Ping Pong in JavaScript? - javascript

I am trying to make a ping pong game. At the moment I got the ball moving and both paddles moving when keys pressed. But the ball does not bounce off the paddles. There is code to bounce off player2 paddle but it does not seem to work. It's a lot of code I know. Can you help me find out what is wrong?
"use strict";
// Variables
var c = document.getElementById("sCanvas");
var ctx = sCanvas.getContext("2d");
var cHeight = sCanvas.height;
var cWidth = sCanvas.width;
//Objects
//create paddle object
class Paddle {
constructor(x, y) {
this.colour = "red";
this.xPoss = x;
this.yPoss = y;
this.width = 12;
this.height = 60;
this.speed = 3;
}
drawMe() {
ctx.fillStyle = this.colour;
ctx.fillRect(this.xPoss, this.yPoss, this.width, this.height);
}
} // end paddle object
//create the sphere object
class Sphere {
constructor() {
this.radius = (10);
this.colour = "blue";
this.xPos = 65; //Math.random() * cWidth;
this.yPos = 100; //Math.random() * cHeight;
this.speedY = 5; //* Math.random();
this.speedX = 5; //* Math.random();
}
drawMe() {
//method to draw itself
ctx.beginPath();
ctx.arc(this.xPos, this.yPos, this.radius, 0, Math.PI * 2, true);
ctx.fillStyle = this.colour;
ctx.fill();
}
//method to move itself
moveMe() {
this.yPos += this.speedY;
this.xPos += this.speedX;
//bounce off the bottom wall
if (this.yPos > cHeight - this.radius) {
this.speedY = -this.speedY;
} //bounce off the top wall
else if (this.yPos < 0 + this.radius) {
this.speedY = -this.speedY;
}
//stop ball if hit right side
if (this.xPos > cWidth) {
this.speedX = 0;
this.speedY = 0;
}
//bounce off player 2 paddle
else if (this.xPos > player2.xPoss && (this.yPos > player2.yPoss && this.yPos < (player2.yPoss + player2.height))) {
this.speedX = -this.speedX;
}
}
//end moveMe function
} // end Sphere object
//******************
// create game objects
//******************
var ball = new Sphere();
var player1 = new Paddle(10, 150);
var player2 = new Paddle(580, 150);
//*********************
// Deal with key presses
// **********************
var keysDown = []; //empty array to store which keys are being held down
window.addEventListener("keydown", function(event) {
keysDown[event.keyCode] = true; //store the code for the key being pressed
});
window.addEventListener("keyup", function(event) {
delete keysDown[event.keyCode];
});
function checkKeys() {
if (keysDown[90]) {
if (player1.yPoss > 0) {
player1.yPoss = -player1.speed; //z
}
}
if (keysDown[88]) {
if (player1.yPoss < (cHeight - player1.height)) {
player1.yPoss += player1.speed; //x
}
}
if (keysDown[190]) {
if (player2.yPoss > 0) {
player2.yPoss = -player2.speed; //"."
}
}
if (keysDown[188]) {
if (player2.yPoss < (cHeight - player2.height)) {
player2.yPoss += player2.speed; //","
}
}
}
// your 2 new sets of code here for 2 more keys for player 2
//*********************
// Make the score board
// **********************
//*********************
// launch the ball from the centre, left and right, on space bar
// **********************
function render() {
requestAnimationFrame(render);
ctx.clearRect(0, 0, cWidth, cHeight);
ball.drawMe();
ball.moveMe();
player1.drawMe();
player2.drawMe();
checkKeys();
}
render(); //set the animation and drawing on canvas going
<canvas id="sCanvas" width="600" height="400" style="border: solid;"></canvas>

I added a simple hit box and detector and drawing the boxes in black to illustrate. Changed xPoss, yPoss to xPos, yPos for consistency. Changed = - to -= on the paddle movement (was snapping to top when moving up). Changed class and methods to JavaScript functions and prototype methods.
This should be enough to go on to see the how JavaScript does objects and how to do a simple hit detection. This isn't the only way to create objects but it is close to what you were trying to do.
update
Made some changes to hit/collision detection. Can now hit ball from bottom and top of paddle.
"use strict";
// Variables
var c = document.getElementById("sCanvas");
var ctx = sCanvas.getContext("2d");
var cHeight = sCanvas.height;
var cWidth = sCanvas.width;
//Objects
//create paddle object
function Paddle(x, y) {
this.colour = "red";
this.xPos = x;
this.yPos = y;
this.width = 12;
this.height = 60;
this.speed = 3;
}
Paddle.prototype.drawMe = function() {
ctx.fillStyle = this.colour;
ctx.fillRect(this.xPos, this.yPos, this.width, this.height);
}; // end paddle object
/***** BEGIN COLLISION DECTECTION FUNCTIONS *****/
// optimized collision of boxes - Does a hit b?
function hit(a, b) {
// Return immediately when the objects aren't touching.
if (
a.x2 < b.x || // a.right is before b.left
b.x2 < a.x || // b.right is before a.left
a.y2 < b.y || // a.bottom is before b.top
b.y2 < a.y // b.bottom is before a.top
) {
return false;
}
// The objects are touching. It is a hit or collision.
return true;
}
// does a hit the top of b?
function hitTop(a, b) {
return (a.y2 > b.y && a.y < b.y) ? true : false;
}
// does a hit the bottom of b?
function hitBottom(a, b) {
return (a.y < b.y2 && a.y2 > b.y2) ? true : false;
}
// Creates an obect of x, y, x2, y2 for hit detection.
function hitObj(obj) {
var h = {x:0, y:0, x2:0, y2:0};
if (obj.radius) {
h.x = obj.xPos - obj.radius;
h.x2 = obj.xPos + obj.radius;
h.y = obj.yPos - obj.radius;
h.y2 = obj.yPos + obj.radius;
} else {
h.x = obj.xPos;
h.x2 = obj.xPos + obj.width | (obj.radius * 2);
h.y = obj.yPos;
h.y2 = obj.yPos + obj.height | (obj.radius * 2);
}
// draw hit box - uncomment to see hit detection
/*
ctx.save();
ctx.strokeStyle = "#000000";
ctx.lineWidth = 5;
ctx.strokeRect(h.x, h.y, h.x2 - h.x, h.y2 - h.y);
ctx.restore();
*/
return h;
}
/***** END COLLISION DETECTION FUNCTIONS *****/
//create the sphere object
function Sphere() {
this.radius = (10);
this.colour = "blue";
this.xPos = 25; //Math.random() * cWidth;
this.yPos = 5; //Math.random() * cHeight;
this.speedY = 5; //* Math.random();
this.speedX = 5; //* Math.random();
}
Sphere.prototype.drawMe = function() {
//method to draw itself
ctx.beginPath();
ctx.arc(this.xPos, this.yPos, this.radius, 0, Math.PI * 2, true);
ctx.fillStyle = this.colour;
ctx.fill();
};
Sphere.prototype.moveMe = function() {
//method to move itself
// save start position. change back to start
// position when there's a hit so we don't
// get stuck in an object.
var pos = {
x: this.xPos,
y: this.yPos
};
// move
this.yPos += this.speedY;
this.xPos += this.speedX;
//bounce off the bottom wall
if (this.yPos > cHeight - this.radius) {
this.yPos = pos.y;
this.speedY = -this.speedY;
} //bounce off the top wall
else if (this.yPos < 0 + this.radius) {
this.yPos = pos.y;
this.speedY = -this.speedY;
}
/*
//stop ball if hit right side
if (this.xPos > cWidth) {
this.speedX = 0;
this.speedY = 0;
}
*/
// Bounce off left and right sides.
