HTML5 Maze Game Source Code

HTML5 Maze Game Source Code
Project: Multi-input Maze 🎮
Author: Valentin
Edit Online: View on CodePen
License: MIT

This code provides an interactive and engaging maze game experience for users. The code utilizes HTML, CSS, and JavaScript to create a maze that can be navigated using various input methods. You can control the player’s movements by clicking on directional buttons, using arrow keys or WASD keys on your keyboard, swiping on a touchscreen device, tilting your device (if supported), typing commands in the console, or even using a compatible gamepad.

The maze itself is randomly generated using the “recursive backtracking” algorithm, ensuring a unique maze layout each time. The goal of the game is to guide the player to the home emoji symbol by successfully navigating through the maze. Embark on this maze-solving adventure and test your skills in finding the path to victory!

How to Create a Maze Game Using This Source Code

1. Create the HTML structure for the maze game as follows:

<!-- 
Originally just an idea and excuse to test the gamepad API 🎮, this spiraled out of control a little into a multi-input maze. You can navigate trough the maze, depending on your browser/os, by:
- clicking the up/down/left/rigt-buttons
- the arrow keys on your keyboard
- the WASD-keys on your keyboard if that is more your style
- by scrolling up/down or left/right
- by swiping if your device of choice has a touchscreen
- by tilting your device (if your device does not reuqire special permissions for that (i.e. is an iPhone))
- by typing up(), down(), left() or right() in the console
- and finally, by using a compatible gamepad, aka the original idea 🙃

The maze is randomly generated using the "recursive backtracking" algorithm. Found this to be the best option after starting from this SO-Answer: https://stackoverflow.com/a/23681987 and after reading this: http://weblog.jamisbuck.org/2010/12/27/maze-generation-recursive-backtracking"
-->
<div id="container">
	<div class="mbox">
	<div id="maze">
		<div id="thingie">
			<div class="emo" id="emo">🥺</div>
		</div>
		<div id="home">
			<div class="emo">🏠</div>
		</div>
		<div class="barrier" id="top"></div>
		<div class="barrier" id="bottom"></div>
	</div>
		</div>
	<div class="controls">
		<div class="buttons">
			<button class="btn" id="bu"><div class="chevron">↑</div></button>
			<button class="btn" id="bd"><div class="chevron">↓</div></button>
			<button class="btn" id="bl"><div class="chevron">←</div></button>
			<button class="btn" id="br"><div class="chevron">→</div></button>
		</div>
	</div>
</div>

2. Customize the game layout with the following CSS styles to enhance its appearance and user experience. Feel free to modify CSS rules as per your preferences and requirements.

body {
	touch-action: pan-y;
}

#container {
	position: absolute;
	top: 0;
	left: 0;
	right: 0;
	bottom: 0;
	background: #222;
	display: grid;
	grid-template-rows: 60% 40%;
}

#maze {
	position: absolute;
	width: 340px;
	height: 240px;
	/*background: #39a;
	
	align-self: center;
	justify-self: center;
	place-self: center center;*/
	top: 30vh;
	left: 50%;
	transform: translate(-50%, -50%);
}

.mbox,
.controls {
	height: 100%;
	background: #222;
	display: grid;
}

.mbox {
}

.buttons {
	width: 210px;
	height: 140px;
	background: #222;
	align-self: center;
	justify-self: center;
	display: grid;
	grid-template-rows: 70px 70px;
	grid-template-columns: 70px 70px 70px;
}

.btn {
	width: 60px;
	height: 60px;
	border: 2px #fff solid;
	border-bottom: 2px #fff solid;
	align-self: center;
	justify-self: center;
	cursor: pointer;
	border-radius: 8px;
	display: grid;
	/*box-shadow: 4px 4px 10px rgba(255, 255, 255, 0.2);*/
}
.chevron {
	height: 20px;
	width: 20px;
	align-self: center;
	justify-self: center;
	color: #222;
	font-size: 20px;
	line-height: 20px;
	text-align: center;
	color: #fff;
}

#bu {
	grid-column-start: 2;
}
#bd {
	grid-column-start: 2;
	grid-row-start: 2;
}
#bl {
	grid-column-start: 1;
	grid-row-start: 2;
}
#br {
	grid-column-start: 3;
	grid-row-start: 2;
}

#thingie,
#home {
	position: absolute;
	top: 100px;
	left: 100px;
	width: 20px;
	height: 20px;
	border-radius: 20px;
	/*background: #39a;
	transition: all .1s;*/
}

