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pong.js
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214 lines (167 loc) · 4.51 KB
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var canvas = document.getElementById("pong");
var context = canvas.getContext("2d");
context.fillStyle = "black";
context.fillRect(100, 200, 50, 75);
context.fillStyle = "red";
context.beginPath();
context.arc(300, 350, 100, 0, Math.PI * 2, false);
let rectX = 0;
// create user paddle
const user = {
x: 0,
y: canvas.height / 2 - 100 / 2,
width: 10,
height: 100,
color: "WHITE",
score: 0
};
// create com paddle
const com = {
x: canvas.width - 10,
y: canvas.height / 2 - 100 / 2,
width: 10,
height: 100,
color: "WHITE",
score: 0
};
// create ball
const ball = {
x: canvas.width / 2,
y: canvas.height / 2,
radius: 10,
speed: 5,
velocityX: 5,
velocityY: 5,
color: "WHITE"
}
//rect
function drawRect(x, y, w, h, color) {
context.fillStyle = color;
context.fillRect(x, y, w, h);
};
//create the net
const net = {
x: canvas.width / 2 - 1,
y: 0,
width: 2,
height: 10,
color: "WHITE",
};
//draw net
function drawNet() {
for (let i = 0; i <= canvas.height; i += 15) {
drawRect(net.x, net.y + i, net.width, net.height, net.color);
}
};
//circle
function drawCircle(x, y, r, color) {
context.fillStyle = color;
context.beginPath();
context.arc(x, y, r, 0, Math.PI * 2, false);
context.closePath();
context.fill();
};
//text
function drawText(text, x, y, color) {
context.fillStyle = color;
context.font = "45px fantasy";
context.fillText(text, x, y);
};
// end text
// render function
function render() {
// clear canvas
drawRect(0, 0, canvas.width, canvas.height, "BLACK");
//draw net
// draw score
drawText(user.score, canvas.width / 4, canvas.height / 5, "WHITE");
drawText(com.score, 3 * canvas.width / 4, canvas.height / 5, "WHITE");
// draw paddels
drawRect(user.x, user.y, user.width, user.height, user.color);
drawRect(com.x, com.y, com.width, com.height, com.color);
//draw ball
drawCircle(ball.x, ball.y, ball.radius, ball.color);
rectX = rextX + 100;
};
//control the user paddle
canvas.addEventListener("mousemove", movePaddle);
function movePaddle(evt) {
let rect = canvas.getBoundingClientRect();
user.y = evt.clientY - rect.top - user.height
}
// collision detection
function collision(b, p) {
p.top = p.y;
p.bottom = p.y + p.height;
p.left = p.x;
p.right = p.x + p.width;
b.top = b.y - b.radius;
b.bottom = b.y + b.radius;
b.left = b.x - b.radius;
b.right = b.x + b.radius;
return b.right > p.left && b.bottom > p.top && b.left < p.right && b.top < p.bottom
};
// reset
function resetBall(){
ball.x = canvas.width/2;
ball.y = canvas.height/2
ball.speed = 8;
ball.velocityX = -ball.velocityX;
};
// update
function update() {
ball.x += ball.velocityX;
ball.y += ball.velocityY;
//simple ai to control com paddle
let computerLevel = 0.2;
com.y += (ball.y - (com.y + com.height / 2)) * computerLevel
if (ball.y + ball.radius > canvas.height ||
ball.y - ball.radius < 0) {
ball.velocityY = - ball.velocityY;
};
let player = (ball.x < canvas.width / 2) ? user : com;
if (collision(ball, player)) {
//where ball hit the player
let collidePoint = (ball.y - (player.y + player.height / 2));
// normilization
collidePoint = collidePoint / (player.height / 2);
//calculate angle in radian
let angleRad = (Math.PI / 4) * collidePoint;
//change direction
let direction = (ball.x < canvas.width / 2) ? 1 : -1;
// change velocity x and y
ball.velocityX = direction * ball.speed * Math.cos(angleRad);
ball.velocityY = ball.speed * Math.sin(angleRad);
// ball.velocityX = direction * ball.speed * Math.cos(angleRad);
// ball.velocityY = ball.speed * Math.sin(angleRad);
ball.speed += .5;
};
// update score
if (ball.x - ball.radius < 0) {
// com score
com.score++;
resetBall();
if (com.score === 10){
alert("Computer Wins! Try again?")
com.score = 0;
user.score = 0;
}
} else if (ball.x + ball.radius > canvas.width) {
//player score
user.score++;
resetBall();
if (user.score === 10){
alert("You Win! Try again?")
com.score = 0;
user.score = 0;
}
};
};
// game
function game() {
update();
render();
}
//loop
const framePerSecond = 50;
setInterval(game, 1000 / framePerSecond);