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| 1 | +<html> |
| 2 | +<head> |
| 3 | + <title>Jason's pong game</title> |
| 4 | + <style> |
| 5 | + div { position: absolute; transition: 0.025s linear; } |
| 6 | + #board { |
| 7 | + border: 4px solid #444; |
| 8 | + top: 10px; |
| 9 | + left: 10px; |
| 10 | + width: 800px; |
| 11 | + height: 600px; |
| 12 | + } |
| 13 | + #ball { |
| 14 | + background: black; |
| 15 | + width: 16px; |
| 16 | + height: 16px; |
| 17 | + top: 400px; |
| 18 | + left: 300px; |
| 19 | + border-radius: 50%; |
| 20 | + } |
| 21 | + .paddle { |
| 22 | + background: blue; |
| 23 | + width: 20px; |
| 24 | + height: 140px; |
| 25 | + border-radius: 8px; |
| 26 | + } |
| 27 | + #paddle1 { top: 100px; left: 20px; } |
| 28 | + #paddle2 { top: 200px; left: 784px; } |
| 29 | + </style> |
| 30 | +</head> |
| 31 | +<body> |
| 32 | + <div id="board"></div> |
| 33 | + <div id="ball"></div> |
| 34 | + <div id="paddle1" class="paddle"></div> |
| 35 | + <div id="paddle2" class="paddle"></div> |
| 36 | + |
| 37 | + <script> |
| 38 | + // Ball location |
| 39 | +let ballX = 400, ballY = 300; |
| 40 | +let ballSpeed = 3; |
| 41 | +let ballRadians = 0.1; |
| 42 | +const ballSize = 16; |
| 43 | + |
| 44 | +const board = document.getElementById('board'); |
| 45 | +const ball = document.getElementById('ball'); |
| 46 | +const paddle1 = document.getElementById('paddle1'); |
| 47 | +let paddle1y = 100; |
| 48 | +let paddle1angle = 0; |
| 49 | +const paddle2 = document.getElementById('paddle2'); |
| 50 | +let paddle2y = 200; |
| 51 | +let paddle2angle = 0; |
| 52 | +let paddle1Height = 140; |
| 53 | +let paddle2Height = 140; |
| 54 | +const paddleWidth = 20; |
| 55 | + |
| 56 | +// board boundaries |
| 57 | +const boardRect = board.getBoundingClientRect(); |
| 58 | + |
| 59 | + |
| 60 | +function rotatePaddle1(delta) { |
| 61 | + paddle1angle = Math.max(-0.25, Math.min(0.25, paddle1angle + delta)); |
| 62 | + paddle1.style.transform = "rotate(" + paddle1angle + "rad)"; |
| 63 | +} |
| 64 | + |
| 65 | +function rotatePaddle2(delta) { |
| 66 | + paddle2angle = Math.max(-0.25, Math.min(0.25, paddle2angle + delta)); |
| 67 | + paddle2.style.transform = "rotate(" + paddle2angle + "rad)"; |
| 68 | +} |
| 69 | + |
| 70 | +document.addEventListener('keydown', idKey); |
| 71 | + |
| 72 | +function idKey(e) { |
| 73 | + // Player 1 uses WASD keys. |
| 74 | + if (e.key == "d") { |
| 75 | + rotatePaddle1(0.02); |
| 76 | + } |
| 77 | + else if (e.key == "a") { |
| 78 | + rotatePaddle1(-0.02); |
| 79 | + } |
| 80 | + else if (e.key == "w") { |
| 81 | + paddle1y = Math.max(boardRect.top + 5, paddle1y - 10); |
| 82 | + paddle1.style.top = paddle1y + "px"; |
| 83 | + } |
| 84 | + else if (e.key == "s") { |
| 85 | + paddle1y = Math.min(boardRect.bottom - 5 - paddle1Height, paddle1y + 10); |
| 86 | + paddle1.style.top = paddle1y + "px"; |
| 87 | + } |
| 88 | + // Player 2 uses arrow keys |
| 89 | + else if (e.code == "ArrowRight") { |
| 90 | + rotatePaddle2(0.02); |
| 91 | + } |
| 92 | + else if (e.code == "ArrowLeft") { |
| 93 | + rotatePaddle2(-0.02); |
| 94 | + } |
| 95 | + else if (e.code == "ArrowUp") { |
