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index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>Document</title>
</head>
<body>
<canvas id="gameCanvas" width="800" height="600">
</canvas>
<script>
let canvas;
let canvasContext;
var ballX = 50;
var ballY = 50;
var ballSpeedX = 10;
var ballSpeedY = 4;
var player1Score = 0;
var player2Score = 0;
const winningScore = 3;
var showwinscreen = false;
var paddleY = 250;
var paddleComputerY = 250;
const paddleHeight = 100;
const paddleThickenss = 10;
function calculateMousePos(evt) {
var rect = canvas.getBoundingClientRect();
var root = document.documentElement;
var mosueX = evt.clientX - rect.left - root.scrollLeft;
var mosueY = evt.clientY - rect.top - root.scrollTop;
return {
x: mosueX,
y: mosueY
}
}
// click to continue
function handleMouseClick(evt) {
if (showwinscreen) {
player1Score = 0;
player2Score = 0;
showwinscreen = false;
}
}
window.onload = () => {
canvas = document.querySelector('#gameCanvas');
canvasContext = canvas.getContext('2d');
let framesPerSecond = 30;
setInterval(function() {
moveEverything()
drawEverything()
}, 1000 / framesPerSecond)
canvas.addEventListener('mousemove',
function(evt) {
var mousePos = calculateMousePos(evt)
paddleY = mousePos.y - (paddleHeight / 2);
})
canvas.addEventListener('mousedown', handleMouseClick);
}
// ball reset
function ballReset() {
if (player1Score >= winningScore || player2Score >= winningScore) {
showwinscreen = true;
}
ballSpeedX = -ballSpeedX;
ballX = canvas.width / 2;
ballY = canvas.height / 2;
}
// AI movment
function computerMovement() {
var paddleComputerYCenter = paddleComputerY + (paddleHeight / 2);
if (paddleComputerYCenter < ballY - 35) {
paddleComputerY = paddleComputerY + 6;
} else if (paddleComputerYCenter > ballY + 35) {
paddleComputerY = paddleComputerY - 6;
}
}
function moveEverything() {
if (showwinscreen) {
return;
}
computerMovement();
ballX = ballX + ballSpeedX;
ballY = ballY + ballSpeedY;
if (ballX < 0) {
if (ballY > paddleY &&
ballY < paddleY + paddleHeight) {
ballSpeedX = -ballSpeedX;
var deltaY = ballY - (paddleY + paddleHeight / 2)
ballSpeedY = deltaY * 0.35;
} else {
player2Score++;
ballReset()
}
}
if (ballX > canvas.width) {
if (ballY > paddleComputerY &&
ballY < paddleComputerY + paddleHeight) {
ballSpeedX = -ballSpeedX;
var deltaY = ballY - (paddleComputerY + paddleHeight / 2)
ballSpeedY = deltaY * 0.35;
} else {
player1Score++;
ballReset();
}
}
if (ballY < 0) {
ballSpeedY = -ballSpeedY;
}
if (ballY > canvas.height) {
ballSpeedY = -ballSpeedY;
}
}
function drawNet() {
for (let i = 0; i < canvas.height; i += 40) {
colorRect(canvas.width / 2 - 1, i, 2, 20, 'white')
}
}
function drawEverything() {
// black background
colorRect(0, 0, canvas.width, canvas.height, 'black');
// stop when some reachs winning score
if (showwinscreen) {
canvasContext.fillStyle = 'white';
if (player1Score >= winningScore) {
canvasContext.fillText('You 1 Won!', 250, 300)
} else if (player2Score >= winningScore) {
canvasContext.fillText('Computer Won', 450, 300)
}
canvasContext.fillText('click to continue', 350, 400)
return;
}
drawNet();
// left player paddle
colorRect(0, paddleY, paddleThickenss, paddleHeight, 'white');
// right computer paddle
colorRect(canvas.width - paddleThickenss, paddleComputerY, paddleThickenss, paddleHeight, 'white');
// ball
colorCircle(ballX, ballY, 10, 'white')
canvasContext.fillText(player1Score, 100, 100)
canvasContext.fillText(player2Score, canvas.width - 100, 100)
}
// ball
function colorCircle(centerX, centerY, radius, drawColor) {
canvasContext.fillStyle = drawColor;
canvasContext.beginPath();
canvasContext.arc(centerX, centerY, radius, 0, Math.PI * 2, true);
canvasContext.fill();
}
// create rect
function colorRect(leftX, topY, width, height, drawColor) {
canvasContext.fillStyle = drawColor;
canvasContext.fillRect(leftX, topY, width, height);
}
</script>
</body>
</html>