Tilting Maze Game Using HTML CSS And JavaScript

Introduction
Hello coders, welcome to another new blog. Today in this article we’ll learn to create a Titling Maze game. This game is very interesting and dynamic game. In this game we’ve to combined all the balls into one and then we’ve to place them in a circle which is in the center of the maze.
To create this Tilting Maze game we’ve used HTML CSS and JavaScript. Using these 3 technologies we’ve made our Tilting maze game. The HTML code sets up the basic structure for our game. CSS adds designing to our game and then lastly, the JavaScript code adds interactive functionality to our Tilting Maze game.
If you’re also want to develop this type of game project then you should have good skills and knowledge of HTML CSS and JavaScript. If you’ve good amount of knowledge in these technologies then you’re good to go. These type of dynamic project enhances your coding skills and level up the coding knowledge. Let’s understand the code.
HTML (index.html)
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This is our HTML code for the Tilting maze game. This code set up the basic structure for our game. The HTML code is the main file. Let’s breakdown the code.
- <!DOCTYPE html> : It defines the type of our document and ensures that our file is a HTML document file.
- <title> : It sets the title of our webpage as Tilting Maze.
- <link> : This tag links external CSS file to our code.
- <body> : It contains the content of the whole game.
- <div id=”center”> : This works as a main container of the game and it wraps all the game content within it.
- <div id=”maze”> : This will display the maze of the game. A div with id end within its will display the game end position of the maze.
- <div id=”joystick”> : This contains 5 div elements within it. 4 div will represent the joystick directions arrow and one is head which will control the joystick.
- <div id=”note”> : This will display a note which works as instruction for the titling maze game.
- <script> : The script tag links external JavaScript file into our HTML code document.
Tilting Maze game
>
Click the joystick to start!
Move every ball to the center. Ready for hard mode? Press H
CSS (Style.css)
This is our CSS code which designs our tilting maze game. This CSS code styles our game and make it visually appear for the users. The CSS code usually used to styles the webpages. Let’s breakdown the code.
- The code starts by setting the CSS variable in body selector for the game and a specific font.
- The html and body sets 100% of width and removes the margin.
- The #center selector sets the full height and centers the element horizontally and vertically using flexbox properties.
- The #game selector sets it display to grid. It sets template column and template row with a perspective of 600px and gap of 30px.
- The #maze selector sets it position to the relative. It sets grid row and grid column, width of 350px and height of 315px and center the elements using flexbox.
- #end selector set a height width of 65px and 5px border with 50% of border radius.
- The #joystick selector sets position to relative, a bg color, border radius, width and height of 50px and center the elements using flexbox. It also sets margin and grid row properties.
- The #joystick-head set its position to relative. It sets background color, height, width and cursor to grab. It creates animation for this section.
- Using keyframe property we starts the #joystick-head animation.
- The nth selector for the .joystick-arrow sets position absolute and set other properties related to its element.
- #note selector sets font size to 0.8em. It applies grid row & column, aligns the text center, text color and a transition.
- The .ball class selector sets position absolute. A -5px margin from top & left, border radius of 50%, background color with 10px of height and width set to this class selector.
- The .wall sets position absolute with background color, transform and margin property. Before and after pseudo selector applied to this class.
- The .black-hole class selector sets it position to absolute. It applies the -9px of margin from top & left, 50% border radius, black background color and height width of 18px.
