<canvas id="canvas"
width="300" height="300"
style="border:1px solid;">
</canvas>
ctx = $("#canvas")
.getContext("2d");
ctx.arc(75,75,10,0,Math.PI*2,true);
ctx.fill();
ctx.fillStyle = 'rgb(200,10,10)'; ctx.fillRect(150, 290, 75, 10);
function startdraw() {
init();
intervalID =
setInterval(draw, 20);
}
function draw() {
ctx.clearRect(0,0,300,300);
//draw the ball
//exactly as before
x += dx;
y += dy;
}
var WIDTH = 300;
var HEIGHT = 300;
function draw() {
//clear screen and draw ball
x += dx;
y += dy;
if (x > WIDTH || x < 0)
dx = -dx;
if (y > HEIGHT || y < 0)
dy = -dy;
}
function doKeyDown(evt) {
if (evt.keyCode == 39)
rightDown = true;
else if (evt.keyCode == 37)
leftDown = true;
}
function doKeyUp(evt) {
if (evt.keyCode == 39)
rightDown = false;
else if (evt.keyCode == 37)
leftDown = false;
}
$(document).keydown(doKeyDown);
$(document).keyup(doKeyUp);
function draw() {
//draw the paddle and ball
if (leftDown)
paddlex -= paddledx;
else if (rightDown)
paddlex += paddledx;
}
function mouseMove(evt) {
if (evt.pageX > canvasMinX
&& evt.pageX < canvasMaxX)
paddlex =
evt.pageX - canvasMinX;
}
$(document).mousemove(mouseMove);
for (i=0; i < NROWS; i++) {
for (j=0; j < NCOLS; j++) {
if (bricks[i][j] == 1) {
ctx.fillRect(
j * BRICKWIDTH,
i * BRICKHEIGHT,
BRICKWIDTH,
BRICKHEIGHT);
}
}
}