.emo {
	position: absolute;
	top: 4px;
	left: 1px;
	width: 13px;
	height: 13px;
	border-radius: 20px;
	font-size: 15px;
	line-height: 15px;
	text-align: left;
}

.barrier {
	position: absolute;
	background: #fff;
}

#top {
	top: 20px;
	left: 20px;
	width: 300px;
	height: 2px;
}

#bottom {
	top: 220px;
	left: 20px;
	width: 302px;
	height: 2px;
}

/*style reset*/
button {
	display: inline-block;
	border: none;
	padding: none;
	margin: 0;
	outline: none;
	-webkit-appearance: none;
	-moz-appearance: none;
	background: none;
	-webkit-tap-highlight-color: transparent;
}

button:hover,
button:focus {
	-webkit-appearance: none;
}

button:focus {
	outline: none;
}

button:active {
	transform: scale(1);
	-webkit-appearance: none;
}

3. To activate the maze game and bring it to life, simply integrate the provided JavaScript source code into your project. This code will enable the maze game to respond to various input methods and create an interactive gaming experience. Enjoy exploring the maze and have fun navigating through its twists and turns!

const cont = document.getElementById("container");
const maze = document.getElementById("maze");
const thingie = document.getElementById("thingie");
const home = document.getElementById("home");
const emo = document.getElementById("emo");

const bu = document.getElementById("bu");
const bd = document.getElementById("bd");
const bl = document.getElementById("bl");
const br = document.getElementById("br");

const step = 20;
const size = 20;
const bwidth = 2;
const mazeHeight = 200;
const mazeWidth = 300;
let nogoX = [];
let nogoX2 = [];
let nogoY = [];
let nogoY2 = [];
let prevDist = mazeWidth * 2;

//tilt vars
let lastUD = 0;
let lastLR = 0;
const mThreshold = 15;
let firstMove = true;
let allowTilt = true;

//swipe vars
const sThreshold = 15;

//scroll vars
const scThreshold = 20;

//generate sides and starting position
genSides();

//define size
let my = mazeHeight / step;
let mx = mazeWidth / step;

//create full grid
let grid = [];
for (let i = 0; i < my; i++) {
	let sg = [];
	for (let a = 0; a < mx; a++) {
		sg.push({ u: 0, d: 0, l: 0, r: 0, v: 0 });
	}
	grid.push(sg);
}

//create direction arrays
let dirs = ["u", "d", "l", "r"];
let modDir = {
	u: { y: -1, x: 0, o: "d" },
	d: { y: 1, x: 0, o: "u" },
	l: { y: 0, x: -1, o: "r" },
	r: { y: 0, x: 1, o: "l" }
};

//generate maze
genMaze(0, 0, 0);
drawMaze();

//get all the barriers
const barriers = document.getElementsByClassName("barrier");
for (let b = 0; b < barriers.length; b++) {
	nogoX.push(barriers[b].offsetLeft);
	nogoX2.push(barriers[b].offsetLeft + barriers[b].clientWidth);
	nogoY.push(barriers[b].offsetTop);
	nogoY2.push(barriers[b].offsetTop + barriers[b].clientHeight);
}
//console.log(nogoX, nogoX2, nogoY, nogoY2);

document.addEventListener("keydown", keys);

function keys(e) {
	let code = e.code;
	switch (code) {
		//arrows
		case "ArrowUp":
			up();
			break;
		case "ArrowDown":
			down();
			break;
		case "ArrowLeft":
			left();
			break;
		case "ArrowRight":
			right();
			break;
		//wasd
		case "KeyW":
			up();
			break;
		case "KeyS":
			down();
			break;
		case "KeyA":
			left();
			break;
		case "KeyD":
			right();
			break;
	}
}

bu.addEventListener("click", (e) => {
	up();
	firstMove = true;
});
bd.addEventListener("click", (e) => {
	down();
	firstMove = true;
});
bl.addEventListener("click", (e) => {
	left();
	firstMove = true;
});
br.addEventListener("click", (e) => {
	right();
	firstMove = true;
});

function up() {
	animKeys(bu);
	if (checkYboundry("u")) {
		thingie.style.top = thingie.offsetTop - step + "px";
		updateEmo(false);
	}
}

function down() {
	animKeys(bd);
	if (checkYboundry("d")) {
		thingie.style.top = thingie.offsetTop + step + "px";
		updateEmo(false);
	}
}

function left() {
	animKeys(bl);
	if (checkXboundry("l")) {
		thingie.style.left = thingie.offsetLeft - step + "px";
	}
	updateEmo(true);
}

function right() {
	animKeys(br);
	if (checkXboundry("r")) {
		thingie.style.left = thingie.offsetLeft + step + "px";
	}
	updateEmo(true);
}