if ((this.xPos+this.radius) >= cWidth || this.xPos <= 0) {
this.xPos = pos.x;
this.speedX = -this.speedX;
}
//bounce off player paddle
else {
var pad1 = hitObj(player1);
var pad2 = hitObj(player2);
var ball = hitObj(this);
if (hit(ball, pad2)) {
// hit player2
this.xPos = pos.x;
this.speedX *= -1;
// if the ball travels down and hits top OR
// if the ball travels up and hits bottom then bounce back
if (
(this.speedY > 0 && hitTop(ball, pad2)) ||
(this.speedY < 0 && hitBottom(ball, pad2))
) {
this.yPos = pos.y;
this.speedY *= -1;
}
} else if (hit(ball, pad1)) {
// hit player1
this.xPos = pos.x;
this.speedX *= -1;
// if the ball travels down and hits top OR
// if the ball travels up and hits bottom then bounce back
if (
(this.speedY > 0 && hitTop(ball, pad1)) ||
(this.speedY < 0 && hitBottom(ball, pad1))
) {
this.yPos = pos.y;
this.speedY *= -1;
}
}
}
};
//end moveMe function
//******************
// create game objects
//******************
var ball = new Sphere();
var player1 = new Paddle(10, 150);
var player2 = new Paddle(580, 150);
//*********************
// Deal with key presses
// **********************
var keysDown = []; //empty array to store which keys are being held down
window.addEventListener("keydown", function(event) {
keysDown[event.keyCode] = true; //store the code for the key being pressed
});
window.addEventListener("keyup", function(event) {
delete keysDown[event.keyCode];
});
function checkKeys() {
if (keysDown[90]) {
if (player1.yPos > 0) {
player1.yPos -= player1.speed; //z
}
}
if (keysDown[88]) {
if (player1.yPos < (cHeight - player1.height)) {
player1.yPos += player1.speed; //x
}
}
if (keysDown[190]) {
if (player2.yPos > 0) {
player2.yPos -= player2.speed; //"."
}
}
if (keysDown[188]) {
if (player2.yPos < (cHeight - player2.height)) {
player2.yPos += player2.speed; //","
}
}
}
// your 2 new sets of code here for 2 more keys for player 2
//*********************
// Make the score board
// **********************
//*********************
// launch the ball from the centre, left and right, on space bar
// **********************
function render() {
requestAnimationFrame(render);
ctx.clearRect(0, 0, cWidth, cHeight);
ball.drawMe();
ball.moveMe();
player1.drawMe();
player2.drawMe();
checkKeys();
}
render(); //set the animation and drawing on canvas going
#sCanvas {
width: 300px;
height: 200px;
}
<canvas id="sCanvas" width="600" height="400" style="border: solid;"></canvas>

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ball.y + ball.d <= plat.y &&
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) {
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Creating orbiting weapon sprite with JS canvas creates animation errors/glitches

I am trying to make a game in which a player has an equippable weapon. As of now, I have set this weapon to be an image of a bow, and I want to have said weapon to move around the player while facing the mouse. This is similar to buildroyale.io, where the player rotates along with his weapon to face the mouse.
As of now, with the help of #Justin, I've got the bow rotating (somewhat) on the screen. It only shows up when the left click is down, as desired, but does not rotate as expected. Here is a clip showcasing how it moves: clip
Here is the code I use:
class EventHandler {
equip_weapon() {
if (holding) {
player.weapon = player.bag.slot_1;
canv.globalAlpha = 1;
player.weapon.equip();
player.weapon.update();
}
}
}
class Weapon {
image_path;
constructor(image_path) {
this.x = player.x + 30;
this.y = player.y + 30;
this.width = 120;
this.height = 120;
this.angle = 0;
this.distance = 50;
this.image = image_path;
}
equip() {
this.angle = Math.atan2(mouse.y - this.y, mouse.x - this.x)
canv.save();
canv.translate(this.x, this.y);
canv.rotate(this.angle);
canv.drawImage(this.image, this.distance, -this.height/2, this.width, this.height);
canv.restore();
}
update() {
this.x = player.x + player.width / 2;
this.y = player.y + player.height / 2;
}
}
bow = new Weapon(bow_image);
player.bag.slot_1 = bow;
aim_bounds = document.documentElement.getBoundingClientRect();
class Player {
constructor() {
this.name = null;
this.speed = 5;
this.skin = player_sheet;
this.can_move = true;
this.is_moving = false;
this.width = 68;
this.height = 68;
this.scale = 1;
this.x = 566;
this.y = 316;
this.direction = facing.down;
this.frame = 0;
this.shadow_offset = 25;
this.frame_rate = 10;
this.health = 100;
this.clip_amount = 10;
this.weapon = null;
// Player inventory
this.bag = {
slot_1 : null,
slot_2 : null,
slot_3 : null,
slot_4 : null,
slot_5 : null,
offhand : null,
armor : null
}
this.is_menu_open = false;
console.log("Player constructed!");
}
update() {
// Animation updates
if (game.tick % this.frame_rate == 0 && this.is_moving && !this.is_menu_open) {
this.frame += 68;
if (this.frame >= 272) { this.frame = 0; }
} else if (!this.is_moving) { this.frame = 0; }
// Movement updates
if (this.can_move) {
if (controller.up) { this.direction = facing.up; this.y -= this.speed; this.is_moving = true; }
else if (controller.down) { this.direction = facing.down; this.y += this.speed; this.is_moving = true; }
else if (controller.left) { this.direction = facing.left; this.x -= this.speed; this.is_moving = true; }
else if (controller.right) { this.direction = facing.right; this.x += this.speed; this.is_moving = true; }
if (!controller.up && !controller.down && !controller.left && !controller.right) { this.is_moving = false; }
}
// Checks
if (this.is_menu_open) { this.can_move = false; } else { this.can_move = true; }
document.getElementById("health_bar").value = this.health;
if (this.is_menu_open) { menu.style.display = "block"; } else { menu.style.display = "none"; }
}
animate() {
// Player shadow
canv.drawImage(player_shadow, this.x, this.y + this.shadow_offset);
// Player
canv.globalAlpha = 1;
canv.drawImage(player_sheet, (sprite.x + this.frame), (sprite.y * this.direction),
sprite.width, sprite.height,
this.x, this.y,
this.width, this.height);
}
}
Here is a download to my current code in case you need more to debug: game.zip
The way I handle this is to make sure my image is first oriented correctly. In my case my bow image would look like this (ignore the quality). Just see that it faces right.
In the draw function I use translate() to position the image and I use the x and y inside the drawImage(img, x, y, w, h) to draw the image centered along the top edge of the canvas. The x (set to 50 in this example) position is essentially the radius of the image rotation and the y is just to center my bow's arrow on the y axis of the canvas.
Using Math.atan2() I can rotate the image
this.angle = Math.atan2(mouse.y - this.y, mouse.x - this.x)
In this snippet I have two lines that are commented out. If you uncomment them you will better see what is happening.
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
canvas.width = 600;
canvas.height = 600;
let mouse = {x: 10, y: 10}
let canvasBounds = canvas.getBoundingClientRect();
canvas.addEventListener('mousemove', e => {
mouse.x = e.x - canvasBounds.x
mouse.y = e.y - canvasBounds.y
})
let bow = new Image();
bow.src = "https://lh3.googleusercontent.com/g5Sr3HmGZgWx07sRQMvgvtxZ-ErhWNT0_asFdhLIlw-EQMTuUq3BV3YY8d5rrIrZBiJ-Uo2l836Qlmr8dmaCi-dcCCqN6veS6xnE8jSrmdtRtZKnmF5FQ5aTxuVBgB28n6ICoxSlpA=w2400";
class Weapon {
constructor() {
this.x = 200;
this.y = 200;
this.w = 60;
this.h = 60;
this.angle = 0
}
draw() {
this.angle = Math.atan2(mouse.y - this.y, mouse.x - this.x)
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.angle);
//ctx.fillStyle = 'lightgrey';
//ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(bow, 50, -this.h/2, this.w, this.h)
ctx.restore();
}
}
let bowArrow = new Weapon();
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
bowArrow.draw();
requestAnimationFrame(animate)
}
animate();
<canvas id="canvas"></canvas>
UPDATE:
Here is what I changed in your files and it works well on my end.
engine.controller.js change mousemove and add listener for resize. I'm also pretty sure there's a way you can get rid of the getMouse function since the listener below gets mouse coordinates for you.
