Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <div id="pong"></div>
              
            
!

CSS

              
                
              
            
!

JS

              
                // 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()
})
              
            
!
999px

Console