Try it
Your browser doesn't support the HTML5 element canvas. Throw dice
<script type="text/javascript">// <![CDATA[ var cwidth = 400; var cheight = 300; var dicex = 50; var dicey = 50; var dicewidth = 100; var diceheight = 100; var dotrad = 6; var ctx; var dx; var dy; var firstturn = true; var point; function throwdice() { var sum; var ch = 1+Math.floor(Math.random()*6); sum = ch; dx = dicex; dy = dicey; drawface(ch); dx = dicex + 150; ch=1 + Math.floor(Math.random()*6); sum += ch; drawface(ch); if (firstturn) { switch(sum) { case 7: case 11: document.f.outcome.value="You win!"; break; case 2: case 3: case 12: document.f.outcome.value="You lose!"; break; default: point = sum; document.f.pv.value=point; firstturn = false; document.f.stage.value="Need follow-up throw."; document.f.outcome.value=" "; } } else { switch(sum) { case point: document.f.outcome.value="You win!"; document.f.stage.value="Back to first throw."; document.f.pv.value=" "; firstturn = true; break; case 7: document.f.outcome.value="You lose!"; document.f.stage.value="Back to first throw."; document.f.pv.value=" "; firstturn = true; } } } function drawface(n) { ctx = document.getElementById('canvas').getContext('2d'); ctx.lineWidth = 5; ctx.clearRect(dx,dy,dicewidth,diceheight); ctx.strokeRect(dx,dy,dicewidth,diceheight) var dotx; var doty; ctx.fillStyle = "#009966"; switch(n) { case 1: draw1(); break; case 2: draw2(); break; case 3: draw2(); draw1(); break; case 4: draw4(); break; case 5: draw4(); draw1(); break; case 6: draw4(); draw2mid(); break; } } function draw1() { var dotx; var doty; ctx.beginPath(); dotx = dx + .5*dicewidth; doty = dy + .5*diceheight; ctx.arc(dotx,doty,dotrad,0,Math.PI*2,true); ctx.closePath(); ctx.fill(); } function draw2() { var dotx; var doty; ctx.beginPath(); dotx = dx + 3*dotrad; doty = dy + 3*dotrad; ctx.arc(dotx,doty,dotrad,0,Math.PI*2,true); dotx = dx+dicewidth-3*dotrad; doty = dy+diceheight-3*dotrad; ctx.arc(dotx,doty,dotrad,0,Math.PI*2,true); ctx.closePath(); ctx.fill(); } function draw4() { var dotx; var doty; ctx.beginPath(); dotx = dx + 3*dotrad; doty = dy + 3*dotrad; ctx.arc(dotx,doty,dotrad,0,Math.PI*2,true); dotx = dx+dicewidth-3*dotrad; doty = dy+diceheight-3*dotrad; ctx.arc(dotx,doty,dotrad,0,Math.PI*2,true); ctx.closePath(); ctx.fill(); ctx.beginPath(); dotx = dx + 3*dotrad; doty = dy + diceheight-3*dotrad; //no change ctx.arc(dotx,doty,dotrad,0,Math.PI*2,true); dotx = dx+dicewidth-3*dotrad; doty = dy+ 3*dotrad; ctx.arc(dotx,doty,dotrad,0,Math.PI*2,true); ctx.closePath(); ctx.fill(); } function draw2mid() { var dotx; var doty; ctx.beginPath(); dotx = dx + 3*dotrad; doty = dy + .5*diceheight; ctx.arc(dotx,doty,dotrad,0,Math.PI*2,true); dotx = dx+dicewidth-3*dotrad; doty = dy + .5*diceheight; //no change ctx.arc(dotx,doty,dotrad,0,Math.PI*2,true); ctx.closePath(); ctx.fill(); } // ]]></script> <p><canvas height="300" id="canvas" width="400"> Your browser doesn't support the HTML5 element canvas. </canvas> <br> <button onclick="throwdice();">Throw dice </button></p> <form id="f" name="f">Stage: <input name="stage" type="text" value="First Throw"> Point: <input name="pv" type="text" value=" "> Outcome: <input name="outcome" type="text" value=" "></form>
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