body {
--background-color: #ede6e3;
--wall-color: #36382e;
--joystick-color: #210124;
--joystick-head-color: #f06449;
--ball-color: #f06449;
--end-color: #7d82b8;
--text-color: #210124;
font-family: "Segoe UI", Tahoma, Geneva, Verdana, sans-serif;
background-color: var(--background-color);
}
html,
body {
height: 100%;
margin: 0;
}
#center {
display: flex;
align-items: center;
justify-content: center;
height: 100%;
}
#game {
display: grid;
grid-template-columns: auto 150px;
grid-template-rows: 1fr auto 1fr;
gap: 30px;
perspective: 600px;
}
#maze {
position: relative;
grid-row: 1 / -1;
grid-column: 1;
width: 350px;
height: 315px;
display: flex;
justify-content: center;
align-items: center;
}
#end {
width: 65px;
height: 65px;
border: 5px dashed var(--end-color);
border-radius: 50%;
}
#joystick {
position: relative;
background-color: var(--joystick-color);
border-radius: 50%;
width: 50px;
height: 50px;
display: flex;
align-items: center;
justify-content: center;
margin: 10px 50px;
grid-row: 2;
}
#joystick-head {
position: relative;
background-color: var(--joystick-head-color);
border-radius: 50%;
width: 20px;
height: 20px;
cursor: grab;
animation-name: glow;
animation-duration: 0.6s;
animation-iteration-count: infinite;
animation-direction: alternate;
animation-timing-function: ease-in-out;
animation-delay: 4s;
}
@keyframes glow {
0% {
transform: scale(1);
}
100% {
transform: scale(1.2);
}
}
.joystick-arrow:nth-of-type(1) {
position: absolute;
bottom: 55px;
width: 0;
height: 0;
border-left: 10px solid transparent;
border-right: 10px solid transparent;
border-bottom: 10px solid var(--joystick-color);
}
.joystick-arrow:nth-of-type(2) {
position: absolute;
top: 55px;
width: 0;
height: 0;
border-left: 10px solid transparent;
border-right: 10px solid transparent;
border-top: 10px solid var(--joystick-color);
}
.joystick-arrow:nth-of-type(3) {
position: absolute;
left: 55px;
width: 0;
height: 0;
border-top: 10px solid transparent;
border-bottom: 10px solid transparent;
border-left: 10px solid var(--joystick-color);
}
.joystick-arrow:nth-of-type(4) {
position: absolute;
right: 55px;
width: 0;
height: 0;
border-top: 10px solid transparent;
border-bottom: 10px solid transparent;
border-right: 10px solid var(--joystick-color);
}
#note {
grid-row: 3;
grid-column: 2;
text-align: center;
font-size: 0.8em;
color: var(--text-color);
transition: opacity 2s;
}
a:visited {
color: inherit;
}
.ball {
position: absolute;
margin-top: -5px;
margin-left: -5px;
border-radius: 50%;
background-color: var(--ball-color);
width: 10px;
height: 10px;
}
.wall {
position: absolute;
background-color: var(--wall-color);
transform-origin: top center;
margin-left: -5px;
}
.wall::before,
.wall::after {
display: block;
content: "";
width: 10px;
height: 10px;
background-color: inherit;
border-radius: 50%;
position: absolute;
}
.wall::before {
top: -5px;
}
.wall::after {
bottom: -5px;
}
.black-hole {
position: absolute;
margin-top: -9px;
margin-left: -9px;
border-radius: 50%;
background-color: black;
width: 18px;
height: 18px;
}
Javascript (Script.js)
This is our JavaScript code for the Tilting Maze game. This code is the backbone of our game. If we do any mistake in this code then we’ll not able to play game because using this code we makes our game functional. This JavaScript code adds interactive functionality in our Code.
We’ve used different function for each part and condition of the game. This JavaScript code works as a brain for our game because JavaScript adds logic in our game. JavaScript usually used to add functionality to webpages like what will happen on button click or button hover. All these operations are performed in JavaScript.
Our JavaScript code builds a 2D maze game which user can control using joystick in our game. The code adds logic and function for each movement in the game. It allow user to control the maze using joystick and play the game for win. A game win condition is also defined in the code.
JavaScript code first sets the utility functions for our game. After that it initializes the game and create functions for it. After that it starts the game loop which handles and controls the ball movement in the maze. Game controls settings function are created to start and change the mode of the game. Overall our JavaScript code creates a interactive functional Maze Game.
