Break the Bricks

This is a sample game based on pixi.js which is a super fast HTML5 2D rendering engine that uses webGL with canvas fallback. For more information about Pixi, please refer to here. In the game, player controlls a paddle to prevent a ball from falling while trying to clear the bricks. The objective of the game is to clear all the bricks.

Demo

Import Break the Bricks to your Monaca Account

Tested Environment

  • Android 11.0

  • iOS 14.3

File Components

File

Description

index.html

The Startup page (Home page)

js/main.js

A JavaScript file handling various implementation in the application

css/style.css

Style Sheet for the whole application

img/*.png

All image files needed to use this template

res/VT323-Regular.ttf

A true type font

Required JS/CSS Components

  • Pixi

Source Code Explanation

js/main.js

main.js is a JavaScript file handling various functionalities of the application.

Below is the code of BB object which is the main object of this application. Its properties are screensize, paddle, balls, blocks, score and so on. Its methods are creating block map (setMap()), creating a ball (addBall()), creating a paddle (addPaddle()), resetting the game after it ended (reset()), calculating the score (addScore()), ending the game (endGame()) and so on.

...
var BB = {
    stage: new PIXI.Stage(0x000000),
    renderer: null,
    screenSize: null,
    paddle: null,
    balls: [],
    blocks: [],
    score: 0,
    scoreLabel: null,
    accelLabel: null,
    isMouseDown: false,

    // Create blocks map
    setMap: function() {
        var blockMap = [
            [null,      null,       null,       null,       null,       'blue',     null,       null,       null,       null],
            [null,      null,       null,       null,       'red',      'red',      'blue',     null,       null,       null],
            [null,      null,       null,       'red',      'red',      null,       null,       'blue',     null,       null],
            [null,      null,       'red',      'red',      null,       null,       null,       null,       'blue',     null],
            [null,      'red',      'red',      null,       null,       'gold',     null,       null,       'silver',   'silver'],
            [null,      null,       'red',      'red',       null,       null,       null,       'silver',   'silver',   null],
            [null,      null,       null,       'red',      'red',       null,       'silver',   'silver',   null,       null],
            [null,      null,       null,       null,       'silver',   'silver',   'silver',   null,       null,       null],
            [null,      null,       null,       null,       null,       'silver',   null,       null,       null,       null]
        ];

        for(j = 0; j < blockMap.length; j++) {
            for(i = 0; i < blockMap[j].length; i++) {
                if(blockMap[j][i] !== null) {
                    var block = BB.addBlock(10 + (30 * i), 80 + (12 * j), blockMap[j][i]);
                }
            }
        }
    },

    /**
     * @param {int} x
     * @param {int} y
     * @param {String} color red,blue,silver,gold
     * @return {Object} block
     **/
    addBlock: function(x, y, color) {
        switch (color) {
            case "red":
            case "blue":
                var point = SETTINGS_POINT;
                break;
            case "silver":
                var point = SETTINGS_POINT_SILVER;
                break;
            case "gold":
                var point = SETTINGS_POINT_GOLD;
                break;
            default:
                var point = SETTINGS_POINT;
                color = "red";
                break;
        }

        var texture = PIXI.Texture.fromImage(imgPath["block_" + color], false);
        var block = new PIXI.Sprite(texture);

        block.anchor.x = 0.5;
        block.anchor.y = 0.5;

        block.position.x = x;
        block.position.y = y;

        block.width = 30;
        block.height = 12;

        block.point = point;

        BB.stage.addChild(block);
        BB.blocks.push(block);

        return block;
    },

    // Create a ball and add it to PIXI.Stage
    addBall: function() {
        var texture = PIXI.Texture.fromImage(imgPath["ball"], false);
        var ball = new PIXI.Sprite(texture);

        ball.anchor.x = 0.5;
        ball.anchor.y = 0.5;

        ball.position.x = parseInt(BB.renderer.width * 0.5);
        ball.position.y = 200;

        ball.width = 10;
        ball.height = 10;

        ball.delta = {
            'x' : Math.random() - 0.5,
            'y' : -0.4
        };

