A. Area Canvas Game
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<!DOCTYPE html> <html> <head> <meta name="viewport" content="width=device-width, initial-scale=1.0"/> <style> canvas { border: 1px solid #d3d3d3; background-color: #f1f1f1; } </style> </head> <body onload="startGame()"> <script> function startGame() { myGameArea.start(); } var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); } } </script> <p>Membuat Canvas Kosong</p> </body> </html> |
B. Menambahkan Komponen
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<!DOCTYPE html> <html> <style> canvas { border:1px solid #d3d3d3; background-color: #f1f1f1; } </style> <body onload="startGame()"> <script> var myGamePiece; function startGame() { myGameArea.start(); myGamePiece = new component(30, 30, "red", 10, 120); } var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); } } function component(width, height, color, x, y) { this.width = width; this.height = height; this.x = x; this.y = y; ctx = myGameArea.context; ctx.fillStyle = color; ctx.fillRect(this.x, this.y, this.width, this.height); } </script> </html> |
C. Membuat Controler/pengandali/pengaturan
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<!DOCTYPE html> <html> <head> <meta name="viewport" content="width=device-width, initial-scale=1.0"/> <style> canvas { border:1px solid #d3d3d3; background-color: #f1f1f1; } </style> </head> <body onload="startGame()"> <script> var myGamePiece; function startGame() { myGamePiece = new component(30, 30, "red", 10, 120); myGameArea.start(); } var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); this.interval = setInterval(updateGameArea, 20); }, clear : function() { this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } } function component(width, height, color, x, y) { this.width = width; this.height = height; this.speedX = 0; this.speedY = 0; this.x = x; this.y = y; this.update = function() { ctx = myGameArea.context; ctx.fillStyle = color; ctx.fillRect(this.x, this.y, this.width, this.height); } this.newPos = function() { this.x += this.speedX; this.y += this.speedY; } } function updateGameArea() { myGameArea.clear(); myGamePiece.newPos(); myGamePiece.update(); } function moveup() { myGamePiece.speedY -= 1; } function movedown() { myGamePiece.speedY += 1; } function moveleft() { myGamePiece.speedX -= 1; } function moveright() { myGamePiece.speedX += 1; } </script> <div style="text-align:center;width:480px;"> <button onclick="moveup()">UP</button><br><br> <button onclick="moveleft()">LEFT</button> <button onclick="moveright()">RIGHT</button><br><br> <button onclick="movedown()">DOWN</button> </div> <p>Jika Anda mengklik tombol, kotak merah akan mulai bergerak. Klik tombol yang sama berkali-kali, akan bergerak semakin cepat.</p> </body> </html> |
D. Membuat Objek Game
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<!DOCTYPE html> <html> <head> <meta name="viewport" content="width=device-width, initial-scale=1.0"/> <style> canvas { border:1px solid #d3d3d3; background-color: #f1f1f1; } </style> </head> <body onload="startGame()"> <script> var myGamePiece; var myObstacle; function startGame() { myGamePiece = new component(30, 30, "red", 10, 120); myObstacle = new component(10, 200, "green", 300, 120); myGameArea.start(); } var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); this.interval = setInterval(updateGameArea, 20); }, clear : function() { this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } } function component(width, height, color, x, y) { this.width = width; this.height = height; this.speedX = 0; this.speedY = 0; this.x = x; this.y = y; this.update = function() { ctx = myGameArea.context; ctx.fillStyle = color; ctx.fillRect(this.x, this.y, this.width, this.height); } this.newPos = function() { this.x += this.speedX; this.y += this.speedY; } } function updateGameArea() { myGameArea.clear(); myObstacle.update(); myGamePiece.newPos(); myGamePiece.update(); } function moveup() { myGamePiece.speedY = -1; } function movedown() { myGamePiece.speedY = 1; } function moveleft() { myGamePiece.speedX = -1; } function moveright() { myGamePiece.speedX = 1; } function clearmove() { myGamePiece.speedX = 0; myGamePiece.speedY = 0; } </script> <div style="text-align:center;width:480px;"> <button onmousedown="moveup()" onmouseup="clearmove()" ontouchstart="moveup()">UP</button><br><br> <button onmousedown="moveleft()" onmouseup="clearmove()" ontouchstart="moveleft()">LEFT</button> <button onmousedown="moveright()" onmouseup="clearmove()" ontouchstart="moveright()">RIGHT</button><br><br> <button onmousedown="movedown()" onmouseup="clearmove()" ontouchstart="movedown()">DOWN</button> </div> <p>Sekarang ada kendala di area permainan kita, tapi tetap tidak terjadi apa-apa saat kotak merah menghantamnya.</p> </body> </html> |
