Untitled
unknown
javascript
3 years ago
2.5 kB
8
Indexable
<!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>
<body onload="startGame()">
<div>Time left = <span id="timer"></span>
<script>
window.onload = function() {
let btn = document.getElementById("submitAnswers");
btn.onclick = jump;
};
document.getElementById('timer').innerHTML =
01 + ":" + 11;
startTimer();
function startTimer() {
var presentTime = document.getElementById('timer').innerHTML;
var timeArray = presentTime.split(/[:]+/);
var m = timeArray[0];
var s = checkSecond((timeArray[1] - 1));
if(s==59){m=m-1}
if(m<0){
return
}
document.getElementById('timer').innerHTML =
m + ":" + s;
console.log(m)
setTimeout(startTimer, 1000);
}
function checkSecond(sec) {
if (sec < 10 && sec >= 0) {sec = "0" + sec}; // add zero in front of numbers < 10
if (sec < 0) {sec = "59"};
return sec;
}
function submitAnswers(){
const answer1 = document.querySelector("#Q1").value
if (answer1 == 40)
jump();
const answer2 = document.querySelector("#Q2").value
if (answer2 == 25)
jump();
}
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);
context.font = '25px Arial';
context.fillStyle = 'white';
context.fillText("Timer: " + timer, 200, 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;
Editor is loading...