Math.minmax = (value, limit) => {
return Math.max(Math.min(value, limit), -limit);
};
const distance2D = (p1, p2) => {
return Math.sqrt((p2.x - p1.x) ** 2 + (p2.y - p1.y) ** 2);
};
// Angle between the two points
const getAngle = (p1, p2) => {
let angle = Math.atan((p2.y - p1.y) / (p2.x - p1.x));
if (p2.x - p1.x {
let angle = getAngle(cap, ball);
const deltaX = Math.cos(angle) * (wallW / 2 + ballSize / 2);
const deltaY = Math.sin(angle) * (wallW / 2 + ballSize / 2);
return { x: cap.x + deltaX, y: cap.y + deltaY };
};
// Roll the ball around the wall cap
const rollAroundCap = (cap, ball) => {
// The direction the ball can't move any further because the wall holds it back
let impactAngle = getAngle(ball, cap);
// The direction the ball wants to move based on it's velocity
let heading = getAngle(
{ x: 0, y: 0 },
{ x: ball.velocityX, y: ball.velocityY }
);
// The angle between the impact direction and the ball's desired direction
// The smaller this angle is, the bigger the impact
// The closer it is to 90 degrees the smoother it gets (at 90 there would be no collision)
let impactHeadingAngle = impactAngle - heading;
// Velocity distance if not hit would have occurred
const velocityMagnitude = distance2D(
{ x: 0, y: 0 },
{ x: ball.velocityX, y: ball.velocityY }
);
// Velocity component diagonal to the impact
const velocityMagnitudeDiagonalToTheImpact =
Math.sin(impactHeadingAngle) * velocityMagnitude;
// How far should the ball be from the wall cap
const closestDistance = wallW / 2 + ballSize / 2;
const rotationAngle = Math.atan(
velocityMagnitudeDiagonalToTheImpact / closestDistance
);
const deltaFromCap = {
x: Math.cos(impactAngle + Math.PI - rotationAngle) * closestDistance,
y: Math.sin(impactAngle + Math.PI - rotationAngle) * closestDistance,
};
const x = ball.x;
const y = ball.y;
const velocityX = ball.x - (cap.x + deltaFromCap.x);
const velocityY = ball.y - (cap.y + deltaFromCap.y);
const nextX = x + velocityX;
const nextY = y + velocityY;
return { x, y, velocityX, velocityY, nextX, nextY };
};
// Decreases the absolute value of a number but keeps it's sign, doesn't go below abs 0
const slow = (number, difference) => {
if (Math.abs(number) difference) return number - difference;
return number + difference;
};
const mazeElement = document.getElementById("maze");
const joystickHeadElement = document.getElementById("joystick-head");
const noteElement = document.getElementById("note"); // Note element for instructions and game won, game failed texts
let hardMode = false;
let previousTimestamp;
let gameInProgress;
let mouseStartX;
let mouseStartY;
let accelerationX;
let accelerationY;
let frictionX;
let frictionY;
const pathW = 25; // Path width
const wallW = 10; // Wall width
const ballSize = 10; // Width and height of the ball
const holeSize = 18;
const debugMode = false;
let balls = [];
let ballElements = [];
let holeElements = [];
resetGame();
// Draw balls for the first time
balls.forEach(({ x, y }) => {
const ball = document.createElement("div");
ball.setAttribute("class", "ball");
ball.style.cssText = `left: ${x}px; top: ${y}px; `;
mazeElement.appendChild(ball);
ballElements.push(ball);
});
// Wall metadata
const walls = [
// Border
{ column: 0, row: 0, horizontal: true, length: 10 },
{ column: 0, row: 0, horizontal: false, length: 9 },
{ column: 0, row: 9, horizontal: true, length: 10 },
{ column: 10, row: 0, horizontal: false, length: 9 },
// Horizontal lines starting in 1st column
{ column: 0, row: 6, horizontal: true, length: 1 },
{ column: 0, row: 8, horizontal: true, length: 1 },
// Horizontal lines starting in 2nd column
{ column: 1, row: 1, horizontal: true, length: 2 },
{ column: 1, row: 7, horizontal: true, length: 1 },
// Horizontal lines starting in 3rd column
{ column: 2, row: 2, horizontal: true, length: 2 },
{ column: 2, row: 4, horizontal: true, length: 1 },
{ column: 2, row: 5, horizontal: true, length: 1 },
{ column: 2, row: 6, horizontal: true, length: 1 },
// Horizontal lines starting in 4th column
{ column: 3, row: 3, horizontal: true, length: 1 },
{ column: 3, row: 8, horizontal: true, length: 3 },
// Horizontal lines starting in 5th column
{ column: 4, row: 6, horizontal: true, length: 1 },
// Horizontal lines starting in 6th column
{ column: 5, row: 2, horizontal: true, length: 2 },
{ column: 5, row: 7, horizontal: true, length: 1 },
// Horizontal lines starting in 7th column
{ column: 6, row: 1, horizontal: true, length: 1 },
{ column: 6, row: 6, horizontal: true, length: 2 },
// Horizontal lines starting in 8th column
{ column: 7, row: 3, horizontal: true, length: 2 },
{ column: 7, row: 7, horizontal: true, length: 2 },
// Horizontal lines starting in 9th column
{ column: 8, row: 1, horizontal: true, length: 1 },