E. Membuat Score/Penilaian
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<!DOCTYPE html> <html> <head> <meta name="viewport" content="width=device-width, initial-scale=1.0"/> <style> canvas { border:1px solid #d3d3d3; background-color: #f1f1f1; } </style> </head> <body onload="startGame()"> <script> var myGamePiece; var myObstacles = []; var myScore; function startGame() { myGamePiece = new component(30, 30, "red", 10, 120); myScore = new component("30px", "Consolas", "black", 280, 40, "text"); myGameArea.start(); } var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); this.frameNo = 0; this.interval = setInterval(updateGameArea, 20); }, clear : function() { this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); }, stop : function() { clearInterval(this.interval); } } function component(width, height, color, x, y, type) { this.type = type; this.width = width; this.height = height; this.speedX = 0; this.speedY = 0; this.x = x; this.y = y; this.update = function() { ctx = myGameArea.context; if (this.type == "text") { ctx.font = this.width + " " + this.height; ctx.fillStyle = color; ctx.fillText(this.text, this.x, this.y); } else { ctx.fillStyle = color; ctx.fillRect(this.x, this.y, this.width, this.height); } } this.newPos = function() { this.x += this.speedX; this.y += this.speedY; } this.crashWith = function(otherobj) { var myleft = this.x; var myright = this.x + (this.width); var mytop = this.y; var mybottom = this.y + (this.height); var otherleft = otherobj.x; var otherright = otherobj.x + (otherobj.width); var othertop = otherobj.y; var otherbottom = otherobj.y + (otherobj.height); var crash = true; if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) { crash = false; } return crash; } } function updateGameArea() { var x, height, gap, minHeight, maxHeight, minGap, maxGap; for (i = 0; i < myObstacles.length; i += 1) { if (myGamePiece.crashWith(myObstacles[i])) { myGameArea.stop(); return; } } myGameArea.clear(); myGameArea.frameNo += 1; if (myGameArea.frameNo == 1 || everyinterval(150)) { x = myGameArea.canvas.width; minHeight = 20; maxHeight = 200; height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight); minGap = 50; maxGap = 200; gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap); myObstacles.push(new component(10, height, "green", x, 0)); myObstacles.push(new component(10, x - height - gap, "green", x, height + gap)); } for (i = 0; i < myObstacles.length; i += 1) { myObstacles[i].speedX = -1; myObstacles[i].newPos(); myObstacles[i].update(); } myScore.text="SCORE: " + myGameArea.frameNo; myScore.update(); myGamePiece.newPos(); myGamePiece.update(); } function everyinterval(n) { if ((myGameArea.frameNo / n) % 1 == 0) {return true;} return false; } function moveup() { myGamePiece.speedY = -1; } function movedown() { myGamePiece.speedY = 1; } function moveleft() { myGamePiece.speedX = -1; } function moveright() { myGamePiece.speedX = 1; } function clearmove() { myGamePiece.speedX = 0; myGamePiece.speedY = 0; } </script> <div style="text-align:center;width:480px;"> <button onmousedown="moveup()" onmouseup="clearmove()" ontouchstart="moveup()">UP</button><br><br> <button onmousedown="moveleft()" onmouseup="clearmove()" ontouchstart="moveleft()">LEFT</button> <button onmousedown="moveright()" onmouseup="clearmove()" ontouchstart="moveright()">RIGHT</button><br><br> <button onmousedown="movedown()" onmouseup="clearmove()" ontouchstart="movedown()">DOWN</button> </div> <p>Skor akan menghitung satu poin untuk setiap frame yang Anda berhasil "tetap hidup".</p> </body> </html> |
F. Membuat Image/Gambar
