function drawPaddle() {
ctx.beginPath();
ctx.rect(paddleX, canvas.height-paddleHeight, paddleWidth, paddleHeight);
ctx.fillStyle = "#0095DD";
ctx.fill();
ctx.closePath();
}
function drawBricks() {
for(c=0; c<brickColumnCount; c++) {
for(r=0; r<brickRowCount; r++) {
if(bricks[c][r].status == 1) {
var brickX = (r*(brickWidth+brickPadding))+brickOffsetLeft;
var brickY = (c*(brickHeight+brickPadding))+brickOffsetTop;
bricks[c][r].x = brickX;
bricks[c][r].y = brickY;
ctx.beginPath();
ctx.rect(brickX, brickY, brickWidth, brickHeight);
ctx.fillStyle = "#0000FF";
ctx.fill();
ctx.closePath();
if(bricks[c][r].count == 1){
ctx.beginPath();
ctx.rect(brickX, brickY, brickWidth, brickHeight);
ctx.fillStyle = "#00FF99";
ctx.fill();
ctx.closePath();
}
if(bricks[c][r].count == 2){
ctx.beginPath();
ctx.rect(brickX, brickY, brickWidth, brickHeight);
ctx.fillStyle = "#E93EFF";
ctx.fill();
ctx.closePath();
}
}
}
}
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBricks();
drawBall();
drawPaddle();
collisionDetection();
if(x + dx > canvas.width-ballRadius || x + dx < ballRadius) {
dx = -dx;
}
if(y + dy < ballRadius) {
dy = -dy;
}
else if(y + dy > canvas.height-ballRadius) {
if(x > paddleX && x < paddleX + paddleWidth) {
dy = -dy;
}
else {
alert("GAME OVER");
document.location.reload();
}
}
if(rightPressed && paddleX < canvas.width-paddleWidth) {
paddleX += 7;
}
else if(leftPressed && paddleX > 0) {
paddleX -= 7;
}
x += dx;
y += dy;
}
setInterval(draw, 10);
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