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BjyzoP

A Pen By Captain Anonymous

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              <html>
	<head>
		<title>Flappy Pong</title>
		<script tyle="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.4.19/p5.min.js"></script>
		<style>
			canvas {
				box-shadow: 0 0 20px lightgray;
			}
		</style>
	</head>
	<body>
	</body>
</html>
            
          
!
            
              /********* VARIABLES *********/

// We control which screen is active by settings / updating
// gameScreen variable. We display the correct screen according
// to the value of this variable.
// 
// 0: Initial Screen
// 1: Game Screen
// 2: Game-over Screen 

var gameScreen = 0;

// gameplay settings
var gravity = 0.3;
var airfriction = 0.00001;
var friction = 0.1;

// scoring
var score = 0;
var maxHealth = 100;
var health = 100;
var healthDecrease = 1;
var healthBarWidth = 60;

// ball settings
var ballX, ballY;
var ballSpeedVert = 0;
var ballSpeedHorizon = 0;
var ballSize = 20;
var ballColor;

// racket settings
var racketColor;
var racketWidth = 100;
var racketHeight = 10;

// wall settings
var wallSpeed = 5;
var wallInterval = 1000;
var lastAddTime = 0;
var minGapHeight = 200;
var maxGapHeight = 300;
var wallWidth = 80;
var wallColors;
var walls = [];

/********* SETUP BLOCK *********/

function setup() {
  createCanvas(500, 500);
  // set the initial coordinates of the ball
  ballX=width/4;
  ballY=height/5;
  smooth();

  ballColor = color(0);
  racketColor = color(0);
  wallColors = color(44, 62, 80)
}


/********* DRAW BLOCK *********/

function draw() {
  // Display the contents of the current screen
  if (gameScreen == 0) { 
    initScreen();
  } else if (gameScreen == 1) { 
    gameplayScreen();
  } else if (gameScreen == 2) { 
    gameOverScreen();
  }
}


/********* SCREEN CONTENTS *********/

function initScreen() {
  background(236, 240, 241);
  textAlign(CENTER);
  fill(52, 73, 94);
  textSize(70);
  text("Flappy Pong", width/2, height/2);
  textSize(15); 
  text("Click to start", width/2, height-30);
}
function gameplayScreen() {
  background(236, 240, 241);
  drawRacket();
  watchRacketBounce();
  drawBall();
  applyGravity();
  applyHorizontalSpeed();
  keepInScreen();
  drawHealthBar();
  printScore();
  wallAdder();
  wallHandler();
}
function gameOverScreen() {
  background(44, 62, 80);
  textAlign(CENTER);
  fill(236, 240, 241);
  textSize(12);
  text("Your Score", width/2, height/2 - 120);
  textSize(130);
  text(score, width/2, height/2);
  textSize(15);
  text("Click to Restart", width/2, height-30);
}


/********* INPUTS *********/

function mousePressed() {
  // if we are on the initial screen when clicked, start the game 
  if (gameScreen==0) { 
    startGame();
  }
  if (gameScreen==2) {
    restart();
  }
}


/********* OTHER FUNCTIONS *********/

// This method sets the necessery variables to start the game  
function startGame() {
  gameScreen=1;
}
function gameOver() {
  gameScreen=2;
}

function restart() {
  score = 0;
  health = maxHealth;
  ballX=width/4;
  ballY=height/5;
  lastAddTime = 0;
  walls = [];
  gameScreen = 1;
}

function drawBall() {
  fill(ballColor);
  ellipse(ballX, ballY, ballSize, ballSize);
}
function drawRacket() {
  fill(racketColor);
  rectMode(CENTER);
  rect(mouseX, mouseY, racketWidth, racketHeight, 5);
}

function wallAdder() {
  if (millis()-lastAddTime > wallInterval) {
    var randHeight = round(random(minGapHeight, maxGapHeight));
    var randY = round(random(0, height-randHeight));
    // {gapWallX, gapWallY, gapWallWidth, gapWallHeight, scored}
    var randWall = [width, randY, wallWidth, randHeight, 0]; 
    walls.push(randWall);
    lastAddTime = millis();
  }
}
function wallHandler() {
  for (var i = 0; i < walls.length; i++) {
    wallRemover(i);
    wallMover(i);
    wallDrawer(i);
    watchWallCollision(i);
  }
}
function wallDrawer(index) {
  var wall = walls[index];
  // get gap wall settings 
  var gapWallX = wall[0];
  var gapWallY = wall[1];
  var gapWallWidth = wall[2];
  var gapWallHeight = wall[3];
  // draw actual walls
  rectMode(CORNER);
  noStroke();
  strokeCap(ROUND);
  fill(wallColors);
  rect(gapWallX, 0, gapWallWidth, gapWallY, 0, 0, 15, 15);
  rect(gapWallX, gapWallY+gapWallHeight, gapWallWidth, height-(gapWallY+gapWallHeight), 15, 15, 0, 0);
}
function wallMover(index) {
  var wall = walls[index];
  wall[0] -= wallSpeed;
}
function wallRemover(index) {
  var wall = walls[index];
  if (wall[0]+wall[2] <= 0) {
    walls.splice(index, 1);
  }
}