//check if one can move horizontally
function checkXboundry(dir) {
	let x = thingie.offsetLeft;
	let y = thingie.offsetTop;
	let ok = [];
	let len = Math.max(nogoX.length, nogoX2.length, nogoY.length, nogoY2.length);

	let check = 0;
	for (let i = 0; i < len; i++) {
		check = 0;
		if (y < nogoY[i] || y > nogoY2[i] - size) {
			check = 1;
		}
		if (dir === "r") {
			if (x < nogoX[i] - size || x > nogoX2[i] - size) {
				check = 1;
			}
		}
		if (dir === "l") {
			if (x < nogoX[i] || x > nogoX2[i]) {
				check = 1;
			}
		}
		ok.push(check);
	}
	//check what to return
	let res = ok.every(function (e) {
		return e > 0;
	});
	return res;
}

//check if one can move vertically
function checkYboundry(dir) {
	let x = thingie.offsetLeft;
	let y = thingie.offsetTop;
	let ok = [];
	let len = Math.max(nogoX.length, nogoX2.length, nogoY.length, nogoY2.length);

	let check = 0;
	for (let i = 0; i < len; i++) {
		check = 0;
		if (x < nogoX[i] || x > nogoX2[i] - size) {
			check = 1;
		}
		if (dir === "u") {
			if (y < nogoY[i] || y > nogoY2[i]) {
				check = 1;
			}
		}
		if (dir === "d") {
			if (y < nogoY[i] - size || y > nogoY2[i] - size) {
				check = 1;
			}
		}
		ok.push(check);
	}
	//check what to return
	let res = ok.every(function (e) {
		return e > 0;
	});
	return res;
}

//generate sides with random entry and exit points
function genSides() {
	let max = mazeHeight / step;
	let l1 = Math.floor(Math.random() * max) * step;
	//let l1 = 0;
	let l2 = mazeHeight - step - l1;
	//console.log(l1, l2);

	let lb1 = document.createElement("div");
	lb1.style.top = step + "px";
	lb1.style.left = step + "px";
	lb1.style.height = l1 + "px";

	let lb2 = document.createElement("div");
	lb2.style.top = l1 + step * 2 + "px";
	lb2.style.left = step + "px";
	lb2.style.height = l2 + "px";

	let rb1 = document.createElement("div");
	rb1.style.top = step + "px";
	rb1.style.left = mazeWidth + step + "px";
	rb1.style.height = l2 + "px";

	let rb2 = document.createElement("div");
	rb2.style.top = l2 + step * 2 + "px";
	rb2.style.left = mazeWidth + step + "px";
	rb2.style.height = l1 + "px";

	//create invisible barriers for start and end: vertical left, vertical right, left top, left bottom, right top, right bottom
	nogoX.push(0, mazeWidth + 2 * step, 0, 0, mazeWidth + step, mazeWidth + step);
	nogoX2.push(
		0 + bwidth,
		mazeWidth + 2 * step + bwidth,
		step,
		step,
		mazeWidth + 2 * step,
		mazeWidth + 2 * step
	);
	nogoY.push(
		l1 + step,
		l2 + step,
		l1 + step,
		l1 + 2 * step,
		l2 + step,
		l2 + 2 * step
	);
	nogoY2.push(
		l1 + 2 * step,
		l2 + 2 * step,
		l1 + step + bwidth,
		l1 + 2 * step + bwidth,
		l2 + step + bwidth,
		l2 + 2 * step + bwidth
	);
	//set start-pos
	thingie.style.top = l1 + step + "px";
	thingie.style.left = 0 + "px";
	//set end-pos & store height of end
	home.style.top = l2 + step + "px";
	home.style.left = mazeWidth + step + "px";

	//style & append
	let els = [lb1, lb2, rb1, rb2];
	for (let i = 0; i < els.length; i++) {
		confSideEl(els[i]);
		maze.appendChild(els[i]);
	}
}

function confSideEl(el) {
	el.setAttribute("class", "barrier");
	el.style.width = bwidth + "px";
}

