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javascript
3 years ago
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<!DOCTYPE html> <html> <head> <meta name="viewport" content="width=device-width, initial-scale=1.0"/> <style> canvas { width: 100%; background-color: black; } </style> </head> <h1 align="center"></h1>my jumper game </h1> <p align="center"> </p>A Fun flappy-bird like game</p><//p> <div> <p>What is 10 times 4 ? <input type ="number" id="Q1"></p> <p>What is 5 * 5 ? <input type ="number" id="Q2"></p> <p>What is 5 * 3 ? <input type ="number" id="Q3"></p> <button onclick="submitAnswers()">Submit</button> </div> <canvas id="canvas" width="900" height="400"> Your browser does not support the HTML5 canvas tag. </canvas> <br> </br> <button id="jump">Jump</button> <body onload="startGame()"> <script> window.onload = function() { let btn = document.getElementById("jump"); btn.onclick = jump; }; function submitAnswers(){ let score = 0; const answer1 = document.querySelector("#Q1").value if (answer1 == 40) ++score; const answer2 = document.querySelector("#Q2").value if (answer2 == 25) ++score; console.log("Score: " + score); } let count = 0; function jump() { count += 1; //changing the y position y -= 25; //clearing the canvas context.clearRect(0, 0, 600, 400); //redrawing the circle context.beginPath(); context.arc(x, y, 50, 0, 2 * Math.PI); context.fillStyle="red"; context.fill(); //drawing the count value context.font = '25px Arial'; context.fillStyle = 'white'; context.fillText("Count: " + count, 20, 30); if (y <= 0) { y = 350 ; } window.requestAnimationFrame(draw); } var canvas = document.getElementById("canvas"); var context = canvas.getContext("2d"); var x = 450; var y = 350; </script> </body> </html>
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