Merge remote-tracking branch 'origin/master'

This commit is contained in:
JunkJumper 2019-12-06 00:06:12 +01:00
commit ff6e4f1188
2 changed files with 32 additions and 9 deletions

View File

@ -1,21 +1,38 @@
<!DOCTYPE html>
<!--https:/www.w3schools.com/graphics/game_intro.asp-->
<!--https:/www.trex-game.skipser.com-->
<html>
<head>
<meta charset="UTF8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<style>
canvas {
border: 1px solid #d3d3d3;
background-color: #f1f1f1;
}
.center {
text-align: center;
}
button {
margin-top: +300px;
display: block;
margin-left: auto;
margin-right: auto;
}
</style>
</head>
<body onload="startGame()">
<body onload="startGame()" onload="load()">
<h1 class="center">Fuyez l'homme en noir !</h1>
<script src="./scores.js"></script>
<script src="./script.js"></script>
<br>
<button onmousedown="sauter(-0.5)" onmouseup="sauter(0.05)">SAUTER</button>
<p>Fuyez l'homme en noir !</p>
</body>
</html>

View File

@ -1,20 +1,15 @@
//VARIABLES
var personnage;
var obstacle = [];
var score;
function startGame() {
personnage = new component(30, 30, "red", 10, 120);
personnage.gravity = 0.05;
score = new component("30px", "Consolas", "black", 280, 40, "text");
plateau.start();
}
var plateau = {
canvas: document.createElement("canvas"),
start: function() {
this.canvas.width = 480;
this.canvas.height = 270;
this.context = this.canvas.getContext("2d");
this.canvas.style = "position:absolute; left: 50%; margin-left: -250px; bottom: 50%; margin-bottom: +50px";
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
@ -24,6 +19,7 @@ var plateau = {
}
}
//CONSTRUCTEURS
function component(largeur, longueur, color, x, y, type) {
this.type = type;
this.score = 0;
@ -76,6 +72,16 @@ function component(largeur, longueur, color, x, y, type) {
}
}
//METHODES
function startGame() {
personnage = new component(30, 30, "blue", 10, 120);
personnage.gravity = 0.05;
score = new component("30px", "Consolas", "black", 280, 40, "text");
plateau.start();
}
function updateGameArea() {
var x, taille, gap, tailleMin, tailleMax, minGap, maxGap;
for (i = 0; i < obstacle.length; i += 1) {