//gen maze using Recursive Backtracking
function genMaze(cx, cy, s) {
	// shuffle unchecked directions
	let d = limShuffle(dirs, s);

	for (let i = 0; i < d.length; i++) {
		let nx = cx + modDir[d[i]].x;
		let ny = cy + modDir[d[i]].y;
		grid[cy][cx].v = 1;

		if (nx >= 0 && nx < mx && ny >= 0 && ny < my && grid[ny][nx].v === 0) {
			grid[cy][cx][d[i]] = 1;
			grid[ny][nx][modDir[d[i]].o] = 1;
			//avoid shuffling d if d's not exhausted.. hence the i
			genMaze(nx, ny, i);
		}
	}
}

//draw maze
function drawMaze() {
	for (let x = 0; x < mx; x++) {
		for (let y = 0; y < my; y++) {
			let l = grid[y][x].l;
			let r = grid[y][x].r;
			let u = grid[y][x].u;
			let d = grid[y][x].d;

			drawLines(x, y, l, r, u, d);
		}
	}
}

//draw the actual lines
function drawLines(x, y, l, r, u, d) {
	let top = (y + 1) * step;
	let left = (x + 1) * step;
	if (l === 0 && x > 0) {
		let el = document.createElement("div");
		el.style.left = left + "px";
		el.style.height = step + "px";
		el.style.top = top + "px";
		el.setAttribute("class", "barrier");
		el.style.width = bwidth + "px";
		maze.appendChild(el);
	}

	if (d === 0 && y < my - 1) {
		let el = document.createElement("div");
		el.style.left = left + "px";
		el.style.height = bwidth + "px";
		el.style.top = top + step + "px";
		el.setAttribute("class", "barrier");
		el.style.width = step + bwidth + "px";
		maze.appendChild(el);
	}
}

function limShuffle(array, s) {
	let con = array.slice(0, s);
	let ran = array.slice(s, array.length);

	for (let i = ran.length - 1; i > 0; i--) {
		const j = Math.floor(Math.random() * (i + 1));
		//console.log(i, j);
		[ran[i], ran[j]] = [ran[j], ran[i]];
	}
	let comb = con.concat(ran);
	return comb;
}

function animKeys(key) {
	if (key.id === "bu") {
		key.style.border = "3px #fff solid";
		key.style.borderTop = "1px #fff solid";
		key.style.borderBottom = "4px #fff solid";
		key.style.transform = "translateY(-2px)";
	}
	if (key.id === "bd") {
		key.style.border = "3px #fff solid";
		key.style.borderBottom = "1px #fff solid";
		key.style.borderTop = "4px #fff solid";
		key.style.transform = "translateY(2px)";
	}
	if (key.id === "bl") {
		key.style.border = "3px #fff solid";
		key.style.borderLeft = "1px #fff solid";
		key.style.borderRight = "4px #fff solid";
		key.style.transform = "translateX(-2px)";
	}
	if (key.id === "br") {
		key.style.border = "3px #fff solid";
		key.style.borderRight = "1px #fff solid";
		key.style.borderLeft = "4px #fff solid";
		key.style.transform = "translateX(2px)";
	}

	//reset
	setTimeout(() => {
		key.style.border = "2px #fff solid";
		key.style.borderTop = "2px #fff solid";
		key.style.borderBottom = "2px #fff solid";
		key.style.borderLeft = "2px #fff solid";
		key.style.borderRight = "2px #fff solid";
		key.style.transform = "translateY(0px)";
		key.style.transform = "translateX(0px)";
	}, "150");
}

let maxl = 0;
let prevl = 0;
function updateEmo(lr) {
	//simple/manual emo-adjustment - old
	if (lr) {
		if (thingie.offsetLeft < maxl) {
			emo.innerHTML = "🙄";
		}
		if (thingie.offsetLeft < maxl - 2 * step) {
			emo.innerHTML = "😒";
		}
		if (thingie.offsetLeft < maxl - 4 * step) {
			emo.innerHTML = "😣";
		}
		if (thingie.offsetLeft < maxl - 6 * step) {
			emo.innerHTML = "🤬";
		}
		if (thingie.offsetLeft > prevl) {
			emo.innerHTML = "😐";
		}
		if (thingie.offsetLeft >= maxl) {
			if (thingie.offsetLeft > mazeWidth * 0.6) {
				emo.innerHTML = "😀";
			} else {
				emo.innerHTML = "🙂";
			}
			maxl = thingie.offsetLeft;
		}
		if (thingie.offsetLeft === 0) {
			emo.innerHTML = "😢";
		}
		if (
			thingie.offsetLeft > mazeWidth - step &&
			thingie.offsetTop === home.offsetTop
		) {
			emo.innerHTML = "🤗";
			home.innerHTML = "🏠";
		}
		if (thingie.offsetLeft > mazeWidth) {
			emo.innerHTML = "";
			home.innerHTML = "🥳";
		}
		prevl = thingie.offsetLeft;
	} else {
		if (thingie.offsetLeft > (mazeWidth - step) && thingie.offsetTop === home.offsetTop) {
			emo.innerHTML = "🤗";
		}else{
			if(thingie.offsetLeft > (mazeWidth - step) && thingie.offsetTop != home.offsetTo){
				emo.innerHTML = "🙄";
			}
		}
	}

