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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Futuristic Falling Ball Game</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<div class="game-container">
<div id="ball" class="ball"></div>
<div id="platform" class="platform"></div>
<div id="score">Score: 0</div>
<div id="level">Level: 1</div>
<div id="lives">
<span class="life">♥️</span>
<span class="life">♥️</span>
<span class="life">♥️</span>
<span class="life">♥️</span>
</div>
</div>
<script>
let ball = document.getElementById("ball");
let platform = document.getElementById("platform");
let score = document.getElementById("score");
let levelDisplay = document.getElementById("level");
let livesDisplay = document.getElementById("lives");
let currentScore = 0;
let level = 1;
let platformX = window.innerWidth / 2 - 50;
platform.style.left = platformX + "px";
let remainingLives = 4;
let ballY = -30;
let ballX = Math.floor(Math.random() * (window.innerWidth - 30));
let ballSpeed = 3; // Increased speed
let isTouching = false;
// Kontrol menggunakan Mouse
document.addEventListener("mousemove", (e) => {
platformX = e.clientX - platform.offsetWidth / 2;
if (platformX < 0) platformX = 0;
if (platformX > window.innerWidth - platform.offsetWidth) {
platformX = window.innerWidth - platform.offsetWidth;
}
platform.style.left = platformX + "px";
});
// Kontrol menggunakan Sentuhan
document.addEventListener("touchmove", (e) => {
if (isTouching) {
let touchX = e.touches[0].clientX;
platformX = touchX - platform.offsetWidth / 2;
if (platformX < 0) platformX = 0;
if (platformX > window.innerWidth - platform.offsetWidth) {
platformX = window.innerWidth - platform.offsetWidth;
}
platform.style.left = platformX + "px";
}
}, { passive: false });
document.addEventListener("touchstart", (e) => {
isTouching = true;
});
document.addEventListener("touchend", (e) => {
isTouching = false;
});
let updateLives = () => {
let hearts = '';
for (let i = 0; i < remainingLives; i++) {
hearts += '♥️';
}
livesDisplay.innerHTML = hearts;
};
let updateBallPosition = () => {
ballY += ballSpeed;
// Update ball position directly with JavaScript
ball.style.top = ballY + "px";
ball.style.left = ballX + "px";
let ballRect = ball.getBoundingClientRect();
let platformRect = platform.getBoundingClientRect();
if (ballY + 30 >= platformRect.top && ballY + 30 <= platformRect.bottom) {
if (ballX + 30 >= platformRect.left && ballX <= platformRect.right) {
// Ball hits the platform
currentScore++;
if (currentScore % 10 === 0) {
level++;
levelDisplay.innerHTML = "Level: " + level;
ballSpeed += 0.2; // Increase ball speed every 10 points
}
score.innerHTML = "Score: " + currentScore;
resetBall();
}
} else if (ballY >= window.innerHeight) {
// Ball missed the platform
if (remainingLives > 0) {
remainingLives--;
updateLives();
resetBall();
}
if (remainingLives <= 0) {
alert("Game Over! Your score is: " + currentScore);
resetGame();
}
}
};
let resetBall = () => {
ballY = -30; // Reset ball to start position
ballX = Math.floor(Math.random() * (window.innerWidth - 30)); // New random X position
ball.style.top = ballY + "px";
ball.style.left = ballX + "px";
};
let resetGame = () => {
remainingLives = 4;
currentScore = 0;
level = 1;
ballSpeed = 3; // Start with a faster speed
score.innerHTML = "Score: " + currentScore;
levelDisplay.innerHTML = "Level: " + level;
updateLives();
resetBall();
};
let gameLoop = () => {
updateBallPosition();
requestAnimationFrame(gameLoop); // Loop the game
};
gameLoop(); // Start the game loop
</script>
</body>
</html> |