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cpt project stuffff
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Arushi-maker committed Apr 25, 2024
1 parent 8c4754a commit 868f12c
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125 changes: 125 additions & 0 deletions cptproject.html
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---
permalink: /arushicpt/
layout: base
title: Stress Reliever
search_exclude: true
---
<head>

<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Zen Garden with Emotions</title>
<style>
body {
margin: 0;
padding: 0;
background-color: #add8e6; /* Light blue background */
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
}

#zen-garden {
width: 600px;
height: 400px;
background-color: #010101; /* Mind Color */
border: 10px solid #8b4513; /* Brown border */
position: relative;
}

.tools {
position: absolute;
top: 20px;
left: 20px;
}

button {
padding: 10px 20px;
background-color: #4caf50;
color: white;
border: none;
cursor: pointer;
margin-right: 10px;
}

button:hover {
background-color: #45a049;
}

/* Emotion style */
.emotion {
width: 30px;
height: 30px;
background-color: rgb(255, 255, 255); /* Default color */
border-radius: 50%;
position: absolute;
}

#emotion-count {
position: absolute;
top: 20px;
right: 20px;
color: black;
font-size: 18px;
}
</style>
</head>
<body>
<div class="tools">
<button onclick="clearSquare()">Relieve Stress</button>
<button onclick="changeEmotionColor()">Change Emotions</button>
</div>
<div id="zen-garden" onclick="addEmotion(event)">
</div>
<div id="emotion-count"></div>

<script>
let emotionCount = 0;
function addEmotion(event) {
// If clicked inside the zen garden
if (event && event.target.id === "zen-garden") {
const emotion = document.createElement('div');
emotion.className = 'emotion';
emotion.style.left = (event.clientX - event.target.offsetLeft) + 'px';
emotion.style.top = (event.clientY - event.target.offsetTop) + 'px';
document.getElementById('zen-garden').appendChild(emotion);
emotionCount++;
updateEmotionCount();
}
}

function clearSquare() {
// Remove all emotions
const zenGarden = document.getElementById('zen-garden');
while (zenGarden.firstChild) {
zenGarden.removeChild(zenGarden.firstChild);
}
emotionCount = 0;
updateEmotionCount();
}

function changeEmotionColor() {
// Change the color of all emotions
const emotions = document.querySelectorAll('.emotion');
emotions.forEach(emotion => {
emotion.style.backgroundColor = getRandomColor();
});
}

function getRandomColor() {
// Generate a random color
const letters = '0123456789ABCDEF';
let color = '#';
for (let i = 0; i < 6; i++) {
color += letters[Math.floor(Math.random() * 16)];
}
return color;
}

function updateEmotionCount() {
const countElement = document.getElementById('emotion-count');
countElement.textContent = "Emotions: " + emotionCount;
}

</script>
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182 changes: 182 additions & 0 deletions swim.html
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---
permalink: /swim/
layout: base
title: Swim
search_exclude: true
---
<html>
<head>

<title>GAME</title>
<meta charset="UTF-8">
<style>
html, body {
height: 100%;
margin: 0;
}
body {
background: #007BA7;
display: flex;
align-items: center;
justify-content: center;
}


</style>
</head>
<body>
<h1>Water Polo
</h1>
<canvas width="700" height="500" id="game"></canvas>
<script>
const canvas = document.getElementById('game');
const context = canvas.getContext('2d');
const grid = 15;
const paddleHeight = grid * 5; // 80
const maxPaddleY = canvas.height - grid - paddleHeight;
var paddleSpeed = 6;
var ballSpeed = 5;


