Creating a Dynamic Tilting Maze Game with HTML, CSS, and JavaScript (Source code)

Faraz

By Faraz -

Learn how to build a dynamic tilting maze game using HTML, CSS, and JavaScript. Follow this step-by-step guide to create an interactive gaming experience.


creating a dynamic tilting maze game with html, css, and javascript.jpg

Table of Contents

  1. Project Introduction
  2. HTML Code
  3. CSS Code
  4. JavaScript Code
  5. Conclusion
  6. Preview

Are you ready to embark on an exciting journey into the world of game development? In this tutorial, we will guide you through the process of creating a dynamic tilting maze game using HTML, CSS, and JavaScript. This interactive game will challenge players to navigate a ball through a maze by tilting their device.

Game development is a captivating field that combines creativity, logic, and programming skills. By following this tutorial, you will gain hands-on experience in developing a web-based game, honing your HTML, CSS, and JavaScript skills along the way.

The tilting maze game we will build is designed to provide an engaging and immersive experience. Players will be captivated by the challenge of navigating the ball through a maze, testing their reflexes and problem-solving abilities.

Throughout this tutorial, we will break down the development process into manageable steps, ensuring that even those with basic knowledge of web development can follow along. However, some familiarity with HTML, CSS, and JavaScript concepts will be beneficial.

By the end of this tutorial, you will have a fully functional dynamic tilting maze game that you can share with friends, showcase in your portfolio, or even expand upon with additional features.

So, let's dive into the exciting world of game development and create a dynamic tilting maze game that will entertain and challenge players. Get ready to unleash your creativity and programming skills as we embark on this thrilling journey together!

Let's start making an amazing tilting maze game using HTML, CSS, and JavaScript step by step.

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Prerequisites:

Before starting this tutorial, you should have a basic understanding of HTML, CSS, and JavaScript. Additionally, you will need a code editor such as Visual Studio Code or Sublime Text to write and save your code.

Code by: Hunor Marton Borbely

Source Code

Step 1 (HTML Code):

To get started, we will first need to create a basic HTML file. In this file, we will include the main structure for our tilting maze game.

After creating the files just paste the following below codes into your file. Make sure to save your HTML document with a .html extension, so that it can be properly viewed in a web browser.

Let's break down the code structure and explain each part:

<!DOCTYPE html>: This is the document type declaration, indicating that the document is an HTML5 document.

<html lang="en">: This is the root element of the HTML document, and the lang attribute specifies that the content is in English.

<head>: This section contains meta-information and external resources used by the document.

<title>: This tag sets the title of the web page, which appears in the browser's title bar or tab.

<meta charset="UTF-8" />: This meta tag specifies the character encoding for the document, ensuring that it is interpreted as UTF-8, which supports a wide range of characters.

<meta name="viewport" content="width=device-width" />: This meta tag defines the viewport settings for responsive web design, ensuring the page adapts to different screen sizes.

<link rel="stylesheet" href="styles.css" />: This link tag references an external CSS file named "styles.css," which contains styles for the page's elements.

<body>: This section contains the visible content of the web page.

<div id="center">: This div element acts as a container for centering the content.

<div id="game">: This div element represents the game container.

<div id="maze">: This div element represents the maze area where the game is played.

<div id="end"></div>: This div element represents the end point of the maze.

<div id="joystick">: This div element represents the joystick area.

<div class="joystick-arrow"></div>: These div elements represent arrows on the joystick.

<div id="joystick-head"></div>: This div element represents the head of the joystick.

<div id="note">: This div element represents a note displayed in the game.

"Click the joystick to start!" is the initial instruction for the player.

<p>Move every ball to the center. Ready for hard mode? Press H</p>: This paragraph provides additional instructions for the game, indicating the objective and a hint for hard mode.

<script src="script.js"></script>: This script tag references an external JavaScript file named "script.js," which contains the logic and behavior for the game.

This is the basic structure of our tilting maze game using HTML, and now we can move on to styling it using CSS.

Step 2 (CSS Code):

Once the basic HTML structure of the tilting maze game is in place, the next step is to add styling to the tilting maze game using CSS. CSS allows us to control the visual appearance of the website, including things like layout, color, and typography.

Next, we will create our CSS file. In this file, we will use some basic CSS rules to style our tilting maze game. We will also add some padding and margin properties to ensure that everything looks correct.