canvas.addEventListener("mousemove", function (event) {
mouse_position = event
mouse.x = event.x - canvas_bounds.x;
mouse.y = event.y - canvas_bounds.y;
})
window.addEventListener('resize', () => {
canvas_bounds = canvas.getBoundingClientRect();
})
engine.eventhandler.js
class Weapon {
image_path;
constructor(image_path) {
this.x = player.x + player.width/2;
this.y = player.y + player.height/2;
this.w = 60;
this.h = 60;
this.angle = 0;
this.image = image_path;
}
equip() {
this.x = player.x + player.width/2;
this.y = player.y + player.height/2;
this.angle = Math.atan2(mouse.y - this.y, mouse.x - this.x)
canv.save();
canv.translate(this.x, this.y);
canv.rotate(this.angle);
canv.drawImage(this.image, 50, -this.h/2, this.w, this.h);
canv.restore();
}
}
engine.main.js
function setup() {
game = new Game;
player = new Player;
controller = new Controller;
event_handler = new EventHandler;
canvas.width = 1200;
canvas.height = 700;
canvas_bounds = canvas.getBoundingClientRect();
// REMOVE LATER
bow = new Weapon(bow_image);
player.bag.slot_1 = bow;
document.getElementById("bag").style.display = "block";
}
engine.setup.js
// Weapon stuff
var weapon_equiped = false;
var canvas = document.getElementById("canvas");
let mouse = {
x : 10,
y : 10
}
let canvas_bound;
var mouse_position, holding;
var rect, mouse_x, mouse_y;
...and
//you have a space between canvas. height in both fillRect
canv.fillRect(0, 0, canvas.width, canvas. height);
I think that's all I changed. Pretty sure you can use your mouse_x or the mouse.x but you probably don't need both in your code.

Running a separate canvas animation to the game loop animation

I'm caught in a logic knot with this game :(. I simply want to remove the explosions from the screen after say 1 second of each doing its loop. As you can see below they run at the frame rate of the game loop. This is the only way I could animate the explosion - by setting a sprite to move at the speed of the game loop (frame rate).
I don't understand how to connect a separate animation going at a different speed to this same canvas context that is being essentially cleared every frame.. I can't even figure out how to stop the explosion sprite loop.
I've tried creating a separate method drawExplosion() in the Explosion class and using setInterval in the Explosion constructor but it never likes the context I connect it to and throws this error:
Cannot read property 'drawImage' of undefined (i.e. the context is undefined)
If someone could just stop each explosion loop after 1 second I would understand where I went off course
The outline of the code is this:
class Entity
class Ball extends Entity
class Explosion extends Entity
class Enemy extends Entity
class Paddle extends Entity
class InputsManager
class mouseMoveHandler
class Game
const canvas = document.querySelector('canvas')
const game = new Game(canvas)
game.start()
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<style>
body {
background-color: rgb(214, 238, 149);
height: 100vh;
display: flex;
justify-content: center;
align-items: center;
margin: 0;
padding: 0;
}
canvas {
background: url("https://picsum.photos/200");
width: 100%;
background-size: cover;
}
</style>
</head>
<body>
<canvas height="459"></canvas>
</body>
<script>
class Entity {
constructor(x, y) {
this.dead = false;
this.collision = 'none'
this.x = x
this.y = y
}
update() { console.warn(`${this.constructor.name} needs an update() function`) }
draw() { console.warn(`${this.constructor.name} needs a draw() function`) }
isDead() { console.warn(`${this.constructor.name} needs an isDead() function`) }
static testCollision(a, b) {
if (a.collision === 'none') {
console.warn(`${a.constructor.name} needs a collision type`)
return undefined
}
if (b.collision === 'none') {
d
console.warn(`${b.constructor.name} needs a collision type`)
return undefined
}
if (a.collision === 'circle' && b.collision === 'circle') {
return Math.sqrt((a.x - b.x) ** 2 + (a.y - b.y) ** 2) < a.radius + b.radius
}
if (a.collision === 'circle' && b.collision === 'rect' || a.collision === 'rect' && b.collision === 'circle') {
let circle = a.collision === 'circle' ? a : b
let rect = a.collision === 'rect' ? a : b
// this is a waaaaaay simplified collision that just works in this case (circle always comes from the bottom)
const topOfBallIsAboveBottomOfRect = circle.y - circle.radius <= rect.y + rect.height
const bottomOfBallIsBelowTopOfRect = circle.y + circle.radius >= rect.y - rect.height
const ballIsRightOfRectLeftSide = circle.x + circle.radius >= rect.x - rect.width / 4
const ballIsLeftOfRectRightSide = circle.x - circle.radius <= rect.x + rect.width
return topOfBallIsAboveBottomOfRect && bottomOfBallIsBelowTopOfRect && ballIsRightOfRectLeftSide && ballIsLeftOfRectRightSide
}
console.warn(`there is no collision function defined for a ${a.collision} and a ${b.collision}`)
return undefined
}
static testBallCollision(ball) {
const topOfBallIsAboveBottomOfRect = ball.y - ball.radius <= this.y + this.height / 2
const bottomOfBallIsBelowTopOfRect = ball.y + ball.radius >= this.y - this.height / 2
const ballIsRightOfRectLeftSide = ball.x - ball.radius >= this.x - this.width / 2
const ballIsLeftOfRectRightSide = ball.x + ball.radius <= this.x + this.width / 2
return topOfBallIsAboveBottomOfRect && bottomOfBallIsBelowTopOfRect && ballIsRightOfRectLeftSide && ballIsLeftOfRectRightSide
}
}
class Ball extends Entity {
constructor(x, y) {
super(x, y)
this.dead = false;
this.collision = 'circle'
this.speed = 300 // px per second
this.radius = 2.5 // radius in px
this.color = '#fff'
this.ballsDistanceY = 12
}
update({ deltaTime }) {
// Ball still only needs deltaTime to calculate its update
this.y -= this.speed * deltaTime / 1000 // deltaTime is ms so we divide by 1000
}
/** #param {CanvasRenderingContext2D} context */
draw(context) {
context.beginPath()
context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI)
context.fillStyle = this.color;
context.fill()
context.beginPath()
context.arc(this.x, this.y + this.ballsDistanceY, this.radius, 0, 2 * Math.PI)
context.fillStyle = this.color;
context.fill()
context.beginPath()
context.arc(this.x, this.y - this.ballsDistanceY, this.radius, 0, 2 * Math.PI)
context.fillStyle = this.color;
context.fill()
}
isDead(enemy) {
const outOfBounds = this.y < 0 - this.radius
const collidesWithEnemy = Entity.testCollision(enemy, this)
if (outOfBounds) {
return true
}
if (collidesWithEnemy) {
//console.log('dead')
this.dead = true;
game.hitEnemy();
return true
}
}
}
class Explosion extends Entity {
constructor(x, y, contextFromGameObject){
super(x, y)
this.contextFromGameObject = contextFromGameObject
this.imgExplosion = new Image();
this.imgExplosion.src = "https://i.ibb.co/9Ggfzxr/explosion.png";
this.totalNumberOfFrames = 12 // ten images in the image (see the url above)
this.spriteFrameNumber = 0 // This is changed to make the sprite animate
this.widthOfSprite = 1200 // this.imgExplosion.width; // find the width of the image
this.heightOfSprite = 100 // this.imgExplosion.height; // find the height of the image
this.widthOfSingleImage = this.widthOfSprite / this.totalNumberOfFrames; // The width of each image in the spirite
//this.timerId = setInterval(this.explode.bind(this), 100)
this.scaleExplosion = 0.5
//this.timerId = setInterval(this.drawExplosion, 100);
}
// drawExplosion(){
// console.log(this.spriteFrameNumber)
// //ctx.clearRect(0, 0, 500, 500)
// this.spriteFrameNumber += 1; // changes the sprite we look at
// this.spriteFrameNumber = this.spriteFrameNumber % this.totalNumberOfFrames; // Change this from 0 to 1 to 2 ... upto 9 and back to 0 again, then 1...
