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<!--
Player 1
- up: w
- down: s
Player 2
- up: arrow up
- down: arrow down
-->
body {
background-image: url('//simonewebdesign.it/games/pong/assets/dirt.png');
}
canvas {
display: block;
margin: auto;
position: absolute;
top: 0;
right: 0;
bottom: 0;
left: 0;
box-shadow: 0 0 36px rgba(0, 0, 0, 0.25);
}
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 768;
canvas.height = 432;
document.body.appendChild(canvas);
Vector2 = function ( x, y ) {
this.x = x || 0;
this.y = y || 0;
};
Vector2.prototype = {
constructor: Vector2,
set: function ( x, y ) {
this.x = x;
this.y = y;
return this;
},
copy: function ( v ) {
this.x = v.x;
this.y = v.y;
return this;
},
clone: function () {
return new Vector2( this.x, this.y );
},
add: function ( v1, v2 ) {
this.x = v1.x + v2.x;
this.y = v1.y + v2.y;
return this;
},
addSelf: function ( v ) {
this.x += v.x;
this.y += v.y;
return this;
},
sub: function ( v1, v2 ) {
this.x = v1.x - v2.x;
this.y = v1.y - v2.y;
return this;
},
subSelf: function ( v ) {
this.x -= v.x;
this.y -= v.y;
return this;
},
multiplyScalar: function ( s ) {
this.x *= s;
this.y *= s;
return this;
},
divideScalar: function ( s ) {
if ( s ) {
this.x /= s;
this.y /= s;
} else {
this.set( 0, 0 );
}
return this;
},
negate: function() {
return this.multiplyScalar( -1 );
},
dot: function ( v ) {
return this.x * v.x + this.y * v.y;
},
lengthSq: function () {
return this.x * this.x + this.y * this.y;
},
length: function () {
return Math.sqrt( this.lengthSq() );
},
normalize: function () {
return this.divideScalar( this.length() );
},
distanceTo: function ( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
},
distanceToSquared: function ( v ) {
var dx = this.x - v.x, dy = this.y - v.y;
return dx * dx + dy * dy;
},
setLength: function ( l ) {
return this.normalize().multiplyScalar( l );
},
equals: function( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) );
},
// Rotates the vector around the origin by the specified angle (in degrees).
// Equivalent to multiplying by the 2×2 rotation matrix.
rotate: function( angle ) {
var x = this.x,
y = this.y,
to_radians = Math.PI / 180,
rad = angle * to_radians,
sin = Math.sin(rad),
cos = Math.cos(rad),
px = x * cos - y * sin;
py = x * sin + y * cos;
this.set( px, py );
return this;
},
rotateAroundPivot: function( pivot, angle ) {
return this.subSelf(pivot).rotate(angle).addSelf(pivot);
},
// Returns the angle that the vector points to.
angle: function () {
return Math.atan2( this.x, this.y );
},
flipLeft: function () {
return this.set(this.x * -1, this.y);
},
flipRight: function () {
return this.set(this.x, this.y * -1);
},
};
//----------------------------------------
var canvasBgImage = new Image(),
bgPattern;
canvasBgImage.onload = function () {
this.loaded = true;
bgPattern = ctx.createPattern(canvasBgImage, 'repeat');
};
canvasBgImage.src = "//simonewebdesign.it/games/pong/assets/sand.png";
var ballBgImage = new Image();
ballBgImage.loaded = false; // custom flag
ballBgImage.onload = function () {
this.loaded = true;
};
ballBgImage.src = "//simonewebdesign.it/games/pong/assets/ball.png";
var Ball = function () {
this.size = 48,
this.speed = 600,
this.deflect = function (N) {
var dot = this.velocity.dot(N);
var v1 = N.multiplyScalar(2 * dot);
this.velocity = v1.subSelf(this.velocity);
}
// Define property x
Object.defineProperty(this, 'x', {
get: function () {
return this.pos.x;
},
set: function (value) {
this.pos.x = value;
}
});
// Define property y
Object.defineProperty(this, 'y', {
get: function () {
return this.pos.y;
},
set: function (value) {
this.pos.y = value;
}
});
return this;
}
var Paddle = function () {
this.score = 0,
this.speed = 600,
this.width = 24,
this.height = 96,
this.points = [],
this.pos = new Vector2,
this.pivot = new Vector2,
this.direction = new Vector2,
this.bgImage = new Image,
this.angle = -1,
// Define property x
Object.defineProperty(this, 'x', {
get: function () {
return this.pos.x;
},
set: function (value) {
this.pos.x = value;
}
});
// Define property y
Object.defineProperty(this, 'y', {
get: function () {
return this.pos.y;
},
set: function (value) {
this.pos.y = value;
}
});
this.updatePivot = function () {
this.pivot.set(this.width / 2, this.height / 2).addSelf(this.pos);
},
this.updatePoints = function (movementYaxis) {
for (var i = 0; i < this.points.length; i++) {
this.points[i].y += movementYaxis;
}
},
this.rotatePoints = function (angle) {
for (var i = 0; i < this.points.length; i++) {
this.points[i].rotateAroundPivot(this.pivot, angle);
}
},
this.realignPoints = function () {
var topRight = new Vector2(this.width, 0),
bottomRight = new Vector2(this.width, this.height),
bottomLeft = new Vector2(0, this.height);
this.points = [
this.pos.clone(),
this.pos.clone().addSelf(topRight),
this.pos.clone().addSelf(bottomRight),
this.pos.clone().addSelf(bottomLeft)
];
},
this.render = function () {
if (this.angle == 0) { // paddle doesn't need to be rotated
if (this.bgImage.loaded) {
ctx.drawImage(this.bgImage, this.x, this.y);
}
} else { // rotation
// saving current context
ctx.save();
// translating to the pivot point
ctx.translate( this.pivot.x, this.pivot.y );
// rotating
ctx.rotate( (Math.PI / 180) * this.angle );
// translating back to the origin
ctx.translate( -1 * this.pivot.x, -1 * this.pivot.y );
// rendering
ctx.drawImage(this.bgImage, this.x, this.y);
// restoring the original context
ctx.restore();
}
}
return this;
}
// Game objects
var p1 = new Paddle(),
p2 = new Paddle(),
ball = new Ball();
// Positions of paddles
var xPositionP1 = 20,
yPositionP1 = canvas.height / 2 - p1.height / 2,
xPositionP2 = canvas.width - p2.width - 20,
yPositionP2 = canvas.height / 2 - p2.height / 2;
// Reset points to their initial position.