        BB.stage.addChild(ball);
        BB.balls.push(ball);
    },

    // Create a paddle and add it to PIXI.Stage
    addPaddle: function() {
        var texture = PIXI.Texture.fromImage(imgPath["paddle"], false);
        BB.paddle = new PIXI.Sprite(texture);

        BB.paddle.anchor.x = 0.5;
        BB.paddle.anchor.y = 0.5;

        BB.paddle.position.x = parseInt(BB.renderer.width * 0.5);
        BB.paddle.position.y = BB.renderer.height - 60;

        BB.paddle.width = 60;
        BB.paddle.height = 10;

        BB.paddle.accel = 0;
        BB.paddle.delta = {
            'x' : Math.random() - 0.5,
            'y' : -3.8
        };

        BB.stage.addChild(BB.paddle);
    },

    /**
     * Add points to current score
     * @param {int} val points to add
     */
    addScore: function(val) {
        BB.score += parseInt(val);
        BB.scoreLabel.setText(BB.score);
    },

    /**
     * Set score
     * @param {int} val new score
     */
    setScore: function(val) {
        BB.score = val;
        BB.scoreLabel.setText(BB.score);
    },

    /**
     * callback for Core Cordova Plugins Acceleration Watch
     * @param {Object} a a.x, a.y, a.z
     */
    updateAcceleration: function(a) {
        var accelText = "", ac = a.x.toFixed(2);

        if(a.x > 0) accelText = '+' + String(ac);
        else accelText = String(ac);

        // Use parameter x to move paddle
        if (BB.paddle !== null) {
          if (BB.paddle.accel / ac > 2.0) {

          } else if (BB.paddle.accel / ac > 0) {
            BB.paddle.accel += ac * SETTINGS_PADDLE_ACCEL;
          } else {
            BB.paddle.accel = ac * SETTINGS_PADDLE_ACCEL;
          }
        }

        BB.accelLabel.setText(accelText);
    },

    // Reset current game and start new one
    reset: function() {
        //Reset (remove all children in the stage if exists)
        for (var i = BB.stage.children.length - 1; i >= 0; i--) {
            BB.stage.removeChildAt(i);
        }

        BB.balls = [];
        BB.blocks = [];
        BB.setMap();
        for (var i = 0; i < SETTINGS_BALL_NUM; i++) {
            BB.addBall();
        }
        BB.addPaddle();

        var resetLabel = new PIXI.Text("RESET", {font: "24px/1.2 vt", fill: "red"});
        resetLabel.position.x = 18;
        resetLabel.position.y = BB.renderer.height - 52;
        BB.stage.addChild(resetLabel);
        resetLabel.buttonMode = true;
        resetLabel.interactive = true;
        resetLabel.click = resetLabel.tap = function(data) {
            BB.reset();
        };
        setTimeout(function() {
            resetLabel.setText("RESET"); //for Android
        }, 1000, resetLabel);

        var label = new PIXI.Text("SCORE:", {font: "24px/1.2 vt", fill: "red"});
        label.position.x = 20;
        label.position.y = 20;
        BB.stage.addChild(label);
        setTimeout(function() {
            label.setText("SCORE:"); //for Android
        }, 1000, label);

        BB.scoreLabel = new PIXI.Text("0", {font: "24px/1.2 vt", fill: "white"});
        BB.scoreLabel.position.x = 90;
        BB.scoreLabel.position.y = 20;
        BB.stage.addChild(BB.scoreLabel);
        BB.setScore(0);

        /*
        var label = new PIXI.Text("ACCEL:", {font: "24px/1.2 vt", fill: "red"});
        label.position.x = 160;
        label.position.y = 20;
        BB.stage.addChild(label);
        label.setText("ACCEL:"); //for Android

