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index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Hold Shift to Check Multiple Checkboxes</title>
</head>
<body>
<h1 id="header" style="color:red;text-align:center;padding-bottom:20cm">PONG</h1>
<canvas id="gameCanvas" width="800" height="600" style="padding: 0;
margin: auto;
display: block;
width: 800px;
height: 600px;
position: absolute;
top: 0;
bottom: 0;
left: 0;
right: 0;">
</canvas>
<script>
let canvas
let canvasContext
let ballX = 50
let ballSpeedX = 10
let ballY = 50
let ballSpeedY = 4
let paddleOneY = 250
let paddleTwoY = 250
let player1Score = 0
let player2Score = 0
var showingWinScreen = false
const paddleHeight = 100
const paddleThickness = 10
const winningScore = 3
function handleMouseClick(evt) {
if (showingWinScreen) {
player1Score = 0
player2Score = 0
showingWinScreen = false
}
}
window.onload = function() {
canvas = document.getElementById('gameCanvas')
canvasContext = canvas.getContext('2d')
canvas.addEventListener('mousemove', function(evt) {
var mousePos = calculateMousePos(evt)
paddleOneY = mousePos.y - paddleHeight / 2
//paddleTwoY = mousePos.y - (paddleHeight/2)
})
canvas.addEventListener('mousedown', handleMouseClick)
const framesPerSecond = 30
setInterval(() => {
moveEverything()
drawEverything()
}, 1000 / framesPerSecond)
}
function drawNet() {
for (var i = 0; i < canvas.height; i += 40) {
colorRect(canvas.width / 2 - 1, i, 2, 20, 'white')
}
}
function drawEverything() {
//backdrop
colorRect(0, 0, canvas.width, canvas.height, 'black')
if (showingWinScreen) {
canvasContext.fillStyle = 'white'
if (player1Score >= winningScore) {
canvasContext.fillText(
'Left player Wins!!! click to play again',
300,
200
)
} else if (player2Score >= winningScore) {
canvasContext.fillText(
'Right player Wins!!! click to play again',
300,
200
)
}
canvasContext.fillText('click to continue', 350, 500)
}
drawNet()
//player paddle
colorRect(0, paddleOneY, paddleThickness, paddleHeight, 'white')
//right paddle
colorRect(
canvas.width - 10,
paddleTwoY,
paddleThickness,
paddleHeight,
'white'
)
//ball
colorCircle(ballX, ballY, 10, 'white')
canvasContext.fillText(player1Score, 100, 100)
canvasContext.fillText(player2Score, canvas.width - 100, 100)
}
function moveEverything() {
if (showingWinScreen) {
return
}
computerMovement()
ballX = ballX + ballSpeedX
ballY = ballY + ballSpeedY
if (ballX > canvas.width) {
if (ballY > paddleTwoY && ballY < paddleTwoY + paddleHeight) {
ballSpeedX = -ballSpeedX
var deltaY = ballY - (paddleTwoY + paddleHeight / 2)
ballSpeedY = deltaY * 0.35
} else {
player1Score++ //must be before ballreset()
ballReset()
}
// ballY > paddleTwoY && ballY < paddleTwoY + paddleHeight?ballSpeedX = -ballSpeedX:ballReset() && player2Score += 1
}
if (ballX < 0) {
if (ballY > paddleOneY && ballY < paddleOneY + paddleHeight) {
ballSpeedX = -ballSpeedX
var deltaY = ballY - (paddleOneY + paddleHeight / 2)
ballSpeedY = deltaY * 0.35
} else {
player2Score++ //must be before ballreset()
ballReset()
}
// ballY > paddleOneY && ballY < paddleOneY + paddleHeight?ballSpeedX = -ballSpeedX:ballReset() && player1Score += 1
}
if (ballY > canvas.height) {
ballSpeedY = -ballSpeedY
}
if (ballY < 0) {
ballSpeedY = -ballSpeedY
}
}
const computerMovement = () => {
let paddleCenter = paddleTwoY + paddleHeight / 2
if (paddleCenter < ballY - 35) {
paddleTwoY += 6
} else if (paddleCenter > ballY + 35) {
paddleTwoY -= 6
}
// paddleCenter < ballY -35 ? paddleTwoY += 6 : paddleTwoY -=6
}
function calculateMousePos(evt) {
let rect = canvas.getBoundingClientRect()
let root = document.documentElement
let mouseX = evt.clientX - rect.left - root.scrollLeft
let mouseY = evt.clientY - rect.top - root.scrollTop
return {
x: mouseX,
y: mouseY
}
}
const ballReset = () => {
if (player1Score >= winningScore || player2Score >= winningScore) {
showingWinScreen = true
}
ballSpeedX = -ballSpeedX
ballX = canvas.width / 2
ballY = canvas.height / 2
}
////////HELPER FUNCTIONS
function colorRect(leftX, topY, width, heigth, drawColor) {
canvasContext.fillStyle = drawColor
canvasContext.fillRect(leftX, topY, width, heigth)
}
function colorCircle(centerX, centerY, radius, drawColor) {
canvasContext.fillStyle = drawColor
canvasContext.beginPath()
canvasContext.arc(centerX, centerY, radius, 0, Math.PI * 2, true)
canvasContext.fill()
}
</script>
</body>