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script1.js
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var canvas;
var canvasContext;
var ballX = 50;
var ballY = 50;
var ballSpeedX = 10;
var ballSpeedY = 4;
var player1Score = 0;
var player2Score = 0;
const WINNING_SCORE = 3;
var firsttime=true;
var showingWinScreen = false;
var paddle1Y = 250;
var paddle2Y = 250;
const PADDLE_THICKNESS = 10;
const PADDLE_HEIGHT = 100;
//audios
const PING = new Audio(); //when ball touches the paddle
PING.src = "audios/ping.mp3";
const WALL = new Audio(); //when wall toches the upa and down walls
WALL.src = "audios/wall.m4a";
const SCORE_S = new Audio(); //when a player misses the ball
SCORE_S.src = "audios/sfx_point.wav";
const WINSND = new Audio(); //when you win
WINSND.src = "audios/win.mp3";
const BACKGRND = new Audio(); //background song
BACKGRND.src = "audios/backgrnd.mp3";
const LOSESND = new Audio(); //when you lose
LOSESND.src = "audios/lose.mp3";
function calculateMousePos(evt) { //evt is for every event
var rect = canvas.getBoundingClientRect(); //this give the coordinates of the canvas
var root = document.documentElement; //this gives the information about the html element
var mouseX = evt.clientX - rect.left - root.scrollLeft; //these two gives the mouse positions
var mouseY = evt.clientY - rect.top - root.scrollTop;
return {
x:mouseX,
y:mouseY
};
}
function handleMouseClick_exit(evt) {
if(showingWinScreen) {
player1Score = 0;
player2Score = 0;
showingWinScreen = false;
}
}
function handleMouseClick_start(evt) {
if(firsttime) {
firsttime=false;
}
}
window.onload = function() { //window.onload loads the code inside it only when the whole code of the script is loaded
canvas = document.getElementById('gameCanvas');
canvasContext = canvas.getContext('2d');
var framesPerSecond = 30;
//setInterval method calls the functions continuosly with 1000/30 until the window is closed
setInterval(function() {
moveEverything();
drawEverything();
}, 1000/framesPerSecond);
canvas.addEventListener('mousedown', function(){
handleMouseClick_start();
handleMouseClick_exit();
});
//everytime when mouse move, send the event details to calculateMousePos() which will return the mouse coordinate everytime
canvas.addEventListener('mousemove',
function(evt) {
var mousePos = calculateMousePos(evt);
paddle1Y = mousePos.y - (PADDLE_HEIGHT/2); //this substraction will center the mouse to the left paddle
});
}
function ballReset() {
if(player1Score >= WINNING_SCORE || player2Score >= WINNING_SCORE) {
showingWinScreen = true;
BACKGRND.pause();
if(player1Score >= WINNING_SCORE){
WINSND.play();
} else if(player2Score >= WINNING_SCORE){
LOSESND.play();
}
}
ballSpeedX = -ballSpeedX;
ballX = canvas.width/2;
ballY = canvas.height/2;
}
function computerMovement() {
BACKGRND.play();
var paddle2YCenter = paddle2Y + (PADDLE_HEIGHT/2);
if(paddle2YCenter < ballY - 35) {
paddle2Y = paddle2Y + 6;
} else if(paddle2YCenter > ballY + 35) {
paddle2Y = paddle2Y - 6;
}
}
function moveEverything() {
if(showingWinScreen) {
return;
}
computerMovement();
BACKGRND.play();
ballX = ballX + ballSpeedX;
ballY = ballY + ballSpeedY;
if(ballX < 0) {
if(ballY > paddle1Y && ballY < paddle1Y+PADDLE_HEIGHT) {
ballSpeedX = -ballSpeedX;
PING.play();
var deltaY = ballY -(paddle1Y+PADDLE_HEIGHT/2);
ballSpeedY = deltaY * 0.35;
}
else {
SCORE_S.play();
player2Score++; // must be BEFORE ballReset()
ballReset();
}
}
if(ballX > canvas.width) {
if(ballY > paddle2Y &&
ballY < paddle2Y+PADDLE_HEIGHT) {
ballSpeedX = -ballSpeedX;
PING.play();
var deltaY = ballY
-(paddle2Y+PADDLE_HEIGHT/2);
ballSpeedY = deltaY * 0.35;
} else {
SCORE_S.play();
player1Score++; // must be BEFORE ballReset()
ballReset();
}
}
if(ballY < 0) {
ballSpeedY = -ballSpeedY;
}
if(ballY > canvas.height) {
ballSpeedY = -ballSpeedY;
}
}
function drawNet() {
for(var i=0;i<canvas.height;i+=40) {
colorRect(canvas.width/2-1,i,2,20,'#158467');
}
}
function winner(ele)
{
document.querySelector('.content').style.display = 'block';
document.querySelector('.content').style.backgroundPosition='fixed';
document.querySelector('.content').style.zIndex='2';
document.querySelector('.final-score').innerHTML=ele;
}
function loss(ele2)
{
document.querySelector('.content-f').style.display = 'block';
document.querySelector('.content-f').style.backgroundPosition='fixed';
document.querySelector('.content-f').style.zIndex='2';
document.querySelector('.final-score-f').innerHTML=ele2;
}
function drawEverything() {
// next line blanks out the screen with black
if(showingWinScreen) {
canvasContext.clearRect(0,0,canvas.width,canvas.height);
if(player1Score >= WINNING_SCORE) {
var won = "Yippie, you won the game";
winner(won);
} else if(player2Score >= WINNING_SCORE) {
var lost = "Sorry, you lost the game.<br>Better luck next time";
loss(lost);
}
return;
}
colorRect(0,0,canvas.width,canvas.height, '#bfdcae');
drawNet();
// this is left player paddle
colorRect(0,paddle1Y,PADDLE_THICKNESS,PADDLE_HEIGHT,'#158467');
// this is right computer paddle
colorRect(canvas.width-PADDLE_THICKNESS,paddle2Y,PADDLE_THICKNESS,PADDLE_HEIGHT,'#158467');
// next line draws the ball
colorCircle(ballX, ballY, 10, '#158467');
canvasContext.font="30px fantasy";
canvasContext.fillText(player1Score, 250, 100);
canvasContext.fillText(player2Score, canvas.width-250, 100);
}
function colorCircle(centerX, centerY, radius, drawColor) {
canvasContext.fillStyle = drawColor; //specifies the colour
canvasContext.beginPath(); //beginpath defines a shape in which we will fill in
canvasContext.arc(centerX, centerY, radius, 0,Math.PI*2,true); // for the circle
canvasContext.fill(); //just like fillRect function , it requires beginPath()
}
function colorRect(leftX,topY, width,height, drawColor) {
canvasContext.fillStyle = drawColor;
canvasContext.fillRect(leftX,topY, width,height);
}