{ column: 8, row: 2, horizontal: true, length: 1 },
{ column: 8, row: 3, horizontal: true, length: 1 },
{ column: 8, row: 4, horizontal: true, length: 2 },
{ column: 8, row: 8, horizontal: true, length: 2 },
// Vertical lines after the 1st column
{ column: 1, row: 1, horizontal: false, length: 2 },
{ column: 1, row: 4, horizontal: false, length: 2 },
// Vertical lines after the 2nd column
{ column: 2, row: 2, horizontal: false, length: 2 },
{ column: 2, row: 5, horizontal: false, length: 1 },
{ column: 2, row: 7, horizontal: false, length: 2 },
// Vertical lines after the 3rd column
{ column: 3, row: 0, horizontal: false, length: 1 },
{ column: 3, row: 4, horizontal: false, length: 1 },
{ column: 3, row: 6, horizontal: false, length: 2 },
// Vertical lines after the 4th column
{ column: 4, row: 1, horizontal: false, length: 2 },
{ column: 4, row: 6, horizontal: false, length: 1 },
// Vertical lines after the 5th column
{ column: 5, row: 0, horizontal: false, length: 2 },
{ column: 5, row: 6, horizontal: false, length: 1 },
{ column: 5, row: 8, horizontal: false, length: 1 },
// Vertical lines after the 6th column
{ column: 6, row: 4, horizontal: false, length: 1 },
{ column: 6, row: 6, horizontal: false, length: 1 },
// Vertical lines after the 7th column
{ column: 7, row: 1, horizontal: false, length: 4 },
{ column: 7, row: 7, horizontal: false, length: 2 },
// Vertical lines after the 8th column
{ column: 8, row: 2, horizontal: false, length: 1 },
{ column: 8, row: 4, horizontal: false, length: 2 },
// Vertical lines after the 9th column
{ column: 9, row: 1, horizontal: false, length: 1 },
{ column: 9, row: 5, horizontal: false, length: 2 },
].map((wall) => ({
x: wall.column * (pathW + wallW),
y: wall.row * (pathW + wallW),
horizontal: wall.horizontal,
length: wall.length * (pathW + wallW),
}));
// Draw walls
walls.forEach(({ x, y, horizontal, length }) => {
const wall = document.createElement("div");
wall.setAttribute("class", "wall");
wall.style.cssText = `
left: ${x}px;
top: ${y}px;
width: ${wallW}px;
height: ${length}px;
transform: rotate(${horizontal ? -90 : 0}deg);
`;
mazeElement.appendChild(wall);
});
const holes = [
{ column: 0, row: 5 },
{ column: 2, row: 0 },
{ column: 2, row: 4 },
{ column: 4, row: 6 },
{ column: 6, row: 2 },
{ column: 6, row: 8 },
{ column: 8, row: 1 },
{ column: 8, row: 2 },
].map((hole) => ({
x: hole.column * (wallW + pathW) + (wallW / 2 + pathW / 2),
y: hole.row * (wallW + pathW) + (wallW / 2 + pathW / 2),
}));
joystickHeadElement.addEventListener("mousedown", function (event) {
if (!gameInProgress) {
mouseStartX = event.clientX;
mouseStartY = event.clientY;
gameInProgress = true;
window.requestAnimationFrame(main);
noteElement.style.opacity = 0;
joystickHeadElement.style.cssText = `
animation: none;
cursor: grabbing;
`;
}
});
window.addEventListener("mousemove", function (event) {
if (gameInProgress) {
const mouseDeltaX = -Math.minmax(mouseStartX - event.clientX, 15);
const mouseDeltaY = -Math.minmax(mouseStartY - event.clientY, 15);
joystickHeadElement.style.cssText = `
left: ${mouseDeltaX}px;
top: ${mouseDeltaY}px;
animation: none;
cursor: grabbing;
`;
const rotationY = mouseDeltaX * 0.8; // Max rotation = 12
const rotationX = mouseDeltaY * 0.8;
mazeElement.style.cssText = `
transform: rotateY(${rotationY}deg) rotateX(${-rotationX}deg)
`;
const gravity = 2;
const friction = 0.01; // Coefficients of friction
accelerationX = gravity * Math.sin((rotationY / 180) * Math.PI);
accelerationY = gravity * Math.sin((rotationX / 180) * Math.PI);
frictionX = gravity * Math.cos((rotationY / 180) * Math.PI) * friction;
frictionY = gravity * Math.cos((rotationX / 180) * Math.PI) * friction;
}
});
window.addEventListener("keydown", function (event) {
// If not an arrow key or space or H was pressed then return
if (![" ", "H", "h", "E", "e"].includes(event.key)) return;
// If an arrow key was pressed then first prevent default
event.preventDefault();
// If space was pressed restart the game
if (event.key == " ") {
resetGame();
return;
}
// Set Hard mode
if (event.key == "H" || event.key == "h") {
hardMode = true;
resetGame();
return;
}
// Set Easy mode
if (event.key == "E" || event.key == "e") {
hardMode = false;
resetGame();
return;
}
});
function resetGame() {
previousTimestamp = undefined;
gameInProgress = false;
mouseStartX = undefined;
mouseStartY = undefined;
accelerationX = undefined;
accelerationY = undefined;
frictionX = undefined;
frictionY = undefined;
mazeElement.style.cssText = `
transform: rotateY(0deg) rotateX(0deg)
`;
joystickHeadElement.style.cssText = `
left: 0;
top: 0;
animation: glow;
cursor: grab;
`;
if (hardMode) {
noteElement.innerHTML = `Click the joystick to start!