// this.contextFromGameObject.drawImage(this.imgExplosion,
// this.spriteFrameNumber * this.widthOfSingleImage, 0, // x and y - where in the sprite
// this.widthOfSingleImage, this.heightOfSprite, // width and height
// this.x - 25, this.y - 25, // x and y - where on the screen
// this.widthOfSingleImage, this.heightOfSprite // width and height
// );
// if (this.spriteFrameNumber > 9) {
// clearInterval(this.timerId)
// };
// }
/** #param {CanvasRenderingContext2D} context */
draw(context, frameNumber) {
console.log(frameNumber)
//ctx.clearRect(0, 0, 500, 500)
this.spriteFrameNumber += 1; // changes the sprite we look at
this.spriteFrameNumber = this.spriteFrameNumber % this.totalNumberOfFrames; // Change this from 0 to 1 to 2 ... upto 9 and back to 0 again, then 1...
context.drawImage(this.imgExplosion,
this.spriteFrameNumber * this.widthOfSingleImage, 0, // x and y - where in the sprite
this.widthOfSingleImage, this.heightOfSprite, // width and height
this.x - 25, this.y - 25, // x and y - where on the screen
this.widthOfSingleImage, this.heightOfSprite // width and height
);
}
update() {
}
isDead(ball, isDead) {
if(isDead == 'true'){
clearTimeout(this.timerId);
return true
}
return false
}
}
class Enemy extends Entity {
constructor(x, y) {
super(x, y)
this.collision = 'rect'
this.height = 50;
this.width = 50;
this.speedVar = 4;
this.speed = this.speedVar;
this.color = '#EC3AC8';
this.color2 = '#000000';
this.y = y;
this.imgEnemy = new Image();
this.imgEnemy.src = "https://i.ibb.co/kgXsr66/question.png";
this.runCount = 1;
this.timerId = setInterval(this.movePosish.bind(this), 1000);
}
movePosish() {
//console.log(this.runCount)
// x 10 -> 240
// y 10 -> 300
switch (this.runCount) {
case 0:
this.x = 20; this.y = 200;
break
case 1:
this.x = 200; this.y = 300;
break
case 2:
this.x = 30; this.y = 20;
break
case 3:
this.x = 230; this.y = 150;
break
case 4:
this.x = 200; this.y = 20;
break
case 5:
this.x = 30; this.y = 90;
break
case 6:
this.x = 240; this.y = 20;
break
case 7:
this.x = 30; this.y = 150;
break
case 8:
this.x = 180; this.y = 170;
break
case 9:
this.x = 30; this.y = 50;
break
case 10:
this.x = 130; this.y = 170;
break
}
//if 10th image remove image and clear timer
this.runCount += 1;
if (this.runCount > 10) {
//clearInterval(this.timerId)
this.runCount = 0;
console.log('ya missed 10 of em')
};
}
update() {
// //Moving left/right
// this.x += this.speed;
// if (this.x > canvas.width - this.width) {
// this.speed -= this.speedVar;
// }
// if (this.x === 0) {
// this.speed += this.speedVar;
// }
}
/** #param {CanvasRenderingContext2D} context */
draw(context) {
// context.beginPath();
// context.rect(this.x, this.y, this.width, this.height);
// context.fillStyle = this.color2;
// context.fill();
// context.closePath();
context.drawImage(this.imgEnemy, this.x, this.y);
}
isDead(enemy) {
//// collision detection
// const collidesWithEnemy = Entity.testCollision(enemy, ball)
// if (collidesWithEnemy){
// console.log('enemy dead')
// game.hitEnemy();
// return true
// }
// if (ball.dead){
// console.log('enemy dead')
// game.hitEnemy();
// return true
// }
return false
}
}
class Paddle extends Entity {
constructor(x, width) {
super(x, width)
this.collision = 'rect'
this.speed = 200
this.height = 25
this.width = 30
this.color = "#74FCEF"
}
update({ deltaTime, inputs, mouse }) {
// Paddle needs to read both deltaTime and inputs
// if mouse inside canvas AND not on mobile
if (mouse.insideCanvas) {
this.x = mouse.paddleX
} else {
this.x += this.speed * deltaTime / 1000 * inputs.direction
// stop from going off screen
if (this.x < this.width / 2) {
this.x = this.width / 2;
} else if (this.x > canvas.width - this.width / 2) {
this.x = canvas.width - this.width / 2
}
}
}
/** #param {CanvasRenderingContext2D} context */
draw(context) {
context.beginPath();
context.rect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height);
context.fillStyle = this.color;
context.fill();
context.closePath();
context.beginPath();
context.rect(this.x - this.width / 12, this.y - this.height / 1.1, this.width / 6, this.height);
context.fillStyle = this.color;
context.fill();
context.closePath();
}
isDead() { return false }
}
class InputsManager {
constructor() {
this.direction = 0 // this is the value we actually need in out Game object
window.addEventListener('keydown', this.onKeydown.bind(this))
window.addEventListener('keyup', this.onKeyup.bind(this))
}
onKeydown(event) {
switch (event.key) {
case 'ArrowLeft':
this.direction = -1
break
case 'ArrowRight':
this.direction = 1
break
}
}
onKeyup(event) {
switch (event.key) {
case 'ArrowLeft':
if (this.direction === -1) // make sure the direction was set by this key before resetting it
this.direction = 0
break
case 'ArrowRight':
this.direction = 1
if (this.direction === 1) // make sure the direction was set by this key before resetting it
this.direction = 0
break
}
}
}
class mouseMoveHandler {
constructor() {
// this.paddleWidth = paddleWidth;
this.x = 0;
this.paddleX = 0;
//this.canvas = canvas;
document.addEventListener("mousemove", this.onMouseMove.bind(this), false);
}
//'relative to canvas width' mouse position snippet
getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect(), // abs. size of element
scaleX = canvas.width / rect.width, // relationship bitmap vs. element for X
scaleY = canvas.height / rect.height; // relationship bitmap vs. element for Y
//console.log('canvas width = ' + canvas.width)
return {
x: (evt.clientX - rect.left) * scaleX, // scale mouse coordinates after they have
y: (evt.clientY - rect.top) * scaleY // been adjusted to be relative to element
}
}
onMouseMove(e) {
//console.log('moving')
//this.x = 100;
this.x = this.getMousePos(canvas, e).x; //relative x on canvas
this.y = this.getMousePos(canvas, e).y; //relative x on canvas
this.insideCanvas = false;
if (this.x > 0 && this.x < canvas.width) {
if (this.y > 0 && this.y < canvas.height) {
//console.log('inside')
this.insideCanvas = true;
} else {
this.insideCanvas = false;
}
}
if (this.x - 20 > 0 && this.x < canvas.width - 20) {
this.paddleX = this.x;
}
}
}
class Game {
/** #param {HTMLCanvasElement} canvas */
constructor(canvas) {
this.entities = [] // contains all game entities (Balls, Paddles, ...)
