We make a game for our school, it is quite simple, but we cannot understand how to make it run the next level. We currently have a button to load a new page when they finish the level, but with this method it is obviously very easy to trick. We were interested in how we can do this, when the red dot (symbol) reaches the top box, the next level loads. I will post the first level for reference.
<html>
<head>
<style>
canvas, img {
display:block; margin:1em auto; border:1px solid black;
}
canvas {
background:url(Clouds.png);
}
</style>
</head>
<body>
<canvas id="canvas" style="border:1px solid #000"></canvas>
<script>
(function () {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 500,
height = 200,
player = {
x: width / 2,
y: height - 15,
width: 5,
height: 5,
speed: 3,
velX: 0,
velY: 0,
jumping: false,
grounded: false
},
keys = [],
friction = 0.8,
gravity = 0.3;
var boxes = [];
boxes.push({
x: 0,
y: 0,
width: 10,
height: height
});
boxes.push({
x: 0,
y: height - 2,
width: width,
height: 50
});
boxes.push({
x: width - 10,
y: 0,
width: 50,
height: height
});
boxes.push({
x: 120,
y: 10,
width: 80,
height: 80
});
boxes.push({
x: 170,
y: 50,
width: 80,
height: 80
});
boxes.push({
x: 220,
y: 100,
width: 80,
height: 80
});
boxes.push({
x: 270,
y: 150,
width: 40,
height: 40
});
canvas.width = width;
canvas.height = height;
function update() {
if (keys[38] || keys[32] || keys[87]) {
if (!player.jumping && player.grounded) {
player.jumping = true;
player.grounded = false;
player.velY = -player.speed * 2;
}
}
if (keys[39] || keys[68]) {
if (player.velX < player.speed) {
player.velX++;
}
}
if (keys[37] || keys[65]) {
if (player.velX > -player.speed) {
player.velX--;
}
}
player.velX *= friction;
player.velY += gravity;
ctx.clearRect(0, 0, width, height);
ctx.fillStyle = "black";
ctx.beginPath();
player.grounded = false;
for (var i = 0; i < boxes.length; i++) {
ctx.rect(boxes[i].x, boxes[i].y, boxes[i].width, boxes[i].height);
var dir = colCheck(player, boxes[i]);
if (dir === "l" || dir === "r") {
player.velX = 0;
player.jumping = false;
} else if (dir === "b") {
player.grounded = true;
player.jumping = false;
} else if (dir === "t") {
player.velY *= -1;
}
}
if(player.grounded){
player.velY = 0;
}
player.x += player.velX;
player.y += player.velY;
ctx.fill();
ctx.fillStyle = "red";
ctx.fillRect(player.x, player.y, player.width, player.height);
requestAnimationFrame(update);
}
function colCheck(shapeA, shapeB) {
var vX = (shapeA.x + (shapeA.width / 2)) - (shapeB.x + (shapeB.width / 2)),
vY = (shapeA.y + (shapeA.height / 2)) - (shapeB.y + (shapeB.height / 2)),
hWidths = (shapeA.width / 2) + (shapeB.width / 2),
hHeights = (shapeA.height / 2) + (shapeB.height / 2),
colDir = null;
if (Math.abs(vX) < hWidths && Math.abs(vY) < hHeights) {
var oX = hWidths - Math.abs(vX),
oY = hHeights - Math.abs(vY);
if (oX >= oY) {
if (vY > 0) {
colDir = "t";
shapeA.y += oY;
} else {
colDir = "b";
shapeA.y -= oY;
}
} else {
if (vX > 0) {
colDir = "l";
shapeA.x += oX;
} else {
colDir = "r";
shapeA.x -= oX;
}
}
}
return colDir;
}
document.body.addEventListener("keydown", function (e) {
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function (e) {
keys[e.keyCode] = false;
});
window.addEventListener("load", function () {
update();
});
</script>
<br>
<center>
<input type="button" name="next" value="Click me when finished! No cheating! ;)" onclick="location.href='level2.html';">
</center>
<center>
<input type="button" name="restart" value="Restart" onclick="location.href='javagame.html';">
</center>
</body>
</html>