Breakout Game with JavaScript, HTML and CSS

In this tutorial, we will learn how to develop an advanced JavaScript Breakout game. 

We will develop this game with plain JavaScript, HTML, and CSS.

Breakout! Game

Game where you control a paddle with the arrow keys to bounce a ball up to break bricks. This app uses the HTML5 canvas element and API

Project Specifications

  • Draw elements on canvas
  • Use canvas paths to draw shapes
  • Add animation with requestAnimationFrame(cb)
  • Move paddle on arrow key press
  • Add collision detection
  • Keep score
  • Add rules button with slider

JavaScript Breakout Game Development

Create a folder called JavaScript-Breakout as the project workspace and we will create all the project files inside this folder.

1. index.html

Let's create index.html and add the following code to it:

<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="UTF-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1.0" />
    <meta http-equiv="X-UA-Compatible" content="ie=edge" />
    <link rel="stylesheet" href="style.css" />
    <title>Breakout!</title>
  </head>
  <body>
    <h1>Breakout!</h1>
    <button id="rules-btn" class="btn rules-btn">Show Rules</button>
    <div id="rules" class="rules">
      <h2>How To Play:</h2>
      <p>
        Use your right and left keys to move the paddle to bounce the ball up
        and break the blocks.
      </p>
      <p>If you miss the ball, your score and the blocks will reset.</p>
      <button id="close-btn" class="btn">Close</button>
    </div>

    <canvas id="canvas" width="800" height="600"></canvas>

    <script src="script.js"></script>
  </body>
</html>

2. script.js

Let's create a JavaScript file named script.js and add the following JavaScript code to it:

const rulesBtn = document.getElementById('rules-btn');
const closeBtn = document.getElementById('close-btn');
const rules = document.getElementById('rules');
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');

let score = 0;

const brickRowCount = 9;
const brickColumnCount = 5;
const delay = 500; //delay to reset the game

// Create ball props
const ball = {
  x: canvas.width / 2,
  y: canvas.height / 2,
  size: 10,
  speed: 4,
  dx: 4,
  dy: -4,
  visible: true
};

// Create paddle props
const paddle = {
  x: canvas.width / 2 - 40,
  y: canvas.height - 20,
  w: 80,
  h: 10,
  speed: 8,
  dx: 0,
  visible: true
};

// Create brick props
const brickInfo = {
  w: 70,
  h: 20,
  padding: 10,
  offsetX: 45,
  offsetY: 60,
  visible: true
};

// Create bricks
const bricks = [];
for (let i = 0; i < brickRowCount; i++) {
  bricks[i] = [];
  for (let j = 0; j < brickColumnCount; j++) {
    const x = i * (brickInfo.w + brickInfo.padding) + brickInfo.offsetX;
    const y = j * (brickInfo.h + brickInfo.padding) + brickInfo.offsetY;
    bricks[i][j] = { x, y, ...brickInfo };
  }
}

// Draw ball on canvas
function drawBall() {
  ctx.beginPath();
  ctx.arc(ball.x, ball.y, ball.size, 0, Math.PI * 2);
  ctx.fillStyle = ball.visible ? '#0095dd' : 'transparent';
  ctx.fill();
  ctx.closePath();
}

// Draw paddle on canvas
function drawPaddle() {
  ctx.beginPath();
  ctx.rect(paddle.x, paddle.y, paddle.w, paddle.h);
  ctx.fillStyle = paddle.visible ? '#0095dd' : 'transparent';
  ctx.fill();
  ctx.closePath();
}

// Draw score on canvas
function drawScore() {
  ctx.font = '20px Arial';
  ctx.fillText(`Score: ${score}`, canvas.width - 100, 30);
}

// Draw bricks on canvas
function drawBricks() {
  bricks.forEach(column => {
    column.forEach(brick => {
      ctx.beginPath();
      ctx.rect(brick.x, brick.y, brick.w, brick.h);
      ctx.fillStyle = brick.visible ? '#0095dd' : 'transparent';
      ctx.fill();
      ctx.closePath();
    });
  });
}

// Move paddle on canvas
function movePaddle() {
  paddle.x += paddle.dx;

  // Wall detection
  if (paddle.x + paddle.w > canvas.width) {
    paddle.x = canvas.width - paddle.w;
  }

  if (paddle.x < 0) {
    paddle.x = 0;
    }
}

// Move ball on canvas
function moveBall() {
  ball.x += ball.dx;
  ball.y += ball.dy;

