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flappy_pong.js
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/********* VARIABLES *********/
// We control which screen is active by settings / updating
// gameScreen variable. We display the correct screen according
// to the value of this variable.
//
// 0: Initial Screen
// 1: Game Screen
// 2: Game-over Screen
var gameScreen = 0;
// gameplay settings
var gravity = 0.3;
var airfriction = 0.00001;
var friction = 0.1;
// scoring
var score = 0;
var maxHealth = 100;
var health = 100;
var healthDecrease = 1;
var healthBarWidth = 60;
// ball settings
var ballX, ballY;
var ballSpeedVert = 0;
var ballSpeedHorizon = 0;
var ballSize = 20;
var ballColor;
// racket settings
var racketColor;
var racketWidth = 100;
var racketHeight = 10;
// wall settings
var wallSpeed = 5;
var wallInterval = 1000;
var lastAddTime = 0;
var minGapHeight = 200;
var maxGapHeight = 300;
var wallWidth = 80;
var wallColors;
var walls = [];
/********* SETUP BLOCK *********/
function setup() {
createCanvas(500, 500);
// set the initial coordinates of the ball
ballX=width/4;
ballY=height/5;
smooth();
ballColor = color(0);
racketColor = color(0);
wallColors = color(44, 62, 80)
}
/********* DRAW BLOCK *********/
function draw() {
// Display the contents of the current screen
if (gameScreen == 0) {
initScreen();
} else if (gameScreen == 1) {
gameplayScreen();
} else if (gameScreen == 2) {
gameOverScreen();
}
}
/********* SCREEN CONTENTS *********/
function initScreen() {
background(236, 240, 241);
textAlign(CENTER);
fill(52, 73, 94);
textSize(70);
text("Flappy Pong", width/2, height/2);
textSize(15);
text("Click to start", width/2, height-30);
}
function gameplayScreen() {
background(236, 240, 241);
drawRacket();
watchRacketBounce();
drawBall();
applyGravity();
applyHorizontalSpeed();
keepInScreen();
drawHealthBar();
printScore();
wallAdder();
wallHandler();
}
function gameOverScreen() {
background(44, 62, 80);
textAlign(CENTER);
fill(236, 240, 241);
textSize(12);
text("Your Score", width/2, height/2 - 120);
textSize(130);
text(score, width/2, height/2);
textSize(15);
text("Click to Restart", width/2, height-30);
}
/********* INPUTS *********/
function mousePressed() {
// if we are on the initial screen when clicked, start the game
if (gameScreen==0) {
startGame();
}
if (gameScreen==2) {
restart();
}
}
/********* OTHER FUNCTIONS *********/
// This method sets the necessery variables to start the game
function startGame() {
gameScreen=1;
}
function gameOver() {
gameScreen=2;
}
function restart() {
score = 0;
health = maxHealth;
ballX=width/4;
ballY=height/5;
lastAddTime = 0;
walls = [];
gameScreen = 1;
}
function drawBall() {
fill(ballColor);
ellipse(ballX, ballY, ballSize, ballSize);
}
function drawRacket() {
fill(racketColor);
rectMode(CENTER);
rect(mouseX, mouseY, racketWidth, racketHeight, 5);
}
function wallAdder() {
if (millis()-lastAddTime > wallInterval) {
var randHeight = round(random(minGapHeight, maxGapHeight));
var randY = round(random(0, height-randHeight));
// {gapWallX, gapWallY, gapWallWidth, gapWallHeight, scored}
var randWall = [width, randY, wallWidth, randHeight, 0];
walls.push(randWall);
lastAddTime = millis();
}
}
function wallHandler() {
for (var i = 0; i < walls.length; i++) {
wallRemover(i);
wallMover(i);
wallDrawer(i);
watchWallCollision(i);
}
}
function wallDrawer(index) {
var wall = walls[index];
// get gap wall settings
var gapWallX = wall[0];
var gapWallY = wall[1];
var gapWallWidth = wall[2];
var gapWallHeight = wall[3];
// draw actual walls
rectMode(CORNER);
noStroke();
strokeCap(ROUND);
fill(wallColors);