this.context = canvas.getContext('2d')
this.newBallInterval = 900 // ms between each ball
this.lastBallCreated = -Infinity // timestamp of last time a ball was launched
this.paddleWidth = 50
this.isMobile = false
this.frameNumber = 0;
}
endGame() {
//clear all elements, remove h-hidden class from next frame, then remove h-hidden class from the cta content
console.log('endgame')
const endGame = true;
game.loop(endGame)
}
hitEnemy() {
//this.timerId = setTimeout(endExplosion(), 500);
this.explosion = new Explosion(this.enemy.x, this.enemy.y, this.context)
this.entities.push(this.explosion)
}
start() {
this.lastUpdate = performance.now()
this.enemy = new Enemy(140, 220)
this.entities.push(this.enemy)
// we store the new Paddle in this.player so we can read from it later
this.player = new Paddle(150, 400)
// but we still add it to the entities list so it gets updated like every other Entity
this.entities.push(this.player)
//start watching inputs
this.inputsManager = new InputsManager()
//start watching mousemovement
this.mouseMoveHandler = new mouseMoveHandler()
//start game loop
this.loop()
}
update() {
// calculate time elapsed
const newTime = performance.now()
const deltaTime = newTime - this.lastUpdate
this.isMobile = window.matchMedia('(max-width: 1199px)');
// we now pass more data to the update method so that entities that need to can also read from our InputsManager
const frameData = {
deltaTime,
inputs: this.inputsManager,
mouse: this.mouseMoveHandler,
context: this.context
}
// update every entity
this.entities.forEach(entity => entity.update(frameData))
// other update logic (here, create new entities)
if (this.lastBallCreated + this.newBallInterval < newTime) {
// this is quick and dirty, you should put some more thought into `x` and `y` here
this.ball = new Ball(this.player.x, 360)
this.entities.push(this.ball)
this.lastBallCreated = newTime
}
// remember current time for next update
this.lastUpdate = newTime
}
cleanup() {
//console.log(this.entities[0])//Enemy
//console.log(this.entities[1])//Paddle
//console.log(this.entities[2])//Ball
//to prevent memory leak, don't forget to cleanup dead entities
this.entities.forEach(entity => {
if (entity.isDead(this.enemy)) {
const index = this.entities.indexOf(entity)
this.entities.splice(index, 1)
}
})
}
draw() {
//draw entities
this.entities.forEach(entity => entity.draw(this.context, this.frameNumber))
}
//main game loop
loop(endGame) {
this.myLoop = requestAnimationFrame(() => {
this.frameNumber += 1;
this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height)
if (endGame) {
cancelAnimationFrame(this.myLoop);
this.endGame()
return;
}
this.update()
this.draw()
this.cleanup()
this.loop()
})
}
}
const canvas = document.querySelector('canvas')
const game = new Game(canvas)
game.start()
</script>
</html>
What you might want to do is to use a boolean that stays true as long as your animation should be running, it will call the function that draws your explosion.
class Entity {
constructor(x, y) {
this.dead = false;
this.collision = 'none'
this.x = x
this.y = y
}
update() { console.warn(`${this.constructor.name} needs an update() function`) }
draw() { console.warn(`${this.constructor.name} needs a draw() function`) }
isDead() { console.warn(`${this.constructor.name} needs an isDead() function`) }
static testCollision(a, b) {
if (a.collision === 'none') {
console.warn(`${a.constructor.name} needs a collision type`)
return undefined
}
if (b.collision === 'none') {
d
console.warn(`${b.constructor.name} needs a collision type`)
return undefined
}
if (a.collision === 'circle' && b.collision === 'circle') {
return Math.sqrt((a.x - b.x) ** 2 + (a.y - b.y) ** 2) < a.radius + b.radius
}
if (a.collision === 'circle' && b.collision === 'rect' || a.collision === 'rect' && b.collision === 'circle') {
let circle = a.collision === 'circle' ? a : b
let rect = a.collision === 'rect' ? a : b
// this is a waaaaaay simplified collision that just works in this case (circle always comes from the bottom)
const topOfBallIsAboveBottomOfRect = circle.y - circle.radius <= rect.y + rect.height
const bottomOfBallIsBelowTopOfRect = circle.y + circle.radius >= rect.y - rect.height
const ballIsRightOfRectLeftSide = circle.x + circle.radius >= rect.x - rect.width / 4
const ballIsLeftOfRectRightSide = circle.x - circle.radius <= rect.x + rect.width
return topOfBallIsAboveBottomOfRect && bottomOfBallIsBelowTopOfRect && ballIsRightOfRectLeftSide && ballIsLeftOfRectRightSide
}
console.warn(`there is no collision function defined for a ${a.collision} and a ${b.collision}`)
return undefined
}
static testBallCollision(ball) {
const topOfBallIsAboveBottomOfRect = ball.y - ball.radius <= this.y + this.height / 2
const bottomOfBallIsBelowTopOfRect = ball.y + ball.radius >= this.y - this.height / 2
const ballIsRightOfRectLeftSide = ball.x - ball.radius >= this.x - this.width / 2
const ballIsLeftOfRectRightSide = ball.x + ball.radius <= this.x + this.width / 2
return topOfBallIsAboveBottomOfRect && bottomOfBallIsBelowTopOfRect && ballIsRightOfRectLeftSide && ballIsLeftOfRectRightSide
}
}
class Ball extends Entity {
constructor(x, y) {
super(x, y)
this.dead = false;
this.collision = 'circle'
this.speed = 300 // px per second
this.radius = 2.5 // radius in px
this.color = '#fff'
this.ballsDistanceY = 12
}
update({ deltaTime }) {
// Ball still only needs deltaTime to calculate its update
this.y -= this.speed * deltaTime / 1000 // deltaTime is ms so we divide by 1000
}
/** #param {CanvasRenderingContext2D} context */
draw(context) {
context.beginPath()
context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI)
context.fillStyle = this.color;
context.fill()
context.beginPath()
context.arc(this.x, this.y + this.ballsDistanceY, this.radius, 0, 2 * Math.PI)
context.fillStyle = this.color;
context.fill()
context.beginPath()
context.arc(this.x, this.y - this.ballsDistanceY, this.radius, 0, 2 * Math.PI)
context.fillStyle = this.color;
context.fill()
}
isDead(enemy) {
const outOfBounds = this.y < 0 - this.radius
const collidesWithEnemy = Entity.testCollision(enemy, this)
if (outOfBounds) {
return true
}
if (collidesWithEnemy) {
//console.log('dead')
this.dead = true;
game.hitEnemy();
return true
}
}
}
class Explosion extends Entity {
constructor(x, y, contextFromGameObject){
super(x, y)
this.contextFromGameObject = contextFromGameObject
this.imgExplosion = new Image();
this.imgExplosion.src = "https://i.ibb.co/9Ggfzxr/explosion.png";
this.totalNumberOfFrames = 12 // ten images in the image (see the url above)
this.spriteFrameNumber = 0 // This is changed to make the sprite animate
this.widthOfSprite = 1200 // this.imgExplosion.width; // find the width of the image
this.heightOfSprite = 100 // this.imgExplosion.height; // find the height of the image
this.widthOfSingleImage = this.widthOfSprite / this.totalNumberOfFrames; // The width of each image in the spirite
//this.timerId = setInterval(this.explode.bind(this), 100)
this.scaleExplosion = 0.5
this.explosionHappened = 0;
//this.timerId = setInterval(this.drawExplosion, 100);
}
// drawExplosion(){
// console.log(this.spriteFrameNumber)
// //ctx.clearRect(0, 0, 500, 500)
// this.spriteFrameNumber += 1; // changes the sprite we look at
// this.spriteFrameNumber = this.spriteFrameNumber % this.totalNumberOfFrames; // Change this from 0 to 1 to 2 ... upto 9 and back to 0 again, then 1...
// this.contextFromGameObject.drawImage(this.imgExplosion,
// this.spriteFrameNumber * this.widthOfSingleImage, 0, // x and y - where in the sprite
// this.widthOfSingleImage, this.heightOfSprite, // width and height
// this.x - 25, this.y - 25, // x and y - where on the screen
// this.widthOfSingleImage, this.heightOfSprite // width and height
// );
// if (this.spriteFrameNumber > 9) {
// clearInterval(this.timerId)
// };
// }
/** #param {CanvasRenderingContext2D} context */
draw(context, frameNumber) {
//console.log(frameNumber)
if(this.explosionHappened)
{
//ctx.clearRect(0, 0, 500, 500)
this.spriteFrameNumber += 1; // changes the sprite we look at
this.spriteFrameNumber = this.spriteFrameNumber % this.totalNumberOfFrames; // Change this from 0 to 1 to 2 ... upto 9 and back to 0 again, then 1...