| 96 | + paddle2y = Math.max(boardRect.top + 5, paddle2y - 10); |
| 97 | + paddle2.style.top = paddle2y + "px"; |
| 98 | + } |
| 99 | + else if (e.code == "ArrowDown") { |
| 100 | + paddle2y = Math.min(boardRect.bottom - 5 - paddle2Height, paddle2y + 10); |
| 101 | + paddle2.style.top = paddle2y + "px"; |
| 102 | + } |
| 103 | + else { |
| 104 | + console.log("wrong key"); |
| 105 | + console.log(e); |
| 106 | + } |
| 107 | +} |
| 108 | + |
| 109 | + |
| 110 | +function checkCollision(paddleEl, newX, newY) { |
| 111 | + const paddleRect = paddleEl.getBoundingClientRect(); |
| 112 | + return (newY + ballSize >= paddleRect.top && |
| 113 | + newY <= paddleRect.bottom && |
| 114 | + newX + ballSize >= paddleRect.left && |
| 115 | + newX <= paddleRect.right); |
| 116 | +} |
| 117 | + |
| 118 | + |
| 119 | +function moveBallLoop() { |
| 120 | + // Think about where the ball would be after this movement. |
| 121 | + let dx = ballSpeed * Math.cos(ballRadians); |
| 122 | + let dy = ballSpeed * Math.sin(ballRadians); |
| 123 | + let newX = ballX + dx; |
| 124 | + let newY = ballY + dy; |
| 125 | + let newBallRadians = ballRadians; |
| 126 | + |
| 127 | + // Bounce off of each paddle |
| 128 | + if (checkCollision(paddle1, newX, newY)) { |
| 129 | + newBallRadians = Math.PI - ballRadians + (paddle1angle * 2); |
| 130 | + ballSpeed = ballSpeed + 0.1; |
| 131 | + paddle1Height = Math.max(20, paddle1Height - 5); |
| 132 | + paddle1.style.height = paddle1Height + 'px'; |
| 133 | + rotatePaddle1(0.1 * ((newY - paddle1y - (paddle1Height/2)) / paddle1Height)); |
| 134 | + } |
| 135 | + else if (checkCollision(paddle2, newX, newY)) { |
| 136 | + newBallRadians = Math.PI - ballRadians + (paddle2angle * 2); |
| 137 | + ballSpeed = ballSpeed + 0.1; |
| 138 | + paddle2Height = Math.max(20, paddle2Height - 5); |
| 139 | + paddle2.style.height = paddle2Height + 'px'; |
| 140 | + rotatePaddle2(-0.1 * ((newY - paddle2y - (paddle2Height/2)) / paddle2Height)); |
| 141 | + } |
| 142 | + |
| 143 | + // Bounce off the walls of the board. |
| 144 | + else if (newX < boardRect.left || newX + ballSize > boardRect.right) { |
| 145 | + newBallRadians = Math.PI - ballRadians; |
| 146 | + ballSpeed = 3; |
| 147 | + paddle1Height = 140; |
| 148 | + paddle1.style.height = paddle1Height + 'px'; |
| 149 | + paddle2Height = 140; |
| 150 | + paddle2.style.height = paddle2Height + 'px'; |
| 151 | + } |
| 152 | + else if (newY < boardRect.top || newY + ballSize > boardRect.bottom) { |
| 153 | + newBallRadians = 0 - ballRadians; |
| 154 | + } |
| 155 | + |
| 156 | + // Once we have computed the new angle, save that and update the elements. |
| 157 | + ballRadians = newBallRadians; |
| 158 | + dx = ballSpeed * Math.cos(ballRadians); |
| 159 | + dy = ballSpeed * Math.sin(ballRadians); |
| 160 | + ballX = ballX + dx; |
| 161 | + ballY = ballY + dy; |
| 162 | + ball.style.left = newX + "px"; |
| 163 | + ball.style.top = newY + "px"; |
| 164 | +} |
| 165 | + |
| 166 | + |
| 167 | +setInterval(moveBallLoop, 25); |
| 168 | + |
| 169 | + </script> |
| 170 | +</body> |
| 171 | +</html> |
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