// Points are set in this order: topLeft, topRight, bottomRight, bottomLeft
p1.resetPoints = function () {
this.points = [
new Vector2(xPositionP1, yPositionP1),
new Vector2(xPositionP1 + p1.width, yPositionP1),
new Vector2(xPositionP1 + p1.width, yPositionP1 + p1.height),
new Vector2(xPositionP1, yPositionP1 + p1.height)
];
};
p2.resetPoints = function () {
this.points = [
new Vector2(xPositionP2, yPositionP2),
new Vector2(xPositionP2 + p2.width, yPositionP2),
new Vector2(xPositionP2 + p2.width, yPositionP2 + p2.height),
new Vector2(xPositionP2, yPositionP2 + p2.height)
];
};
p1.bgImage.loaded = false; // custom flag
p1.bgImage.onload = function () {
this.loaded = true;
}
p1.bgImage.src = "//simonewebdesign.it/games/pong/assets/paddleBlue.png";
p2.bgImage.loaded = false; // custom flag
p2.bgImage.onload = function () {
this.loaded = true;
}
p2.bgImage.src = "//simonewebdesign.it/games/pong/assets/paddleRed.png";
// Handle keyboard controls
var keysDown = {};
var ROTATION_ANGLE = 5;
addEventListener("keydown", function (e) {
if (e.keyCode == 87) { // P1 pressed up (key: w)
if (!keysDown[87]) { // execute only the first time
p1.angle = ROTATION_ANGLE;
p1.rotatePoints(p1.angle);
}
}
if (e.keyCode == 83) { // P1 pressed down (key: s)
if (!keysDown[83]) { // execute only the first time
p1.angle = -ROTATION_ANGLE;
p1.rotatePoints(p1.angle);
}
}
if (e.keyCode == 38) { // P2 pressed up (key: arrow up)
if (!keysDown[38]) { // execute only the first time
p2.angle = ROTATION_ANGLE;
p2.rotatePoints(p2.angle);
}
}
if (e.keyCode == 40) { // P2 pressed down (key: arrow down)
if (!keysDown[40]) { // execute only the first time
p2.angle = -ROTATION_ANGLE;
p2.rotatePoints(p2.angle);
}
}
keysDown[e.keyCode] = true;
}, false);
addEventListener("keyup", function (e) {
if (e.keyCode == 87) { // P1 released up (key: w)
p1.angle = 0;
p1.realignPoints();
}
if (e.keyCode == 83) { // P1 released down (key: s)
p1.angle = 0;
p1.realignPoints();
}
if (e.keyCode == 38) { // P2 released up (key: arrow up)
p2.angle = 0;
p2.realignPoints();
}
if (e.keyCode == 40) { // P2 released down (key: arrow down)
p2.angle = 0;
p2.realignPoints();
}
delete keysDown[e.keyCode];
}, false);
// Reset the game
var reset = function () {
isGameStarted = false;
var xPosition = (canvas.width - ball.size) / 2,
yPosition = (canvas.height - ball.size) / 2,
xVelocity = Math.random() > 0.5 ? ball.speed : -ball.speed, // randomly start from left or right
yVelocity = Math.random() > 0.5 ? ball.speed : -ball.speed; // randomly start from top or bottom
ball.pos = new Vector2(xPosition, yPosition);
ball.velocity = new Vector2(xVelocity, yVelocity);
p1.pos.set(xPositionP1, yPositionP1);
p2.pos.set(xPositionP2, yPositionP2);
p1.resetPoints();
p2.resetPoints();
p1.updatePivot();
p2.updatePivot();
p1.direction.set(0, 1);
p2.direction.set(-0, 1);
}
// Update game objects
var update = function (modifier) {
if (32 in keysDown) { // Start the game with the spacebar
isGameStarted = true;
}
if (!isGameStarted) {
return false;
}
if (87 in keysDown) { // P1 holding up (key: w)
if (p1.y > 0) {
// Update position
var movementYaxis = p1.speed * modifier;
p1.y -= movementYaxis;
p1.updatePivot();
p1.updatePoints(movementYaxis * -1);
// go back on track, just in case it went too out of boundaries
if (p1.y <= 0) {
p1.y = 0;
}
}
}
if (83 in keysDown) { // P1 holding down (key: s)
if (p1.y + p1.height < canvas.height) {
// Update position
var movementYaxis = p1.speed * modifier;
p1.y += movementYaxis;
p1.updatePivot();
p1.updatePoints(movementYaxis);
// go back on track, just in case it went too out of boundaries
