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Build a Maze Game with HTML,CSS and JavaScript
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Welcome to the Codewithrandom blog. In this blog, we learn how to create a Maze Game. We use HTML, CSS, and JavaScript for this Maze Game.
I hope you enjoy our blog so let’s start with a basic HTML Structure for a Maze game.
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HTML Code For Maze Game
<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> <a id="youtube" href="https://youtu.be/bTk6dcAckuI" target="_blank"> <span>See how this game was made</span> </a> <div id="youtube-card"> How to simulate ball movement in a maze with JavaScript </div>
There is all the html code for the Maze game. Now, you can see output without Css and JavaScript. then we write Css and JavaScript for the Maze game.
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CSS Code For Maze Game
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; } }
Here is our updated output Of Maze Game.
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Html + Css Output
JavaScript Code For Maze Game
/* 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> Follow me <a href="https://twitter.com/HunorBorbely" , target="_blank" >@HunorBorbely</a > </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; } }
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Final Output Of Maze Game with HTML,CSS and JavaScript
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Now we have completed our Maze Game. Here is our updated output with Html, Css and JavaScript. Hope you like the Maze game Project. you can see the output video and project screenshots. See our other blogs and gain knowledge in front-end development.
Thank you!
In this post, we learn how to Build a Maze Game with HTML, CSS and JavaScript. If we made a mistake or any confusion, please drop a comment to reply or help you in easy learning.
Written by – Code With Random/Anki
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Codepen by – Hunor Marton Borbely
Youtube video for this project – click Here
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