The body element sets several custom color variables using the -- syntax. These variables can be used throughout the stylesheet by referencing them as var(--variable-name).

The font-family property sets the font for the entire document.

The html and body elements are set to 100% height with no margins.

The #center element is set to use Flexbox to center its child elements vertically and horizontally.

The #game element is set to use CSS Grid to create a layout with three rows and two columns. It also has a perspective property set, which can be used to create 3D transforms.

The #maze element is positioned relatively and takes up the first column and all rows except the last. It is also centered vertically and horizontally.

The #end element is positioned absolutely inside the #maze element, and has a dashed border with a custom color variable.

The #joystick element is positioned relatively and has a custom background color, border radius, and width and height. It also uses Flexbox to center its child elements vertically and horizontally.

The #joystick-head element is positioned relatively inside the #joystick element, and has a custom background color, border radius, and width and height. It also has a cursor property set to "grab" to indicate that it can be dragged. It also has a custom animation applied to it using the @keyframes syntax.

The .joystick-arrow elements are positioned absolutely inside the #joystick element, and are used to create arrows pointing in four directions.

The #note element is positioned in the second column and last row of the #game element. It has a custom grid row and column, text alignment, font size, and color. It also has a transition property set to "opacity" with a 2 second duration.

The a:visited selector sets the color of visited links to inherit the color of their parent element.

The .ball element is positioned absolutely and has a custom border radius, background color, width, and height.

The .wall element is positioned absolutely and has a custom background color, transform origin, and margin. It also has two pseudo-elements that are used to create the rounded ends of the wall.

The .black-hole element is positioned absolutely and has a custom border radius, background color, width, and height.

This will give our tilting maze game an upgraded presentation. Create a CSS file with the name of styles.css and paste the given codes into your CSS file. Remember that you must create a file with the .css extension.

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;
} 

Step 3 (JavaScript Code):

Finally, we need to create a tilting maze game function in JavaScript. Create a JavaScript file with the name of script.js and paste the given codes into your JavaScript file and make sure it's linked properly to your HTML document, so that the scripts are executed on the page. Remember, you’ve to create a file with .js extension.

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;
  }
}

Final Output:

creating a dynamic tilting maze game with html, css, and javascript.gif

Conclusion:

Congratulations on completing this tutorial and successfully creating your very own dynamic tilting maze game using HTML, CSS, and JavaScript! You've learned how to combine these three fundamental web development technologies to build an engaging and interactive gaming experience.

Throughout this tutorial, you've gained valuable knowledge and practical skills in game development. By understanding the HTML structure and using CSS styling, you created a visually appealing game board and added a ball for the player to navigate. With JavaScript, you implemented the logic for tilting the maze based on device orientation and added dynamic elements such as scoring and collision detection.

Building this dynamic tilting maze game has not only provided you with a deeper understanding of HTML, CSS, and JavaScript, but it has also challenged your problem-solving abilities and allowed you to exercise your creativity. The game you've created is a testament to your skills as a web developer.

Remember, this tutorial serves as a foundation for further exploration and enhancement of your game. You can extend the game by adding new levels, introducing different challenges, or incorporating additional features such as power-ups or leaderboard integration. The possibilities are endless, and it's up to you to unleash your creativity and take your game to new heights.

As you continue your journey in game development, don't forget to test and debug your game thoroughly to ensure a smooth and enjoyable experience for your players. Regularly seek feedback from users and make improvements based on their suggestions to create an even better gaming experience.

Game development is a dynamic and ever-evolving field, so it's essential to stay up-to-date with new technologies, frameworks, and trends. Keep exploring resources, participating in online communities, and learning from other game developers to enhance your skills and keep pushing the boundaries of what you can create.

We hope this tutorial has sparked your passion for game development and inspired you to continue exploring this exciting field. The dynamic tilting maze game you've created is a testament to your dedication and perseverance. Now, go ahead and share your creation with others, showcase it in your portfolio, and let your imagination soar as you embark on new game development projects.

Thank you for joining us on this thrilling adventure in creating a dynamic tilting maze game. Best of luck with your future endeavors in game development!

That’s a wrap!

I hope you enjoyed this post. Now, with these examples, you can create your own amazing page.

Did you like it? Let me know in the comments below 🔥 and you can support me by buying me a coffee

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Thanks!
Faraz 😊

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