if (p1.y + p1.height > canvas.height) {
p1.y = canvas.height - p1.height;
}
}
}
if (38 in keysDown) { // P2 holding up
if (p2.y > 0) {
// Update position
var movementYaxis = p2.speed * modifier;
p2.y -= movementYaxis;
p2.updatePivot();
p2.updatePoints(movementYaxis * -1);
// go back on track, just in case it went too out of boundaries
if (p2.y <= 0) {
p2.y = 0;
}
}
}
if (40 in keysDown) { // P2 holding down
if (p2.y + p2.height < canvas.height) {
// Update position
var movementYaxis = p2.speed * modifier;
p2.y += movementYaxis;
p2.updatePivot();
p2.updatePoints(movementYaxis);
// go back on track, just in case it went too out of boundaries
if (p2.y + p2.height > canvas.height) {
p2.y = canvas.height - p2.height;
}
}
}
// Ball is out of the left boundary - player 2 wins!
if (ball.x <= 0) {
p2.score++;
reset();
}
// Ball is out of the right boundary - player 1 wins!
if (ball.x >= canvas.width - ball.size) {
p1.score++;
reset();
}
// Ball is colliding with P1
if (
ball.x <= (p1.x + p1.width)
&& p1.x <= (ball.x + ball.size)
&& ball.y <= (p1.y + p1.height)
&& p1.y <= (ball.y + ball.size)
) {
// First of all, I need to calculate the wall normal properly.
// I start by getting the A and B points:
var a = p1.points[1].clone(),
b = p1.points[2].clone();
// Then I get the directing vector:
p1.direction = b.subSelf(a).normalize();
// Finally I reflect the ball
ball.deflect(p1.direction);
// go back on track, just in case it went too out of boundaries
ball.x = p1.x + p1.width +1;
}
// Ball is colliding with P2
if (
ball.x <= (p2.x + p2.width)
&& p2.x <= (ball.x + ball.size)
&& ball.y <= (p2.y + p2.height)
&& p2.y <= (ball.y + ball.size)
) {
// First of all, I need to calculate the wall normal properly.
// I start by getting the A and B points:
var a = p2.points[0].clone(),
b = p2.points[3].clone();
// Then I get the directing vector
p2.direction = b.subSelf(a).normalize();
// Finally I reflect the ball
ball.deflect(p2.direction);
// go back on track, just in case it went too out of boundaries
ball.x = p2.x - ball.size -1;
}
// Ball is colliding with the top
if (ball.y <= 0) {
ball.deflect( new Vector2(1, 0) );
// go back on track, just in case it went too out of boundaries
ball.y = 0.1;
}
// Ball is colliding with the bottom
if (ball.y + ball.size >= canvas.height) {
ball.deflect( new Vector2(1, 0) );
// go back on track, just in case it went too out of boundaries
ball.y = canvas.height - ball.size -1;
}
// Ball movement
ball.x += ball.velocity.x * modifier;
ball.y += ball.velocity.y * modifier;
};
// Draw everything
var render = function () {
// Draw the background image
ctx.fillStyle = bgPattern;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// ball
if (ballBgImage.loaded) {
ctx.drawImage(ballBgImage, ball.x, ball.y);
}
p1.render();
p2.render();
// Text options
ctx.fillStyle = "rgb(250, 250, 250)";
ctx.font = "18px Helvetica";
ctx.textAlign = "left";
ctx.textBaseline = "top";
// P1 Score
ctx.fillText(p1.score, 32, 32);
// P2 Score
ctx.fillText(p2.score, canvas.width - 32 - 10, 32);
// Text options
ctx.font = "36px Helvetica";
// Initial text
if (!isGameStarted) {
ctx.fillText("Press spacebar to start", 200, canvas.height / 2);
}
};
// The main game loop
var main = function () {
var now = Date.now();
var delta = now - then;
update(delta / 1000);
render();
then = now;
// Request to do this again ASAP
requestAnimationFrame(main);
};
// Cross-browser support for requestAnimationFrame
var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;
// Let's play this game!
var then = Date.now();
reset();
main();
Also see: Tab Triggers