text: import {
      Ball
  } from "./ball.js";
  
  import {
      Paddle
  } from "./paddle.js";
  
  import {
      Brick
  } from "./brick.js";
  
  (() => {
      var canvas = document.getElementById("gameCanvas");
      canvas.width = window.innerWidth;
      canvas.height = window.innerHeight;
  
      var ctx = canvas.getContext("2d"),
          mouseX = canvas.width / 2,
          myBall = new Ball(canvas.width / 2, canvas.height / 1.25, canvas.width / 120),
          myPaddle = new Paddle(mouseX - canvas.width / 8,
              canvas.height - canvas.height / 30 - 5,
              canvas.width / 8,
              canvas.height / 30),
          bricks = [];
  
      (() => {
          let colors = ["red", "orange", "yellow", "green", "blue"];
          let brickWidthOffset = canvas.width / 25;
          let brickHeight = canvas.height / 13;
          let brickYOffset = canvas.height / 6;
          let endWidth = canvas.width - canvas.width / 10;
          for (let y = 0; y < 5; ++y) {
              let x = 4;
  
              while (x < endWidth) {
                  let w = Math.random() * brickWidthOffset + brickWidthOffset;
                  bricks.push(
                      new Brick(x, y * (brickHeight + 5) + brickYOffset, w, brickHeight, colors[y]));
                  x += w + 5;
              }
              bricks.push(
                  new Brick(x,
                      y * (brickHeight + 5) + brickYOffset,
                      canvas.width - x - 4,
                      brickHeight,
                      colors[y]));
          }
      })();
  
      function drawBricks() {
          for (let b of bricks) {
              b.draw(ctx);
          }
      }
  
      function draw() {
          ctx.clearRect(0, 0, canvas.width, canvas.height);
  
          myBall.draw(ctx);
          myPaddle.draw(ctx, mouseX);
          drawBricks();
  
          myBall.move();
  
          myBall.edgeCollide(canvas);
          myBall.hitPaddle(myPaddle);
          myBall.breakBricks(bricks);
  
          if (bricks.length === 0) {
              alert("You win!");
              location.reload(true);
          }
      }
  
      function mouseMove(e) {
          mouseX = e.screenX;
      }
  
      document.addEventListener('mousemove', mouseMove);
  
      setInterval(draw, 10);
  })();