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GameTxt.html
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GameTxt.html
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<!DOCTYPE html>
<h1>let's Play </h1>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<p id='data'> </p>
<script>
var canvas;
var canvasContext;
var ballX;
var ballY;
var ballVX = -10;
var ballVY = 1;
var paddle1Y = 250;
var paddle2Y = 250;
var botPaddleSpeed = 6;
var score1 = 0;
var score2 = 0;
const PADDLE_HEIGHT = 100;
const PADDLE_THICK = 10;
function calculateMousePos(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
};
}
window.onload = function() {
canvas = document.getElementById('gameCanvas');
canvasContext = canvas.getContext('2d');
var data = document.getElementById('data');
drawCanvas();
ballX = canvas.width/2;
ballY = canvas.height/2;
var fps = 30;
setInterval(function() {
moveUpdate();
drawCanvas();
}, 1000/fps);
canvas.addEventListener('mousemove', function(evt){
var mousePos = calculateMousePos(evt);
paddle1Y = mousePos.y-(PADDLE_HEIGHT/2);
}
);
}
function moveUpdate(){
computerMovement();
//ball X movement
ballX += ballVX;
if (ballX > canvas.width){
if (ballY > paddle2Y && ballY < paddle2Y+PADDLE_HEIGHT){ //ball bounce right side
ballVX *=-1;
if (ballVX > 0){
ballVX +=1;
}
else if (ballVX < 0){
ballVX -=1;
}
else{ballReset();}
if (ballVY > 0){
ballVY +=1;
}
else if (ballVY < 0){
ballVY -=1;
}
else{ballReset();}
}
else{ballReset(1);} //miss right side
}
if (ballX < 0){
if (ballY > paddle1Y && ballY < paddle1Y+PADDLE_HEIGHT){ //ball bounce left side
ballVX *=-1;
if (ballVX > 0){
ballVX +=1;
}
else if (ballVX < 0){
ballVX -=1;
}
else{ballReset();}
if (ballVY > 0){
ballVY +=1;
}
else if (ballVY < 0){
ballVY -=1;
}
else{ballReset();}
}
else{ballReset(2);}//miss left side
}
//ball Y movement
ballY += ballVY;
if (ballY > canvas.height || ballY < 0){ //reverses velocity (ballVY) if ball leaves field
ballVY *= -1;
}
string = "BALLX"
data.innerHTML = "BALLX: " + ballX + " BALLY: " + ballY + " BALLVX: " + ballVX + " BALLVY: " + ballVY;
//create error checker here: ball moving, ball in field, in case of error always reset
}
function drawCanvas(){
colorRect(0,0,canvas.width,canvas.height,'black');
for(let i = 0; i<10; i++){ //Middle Lines
colorRect(canvas.width/2,15+(i*60),10,35,'white');
}
colorRect(0,paddle1Y,PADDLE_THICK,PADDLE_HEIGHT,'white');
colorRect(canvas.width-PADDLE_THICK,paddle2Y,PADDLE_THICK,PADDLE_HEIGHT,'white');
colorRect(ballX,ballY,10,10,'white');
colorCircle(ballX,ballY,10,'white'); //circle ball won't work :<\
canvasContext.fillText(score1,100,100);
canvasContext.fillText(score2,canvas.width-100,100);
}
function ballReset(num){
ballVX *= -1;
if (ballVX > 0){
ballVX = 10;
}
else {
ballVX = -10;
}
if (ballVY > 0){
ballVY = 3;
}
else {
ballVY = -3;
}
ballX = canvas.width/2;
ballY = canvas.height/2;
if (num == 1){score2++;}
else if (num == 2){score1++;}
if (score1>=7){ //add win conditions later
}
if (score2>7){
}
}
function computerMovement(){
if(paddle2Y+(PADDLE_HEIGHT/2) < ballY){
paddle2Y += botPaddleSpeed;
}
else if (paddle2Y+(PADDLE_HEIGHT/2) > ballY){
paddle2Y -= botPaddleSpeed;
}
/* Used to make 0-player mode
if(paddle1Y+(PADDLE_HEIGHT/2) < ballY){
paddle1Y += ballVY;
}
else if (paddle1Y+(PADDLE_HEIGHT/2) > ballY){
paddle1Y -= ballVY;
} */
}
function colorRect(leftX,topY,width,height,drawColor){
canvasContext.fillStyle = drawColor;
canvasContext.fillRect(leftX,topY,width,height);
}
function colorCircle(centerX, centerY, radius, drawColor){ //won't work, fix l8r
//draw ball
canvasContext.fillStyle = drawColor;
canvasContext.beginPath();
canvasContext.arc(centerX,centerY,radius,0,2*Math.Pi);
canvasContext.fill();
}
</script>
</html>