	// 	//Variant: Detect distance to target using old Greeks: Phytagoras (More scientifically interesting, but somehow less funny 🙃)
	// 	let h = home.offsetLeft - thingie.offsetLeft;
	// 	let v = Math.abs(home.offsetTop - thingie.offsetTop);
	// 	let dist = Math.hypot(h, v);
	// 	console.log(h, v, dist);

	// 	//dist = h;

	// 	//dynamic stuff
	// 	if (dist <= prevDist) {
	// 		//happy
	// 		emo.innerHTML = "😀";
	// 	} else {
	// 		//sad
	// 		emo.innerHTML = "🙄";
	// 	}

	// 	//fixed values
	// 	if (dist === 20) {
	// 		emo.innerHTML = "🤗";
	// 	}
	// 	if (dist === 0) {
	// 		emo.innerHTML = "🥳";
	// 		home.innerHTML = "";
	// 	} else {
	// 		home.innerHTML = "🏠";
	// 	}

	// 	prevDist = dist;
}

//navigate with tilting
window.addEventListener("deviceorientation", handleOrientation);

function tiltTimer() {
	allowTilt = false;
	setTimeout(() => {
		allowTilt = true;
	}, "200");
}

function handleOrientation(e) {
	//up/down = beta (smaller = up)
	//left/right = gamma (neg = left)

	if (firstMove) {
		lastUD = e.beta;
		lastLR = e.gamma;
		firstMove = false;
	}
	if (allowTilt) {
		if (e.beta < lastUD - mThreshold) {
			up();
			tiltTimer();
		}
		if (e.beta > lastUD + mThreshold) {
			down();
			tiltTimer();
		}
		if (e.gamma < lastLR - mThreshold) {
			left();
			tiltTimer();
		}
		if (e.gamma > lastLR + mThreshold) {
			right();
			tiltTimer();
		}
	}
}

//navigate with controller
let haveEvents = "ongamepadconnected" in window;
let gp = [];
let allowU = true;
let allowD = true;
let allowL = true;
let allowR = true;

let allowAU = true;
let allowAD = true;
let allowAL = true;
let allowAR = true;

window.addEventListener("gamepadconnected", connectGamepad);
window.addEventListener("gamepaddisconnected", disconnectGamepad);

function disconnectGamepad() {
	gp = [];
}

function connectGamepad(e) {
	console.log("trying to connect");
	gp[0] = e.gamepad;
	requestAnimationFrame(updateStatus);
}

function updateStatus() {
	if (!haveEvents) {
		scangamepads();
	}

	for (let i = 0; i < gp[0].buttons.length; i++) {
		//up
		if (gp[0].buttons[12].pressed) {
			if (allowU) {
				up();
				gpTimer("u");
			}
		}
		if (gp[0].buttons[12].pressed === false) {
			allowU = true;
		}

		//down
		if (gp[0].buttons[13].pressed) {
			if (allowD) {
				down();
				gpTimer("d");
			}
		}
		if (gp[0].buttons[13].pressed === false) {
			allowD = true;
		}

		//left
		if (gp[0].buttons[14].pressed) {
			if (allowL) {
				left();
				gpTimer("l");
			}
		}
		if (gp[0].buttons[14].pressed === false) {
			allowL = true;
		}