function watchWallCollision(index) {
  var wall = walls[index];
  // get gap wall settings 
  var gapWallX = wall[0];
  var gapWallY = wall[1];
  var gapWallWidth = wall[2];
  var gapWallHeight = wall[3];
  var wallScored = wall[4];
  var wallTopX = gapWallX;
  var wallTopY = 0;
  var wallTopWidth = gapWallWidth;
  var wallTopHeight = gapWallY;
  var wallBottomX = gapWallX;
  var wallBottomY = gapWallY+gapWallHeight;
  var wallBottomWidth = gapWallWidth;
  var wallBottomHeight = height-(gapWallY+gapWallHeight);

  if (
    (ballX+(ballSize/2)>wallTopX) &&
    (ballX-(ballSize/2)<wallTopX+wallTopWidth) &&
    (ballY+(ballSize/2)>wallTopY) &&
    (ballY-(ballSize/2)<wallTopY+wallTopHeight)
    ) {
    decreaseHealth();
  }
  if (
    (ballX+(ballSize/2)>wallBottomX) &&
    (ballX-(ballSize/2)<wallBottomX+wallBottomWidth) &&
    (ballY+(ballSize/2)>wallBottomY) &&
    (ballY-(ballSize/2)<wallBottomY+wallBottomHeight)
    ) {
    decreaseHealth();
  }

  if (ballX > gapWallX+(gapWallWidth/2) && wallScored==0) {
    wallScored=1;
    wall[4]=1;
    addScore();
  }
}

function drawHealthBar() {
  noStroke();
  fill(189, 195, 199);
  rectMode(CORNER);
  rect(ballX-(healthBarWidth/2), ballY - 30, healthBarWidth, 5);
  if (health > 60) {
    fill(46, 204, 113);
  } else if (health > 30) {
    fill(230, 126, 34);
  } else {
    fill(231, 76, 60);
  }
  rectMode(CORNER);
  rect(ballX-(healthBarWidth/2), ballY - 30, healthBarWidth*(health/maxHealth), 5);
}
function decreaseHealth() {
  health -= healthDecrease;
  if (health <= 0) {
    gameOver();
  }
}
function addScore() {
  score++;
}
function printScore() {
  textAlign(CENTER);
  fill(0);
  textSize(30); 
  text(score, height/2, 50);
}

function watchRacketBounce() {
  var overhead = mouseY - pmouseY;
  if ((ballX+(ballSize/2) > mouseX-(racketWidth/2)) && (ballX-(ballSize/2) < mouseX+(racketWidth/2))) {
    if (dist(ballX, ballY, ballX, mouseY)<=(ballSize/2)+abs(overhead)) {
      makeBounceBottom(mouseY);
      ballSpeedHorizon = (ballX - mouseX)/10;
      // racket moving up
      if (overhead<0) {
        ballY+=(overhead/2);
        ballSpeedVert+=(overhead/2);
      }
    }
  }
}
function applyGravity() {
  ballSpeedVert += gravity;
  ballY += ballSpeedVert;
  ballSpeedVert -= (ballSpeedVert * airfriction);
}
function applyHorizontalSpeed() {
  ballX += ballSpeedHorizon;
  ballSpeedHorizon -= (ballSpeedHorizon * airfriction);
}
// ball falls and hits the floor (or other surface) 
function makeBounceBottom(surface) {
  ballY = surface-(ballSize/2);
  ballSpeedVert*=-1;
  ballSpeedVert -= (ballSpeedVert * friction);
}
// ball rises and hits the ceiling (or other surface)
function makeBounceTop(surface) {
  ballY = surface+(ballSize/2);
  ballSpeedVert*=-1;
  ballSpeedVert -= (ballSpeedVert * friction);
}
// ball hits object from left side
function makeBounceLeft(surface) {
  ballX = surface+(ballSize/2);
  ballSpeedHorizon*=-1;
  ballSpeedHorizon -= (ballSpeedHorizon * friction);
}
// ball hits object from right side
function makeBounceRight(surface) {
  ballX = surface-(ballSize/2);
  ballSpeedHorizon*=-1;
  ballSpeedHorizon -= (ballSpeedHorizon * friction);
}
// keep ball in the screen
function keepInScreen() {
  // ball hits floor
  if (ballY+(ballSize/2) > height) { 
    makeBounceBottom(height);
  }
  // ball hits ceiling
  if (ballY-(ballSize/2) < 0) {
    makeBounceTop(0);
  }
  // ball hits left of the screen
  if (ballX-(ballSize/2) < 0) {
    makeBounceLeft(0);
  }
  // ball hits right of the screen
  if (ballX+(ballSize/2) > width) {
    makeBounceRight(width);
  }
}
            
          
!
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