  // Wall collision (right/left)
  if (ball.x + ball.size > canvas.width || ball.x - ball.size < 0) {
    ball.dx *= -1; // ball.dx = ball.dx * -1
  }

  // Wall collision (top/bottom)
  if (ball.y + ball.size > canvas.height || ball.y - ball.size < 0) {
    ball.dy *= -1;
  }

  // console.log(ball.x, ball.y);

  // Paddle collision
  if (
    ball.x - ball.size > paddle.x &&
    ball.x + ball.size < paddle.x + paddle.w &&
    ball.y + ball.size > paddle.y
  ) {
    ball.dy = -ball.speed;
  }

  // Brick collision
  bricks.forEach(column => {
    column.forEach(brick => {
      if (brick.visible) {
        if (
          ball.x - ball.size > brick.x && // left brick side check
          ball.x + ball.size < brick.x + brick.w && // right brick side check
          ball.y + ball.size > brick.y && // top brick side check
          ball.y - ball.size < brick.y + brick.h // bottom brick side check
        ) {
          ball.dy *= -1;
          brick.visible = false;

          increaseScore();
        }
      }
    });
  });

  // Hit bottom wall - Lose
  if (ball.y + ball.size > canvas.height) {
    showAllBricks();
    score = 0;
  }
}

// Increase score
function increaseScore() {
  score++;

  if (score % (brickRowCount * brickColumnCount) === 0) {

      ball.visible = false;
      paddle.visible = false;

      //After 0.5 sec restart the game
      setTimeout(function () {
          showAllBricks();
          score = 0;
          paddle.x = canvas.width / 2 - 40;
          paddle.y = canvas.height - 20;
          ball.x = canvas.width / 2;
          ball.y = canvas.height / 2;
          ball.visible = true;
          paddle.visible = true;
      },delay)
  }
}

// Make all bricks appear
function showAllBricks() {
  bricks.forEach(column => {
    column.forEach(brick => (brick.visible = true));
  });
}

// Draw everything
function draw() {
  // clear canvas
  ctx.clearRect(0, 0, canvas.width, canvas.height);

  drawBall();
  drawPaddle();
  drawScore();
  drawBricks();
}

// Update canvas drawing and animation
function update() {
  movePaddle();
  moveBall();

  // Draw everything
  draw();

  requestAnimationFrame(update);
}

update();

// Keydown event
function keyDown(e) {
  if (e.key === 'Right' || e.key === 'ArrowRight') {
    paddle.dx = paddle.speed;
  } else if (e.key === 'Left' || e.key === 'ArrowLeft') {
    paddle.dx = -paddle.speed;
  }
}

// Keyup event
function keyUp(e) {
  if (
    e.key === 'Right' ||
    e.key === 'ArrowRight' ||
    e.key === 'Left' ||
    e.key === 'ArrowLeft'
  ) {
    paddle.dx = 0;
  }
}

// Keyboard event handlers
document.addEventListener('keydown', keyDown);
document.addEventListener('keyup', keyUp);

// Rules and close event handlers
rulesBtn.addEventListener('click', () => rules.classList.add('show'));
closeBtn.addEventListener('click', () => rules.classList.remove('show'));

3. style.css

Let's create a CSS file named style.css and add the following CSS code to it:

* {
  box-sizing: border-box;
}

body {
  background-color: #0095dd;
  display: flex;
  flex-direction: column;
  align-items: center;
  justify-content: center;
  font-family: Arial, Helvetica, sans-serif;
  min-height: 100vh;
  margin: 0;
}

h1 {
  font-size: 45px;
  color: #fff;
}

canvas {
  background: #f0f0f0;
  display: block;
  border-radius: 5px;
}

.btn {
  cursor: pointer;
  border: 0;
  padding: 10px 20px;
  background: #000;
  color: #fff;
  border-radius: 5px;
}

.btn:focus {
  outline: 0;
}

.btn:hover {
  background: #222;
}

.btn:active {
  transform: scale(0.98);
}

.rules-btn {
  position: absolute;
  top: 30px;
  left: 30px;
}

.rules {
  position: absolute;
  top: 0;
  left: 0;
  background: #333;
  color: #fff;
  min-height: 100vh;
  width: 400px;
  padding: 20px;
  line-height: 1.5;
  transform: translateX(-400px);
  transition: transform 1s ease-in-out;
}

.rules.show {
  transform: translateX(0);
}

Open index.html in Browser

Let's open the index.html file in the browser and you will be able to see the following screen:


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