context.drawImage(this.imgExplosion,
this.spriteFrameNumber * this.widthOfSingleImage, 0, // x and y - where in the sprite
this.widthOfSingleImage, this.heightOfSprite, // width and height
this.x - 25, this.y - 25, // x and y - where on the screen
this.widthOfSingleImage, this.heightOfSprite // width and height
);
this.explosionHappened=this.spriteFrameNumber;
}
}
update() {
}
isDead(ball, isDead) {
if(isDead == 'true'){
clearTimeout(this.timerId);
return true
}
return false
}
}
class Enemy extends Entity {
constructor(x, y) {
super(x, y)
this.collision = 'rect'
this.height = 50;
this.width = 50;
this.speedVar = 4;
this.speed = this.speedVar;
this.color = '#EC3AC8';
this.color2 = '#000000';
this.y = y;
this.imgEnemy = new Image();
this.imgEnemy.src = "https://i.ibb.co/kgXsr66/question.png";
this.runCount = 1;
this.timerId = setInterval(this.movePosish.bind(this), 1000);
}
movePosish() {
//console.log(this.runCount)
// x 10 -> 240
// y 10 -> 300
switch (this.runCount) {
case 0:
this.x = 20; this.y = 200;
break
case 1:
this.x = 200; this.y = 300;
break
case 2:
this.x = 30; this.y = 20;
break
case 3:
this.x = 230; this.y = 150;
break
case 4:
this.x = 200; this.y = 20;
break
case 5:
this.x = 30; this.y = 90;
break
case 6:
this.x = 240; this.y = 20;
break
case 7:
this.x = 30; this.y = 150;
break
case 8:
this.x = 180; this.y = 170;
break
case 9:
this.x = 30; this.y = 50;
break
case 10:
this.x = 130; this.y = 170;
break
}
//if 10th image remove image and clear timer
this.runCount += 1;
if (this.runCount > 10) {
//clearInterval(this.timerId)
this.runCount = 0;
console.log('ya missed 10 of em')
};
}
update() {
// //Moving left/right
// this.x += this.speed;
// if (this.x > canvas.width - this.width) {
// this.speed -= this.speedVar;
// }
// if (this.x === 0) {
// this.speed += this.speedVar;
// }
}
/** #param {CanvasRenderingContext2D} context */
draw(context) {
// context.beginPath();
// context.rect(this.x, this.y, this.width, this.height);
// context.fillStyle = this.color2;
// context.fill();
// context.closePath();
context.drawImage(this.imgEnemy, this.x, this.y);
}
isDead(enemy) {
//// collision detection
// const collidesWithEnemy = Entity.testCollision(enemy, ball)
// if (collidesWithEnemy){
// console.log('enemy dead')
// game.hitEnemy();
// return true
// }
// if (ball.dead){
// console.log('enemy dead')
// game.hitEnemy();
// return true
// }
return false
}
}
class Paddle extends Entity {
constructor(x, width) {
super(x, width)
this.collision = 'rect'
this.speed = 200
this.height = 25
this.width = 30
this.color = "#74FCEF"
}
update({ deltaTime, inputs, mouse }) {
// Paddle needs to read both deltaTime and inputs
// if mouse inside canvas AND not on mobile
if (mouse.insideCanvas) {
this.x = mouse.paddleX
} else {
this.x += this.speed * deltaTime / 1000 * inputs.direction
// stop from going off screen
if (this.x < this.width / 2) {
this.x = this.width / 2;
} else if (this.x > canvas.width - this.width / 2) {
this.x = canvas.width - this.width / 2
}
}
}
/** #param {CanvasRenderingContext2D} context */
draw(context) {
context.beginPath();
context.rect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height);
context.fillStyle = this.color;
context.fill();
context.closePath();
context.beginPath();
context.rect(this.x - this.width / 12, this.y - this.height / 1.1, this.width / 6, this.height);
context.fillStyle = this.color;
context.fill();
context.closePath();
}
isDead() { return false }
}
class InputsManager {
constructor() {
this.direction = 0 // this is the value we actually need in out Game object
window.addEventListener('keydown', this.onKeydown.bind(this))
window.addEventListener('keyup', this.onKeyup.bind(this))
}
onKeydown(event) {
switch (event.key) {
case 'ArrowLeft':
this.direction = -1
break
case 'ArrowRight':
this.direction = 1
break
}
}
onKeyup(event) {
switch (event.key) {
case 'ArrowLeft':
if (this.direction === -1) // make sure the direction was set by this key before resetting it
this.direction = 0
break
case 'ArrowRight':
this.direction = 1
if (this.direction === 1) // make sure the direction was set by this key before resetting it
this.direction = 0
break
}
}
}
class mouseMoveHandler {
constructor() {
// this.paddleWidth = paddleWidth;
this.x = 0;
this.paddleX = 0;
//this.canvas = canvas;
document.addEventListener("mousemove", this.onMouseMove.bind(this), false);
}
//'relative to canvas width' mouse position snippet
getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect(), // abs. size of element
scaleX = canvas.width / rect.width, // relationship bitmap vs. element for X
scaleY = canvas.height / rect.height; // relationship bitmap vs. element for Y
//console.log('canvas width = ' + canvas.width)
return {
x: (evt.clientX - rect.left) * scaleX, // scale mouse coordinates after they have
y: (evt.clientY - rect.top) * scaleY // been adjusted to be relative to element
}
}
onMouseMove(e) {
//console.log('moving')
//this.x = 100;
this.x = this.getMousePos(canvas, e).x; //relative x on canvas
this.y = this.getMousePos(canvas, e).y; //relative x on canvas
this.insideCanvas = false;
if (this.x > 0 && this.x < canvas.width) {
if (this.y > 0 && this.y < canvas.height) {
//console.log('inside')
this.insideCanvas = true;
} else {
this.insideCanvas = false;
}
}
if (this.x - 20 > 0 && this.x < canvas.width - 20) {
this.paddleX = this.x;
}
}
}
class Game {
/** #param {HTMLCanvasElement} canvas */
constructor(canvas) {
this.entities = [] // contains all game entities (Balls, Paddles, ...)
this.context = canvas.getContext('2d')
this.newBallInterval = 900 // ms between each ball
this.lastBallCreated = -Infinity // timestamp of last time a ball was launched
this.paddleWidth = 50
this.isMobile = false
this.frameNumber = 0;
}
endGame() {
//clear all elements, remove h-hidden class from next frame, then remove h-hidden class from the cta content
console.log('endgame')
const endGame = true;
game.loop(endGame)
}
hitEnemy() {
//this.timerId = setTimeout(endExplosion(), 500);
this.explosion = new Explosion(this.enemy.x, this.enemy.y, this.context)
this.explosion.explosionHappened=1;
this.entities.push(this.explosion)
}
start() {
this.lastUpdate = performance.now()
this.enemy = new Enemy(140, 220)
this.entities.push(this.enemy)
// we store the new Paddle in this.player so we can read from it later
this.player = new Paddle(150, 400)
// but we still add it to the entities list so it gets updated like every other Entity
this.entities.push(this.player)
//start watching inputs
this.inputsManager = new InputsManager()
//start watching mousemovement
this.mouseMoveHandler = new mouseMoveHandler()
//start game loop
this.loop()
}
update() {
// calculate time elapsed
const newTime = performance.now()
const deltaTime = newTime - this.lastUpdate
this.isMobile = window.matchMedia('(max-width: 1199px)');
// we now pass more data to the update method so that entities that need to can also read from our InputsManager
const frameData = {
deltaTime,
inputs: this.inputsManager,
mouse: this.mouseMoveHandler,
context: this.context
}
// update every entity
this.entities.forEach(entity => entity.update(frameData))
// other update logic (here, create new entities)
if (this.lastBallCreated + this.newBallInterval < newTime) {
// this is quick and dirty, you should put some more thought into `x` and `y` here
this.ball = new Ball(this.player.x, 360)
this.entities.push(this.ball)
this.lastBallCreated = newTime
}
// remember current time for next update
