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<div id="pong"></div>
// define document width and height
var width = 450, height = 300
// create SVG document and set its size
var draw = SVG('pong').size(width, height)
draw.viewbox(0,0,450,300)
// draw background
var background = draw.rect(width, height).fill('#dde3e1')
// draw line
var line = draw.line(width/2, 0, width/2, height)
line.stroke({ width: 5, color: '#fff', dasharray: '5,5' })
// define paddle width and height
var paddleWidth = 15, paddleHeight = 80
// create and position left paddle
var paddleLeft = draw.rect(paddleWidth, paddleHeight)
paddleLeft.x(0).cy(height/2).fill('#00ff99')
// create and position right paddle
var paddleRight = paddleLeft.clone()
paddleRight.x(width-paddleWidth).fill('#ff0066')
// define ball size
var ballSize = 10
// create ball
var ball = draw.circle(ballSize)
ball.center(width/2, height/2).fill('#7f7f7f')
// define inital player score
var playerLeft = playerRight = 0
// create text for the score, set font properties
var scoreLeft = draw.text(playerLeft+'').font({
size: 32,
family: 'Menlo, sans-serif',
anchor: 'end',
fill: '#fff'
}).move(width/2-10, 10)
// cloning rocks!
var scoreRight = scoreLeft.clone()
.text(playerRight+'')
.font('anchor', 'start')
.x(width/2+10)
// random velocity for the ball at start
var vx = Math.random() * 500 - 250
, vy = Math.random() * 500 - 250
// update is called on every animation step
function update(dt) {
// move the ball by its velocity
ball.dmove(vx*dt, vy*dt)
// get position of ball
var cx = ball.cx()
, cy = ball.cy()
// check if we hit top/bottom borders
if((vy < 0 && cy <= 0) || (vy > 0 && cy >= height)) {
vy = -vy
}
var paddleLeftY = paddleLeft.y()
, paddleRightY = paddleRight.y()
// check if we hit the paddle
if ((vx < 0 && cx <= paddleWidth && cy > paddleLeftY && cy < paddleLeftY + paddleHeight) ||
(vx > 0 && cx >= width - paddleWidth && cy > paddleRightY && cy < paddleRightY + paddleHeight)) {
// depending on where the ball hit we adjust y velocity
// for more realistic control we would need a bit more math here
// just keep it simple
vy = (cy - ((vx < 0 ? paddleLeftY : paddleRightY) + paddleHeight/2)) * 7 // magic factor
// make the ball faster on hit
vx = -vx * 1.05
// check if we hit left/right borders
} else if ((vx < 0 && cx <= 0) || (vx > 0 && cx >= width)) {
// when x-velocity is negative, its a point for player 2, else player 1
if(vx < 0) { ++playerRight }
else { ++playerLeft }
vx = -vx
scoreLeft.text(playerLeft+'')
scoreRight.text(playerRight+'')
}
// move player paddle
var playerPaddleY = paddleRight.y()
if (playerPaddleY <= 0 && paddleDirection == -1) {
paddleRight.cy(paddleHeight/2)
} else if (playerPaddleY >= height-paddleHeight && paddleDirection == 1) {
paddleRight.y(height-paddleHeight)
} else {
paddleRight.dy(paddleDirection*paddleSpeed)
}
}
var lastTime, animFrame
function callback(ms) {
// we get passed a timestamp in milliseconds
// we use it to determine how much time has passed since the last call
if (lastTime) {
update((ms-lastTime)/1000) // call update and pass delta time in seconds
}
lastTime = ms
animFrame = requestAnimationFrame(callback)
}
callback()
// define paddle direction and speed
var paddleDirection = 0 // -1 is up, 1 is down, 0 is still
, paddleSpeed = 5 // pixels per frame refresh
// detect if up and down arrows are pressed to change direction
SVG.on(document, 'keydown', function(e) {
paddleDirection = e.keyCode == 40 ? 1 : e.keyCode == 38 ? -1 : 0
e.preventDefault()
})
// make sure the direction is reset when the key is released
SVG.on(document, 'keyup', function(e) {
paddleDirection = 0
e.preventDefault()
})
Also see: Tab Triggers