const leftPaddle = {
// start in the middle of the game on the left side
x: grid * 2,
y: canvas.height / 2 - paddleHeight / 2,
width: grid,
height: paddleHeight,
// paddle velocity
dy: 0
};
const rightPaddle = {
// start in the middle of the game on the right side
x: canvas.width - grid * 3,
y: canvas.height / 2 - paddleHeight / 2,
width: grid,
height: paddleHeight,
// paddle velocity
dy: 0
};
const ball = {
// start in the middle of the game
x: canvas.width / 2,
y: canvas.height / 2,
width: grid,
height: grid,
// keep track of when need to reset the ball position
resetting: false,
// ball velocity (start going to the top-right corner)
dx: ballSpeed,
dy: -ballSpeed
};
// check for collision between two objects using axis-aligned bounding box (AABB)
// @see https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection
function collides(obj1, obj2) {
return obj1.x < obj2.x + obj2.width &&
obj1.x + obj1.width > obj2.x &&
obj1.y < obj2.y + obj2.height &&
obj1.y + obj1.height > obj2.y;
}
// game loop
function loop() {
requestAnimationFrame(loop);
context.clearRect(0,0,canvas.width,canvas.height);
// move paddles by their velocity
leftPaddle.y += leftPaddle.dy;
rightPaddle.y += rightPaddle.dy;
// prevent paddles from going through walls
if (leftPaddle.y < grid) {
leftPaddle.y = grid;
}
else if (leftPaddle.y > maxPaddleY) {
leftPaddle.y = maxPaddleY;
}
if (rightPaddle.y < grid) {
rightPaddle.y = grid;
}
else if (rightPaddle.y > maxPaddleY) {
rightPaddle.y = maxPaddleY;
}
// draw paddles
context.fillStyle = 'white';
context.fillRect(leftPaddle.x, leftPaddle.y, leftPaddle.width, leftPaddle.height);
context.fillRect(rightPaddle.x, rightPaddle.y, rightPaddle.width, rightPaddle.height);
// move ball by its velocity
ball.x += ball.dx;
ball.y += ball.dy;
// prevent ball from going through walls by changing its velocity
if (ball.y < grid) {
ball.y = grid;
ball.dy *= -1;
}
else if (ball.y + grid > canvas.height - grid) {
ball.y = canvas.height - grid * 2;
ball.dy *= -1;
}
// reset ball if it goes past paddle (but only if we haven't already done so)
if ( (ball.x < 0 || ball.x > canvas.width) && !ball.resetting) {
ball.resetting = true;
// give some time for the player to recover before launching the ball again
setTimeout(() => {
ball.resetting = false;
ball.x = canvas.width / 2;
ball.y = canvas.height / 2;
}, 400);
}
// check to see if ball collides with paddle. if they do change x velocity
if (collides(ball, leftPaddle)) {
ball.dx *= -1;
// move ball next to the paddle otherwise the collision will happen again
// in the next frame
ball.x = leftPaddle.x + leftPaddle.width;
}
else if (collides(ball, rightPaddle)) {
ball.dx *= -1;
// move ball next to the paddle otherwise the collision will happen again
// in the next frame
ball.x = rightPaddle.x - ball.width;
}
// draw ball
context.fillRect(ball.x, ball.y, ball.width, ball.height);
// draw walls
context.fillStyle = 'lightgrey';
context.fillRect(0, 0, canvas.width, grid);
context.fillRect(0, canvas.height - grid, canvas.width, canvas.height);
// draw dotted line down the middle
for (let i = grid; i < canvas.height - grid; i += grid * 2) {
context.fillRect(canvas.width / 2 - grid / 2, i, grid, grid);
}
}
// listen to keyboard events to move the paddles
document.addEventListener('keydown', function(e) {
event.preventDefault();
// up arrow key
if (e.which === 38) {
rightPaddle.dy = -paddleSpeed;
}
// down arrow key
else if (e.which === 40) {
rightPaddle.dy = paddleSpeed;
}
// w key
if (e.which === 87) {
leftPaddle.dy = -paddleSpeed;
}
// a key
else if (e.which === 83) {
leftPaddle.dy = paddleSpeed;
}
});
// listen to keyboard events to stop the paddle if key is released
document.addEventListener('keyup', function(e) {
if (e.which === 38 || e.which === 40) {
rightPaddle.dy = 0;
}
if (e.which === 83 || e.which === 87) {
leftPaddle.dy = 0;
}
});
// start the game
requestAnimationFrame(loop);
</script>
</body>
</html>
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