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HTML

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

              
                
              
            
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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)) {
    vx = -vx
  }
}


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()
              
            
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