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Ball.js
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Ball.js
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const INITIAL_VELOCITY = 0.025;
const VELOCITY_INCREASE = .00001;
export default class Ball {
constructor(ballElem) {
this.ballElem = ballElem;
this.reset();
}
get x() {
return parseFloat(getComputedStyle(this.ballElem).getPropertyValue("--x"));
}
set x(value) {
this.ballElem.style.setProperty("--x", value);
}
get y() {
return parseFloat(getComputedStyle(this.ballElem).getPropertyValue("--y"))
}
set y(value) {
this.ballElem.style.setProperty("--y", value);
}
rect() {
return this.ballElem.getBoundingClientRect();
}
reset() {
this.x = 50;
this.y = 50;
this.direction = { x: 0 };
while (Math.abs(this.direction.x) <= .2 || Math.abs(this.direction.x) >= .9) {
const heading = randomNumberBetween(0, 2 * Math.PI);
this.direction = { x: Math.cos(heading), y: Math.sin(heading) }
}
this.velocity = INITIAL_VELOCITY;
}
update(delta, paddleRects) {
this.x += this.direction.x * this.velocity * delta;
this.y += this.direction.y * this.velocity * delta;
this.velocity += VELOCITY_INCREASE * delta;
const rect = this.rect();
if (rect.bottom >= window.innerHeight || rect.top <= 0) {
this.direction.y *= -1;
}
if (paddleRects.some(r => isCollision(r, rect))){
this.direction.x *= -1;
}
}
}
function randomNumberBetween(min, max) {
return Math.random() * (max - min) + min;
}
function isCollision(rect1, rect2){
return (
rect1.left <= rect2.right &&
rect1.right >= rect2.left &&
rect1.top <= rect2.bottom &&
rect1.bottom >= rect2.top
)
}