorage.clear() window.location.reload() } } }], textAfterButtons: `

Made in France by Renan LE CARO. Privacy Policy F-Droid Google Play itch.io Gitlab Web version HackerNews v.${appVersion}

` }) if (cb) { cb() } } function distance2(a, b) { return Math.pow(a.x - b.x, 2) + Math.pow(a.y - b.y, 2) } function distanceBetween(a, b) { return Math.sqrt(distance2(a, b)) } function rainbowColor() { return `hsl(${Math.round((levelTime / 4)) * 2 % 360},100%,70%)` } function repulse(a, b, power, impactsBToo) { const distance = distanceBetween(a, b) // Ensure we don't get soft locked const max = gameZoneWidth / 2 if (distance > max) return // Unit vector 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) { 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, }) } } 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, }) } let levelIconHTMLCanvas = document.createElement('canvas') const levelIconHTMLCanvasCtx = levelIconHTMLCanvas.getContext("2d", {antialias: false, alpha: true}) function levelIconHTML(level, title) { const size = 40 const c = levelIconHTMLCanvas const ctx = levelIconHTMLCanvasCtx c.width = size c.height = size if (level.color) { ctx.fillStyle = level.color ctx.fillRect(0, 0, size, size) } else { ctx.clearRect(0, 0, size, size) } const pxSize = size / level.size for (let x = 0; x < level.size; x++) { for (let y = 0; y < level.size; y++) { const c = level.bricks[y * level.size + x] if (c) { ctx.fillStyle = c ctx.fillRect(Math.floor(pxSize * x), Math.floor(pxSize * y), Math.ceil(pxSize), Math.ceil(pxSize)) } } } // I don't think many blind people will benefit for this but it's nice to have something to put in "alt" return `Icon for ${level.name}` } upgrades.forEach(u => u.icon = levelIconHTML(perkIconsLevels[u.id], u.name)) let mediaRecorder, captureStream, recordCanvas, recordCanvasCtx function recordOneFrame() { if (!isSettingOn('record')) { return } if (!running) return; if (!captureStream) return; drawMainCanvasOnSmallCanvas() if (captureStream.requestFrame) { captureStream.requestFrame() } else { captureStream.getVideoTracks()[0].requestFrame() } } function drawMainCanvasOnSmallCanvas() { if (!recordCanvasCtx) return recordCanvasCtx.drawImage(canvas, offsetXRoundedDown, 0, gameZoneWidthRoundedUp, gameZoneHeight, 0, 0, recordCanvas.width, recordCanvas.height) // Here we don't use drawText as we don't want to cache a picture for each distinct value of score recordCanvasCtx.fillStyle = currentLevelInfo()?.black_puck ? '#000' : '#FFF' recordCanvasCtx.textBaseline = "top"; recordCanvasCtx.font = "12px monospace"; recordCanvasCtx.textAlign = "right"; recordCanvasCtx.fillText(score.toString(), recordCanvas.width - 12, 12) recordCanvasCtx.textAlign = "left"; recordCanvasCtx.fillText('Level ' + (currentLevel + 1) + '/' + max_levels(), 12, 12) } 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); if (isSettingOn('sound') && getAudioContext() && audioRecordingTrack) { captureStream.addTrack(audioRecordingTrack.stream.getAudioTracks()[0]) // captureStream.addTrack(audioRecordingTrack.stream.getAudioTracks()[1]) } } recordCanvas.width = gameZoneWidthRoundedUp recordCanvas.height = gameZoneHeight // drawMainCanvasOnSmallCanvas() const recordedChunks = []; const instance = new MediaRecorder(captureStream, {videoBitsPerSecond: 3500000}); mediaRecorder = instance instance.start(); mediaRecorder.pause() instance.ondataavailable = function (event) { recordedChunks.push(event.data); } instance.onstop = async function () { let targetDiv; let blob = new Blob(recordedChunks, {type: "video/webm"}); if (blob.size < 200000) return // under 0.2MB, probably bugged out or pointlessly short while (!(targetDiv = document.getElementById("level-recording-container"))) { await new Promise(r => setTimeout(r, 200)) } 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 // targetDiv.style.width = recordCanvas.width + 'px' // targetDiv.style.height = recordCanvas.height + 'px' 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 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(); } } else { const docel = document.documentElement if (docel.requestFullscreen) { docel.requestFullscreen(); } else if (docel.webkitRequestFullscreen) { docel.webkitRequestFullscreen(); } } } catch (e) { console.warn(e) } } const pressed = { ArrowLeft: 0, ArrowRight: 0, Shift: 0 } function setKeyPressed(key, on) { pressed[key] = on keyboardPuckSpeed = (pressed.ArrowRight - pressed.ArrowLeft) * (1 + pressed.Shift * 2) * gameZoneWidth / 50 } document.addEventListener('keydown', e => { 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();