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index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>E-Tennis</title>
<link rel="stylesheet" href="">
</head>
<body>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<script>
var canvas;
var canvasContext;
var ballX = 50;
var ballY = 50;
var ballSpeedX = 15;
var ballSpeedY = 4; //increase FOR EFFECTS!
var player1Score = 0;
var player2Score = 0;
const win = 20;
var winScreen = false;
var paddleY1 = 250; //de/in/crease for difficulty change
var paddleY2 = 250; //same
const paddle_height = 100;
const paddle_thickness = 10;
function mousePosition(event) {
var rect = canvas.getBoundingClientRect();
var root = document.documentElement;
var mouseX = event.clientX - rect.left - root.scrollLeft;
var mouseY = event.clientY - rect.top - root.scrollTop;
return {
x: mouseX,
y: mouseY
};
}
function handleMouseClick(evt){
if(winScreen){
player1Score = 0;
player2Score = 0;
winScreen = false;
}
}
window.onload = function() {
canvas = document.getElementById("gameCanvas");
canvasContext = canvas.getContext("2d");
var framesPerSecond = 30;
setInterval(function() {
moveEverything();
drawEverything();
}, 1000 / framesPerSecond); //increase FOR EFFECTS!
canvas.addEventListener("mousedown",handleMouseClick);
canvas.addEventListener('mousemove',
function(event) {
var mousePos = mousePosition(event);
paddleY1 = mousePos.y - (paddle_height / 2);
});
}
function ballReset() {
if (player1Score >= win || player2Score >= win) {
player1Score = 0;
player2Score = 0;
winScreen = true;
}
ballSpeedX = -ballSpeedX;
ballX = canvas.width / 2;
ballY = canvas.height / 2;
}
function computerMvmnt() {
var paddleY2Center = paddleY2 + (paddle_height / 2);
if (paddleY2Center < ballY - 35) {
paddleY2 += 6
} else if (paddleY2Center > ballY + 35) {
paddleY2 -= 6
}
}
function moveEverything() {
if (winScreen) {
return;
}
computerMvmnt();
ballX += ballSpeedX;
ballY += ballSpeedY;
// ballSpeedX = ballSpeedX + 0,3; //cool exeleration!
if (ballX < 0) {
if (ballY > paddleY1 && ballY < paddleY1 + paddle_height) {
ballSpeedX = -ballSpeedX;
var deltaY = ballY - (paddleY1 + paddle_height / 2);
ballSpeedY = deltaY * 0.35;
} else {
player2Score++; //increase for computer cheating!
ballReset();
}
}
if (ballX > canvas.width) {
if (ballY > paddleY2 && ballY < paddleY2 + paddle_height) {
ballSpeedX = -ballSpeedX;
var deltaY = ballY - (paddleY2 + paddle_height / 2);
ballSpeedY = deltaY * 0.35;
} else {
player1Score++;
ballReset();
}
}
if (ballY < 0) {
ballSpeedY = -ballSpeedY;
}
if (ballY > canvas.height) {
ballSpeedY = -ballSpeedY;
}
}
function drawEverything() {
//blackboard
colorRect(0, 0, canvas.width, canvas.height, "black");
if (winScreen) {
canvasContext.fillStyle = "white";
if(player1Score >= winScreen){
canvasContext.fillText("Left Player Won!", 350, 200);
}else if(player2Score >= winScreen){
canvasContext.fillText("Right Player Won!", 350, 200);
}
canvasContext.fillText("Click to continue",350,500);
return;
}
//player one
colorRect(0, paddleY1, paddle_thickness, paddle_height, "white");
//computer player
colorRect(canvas.width - paddle_thickness, paddleY2, paddle_thickness, paddle_height, "white");
//the ball
colorCircle(ballX, ballY, paddle_thickness, "white");
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, height, drawColor) {
canvasContext.fillStyle = drawColor;
canvasContext.fillRect(leftX, topY, width, height);
}
</script>
</body>
</html>