Hard mode, Avoid black holes. Back to easy mode? Press E
`;
} else {
noteElement.innerHTML = `Click the joystick to start!
Move every ball to the center. Ready for hard mode? Press H
`;
}
noteElement.style.opacity = 1;
balls = [
{ column: 0, row: 0 },
{ column: 9, row: 0 },
{ column: 0, row: 8 },
{ column: 9, row: 8 },
].map((ball) => ({
x: ball.column * (wallW + pathW) + (wallW / 2 + pathW / 2),
y: ball.row * (wallW + pathW) + (wallW / 2 + pathW / 2),
velocityX: 0,
velocityY: 0,
}));
if (ballElements.length) {
balls.forEach(({ x, y }, index) => {
ballElements[index].style.cssText = `left: ${x}px; top: ${y}px; `;
});
}
// Remove previous hole elements
holeElements.forEach((holeElement) => {
mazeElement.removeChild(holeElement);
});
holeElements = [];
// Reset hole elements if hard mode
if (hardMode) {
holes.forEach(({ x, y }) => {
const ball = document.createElement("div");
ball.setAttribute("class", "black-hole");
ball.style.cssText = `left: ${x}px; top: ${y}px; `;
mazeElement.appendChild(ball);
holeElements.push(ball);
});
}
}
function main(timestamp) {
// It is possible to reset the game mid-game. This case the look should stop
if (!gameInProgress) return;
if (previousTimestamp === undefined) {
previousTimestamp = timestamp;
window.requestAnimationFrame(main);
return;
}
const maxVelocity = 1.5;
// Time passed since last cycle divided by 16
// This function gets called every 16 ms on average so dividing by 16 will result in 1
const timeElapsed = (timestamp - previousTimestamp) / 16;
try {
// If mouse didn't move yet don't do anything
if (accelerationX != undefined && accelerationY != undefined) {
const velocityChangeX = accelerationX * timeElapsed;
const velocityChangeY = accelerationY * timeElapsed;
const frictionDeltaX = frictionX * timeElapsed;
const frictionDeltaY = frictionY * timeElapsed;
balls.forEach((ball) => {
if (velocityChangeX == 0) {
// No rotation, the plane is flat
// On flat surface friction can only slow down, but not reverse movement
ball.velocityX = slow(ball.velocityX, frictionDeltaX);
} else {
ball.velocityX = ball.velocityX + velocityChangeX;
ball.velocityX = Math.max(Math.min(ball.velocityX, 1.5), -1.5);
ball.velocityX =
ball.velocityX - Math.sign(velocityChangeX) * frictionDeltaX;
ball.velocityX = Math.minmax(ball.velocityX, maxVelocity);
}
if (velocityChangeY == 0) {
// No rotation, the plane is flat
// On flat surface friction can only slow down, but not reverse movement
ball.velocityY = slow(ball.velocityY, frictionDeltaY);
} else {
ball.velocityY = ball.velocityY + velocityChangeY;
ball.velocityY =
ball.velocityY - Math.sign(velocityChangeY) * frictionDeltaY;
ball.velocityY = Math.minmax(ball.velocityY, maxVelocity);
}
// Preliminary next ball position, only becomes true if no hit occurs
// Used only for hit testing, does not mean that the ball will reach this position
ball.nextX = ball.x + ball.velocityX;
ball.nextY = ball.y + ball.velocityY;
if (debugMode) console.log("tick", ball);
walls.forEach((wall, wi) => {
if (wall.horizontal) {
// Horizontal wall
if (
ball.nextY + ballSize / 2 >= wall.y - wallW / 2 &&
ball.nextY - ballSize / 2 = wallStart.x - wallW / 2 &&
ball.nextX < wallStart.x
) {
// Ball might hit the left cap of a horizontal wall
const distance = distance2D(wallStart, {
x: ball.nextX,
y: ball.nextY,
});
if (distance 4)
console.warn("too close h head", distance, ball);
// Ball hits the left cap of a horizontal wall
const closest = closestItCanBe(wallStart, {
x: ball.nextX,