		//up
		if (gp[0].buttons[15].pressed) {
			if (allowR) {
				right();
				gpTimer("r");
			}
		}
		if (gp[0].buttons[15].pressed === false) {
			allowR = true;
		}
	}

	for (let j = 0; j < gp[0].axes.length; j++) {
		//console.log(gp[0].axes[3]);
		if (gp[0].axes[1] < -0.8 || gp[0].axes[3] < -0.8) {
			if (allowAU) {
				up();
				gpATimer("u");
			}
		}
		if (gp[0].axes[1] > 0.8 || gp[0].axes[3] > 0.8) {
			if (allowAD) {
				down();
				gpATimer("d");
			}
		}
		if (gp[0].axes[0] < -0.8 || gp[0].axes[2] < -0.8) {
			if (allowAL) {
				left();
				gpATimer("l");
			}
		}
		if (gp[0].axes[0] > 0.8 || gp[0].axes[2] > 0.8) {
			if (allowAR) {
				right();
				gpATimer("r");
			}
		}
	}

	requestAnimationFrame(updateStatus);
}

function scangamepads() {
	var gamepads = navigator.getGamepads
		? navigator.getGamepads()
		: navigator.webkitGetGamepads
		? navigator.webkitGetGamepads()
		: [];
	for (var i = 0; i < gamepads.length; i++) {
		if (gamepads[i]) {
			if (gamepads[i].index in gp) {
				gp[gamepads[i].index] = gamepads[i];
			} else {
				addgamepad(gamepads[i]);
			}
		}
	}
}

if (!haveEvents) {
	setInterval(scangamepads, 500);
}

function gpTimer(adir) {
	switch (adir) {
		case "u":
			allowU = false;
			break;

		case "d":
			allowD = false;
			break;

		case "l":
			allowL = false;
			break;

		case "r":
			allowR = false;
			break;
	}

	setTimeout(() => {
		allowU = true;
		allowD = true;
		allowL = true;
		allowR = true;
	}, "200");
}

function gpATimer(adir) {
	switch (adir) {
		case "u":
			allowAU = false;
			break;

		case "d":
			allowAD = false;
			break;

		case "l":
			allowAL = false;
			break;

		case "r":
			allowAR = false;
			break;
	}

	setTimeout(() => {
		allowAU = true;
		allowAD = true;
		allowAL = true;
		allowAR = true;
	}, "200");
}



//Navigate with swipe
let lasttouchpY = 0;
let lasttouchpX = 0;
cont.addEventListener("touchstart", (e) => {
	lasttouchpY = e.changedTouches[0].pageY;
	lasttouchpX = e.changedTouches[0].pageX;
});

cont.addEventListener("touchmove", (e) => {
	e.preventDefault();
	//console.log("touch " + e.changedTouches[0].pageY);
	let diffY = e.changedTouches[0].pageY - lasttouchpY;
	let diffX = e.changedTouches[0].pageX - lasttouchpX;
	if (diffY > sThreshold) {
		down();
		lasttouchpY = e.changedTouches[0].pageY;
	} else {
		if (diffY < -1 * sThreshold) {
			up();
			lasttouchpY = e.changedTouches[0].pageY;
		}
	}
	if (diffX > sThreshold) {
		right();
		lasttouchpX = e.changedTouches[0].pageX;
	} else {
		if (diffX < -1 * sThreshold) {
			left();
			lasttouchpX = e.changedTouches[0].pageX;
		}
	}
});

//Navigate with scrolling
let lastscrollpY = 0;
let lastscrollpX = 0;
cont.addEventListener("wheel", (e) => {
	//console.log("scrollY: " + e.deltaY + " scrollX: " + e.deltaX);

	//handle Y scrolling
	lastscrollpY = lastscrollpY + e.deltaY;
	if (lastscrollpY > 0 && e.deltaY < 0) {
		lastscrollpY = 0;
	}
	if (lastscrollpY < 0 && e.deltaY > 0) {
		lastscrollpY = 0;
	}

	if (lastscrollpY > scThreshold) {
		up();
		lastscrollpY = 0;
	}
		if (lastscrollpY < (-1 * scThreshold)) {
		down();
		lastscrollpY = 0;
	}
	
	//handle X scrolling
	lastscrollpX = lastscrollpX + e.deltaX;
	if (lastscrollpX > 0 && e.deltaX < 0) {
		lastscrollpX = 0;
	}
	if (lastscrollpX < 0 && e.deltaX > 0) {
		lastscrollpX = 0;
	}

	if (lastscrollpX > scThreshold) {
		left();
		lastscrollpX = 0;
	}
		if (lastscrollpX < (-1 * scThreshold)) {
		right();
		lastscrollpX = 0;
	}
});

That’s it! I hope you’ve successfully created the HTML5 Maze Game Source Code. If you have any questions or suggestions, please feel free to leave a comment below. I’m here to help with anything you need. Happy coding!

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