        BB.accelLabel = new PIXI.Text("0", {font: "24px/1.2 vt", fill: "white"});
        BB.accelLabel.position.x = 230;
        BB.accelLabel.position.y = 20;
        BB.stage.addChild(BB.accelLabel);
        */

        BB.gameState = GAMESTATE_PLAY;
    },

    /**
     * Check whether the ball hits the object
     * @param {PIXI.Sprite} ball
     * @param {PIXI.Sprite} obj target object
     */
    isBallHit: function(ball, obj) {
        return (ball.position.x > (obj.position.x - (obj.width * 0.5))) &&
            (ball.position.x < (obj.position.x + (obj.width * 0.5))) &&
            (ball.position.y > (obj.position.y - (obj.height * 0.5))) &&
            (ball.position.y < (obj.position.y + (obj.height * 0.5)));
    },

    // Game Over
    endGame: function() {
        BB.gameState = GAMESTATE_STOP;
        vibrate();
    },

    // Game Clear
    clearGame: function() {
        if(typeof navigator.notification !== 'undefined') navigator.notification.alert("Cleared!", function(){}, "Congraturations");
        else alert("Cleared!");

        BB.gameState = GAMESTATE_STOP;
    }
}
...

When this page is loading, init() function is called when Cordova is fully loaded or when it's failed to detect the type of the device.

...
window.onload = function() {
    if(getUa() === false) init();
    else document.addEventListener("deviceready", init, false);
}
...

Here is the code of init() function. In this function, BB object is rendered according to the type of device you are using. Then, events listeners related the paddle are added. Also, it renders the paddle position according to each event.

...
function init() {
    // Accelerometer
    /*
    if (typeof navigator.accelerometer !== 'undefined' && !accelerationWatch) {
        accelerationWatch = navigator.accelerometer.watchAcceleration(
            BB.updateAcceleration,
            function(ex) {
                alert("accel fail (" + ex.name + ": " + ex.message + ")");
            },
            {frequency: SETTINGS_ACCELEROMETER_RELOAD_FREQ}
        );
    }
    */
    BB.screenSize = setBound();

    BB.renderer = (getUa() === "Android") ? new PIXI.CanvasRenderer(BB.screenSize.width, BB.screenSize.height) : new PIXI.autoDetectRenderer(BB.screenSize.width, BB.screenSize.height),
    BB.renderer.transparent = false;
    document.body.appendChild(BB.renderer.view);

    setScale(BB.screenSize);

    BB.reset();

    // Event listeners to control the paddle
    window.addEventListener("touchmove", function(e) {
        BB.paddle.position.x = e.touches[0].clientX / BB.screenSize.zoom;
    });

    window.addEventListener("mousedown", function(e) {
        BB.isMouseDown = true;
    });

    window.addEventListener("mouseup", function(e) {
        BB.isMouseDown = false;
    });

    window.addEventListener("mousemove", function(e) {
        if(BB.isMouseDown) BB.paddle.position.x = e.clientX;
    });

    window.addEventListener("keydown", function(e) {
        switch (e.which) {
            case 37:
                BB.paddle.position.x -= 4;
                BB.paddle.accel += (SETTINGS_PADDLE_ACCEL * 0.1);
                break;
            case 39:
                BB.paddle.position.x += 4;
                BB.paddle.accel -= (SETTINGS_PADDLE_ACCEL * 0.1);
                break;
            case 38:
                BB.paddle.position.y -= 1;
                break;
        }
    });

    requestAnimFrame(animate);
}
...

getUa() function is used to detect the type of the device. It will return false when it failed to get this information.

...
function getUa() {
    if ((navigator.userAgent.indexOf('iPhone') > 0 && navigator.userAgent.indexOf('iPad') == -1) || navigator.userAgent.indexOf('iPod') > 0 ) {
        return 'iPhone';
    } else if(navigator.userAgent.indexOf('iPad') > 0) {
        return 'iPad';
    } else if(navigator.userAgent.indexOf('Android') > 0) {
        return 'Android';
    } else return false;
}
...

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