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game.html
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<html>
<canvas id="gameCanvas" width="800" height="600">
</canvas>
<script>
var canvas;
var canvasContext;
var ballX = 50;
var ballSpeedX = 10;
var ballY = 50;
var ballSpeedY = 4;
var player1Score = 0;
var player2Score = 0;
const WINNING_SCORE = 3;
var showingWinScreen = false;
var paddle1Y = 250;
var paddle2Y = 250;
const PADDLE_HEIGHT = 90;
const PADDLE_THICKNESS = 10;
function calculateMousePosition(evt) {
var rect = canvas.getBoundingClientRect();
var root = document.documentElement;
var mouseX = evt.clientX - rect.left - root.scrollLeft;
var mouseY = evt.clientY - rect.top - root.scrollTop;
return {
x: mouseX,
y: mouseY
};
}
function handleMouseClick(evt) {
if(showingWinScreen) {
showingWinScreen = false;
player1Score = 0;
player2Score = 0;
}
}
window.onload = function() {
canvas = document.getElementById("gameCanvas");
canvasContext = canvas.getContext("2d");
var framesPerSecond = 30
setInterval(function() {
moveEverything();
drawEverything();
}, 1000/framesPerSecond);
canvas.addEventListener('mousedown', handleMouseClick);
canvas.addEventListener('mousemove',
function(evt) {
var mousePos = calculateMousePosition(evt);
paddle1Y = mousePos.y - (PADDLE_HEIGHT/2);
})
calculateMousePosition
}
function ballReset() {
if(player1Score >= WINNING_SCORE || player2Score >= WINNING_SCORE) {
showingWinScreen = true
}
ballSpeedX = -ballSpeedX;
ballX = canvas.width/2;
ballY = canvas.height/2;
}
function computerMovement() {
if(paddle2Y + (PADDLE_HEIGHT/2) < ballY-35) {
paddle2Y += 6;
} else if((paddle2Y + (PADDLE_HEIGHT/2) > ballY+35)) {
paddle2Y -= 6;
}
}
function moveEverything() {
if(showingWinScreen) {
return;
}
computerMovement();
ballX += ballSpeedX;
ballY += ballSpeedY;
if(ballX-10 < 10) {
if(ballY > paddle1Y && ballY < paddle1Y+PADDLE_HEIGHT) {
ballSpeedX = -ballSpeedX;
var deltaY = ballY - (paddle1Y+PADDLE_HEIGHT/2)
ballSpeedY = deltaY*0.20
} else {
player2Score++;
ballReset();
}
}
if(ballX+10 > canvas.width-10) {
if(ballY > paddle2Y && ballY < paddle2Y+PADDLE_HEIGHT) {
ballSpeedX = -ballSpeedX;
var deltaY = ballY - (paddle2Y+PADDLE_HEIGHT/2)
ballSpeedY = deltaY*0.20
} else {
player1Score++;
ballReset();
}
}
if(ballY > canvas.height || ballY < 0) {
ballSpeedY = -ballSpeedY;
}
}
function drawNet() {
for(var i=10; i<canvas.height; i+=40) {
colorRect(canvas.width/2-2, i, 4, 20, "white");
}
}
function drawEverything() {
// black screen
colorRect(0, 0, canvas.width, canvas.height, "black");
if(showingWinScreen) {
canvasContext.fillStyle = "white";
if(player1Score >= WINNING_SCORE) {
canvasContext.fillText("PLAYER 1 WON!", 360, 200);
} else if(player2Score >= WINNING_SCORE) {
canvasContext.fillText("PLAYER 2 WON", 360, 200);
}
canvasContext.fillText("CLICK TO CONTINUE", 350, 285);
return;
}
drawNet();
// left player paddle
colorRect(0, paddle1Y, PADDLE_THICKNESS, PADDLE_HEIGHT, "white");
// right player paddle
colorRect(canvas.width-PADDLE_THICKNESS, paddle2Y, PADDLE_THICKNESS, PADDLE_HEIGHT, "white");
// ball
colorCircle(ballX, ballY, 10, "white")
// score
canvasContext.fillText(player1Score, 100, 100);
canvasContext.fillText(player2Score, canvas.width-100, 100);
}
function colorCircle(centerX, centerY, radius, drawColor) {
canvasContext.fillStyle = drawColor;
canvasContext.beginPath();
canvasContext.arc(centerX, centerY, radius, 0, Math.PI*2, true);
canvasContext.fill();
}
function colorRect(leftX, topY, width, heigth, drawColor) {
canvasContext.fillStyle = drawColor;
canvasContext.fillRect(leftX, topY, width, heigth);
}
</script>
</html>