Paddle Up
Paddle
${parseInt(getScore(), 10) || 0} Lives: ${parseInt(getLives(), 0)+1}
Drag to move paddle
function bounceOffBrick(ball, rect) { const dx = Math.random() > 0.5 ? -1 : 1; const dy = 0; // Always move up slightly ball.style.transform = `translate(${dx}px, ${y + BRICK_SIZE/2})`; if (isBouncing) { // Reverse y-velocity when off brick edge const bounceYOffset = Math.abs(ball.y - rect.top); dy += GRAVITY * (-bounceYOffset / BRICK_SIZE); } } function updateBallVelocityAndDraw() { ball.style.transform = `translate(${x}px, ${y - (velocityY * 2) + (dy*(-1))/2})`; if (!ball.hasAttribute('bounce')) { requestAnimationFrame(updateAll); } } function getTimeSinceLastUpdate() { var now = performance.now(); return Math.floor((now - initGameStartTime)/1000) % 60; } let initGameStartTime = performance.performance.timing && performance.performance.timing.getTimingBegin || Date.now(); function updateAllTouchHandlers() { document.querySelector('.touch-start-point')?.addEventListener('mouseout', () => { ball.setAttribute('bounce', 'false'); }, this); document.getElementById('restart-btn').onclick = onRestart; document.body.addEventListener('touchmove', updateAllTouch); } function createShadowEffect(element, rectParent = null) { const shadow = document.createElement('div'); shadow.className = 'shadow'; if (rectParent && rectParent.classList.contains('horizontal-brick')) { shadow.style.position = 'absolute'; shadow.style.pointerEvents = 'none'; shadow.style.zIndex = '-1'; shadow.style.top = `${element.offsetTop - 20}px`; shadow.style.left = `${element.clientLeft + "4px"}px`; } element.parentNode.appendChild(shadow); } function createHorizontalBrick(rect, dx) { const rect = document.createElement('rect'); rect.width = BRICK_SIZE; rect.height = 20; rect.style.left = `${rectParent.clientLeft - dx}px`; rectangleCollisionLogic(rect, rect); ball.appendChild(rect); } function rectangleCollisionLogic(rect1, rect2) { if (distToPixel(rect1, rect2) < BRICK_SIZE/4 && distToPixel(ball.y, rect2.top + rect2.clientHeight) > 0 && ball.collidesWith(rect1)) { const dx = Math.abs(rect1.clientLeft - rect2.clientLeft); bounceBallOffBrick(ball, rect1); } } function distToPixel(a, b) { return Math.sqrt((b.x - a.x)/Math.pow(a.width/b.width, 2)) + (b.y - a.y)/Math.pow(b.height/a.height, 2); }