y: ball.nextY,
});
const rolled = rollAroundCap(wallStart, {
x: closest.x,
y: closest.y,
velocityX: ball.velocityX,
velocityY: ball.velocityY,
});
Object.assign(ball, rolled);
}
}
if (
ball.nextX - ballSize / 2 wallEnd.x
) {
// Ball might hit the right cap of a horizontal wall
const distance = distance2D(wallEnd, {
x: ball.nextX,
y: ball.nextY,
});
if (distance 4)
console.warn("too close h tail", distance, ball);
// Ball hits the right cap of a horizontal wall
const closest = closestItCanBe(wallEnd, {
x: ball.nextX,
y: ball.nextY,
});
const rolled = rollAroundCap(wallEnd, {
x: closest.x,
y: closest.y,
velocityX: ball.velocityX,
velocityY: ball.velocityY,
});
Object.assign(ball, rolled);
}
}
if (ball.nextX >= wallStart.x && ball.nextX <= wallEnd.x) {
// The ball got inside the main body of the wall
if (ball.nextY 4)
console.error("crossing h line, HIT", ball);
}
}
} else {
// Vertical wall
if (
ball.nextX + ballSize / 2 >= wall.x - wallW / 2 &&
ball.nextX - ballSize / 2 = wallStart.y - wallW / 2 &&
ball.nextY < wallStart.y
) {
// Ball might hit the top cap of a horizontal wall
const distance = distance2D(wallStart, {
x: ball.nextX,
y: ball.nextY,
});
if (distance 4)
console.warn("too close v head", distance, ball);
// Ball hits the left cap of a horizontal wall
const closest = closestItCanBe(wallStart, {
x: ball.nextX,
y: ball.nextY,
});
const rolled = rollAroundCap(wallStart, {
x: closest.x,
y: closest.y,
velocityX: ball.velocityX,
velocityY: ball.velocityY,
});
Object.assign(ball, rolled);
}
}
if (
ball.nextY - ballSize / 2 wallEnd.y
) {
// Ball might hit the bottom cap of a horizontal wall
const distance = distance2D(wallEnd, {
x: ball.nextX,
y: ball.nextY,
});
if (distance 4)
console.warn("too close v tail", distance, ball);
// Ball hits the right cap of a horizontal wall
const closest = closestItCanBe(wallEnd, {
x: ball.nextX,
y: ball.nextY,
});
const rolled = rollAroundCap(wallEnd, {
x: closest.x,
y: closest.y,
velocityX: ball.velocityX,
velocityY: ball.velocityY,
});
Object.assign(ball, rolled);
}
}
if (ball.nextY >= wallStart.y && ball.nextY <= wallEnd.y) {
// The ball got inside the main body of the wall
if (ball.nextX 4)
console.error("crossing v line, HIT", ball);
}
}
}
});
// Detect is a ball fell into a hole
if (hardMode) {
holes.forEach((hole, hi) => {
const distance = distance2D(hole, {
x: ball.nextX,
y: ball.nextY,
});
if (distance {
ballElements[index].style.cssText = `left: ${x}px; top: ${y}px; `;
});
}
// Win detection
if (
balls.every(
(ball) => distance2D(ball, { x: 350 / 2, y: 315 / 2 }) < 65 / 2
)
) {
noteElement.innerHTML = `Congrats, you did it!
${!hardMode ? "Press H for hard mode
" : ""}
Follow me
@HunorBorbely
`;
noteElement.style.opacity = 1;
gameInProgress = false;
} else {
previousTimestamp = timestamp;
window.requestAnimationFrame(main);
}
} catch (error) {
if (error.message == "The ball fell into a hole") {
noteElement.innerHTML = `A ball fell into a black hole! Press space to reset the game.
Back to easy? Press E
`;
noteElement.style.opacity = 1;
gameInProgress = false;
} else throw error;
}
}
Output:

Disclaimer: The code provided in this post is sourced from GitHub and is distributed under the MIT License. All credits for the original code go to the respective owner. We have shared this code for educational purposes only. Please refer to the original repository for detailed information and any additional usage rights or restrictions.
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