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Codingan Tilting Maze Game

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asepggg00
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© © All Rights Reserved
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0% found this document useful (0 votes)
28 views26 pages

Codingan Tilting Maze Game

Uploaded by

asepggg00
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 26

Index.

html

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-
scale=1">
<meta name="author" content="CodePel">
<title> Tilting Maze game Example </title>
<!-- Style CSS -->
<link rel="stylesheet" href="./css/style.css">
<!-- Demo CSS (No need to include it into your project) -->
<link rel="stylesheet" href="./css/demo.css">

</head>
<body>
<header class="cd__intro">
<h1> Tilting Maze game Example </h1>
<p> RPL SMKN 1 TEKARANG </p>
</header>
<!--$%adsense%$-->
<main class="cd__main">
<!-- Start DEMO HTML (Use the following code into your
project)-->
<div id="center">
<div id="game">
<div id="maze">
<div id="end"></div>
</div>
<div id="joystick">
<div class="joystick-arrow"></div>
<div class="joystick-arrow"></div>
<div class="joystick-arrow"></div>
<div class="joystick-arrow"></div>
<div id="joystick-head"></div>
</div>
<div id="note">
Click the joystick to start!
<p>Move every ball to the center. Ready for hard mode? Press
H</p>
</div>
</div>
</div>
<!-- END EDMO HTML (Happy Coding!)-->
</main>
<footer class="cd__credit">Author: RPL SMKN 1 TEKARANG -
Distributed By: Rio Arfizal</footer>

<!-- Script JS -->


<script src="./js/script.js"></script>
<!--$%analytics%$-->
</body>
</html>
Script.js

/*

If you want to know how this game works, you can find a source code
walkthrough video here: https://youtu.be/bTk6dcAckuI

Follow me on twitter for more: https://twitter.com/HunorBorbely

*/

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 < 0) angle += Math.PI;
return angle;
};

// The closest a ball and a wall cap can be


const closestItCanBe = (cap, ball) => {
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 0;
if (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!
<p>Hard mode, Avoid black holes. Back to easy mode? Press
E</p>`;
} else {
noteElement.innerHTML = `Click the joystick to start!
<p>Move every ball to the center. Ready for hard mode? Press
H</p>`;
}
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 <= wall.y + wallW / 2
) {
// Ball got within the strip of the wall
// (not necessarily hit it, could be before or after)

const wallStart = {
x: wall.x,
y: wall.y
};
const wallEnd = {
x: wall.x + wall.length,
y: wall.y
};

if (
ball.nextX + 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 < ballSize / 2 + wallW / 2) {
if (debugMode && wi > 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 + wallW / 2 &&
ball.nextX > wallEnd.x
) {
// Ball might hit the right cap of a horizontal wall
const distance = distance2D(wallEnd, {
x: ball.nextX,
y: ball.nextY
});
if (distance < ballSize / 2 + wallW / 2) {
if (debugMode && wi > 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 < wall.y) {
// Hit horizontal wall from top
ball.nextY = wall.y - wallW / 2 - ballSize / 2;
} else {
// Hit horizontal wall from bottom
ball.nextY = wall.y + wallW / 2 + ballSize / 2;
}
ball.y = ball.nextY;
ball.velocityY = -ball.velocityY / 3;

if (debugMode && wi > 4)


console.error("crossing h line, HIT", ball);
}
}
} else {
// Vertical wall

if (
ball.nextX + ballSize / 2 >= wall.x - wallW / 2 &&
ball.nextX - ballSize / 2 <= wall.x + wallW / 2
) {
// Ball got within the strip of the wall
// (not necessarily hit it, could be before or after)

const wallStart = {
x: wall.x,
y: wall.y
};
const wallEnd = {
x: wall.x,
y: wall.y + wall.length
};

if (
ball.nextY + 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 < ballSize / 2 + wallW / 2) {
if (debugMode && wi > 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 + wallW / 2 &&
ball.nextY > wallEnd.y
) {
// Ball might hit the bottom cap of a horizontal wall
const distance = distance2D(wallEnd, {
x: ball.nextX,
y: ball.nextY
});
if (distance < ballSize / 2 + wallW / 2) {
if (debugMode && wi > 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 < wall.x) {
// Hit vertical wall from left
ball.nextX = wall.x - wallW / 2 - ballSize / 2;
} else {
// Hit vertical wall from right
ball.nextX = wall.x + wallW / 2 + ballSize / 2;
}
ball.x = ball.nextX;
ball.velocityX = -ball.velocityX / 3;

if (debugMode && wi > 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 <= holeSize / 2) {