rect(gapWallX, 0, gapWallWidth, gapWallY, 0, 0, 15, 15);
rect(gapWallX, gapWallY+gapWallHeight, gapWallWidth, height-(gapWallY+gapWallHeight), 15, 15, 0, 0);
}
function wallMover(index) {
var wall = walls[index];
wall[0] -= wallSpeed;
}
function wallRemover(index) {
var wall = walls[index];
if (wall[0]+wall[2] <= 0) {
walls.splice(index, 1);
}
}
function watchWallCollision(index) {
var wall = walls[index];
// get gap wall settings
var gapWallX = wall[0];
var gapWallY = wall[1];
var gapWallWidth = wall[2];
var gapWallHeight = wall[3];
var wallScored = wall[4];
var wallTopX = gapWallX;
var wallTopY = 0;
var wallTopWidth = gapWallWidth;
var wallTopHeight = gapWallY;
var wallBottomX = gapWallX;
var wallBottomY = gapWallY+gapWallHeight;
var wallBottomWidth = gapWallWidth;
var wallBottomHeight = height-(gapWallY+gapWallHeight);
if (
(ballX+(ballSize/2)>wallTopX) &&
(ballX-(ballSize/2)<wallTopX+wallTopWidth) &&
(ballY+(ballSize/2)>wallTopY) &&
(ballY-(ballSize/2)<wallTopY+wallTopHeight)
) {
decreaseHealth();
}
if (
(ballX+(ballSize/2)>wallBottomX) &&
(ballX-(ballSize/2)<wallBottomX+wallBottomWidth) &&
(ballY+(ballSize/2)>wallBottomY) &&
(ballY-(ballSize/2)<wallBottomY+wallBottomHeight)
) {
decreaseHealth();
}
if (ballX > gapWallX+(gapWallWidth/2) && wallScored==0) {
wallScored=1;
wall[4]=1;
addScore();
}
}
function drawHealthBar() {
noStroke();
fill(189, 195, 199);
rectMode(CORNER);
rect(ballX-(healthBarWidth/2), ballY - 30, healthBarWidth, 5);
if (health > 60) {
fill(46, 204, 113);
} else if (health > 30) {
fill(230, 126, 34);
} else {
fill(231, 76, 60);
}
rectMode(CORNER);
rect(ballX-(healthBarWidth/2), ballY - 30, healthBarWidth*(health/maxHealth), 5);
}
function decreaseHealth() {
health -= healthDecrease;
if (health <= 0) {
gameOver();
}
}
function addScore() {
score++;
}
function printScore() {
textAlign(CENTER);
fill(0);
textSize(30);
text(score, height/2, 50);
}
function watchRacketBounce() {
var overhead = mouseY - pmouseY;
if ((ballX+(ballSize/2) > mouseX-(racketWidth/2)) && (ballX-(ballSize/2) < mouseX+(racketWidth/2))) {
if (dist(ballX, ballY, ballX, mouseY)<=(ballSize/2)+abs(overhead)) {
makeBounceBottom(mouseY);
ballSpeedHorizon = (ballX - mouseX)/10;
// racket moving up
if (overhead<0) {
ballY+=(overhead/2);
ballSpeedVert+=(overhead/2);
}
}
}
}
function applyGravity() {
ballSpeedVert += gravity;
ballY += ballSpeedVert;
ballSpeedVert -= (ballSpeedVert * airfriction);
}
function applyHorizontalSpeed() {
ballX += ballSpeedHorizon;
ballSpeedHorizon -= (ballSpeedHorizon * airfriction);
}
// ball falls and hits the floor (or other surface)
function makeBounceBottom(surface) {
ballY = surface-(ballSize/2);
ballSpeedVert*=-1;
ballSpeedVert -= (ballSpeedVert * friction);
}
// ball rises and hits the ceiling (or other surface)
function makeBounceTop(surface) {
ballY = surface+(ballSize/2);
ballSpeedVert*=-1;
ballSpeedVert -= (ballSpeedVert * friction);
}
// ball hits object from left side
function makeBounceLeft(surface) {
ballX = surface+(ballSize/2);
ballSpeedHorizon*=-1;
ballSpeedHorizon -= (ballSpeedHorizon * friction);
}
// ball hits object from right side
function makeBounceRight(surface) {
ballX = surface-(ballSize/2);
ballSpeedHorizon*=-1;
ballSpeedHorizon -= (ballSpeedHorizon * friction);
}
// keep ball in the screen
function keepInScreen() {
// ball hits floor
if (ballY+(ballSize/2) > height) {
makeBounceBottom(height);
}
// ball hits ceiling
if (ballY-(ballSize/2) < 0) {
makeBounceTop(0);
}
// ball hits left of the screen
if (ballX-(ballSize/2) < 0) {
makeBounceLeft(0);
}
// ball hits right of the screen
if (ballX+(ballSize/2) > width) {
makeBounceRight(width);
}
}