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function startGame() { myGamePiece = new component(30, 30, "smiley.gif", 10, 120, "image"); myGameArea.start(); } function component(width, height, color, x, y, type) { this.type = type; if (type == "image") { this.image = new Image(); this.image.src = color; } this.width = width; this.height = height; this.speedX = 0; this.speedY = 0; this.x = x; this.y = y; this.update = function() { ctx = myGameArea.context; if (type == "image") { ctx.drawImage(this.image, this.x, this.y, this.width, this.height); } else { ctx.fillStyle = color; ctx.fillRect(this.x, this.y, this.width, this.height); } } } |
G. Membuat Sound/Suara
H. Membuat Grafity/gaya Berat
I. Membuat Boucing/memantul
J. Membuat Putaran
K. Membuat Pergerakan
L. Hasil Akhir Game
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<!DOCTYPE html> <html> <head> <meta name="viewport" content="width=device-width, initial-scale=1.0"/> <style> canvas { border:1px solid #d3d3d3; background-color: #f1f1f1; } </style> </head> <body onload="startGame()"> <script> var myGamePiece; var myObstacles = []; var myScore; function startGame() { myGamePiece = new component(30, 30, "red", 10, 120); myGamePiece.gravity = 0.05; myScore = new component("30px", "Consolas", "black", 280, 40, "text"); myGameArea.start(); } var myGameArea = { canvas : document.createElement("canvas"), start : function() { this.canvas.width = 480; this.canvas.height = 270; this.context = this.canvas.getContext("2d"); document.body.insertBefore(this.canvas, document.body.childNodes[0]); this.frameNo = 0; this.interval = setInterval(updateGameArea, 20); }, clear : function() { this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } } function component(width, height, color, x, y, type) { this.type = type; this.score = 0; this.width = width; this.height = height; this.speedX = 0; this.speedY = 0; this.x = x; this.y = y; this.gravity = 0; this.gravitySpeed = 0; this.update = function() { ctx = myGameArea.context; if (this.type == "text") { ctx.font = this.width + " " + this.height; ctx.fillStyle = color; ctx.fillText(this.text, this.x, this.y); } else { ctx.fillStyle = color; ctx.fillRect(this.x, this.y, this.width, this.height); } } this.newPos = function() { this.gravitySpeed += this.gravity; this.x += this.speedX; this.y += this.speedY + this.gravitySpeed; this.hitBottom(); } this.hitBottom = function() { var rockbottom = myGameArea.canvas.height - this.height; if (this.y > rockbottom) { this.y = rockbottom; this.gravitySpeed = 0; } } this.crashWith = function(otherobj) { var myleft = this.x; var myright = this.x + (this.width); var mytop = this.y; var mybottom = this.y + (this.height); var otherleft = otherobj.x; var otherright = otherobj.x + (otherobj.width); var othertop = otherobj.y; var otherbottom = otherobj.y + (otherobj.height); var crash = true; if ((mybottom < othertop) || (mytop > otherbottom) || (myright < otherleft) || (myleft > otherright)) { crash = false; } return crash; } } function updateGameArea() { var x, height, gap, minHeight, maxHeight, minGap, maxGap; for (i = 0; i < myObstacles.length; i += 1) { if (myGamePiece.crashWith(myObstacles[i])) { return; } } myGameArea.clear(); myGameArea.frameNo += 1; if (myGameArea.frameNo == 1 || everyinterval(150)) { x = myGameArea.canvas.width; minHeight = 20; maxHeight = 200; height = Math.floor(Math.random()*(maxHeight-minHeight+1)+minHeight); minGap = 50; maxGap = 200; gap = Math.floor(Math.random()*(maxGap-minGap+1)+minGap); myObstacles.push(new component(10, height, "green", x, 0)); myObstacles.push(new component(10, x - height - gap, "green", x, height + gap)); } for (i = 0; i < myObstacles.length; i += 1) { myObstacles[i].x += -1; myObstacles[i].update(); } myScore.text="SCORE: " + myGameArea.frameNo; myScore.update(); myGamePiece.newPos(); myGamePiece.update(); } function everyinterval(n) { if ((myGameArea.frameNo / n) % 1 == 0) {return true;} return false; } function accelerate(n) { myGamePiece.gravity = n; } </script> <br> <button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">TEKAN GAS</button> <hr> <p>Gunakan tombol TEKAN GAS untuk tetap berada di udara</p> <p>Berapa lama Anda bisa bertahan hidup?</p> </body> </html> |
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