// The ball fell into a hole
holeElements[hi].style.backgroundColor = "red";
throw Error("The ball fell into a hole");
}
});
}
// Adjust ball metadata
ball.x = ball.x + ball.velocityX;
ball.y = ball.y + ball.velocityY;
});

// Move balls to their new position on the UI


balls.forEach(({ x, y }, index) => {
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 ? "<p>Press H for hard mode</p>" : ""}
<p>
</p>`;
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.
<p>
Back to easy? Press E
</p>`;
noteElement.style.opacity = 1;
gameInProgress = false;
} else throw error;
}
}
Style.css

body {
/* https://coolors.co/f06449-ede6e3-7d82b8-36382e-613f75 */
--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;
}

#youtube,
#youtube-card {
display: none;
}

@media (min-height: 425px) {


/** Youtube logo by https://codepen.io/alvaromontoro */
#youtube {
z-index: 2;
display: block;
width: 100px;
height: 70px;
position: absolute;
bottom: 20px;
right: 20px;
background: red;
border-radius: 50% / 11%;
transform: scale(0.8);
transition: transform 0.5s;
}

#youtube:hover,
#youtube:focus {
transform: scale(0.9);
}

#youtube::before {
content: "";
display: block;
position: absolute;
top: 7.5%;
left: -6%;
width: 112%;
height: 85%;
background: red;
border-radius: 9% / 50%;
}

#youtube::after {
content: "";
display: block;
position: absolute;
top: 20px;
left: 40px;
width: 45px;
height: 30px;
border: 15px solid transparent;
box-sizing: border-box;
border-left: 30px solid white;
}

#youtube span {
font-size: 0;
position: absolute;
width: 0;
height: 0;
overflow: hidden;
}

#youtube:hover + #youtube-card {
display: block;
position: absolute;
bottom: 12px;
right: 10px;
padding: 25px 130px 25px 25px;
width: 300px;
background-color: white;
}
}
Demo.css

@import url('https://fonts.googleapis.com/css?
family=Roboto&display=swap');
@import
url('https://stackpath.bootstrapcdn.com/font-awesome/4.7.0/css/font-
awesome.min.css');
*{ margin: 0; padding: 0;}
*, *::before, *::after {
margin: 0;
padding: 0;
box-sizing: inherit;
}

body{
min-height: 100vh;
display: flex;
justify-content: center;
flex-wrap: wrap;
align-content: flex-start;

font-family: 'Roboto', sans-serif;


font-style: normal;
font-weight: 300;
font-smoothing: antialiased;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
font-size: 15px;
background: #eee;
}
.cd__intro{
padding: 60px 30px;
margin-bottom: 15px;
flex-direction: column;

}
.cd__intro,
.cd__credit{
display: flex;
width: 100%;
justify-content: center;
align-items: center;
background: #fff;
color: #333;
line-height: 1.5;
text-align: center;
}
.cd__intro h1 {
font-size: 18pt;
padding-bottom: 15px;

}
.cd__intro p{
font-size: 14px;
}

.cd__action{
text-align: center;
display: block;
margin-top: 20px;
}

.cd__action a.cd__btn {
text-decoration: none;
color: #666;
border: 2px solid #666;
padding: 10px 15px;
display: inline-block;
margin-left: 5px;
}
.cd__action a.cd__btn:hover{
background: #666;
color: #fff;
transition: .3s;
-webkit-transition: .3s;
}
.cd__action .cd__btn:before{
font-family: FontAwesome;
font-weight: normal;
margin-right: 10px;
}
.down:before{content: "\f019"}
.back:before{content:"\f112"}

.cd__credit{
padding: 12px;
font-size: 9pt;
margin-top: 40px;

}
.cd__credit span:before{
font-family: FontAwesome;
color: #e41b17;
content: "\f004";
}
.cd__credit a{
color: #333;
text-decoration: none;
}
.cd__credit a:hover{
color: #1DBF73;
}
.cd__credit a:hover:after{
font-family: FontAwesome;
content: "\f08e";
font-size: 9pt;
position: absolute;
margin: 3px;
}
.cd__main{
background: #fff;
padding: 20px;
flex-direction: row;
flex-wrap: wrap;
justify-content: center;

}
.cd__main{
display: flex;
width: 100%;
}

@media only screen and (min-width: 1360px){


.cd__main{
max-width: 1280px;
margin-left: auto;
margin-right: auto;
padding: 24px;
}
}

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