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pong.js
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// select canvas element
const canvas = document.getElementById("pong");
// getContext of canvas = methods and properties to draw and do a lot of thing to the canvas
const ctx = canvas.getContext('2d');
// load sounds
let hit = new Audio();
let wall = new Audio();
let userScore = new Audio();
let comScore = new Audio();
hit.src = "sounds/hit.mp3";
wall.src = "sounds/wall.mp3";
comScore.src = "sounds/comScore.mp3";
userScore.src = "sounds/userScore.mp3";
// Ball object
const ball = {
x : canvas.width/2,
y : canvas.height/2,
radius : 10,
velocityX : 5,
velocityY : 5,
speed : 7,
color : "WHITE"
}
// User Paddle
const user = {
x : 0, // left side of canvas
y : (canvas.height - 100)/2, // -100 the height of paddle
width : 10,
height : 100,
score : 0,
color : "WHITE"
}
// COM Paddle
const com = {
x : canvas.width - 10, // - width of paddle
y : (canvas.height - 100)/2, // -100 the height of paddle
width : 10,
height : 100,
score : 0,
color : "WHITE"
}
// NET
const net = {
x : (canvas.width - 2)/2,
y : 0,
height : 10,
width : 2,
color : "WHITE"
}
// draw a rectangle, will be used to draw paddles
function drawRect(x, y, w, h, color){
ctx.fillStyle = color;
ctx.fillRect(x, y, w, h);
}
// draw circle, will be used to draw the ball
function drawArc(x, y, r, color){
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(x,y,r,0,Math.PI*2,true);
ctx.closePath();
ctx.fill();
}
// listening to the mouse
canvas.addEventListener("mousemove", getMousePos);
function getMousePos(evt){
let rect = canvas.getBoundingClientRect();
user.y = evt.clientY - rect.top - user.height/2;
}
// when COM or USER scores, we reset the ball
function resetBall(){
ball.x = canvas.width/2;
ball.y = canvas.height/2;
ball.velocityX = -ball.velocityX;
ball.speed = 7;
}
// draw the net
function drawNet(){
for(let i = 0; i <= canvas.height; i+=15){
drawRect(net.x, net.y + i, net.width, net.height, net.color);
}
}
// draw text
function drawText(text,x,y){
ctx.fillStyle = "#FFF";
ctx.font = "75px fantasy";
ctx.fillText(text, x, y);
}
// 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 p.left < b.right && p.top < b.bottom && p.right > b.left && p.bottom > b.top;
}
// update function, the function that does all calculations
function update(){
// change the score of players, if the ball goes to the left "ball.x<0" computer win, else if "ball.x > canvas.width" the user win
if( ball.x - ball.radius < 0 ){
com.score++;
comScore.play();
resetBall();
}else if( ball.x + ball.radius > canvas.width){
user.score++;
userScore.play();
resetBall();
}
// the ball has a velocity
ball.x += ball.velocityX;
ball.y += ball.velocityY;
// computer plays for itself, and we must be able to beat it
// simple AI
com.y += ((ball.y - (com.y + com.height/2)))*0.1;
// when the ball collides with bottom and top walls we inverse the y velocity.
if(ball.y - ball.radius < 0 || ball.y + ball.radius > canvas.height){
ball.velocityY = -ball.velocityY;
wall.play();
}
// we check if the paddle hit the user or the com paddle
let player = (ball.x + ball.radius < canvas.width/2) ? user : com;
// if the ball hits a paddle
if(collision(ball,player)){
// play sound
hit.play();
// we check where the ball hits the paddle
let collidePoint = (ball.y - (player.y + player.height/2));
// normalize the value of collidePoint, we need to get numbers between -1 and 1.
// -player.height/2 < collide Point < player.height/2
collidePoint = collidePoint / (player.height/2);
// when the ball hits the top of a paddle we want the ball, to take a -45degees angle
// when the ball hits the center of the paddle we want the ball to take a 0degrees angle
// when the ball hits the bottom of the paddle we want the ball to take a 45degrees
// Math.PI/4 = 45degrees
let angleRad = (Math.PI/4) * collidePoint;
// change the X and Y velocity direction
let direction = (ball.x + ball.radius < canvas.width/2) ? 1 : -1;
ball.velocityX = direction * ball.speed * Math.cos(angleRad);
ball.velocityY = ball.speed * Math.sin(angleRad);
// speed up the ball everytime a paddle hits it.
ball.speed += 0.1;
}
}
// render function, the function that does al the drawing
function render(){
// clear the canvas
drawRect(0, 0, canvas.width, canvas.height, "#000");
// draw the user score to the left
drawText(user.score,canvas.width/4,canvas.height/5);
// draw the COM score to the right
drawText(com.score,3*canvas.width/4,canvas.height/5);
// draw the net
drawNet();
// draw the user's paddle
drawRect(user.x, user.y, user.width, user.height, user.color);
// draw the COM's paddle
drawRect(com.x, com.y, com.width, com.height, com.color);
// draw the ball
drawArc(ball.x, ball.y, ball.radius, ball.color);
}
function game(){
update();
render();
}
// number of frames per second
let framePerSecond = 50;
//call the game function 50 times every 1 Sec
let loop = setInterval(game,1000/framePerSecond);