this.lastUpdate = newTime
}
cleanup() {
//console.log(this.entities[0])//Enemy
//console.log(this.entities[1])//Paddle
//console.log(this.entities[2])//Ball
//to prevent memory leak, don't forget to cleanup dead entities
this.entities.forEach(entity => {
if (entity.isDead(this.enemy)) {
const index = this.entities.indexOf(entity)
this.entities.splice(index, 1)
}
})
}
draw() {
//draw entities
this.entities.forEach(entity => entity.draw(this.context, this.frameNumber))
}
//main game loop
loop(endGame) {
this.myLoop = requestAnimationFrame(() => {
this.frameNumber += 1;
this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height)
if (endGame) {
cancelAnimationFrame(this.myLoop);
this.endGame()
return;
}
this.update()
this.draw()
this.cleanup()
this.loop()
})
}
}
const canvas = document.querySelector('canvas')
const game = new Game(canvas)
game.start()
body {
background-color: rgb(214, 238, 149);
height: 100vh;
display: flex;
justify-content: center;
align-items: center;
margin: 0;
padding: 0;
}
canvas {
background: url("https://picsum.photos/200");
width: 100%;
background-size: cover;
}
<canvas height="459"></canvas>
just for an additionnal information, i myself am a fan of ecs architecture and in order to achieve an explosion, or any other game mechanism cleanly you can use systems, there is an(experimental) firefox project that allows you to use entity component system architecture called ecsy
https://ecsy.io

Collision between ball and paddle in pong game on canvas

The ball seems to bounce off one side of the paddle, but when it comes from the side it glitches through the paddle. I just can't find a way behind it and it really bothers me. I am using some logic gates to define where the ball's direction is need to be invereted
function startGame() {
GameArea.start();
Ball1 = new CircleComp('white' , window.innerWidth - 200 , window.innerHeight - 20);
Ball1.ySpeed = 13.5;
Ball1.xSpeed = 6;
Paddle1 = new PaddleComp( 87, 83, 0, window.innerHeight / 2.5, 10, 70);
Paddle2 = new PaddleComp( 38, 40, window.innerWidth - 10, window.innerHeight / 2.5, 10 , 70);
}
var GameArea = {
canvas : canvas = document.querySelector("canvas"),
start : function (){
this.canvas.width = window.innerWidth;
this.canvas.height = window.innerHeight;
this.ctx = this.canvas.getContext('2d');
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('keydown', function (e) {
GameArea.keys = (GameArea.keys || []);
GameArea.keys[e.keyCode] = true;
})
window.addEventListener('keyup', function (e) {
GameArea.keys[e.keyCode] = false;
})
},
clear : function() {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
function CircleComp(color, x , y){
this.x = x;
this.y = y;
this.width = 8;
this.height = 8;
var context1 = GameArea.ctx;
this.update = function(){
context1.beginPath();
context1.fillStyle = color;
context1.fillRect(this.x, this.y, this.width, this.height);
context1.fill();
context1.stroke();
this.updatePosition();
}
this.updatePosition = function(){
this.y += this.ySpeed;
this.x += this.xSpeed;
if(this.x + this.width > GameArea.canvas.width){
this.xSpeed = -this.xSpeed;
}
if(this.y + this.height > GameArea.canvas.height){
this.ySpeed = -this.ySpeed;;
}
if(this.x - this.width < 0){
this.xSpeed = -this.xSpeed;
}
if(this.y - this.height < 0){
this.ySpeed = -this.ySpeed;
}
if(this.y + this.height > Paddle2.y && this.y - this.width < (Paddle2.y + 130) && this.x + this.width > Paddle2.x ){
this.xSpeed = -this.xSpeed;
}
if(this.y + this.height > Paddle1.y && this.y - this.width < (Paddle1.y + 70) && this.x - this.height < Paddle1.x + 10){
this.xSpeed = -this.xSpeed;
}
}
}
function PaddleComp(Upkey, Downkey, x, y, width, height){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.ySpeed = 0;
var context2 = GameArea.ctx;
this.update = function(){
context2.fillStyle = 'white';
context2.fillRect(x,this.y,this.width,this.height);
this.updatePosition();
}
this.updatePosition = function() {
this.ySpeed = 0;
if (GameArea.keys && GameArea.keys[Upkey]) {
this.ySpeed = -15; //console.log('Up');
}
if (GameArea.keys && GameArea.keys[Downkey]) {
this.ySpeed = 15; //console.log('Down');
}
if ((GameArea.keys && GameArea.keys[Downkey]) && this.y + 130 > window.innerHeight){
this.ySpeed = this.ySpeed -15 ;
}
if ((GameArea.keys && GameArea.keys[Upkey]) && this.y < 0 ){
this.ySpeed = this.ySpeed +15 ;
}
this.y += this.ySpeed;
}
}
function updateGameArea(){
GameArea.clear();
Paddle1.update();
Paddle2.update();
Ball1.update();
}
<html>
<head>
<meta charset='urf-8'>
<style>
canvas{
border: 0px solid black;
background-color: black;
}
body{
margin: 0;
overflow: hidden;
}
</style>
</head>
<body onload='startGame()'>
<canvas></canvas>
<script src='Pong.js'></script>
</body>
</html>
Could not see directly what the problem was with your code so i just rewrote the code with the ball, bat (paddle) test function in the ball Object and called from the players object. ball.checkPad(player); tests if the ball has hit the players bat. To help picture what is happening I have slowed it all down and made the bats real phat. When the ball hits the bat it will turn yellow and the bat red for a second or so.
There is plenty of comments in the parts you asked about,
Hope it helps
Demo copied from OP question.
const setting = {
speed : 2, // of ball
left : 0,
width : 400,
height : 200,
padWidth : 50,
padHeight : 80,
padSpeed : 4, // double balls
hitPauseCount : 30, // nuber of frames to hold when there is a collisiotn so you
// can check all is good
}
const keys = {
ArrowUp : false,
ArrowDown : false,
ArrowLeft : false,
ArrowRight : false,
keyEvent(e) { // dont use keyCode it has depreciated
if (keys[e.code] !== undefined) {
keys[e.code] = e.type === "keydown";
e.preventDefault();
}
}
}
var ctx;
var ball1, paddle1, paddle2;
var gameArea = {
start() {
canvas.width = setting.width;
canvas.height = setting.height;
ctx = canvas.getContext('2d');
requestAnimationFrame(updateGameArea);
},
clear() {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
}
}
gameArea.start();
ball = new CircleComp('white', window.innerWidth - 200, window.innerHeight - 20);
ball.ySpeed = setting.speed;
ball.xSpeed = setting.speed;
paddle1 = new PaddleComp("ArrowUp", "ArrowDown", setting.left, setting.height / 2, setting.padWidth, setting.padHeight);
paddle2 = new PaddleComp("ArrowLeft", "ArrowRight", setting.width - setting.padWidth, setting.height / 2, setting.padWidth, setting.padHeight);
window.addEventListener('keydown', keys.keyEvent);
window.addEventListener('keyup', keys.keyEvent);
function CircleComp(color, x, y) {
this.x = x;
this.y = y;
this.width = 8;
this.height = 8;
this.xSpeed = setting.speed;
var hit = 0;
var restartCount;
var serveDirection;
this.reset = function(){
this.x = ctx.canvas.width /2;
this.y = ctx.canvas.height / 2;
this.xSpeed = -this.xSpeed
this.ySpeed = setting.speed * Math.sign(Math.random() - 0.5);
restartCount = 60;
}
this.draw = function () {
if(hit > 0){
hit -= 1;
ctx.fillStyle = "yellow";
}else{
ctx.fillStyle = color;
}
ctx.fillRect(this.x, this.y, this.width, this.height);
}
// next funtion is called by the player objects
this.checkPad = function (player) {
if (player.x > canvas.width / 2) { // is player on left or right
if (this.xSpeed > 0) { // player on right only check if ball moving rigth
if (this.x + this.width > player.x) { // ball is in paddles zone
//if not bottom of ball above top of bat or top of ball bellow bottom of bat
if (!(this.y + this.height <= player.y || this.y >= player.y + player.height)) {
