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pong.js
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var animate = window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function(callback) { window.setTimeout(callback, 1000/600) };
var canvas = document.createElement('canvas');
var width = 400;
var height = 600;
canvas.width = width;
canvas.height = height;
var context = canvas.getContext('2d');
window.onload = function() {
document.body.appendChild(canvas);
animate(step);
};
var step = function() {
update();
render();
animate(step);
};
var update = function() {
};
var render = function() {
context.fillStyle = "#FF00FF";
context.fillRect(0,0, width, height);
};
function Paddle(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.x_speed = 0;
this.y_speed = 0;
}
Paddle.prototype.render = function() {
context.fillStyle = "#0000FF";
context.fillRect(this.x, this.y, this.width, this.height);
};
function Player() {
this.paddle = new Paddle(175, 580, 50, 10);
}
function Computer() {
this.paddle = new Paddle(175, 10, 50, 10);
}
Player.prototype.render = function() {
this.paddle.render();
};
Computer.prototype.render = function() {
this.paddle.render();
};
function Ball(x, y) {
this.x = x;
this.y = y;
this.x_speed = 0;
this.y_speed = 3;
this.radius = 5;
}
Ball.prototype.render = function() {
context.beginPath();
context.arc(this.x, this.y, this.radius, 2 * Math.PI, false);
context.fillStyle = "#000000";
context.fill();
};
var player = new Player();
var computer = new Computer();
var ball = new Ball(200, 300);
var render = function() {
context.fillStyle = "#FF00FF";
context.fillRect(0, 0, width, height);
player.render();
computer.render();
ball.render();
};
var update = function() {
ball.update();
};
Ball.prototype.update = function() {
this.x += this.x_speed;
this.y += this.y_speed;
};
var update = function() {
ball.update(player.paddle, computer.paddle);
};
Ball.prototype.update = function(paddle1, paddle2) {
this.x += this.x_speed;
this.y += this.y_speed;
var top_x = this.x - 5;
var top_y = this.y - 5;
var bottom_x = this.x + 5;
var bottom_y = this.y + 5;
if(this.x - 5 < 0) { // hitting the left wall
this.x = 5;
this.x_speed = -this.x_speed;
} else if(this.x + 5 > 400) { // hitting the right wall
this.x = 395;
this.x_speed = -this.x_speed;
}
if(this.y < 0 || this.y > 600) { // a point was scored
this.x_speed = 0;
this.y_speed = 3;
this.x = 200;
this.y = 300;
}
if(top_y > 300) {
if(top_y < (paddle1.y + paddle1.height) && bottom_y > paddle1.y && top_x < (paddle1.x + paddle1.width) && bottom_x > paddle1.x) {
// hit the player's paddle
this.y_speed = -3;
this.x_speed += (paddle1.x_speed / 2);
this.y += this.y_speed;
}
} else {
if(top_y < (paddle2.y + paddle2.height) && bottom_y > paddle2.y && top_x < (paddle2.x + paddle2.width) && bottom_x > paddle2.x) {
// hit the computer's paddle
this.y_speed = 3;
this.x_speed += (paddle2.x_speed / 2);
this.y += this.y_speed;
}
}
};
var keysDown = {};
window.addEventListener("keydown", function(event) {
keysDown[event.keyCode] = true;
});
window.addEventListener("keyup", function(event) {
delete keysDown[event.keyCode];
});
var update = function() {
player.update();
ball.update(player.paddle, computer.paddle);
};
Player.prototype.update = function() {
for(var key in keysDown) {
var value = Number(key);
if(value == 37) { // left arrow
this.paddle.move(-4, 0);
} else if(value == 39) { // right arrow
this.paddle.move(4, 0);
}else {
this.paddle.move(0,0);
}
}
};
Paddle.prototype.move = function(x, y) {
this.x += x;
this.y += y;
this.x_speed = x;
this.y_speed = y;
if(this.x < 0) { // all the way to the left
this.x = 0;
this.x_speed = 0;
} else if(this.x + this.width > 400) { // all the way to the right
this.x = 400 - this.width;
this.x_speed = 0;
}
};
var update = function() {
player.update();
computer.update(ball);
ball.update(player.paddle, computer.paddle);
};
Computer.prototype.update = function(ball) {
var x_pos = ball.x;
var diff = -((this.paddle.x + (this.paddle.width / 2)) - x_pos);
if(diff < 0 && diff < -4) { // max speed left
diff = -5;
} else if(diff > 0 && diff > 4) { // max speed right
diff = 5;
}
this.paddle.move(diff, 0);
if(this.paddle.x < 0) {
this.paddle.x = 0;
} else if(this.paddle.x + this.paddle.width > 400) {
this.paddle.x = 400 - this.paddle.width;
}
};