// ball and bat in contact
// is ball moving down and the balls top edge above the player
// then ball has hit the top side of the bat
if(this.ySpeed > 0 && this.y <= player.y){
this.y = player.y - this.width;
this.ySpeed = -setting.speed;
}else if(this.ySpeed < 0 && this.y + this.height >= player.y + player.height){ // do bottom check
this.y = player.y + player.height;
this.ySpeed = setting.speed;
}else{ // ball hit front of bat
this.x = player.x - this.width;
this.xSpeed = - setting.speed;
}
player.hit = setting.hitPauseCount; // counters to show FX when a hit happens
hit = setting.hitPauseCount;
}
}
}
} else { // player must be left
if (this.xSpeed < 0) { // ball must move left
if (this.x < player.x + player.width) { // ball is in paddles zone
if (!(this.y + this.height <= player.y || this.y >= player.y + player.height)) {
// ball and bat in contact
// ball and bat in contact
// is ball moving down and the balls top edge above the player
// then ball has hit the top side of the bat
if(this.ySpeed > 0 && this.y <= player.y){
this.y = player.y - this.width;
this.ySpeed = -setting.speed;
}else if(this.ySpeed < 0 && this.y + this.height >= player.y + player.height){ // do bottom check
this.y = player.y + player.height;
this.ySpeed = setting.speed;
}else{ // ball hit front of bat
this.x = player.x + player.width;
this.xSpeed = setting.speed;
}
player.hit = setting.hitPauseCount; // counters to show FX when a hit happens
hit = setting.hitPauseCount;
}
}
}
}
}
this.update = function () {
if(restartCount > 0){ // wait for restart pause
restartCount -= 1;
}else{
if(hit > 0){ // do nothing if paused
return;
}
this.y += this.ySpeed;
this.x += this.xSpeed;
if (this.x + this.width >= canvas.width) {
this.reset(); // point
} else if (this.x < 0) {
this.reset(); // point
}
if (this.y + this.height >= canvas.height) {
this.y = canvas.height - this.height;
this.ySpeed = -setting.speed;
} else if (this.y < 0) {
this.y = 0;
this.ySpeed = setting.speed;
}
}
}
this.reset();
}
function PaddleComp(upKey, downKey, x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.hit = 0;
this.draw = function () {
if(this.hit > 0){
this.hit -= 1;
ctx.fillStyle = "red";
}else{
ctx.fillStyle = '#9CF';
}
ctx.fillRect(this.x, this.y, this.width, this.height);
}
this.update = function () {
if (keys[upKey]) {
this.y -= setting.padSpeed;
};
if (keys[downKey]) {
this.y += setting.padSpeed;
};
if (this.y < 0) {
this.y = 0;
}
if (this.y + this.height >= canvas.height) {
this.y = canvas.height - this.height;
}
ball.checkPad(this);
}
}
function updateGameArea() {
gameArea.clear();
paddle1.update();
paddle2.update();
ball.update();
paddle1.draw();
paddle2.draw();
ball.draw();
requestAnimationFrame(updateGameArea);
}
<canvas id=canvas style='background:#69C;border:2px blue solid'></canvas>

JavaScript Pong game. I can't move 2 players at once

I stuck in one place for few hours, so I decided to go for help here. I'm beginner and i wish to try write a simple pong game.
At this link in Khan Academy you'll see result.
KHAN ACADEMY my pong game
My issue is:
I can't move two players at once. Only player can move - who hit last the keyboard. Last hit key win.
I know there are few ready pong games, but a lot of it is in Java, or all different logic. Can you help me good people? :)
//THIS IS GAME FOR 2 PEOPLE
//PLAYER 1 CONTROLS: UP ARROW (MOVE UP), DOWN ARROW (MOVE DOWN)
//PLAYER 2 CONTROLS: W KEY (MOVE UP), S KEY (MOVE DOWN)
var player1Y = height/2;
var player2Y = height/2;
var player1Score = 0;
var player2Score = 0;
var ball;
var gameStarted = false;
var t = 0;
//Constants
var PAUSE_TIME = 60;
var PLAYER_MOVE_SPEED = 2;
var BALL_SPEED = 3;
var PADDLE_HEIGHT = 80;
var PADDLE_WIDTH = 8;
angleMode = "degrees";
var Ball = function(position, speed) {
this.position = position;
this.speed = speed || BALL_SPEED;
this.radius = 6;
this.resetVelocity = function() {
this.theta = random(0, 75);
this.velocity = new PVector(
this.speed*cos(this.theta), -this.speed*sin(this.theta));
};
this.resetVelocity();
this.draw = function() {
fill(0, 0, 0);
noStroke();
ellipse(this.position.x, this.position.y,
this.radius*2, this.radius*2);
};
this.collideWithPaddle = function(x, y) {
if (this.position.x - this.radius < x + PADDLE_WIDTH/2 &&
this.position.x + this.radius > x - PADDLE_WIDTH/2) {
if (dist(0, this.position.y, 0, y) <
PADDLE_HEIGHT/2 + this.radius) {
if (this.position.x > x) {
this.position.x = x +
this.radius + PADDLE_WIDTH/2;
}
else if (this.position.x < x) {
this.position.x = x -
this.radius - PADDLE_WIDTH/2;
}
this.velocity.mult(new PVector(-1, 1));
}
}
};
this.update = function() {
//Handle wall collisions
if (this.position.x < 0) {
player2Score++;
this.position = new PVector(width/2, height/2);
gameStarted = false;
this.resetVelocity();
}
else if (this.position.x > width) {
player1Score++;
this.position = new PVector(width/2, height/2);
gameStarted = false;
this.resetVelocity();
}
if (this.position.y < 0) {
this.position.y = 0;
this.velocity.mult(new PVector(1, -1));
}
else if (this.position.y > height) {
this.position.y = height;
this.velocity.mult(new PVector(1, -1));
}
//Handle paddle collisions
this.collideWithPaddle(20, player1Y);
this.collideWithPaddle(width-20, player2Y);
this.position.add(this.velocity);
};
};
ball = new Ball(new PVector(width/2, height/2));
var drawScores = function() {
var s;
fill(0, 0, 0);
textSize(16);
s = "Player 1: " + player1Score;
text(s, width*0.25-textWidth(s)/2, 25);
s = "Player 2: " + player2Score;
text(s, width*0.75-textWidth(s)/2, 25);
};
//Move the player1 up
var movePlayer1Up = function() {
player1Y -= PLAYER_MOVE_SPEED;
};
//Move the player1 down
var movePlayer1Down = function() {
player1Y += PLAYER_MOVE_SPEED;
};
//Move the player2 up
var movePlayer2Up = function() {
player2Y -= PLAYER_MOVE_SPEED;
};
//Move the player2 down
var movePlayer2Down = function() {
player2Y += PLAYER_MOVE_SPEED;
};
var drawPlayers = function() {
//Constrain the player movement
player1Y = constrain(player1Y, 0, 400);
player2Y = constrain(player2Y, 0, 400);
rectMode(CENTER);
fill(0, 0, 0);
rect(20, player1Y, PADDLE_WIDTH, PADDLE_HEIGHT);
rect(width-20, player2Y, PADDLE_WIDTH, PADDLE_HEIGHT);
};
draw = function() {
//Control Player 1
if (keyIsPressed) {
if (keyCode===38){
movePlayer1Up();
}
else if(keyCode===40) {
movePlayer1Down();
}
}
//Control Player 2
if (keyIsPressed) {
if (key.toString()==="w"){
movePlayer2Up();
}
else if(key.toString()==="s"){
movePlayer2Down();
}
}
//Draw the environment
background(255, 255, 255);
drawPlayers();
drawScores();
stroke(100, 100, 100);
line(width/2, 0, width/2, height);
//Draw the ball
ball.draw();
if (!gameStarted) {
t++;
if (t >= PAUSE_TIME) {
t = 0;
gameStarted = true;
}
return;
}
ball.update();
};
You should be watching the onkeyup, onkeydown events for moving players, see this related question here. JavaScript multiple keys pressed at once
Now I understand concept, and I just did something like that:
Scope for multiple keys:
var keys = [];
var keyPressed = function(){
keys[keyCode] = true;
};
var keyReleased = function(){
keys[keyCode] = false;
};
and drawing function:
//Controls
if (keys[87]) {
movePlayer2Up();
}
if (keys[83]) {
movePlayer2Down();
}
if (keys[38]) {
movePlayer1Up();
}
if (keys[40]) {
movePlayer1Down();
}
And now it's working! The same link to the Khan Academy - there's the effect. Thank you one more time.

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