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-rw-r--r--examples/script/context2d/scripts/pong.js235
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diff --git a/examples/script/context2d/scripts/pong.js b/examples/script/context2d/scripts/pong.js
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+++ b/examples/script/context2d/scripts/pong.js
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+// globals
+playarea_canvas = document.getElementById('tutorial');
+playarea_canvas.resize(320,200);
+playarea = playarea_canvas.getContext('2d');
+//p1_scr = document.getElementById('p1_scr');
+//p2_scr = document.getElementById('p2_scr');
+//status_msg = document.getElementById('status');
+//debug = document.getElementById('debug');
+ball_direction = 0;
+up = -1;
+down = 1;
+
+//key codes
+key_up = 38;
+key_down = 40;
+key_W = 87;
+key_S = 83;
+key_pause = 32;
+
+speed = 2; //controls the speed of the ball
+paddle_inc = 10; //how many pixels paddle can move in either direction
+pause = false;
+
+player_1 = 0; //player IDs
+player_2 = 1;
+player_1_scr = 0; //player scores
+player_2_scr = 0;
+player_1_direction = null; //null = no movement whatsoever
+player_2_direction = null;
+
+pa = new Array();
+divider = new Array();
+paddle_1 = new Array();
+paddle_2 = new Array();
+ball = new Array();
+
+
+function sleep(numberMillis)
+{
+ var now = new Date();
+ var exitTime = now.getTime() + numberMillis;
+ while (true) {
+ now = new Date();
+ if (now.getTime() > exitTime)
+ return;
+ }
+}
+
+function init()
+{
+ pa['width'] = 150;
+ pa['height'] = 140;
+ pa['player_margin'] = 10; //area behind player paddles
+ pa['foreground'] = "#FFFFFF";
+ pa['background'] = "#000000";
+
+ divider['pos'] = pa['width']/2;
+ divider['width'] = 4;
+
+ paddle_1['width'] = 8;
+ paddle_1['height'] = 64;
+ paddle_1['x'] = pa['player_margin'];
+ paddle_1['y'] = (pa['height'] /2 ) - (paddle_1['height'] / 2);
+
+ paddle_2['width'] = 8;
+ paddle_2['height'] = 64;
+ paddle_2['x'] = (pa['width'] - pa['player_margin'] - paddle_2['width']);
+ paddle_2['y'] = (pa['height'] /2 ) - (paddle_2['height'] / 2);
+
+ ball['width'] = 10;
+ ball['height'] = 10;
+ ball['x'] = (pa['width']/2) - (ball['width'] / 2);
+ ball['y'] = (pa['height']/2) - (ball['height'] / 2);
+
+ ball_direction = Math.random() * 360; //initialize ball direction, which is determined by angle, at random
+ speed = 2;
+}
+
+function renderPlayarea()
+{
+ playarea.beginPath();
+
+ playarea.clearRect(0,0,pa['width'],pa['height']);
+ playarea.fillStyle = pa['background'];
+ playarea.strokeStyle = pa['foreground'];
+ playarea.fillRect(0,0, pa['width'], pa['height']);
+
+ //move paddles
+ if(player_1_direction != null)
+ {
+ if(player_1_direction == up)
+ paddle_1['y'] = paddle_1['y'] - paddle_inc;
+ else
+ paddle_1['y'] = paddle_1['y'] + paddle_inc;
+ }
+ if(player_2_direction != null)
+ {
+ if(player_2_direction == up)
+ paddle_2['y'] = paddle_2['y'] - paddle_inc;
+ else
+ paddle_2['y'] = paddle_2['y'] + paddle_inc;
+ }
+ playarea.rect(paddle_1['x'],paddle_1['y'],paddle_1['width'],paddle_1['height']);
+ playarea.rect(paddle_2['x'],paddle_2['y'],paddle_2['width'],paddle_2['height']);
+
+ //move ball
+ playarea.rect(ball['x'], ball['y'], ball['width'], ball['height']);
+ ball['x'] = ball['x'] + Math.cos((ball_direction)*Math.PI/180) * speed;
+ ball['y'] = ball['y'] + Math.sin((ball_direction)*Math.PI/180) * speed;
+
+ playarea.fillStyle = pa['foreground'];
+ playarea.fill();
+
+ playarea.beginPath();
+ //redraw divider
+ playarea.lineWidth = divider['width'];
+ playarea.lineTo(divider['pos'], 0);
+ playarea.lineTo(divider['pos'], pa['height'] = 200);
+ playarea.lineWidth = 1;
+
+ playarea.stroke();
+ playarea.closePath();
+}
+
+function testCollisions()
+{
+ //make sure paddles don't go beyond play area
+ if(((paddle_1['y'] <= 0) && (player_1_direction == up)) || ((paddle_1['y'] >= (pa['height'] - paddle_1['height'])) && (player_1_direction == down)))
+ player_1_direction = null;
+ if(((paddle_2['y'] <= 0) && (player_2_direction == up)) || ((paddle_2['y'] >= (pa['height'] - paddle_2['height'])) && (player_2_direction == down)))
+ player_2_direction = null;
+
+ //check to see if ball went beyond paddles, and if so, score accordingly and reset playarea
+ if(ball['x'] <= 0)
+ {
+ setScore(player_2);
+ init()
+ sleep(1000);
+ }
+ if(ball['x'] >= (pa['width'] - ball['width']))
+ {
+ setScore(player_1);
+ init();
+ sleep(1000);
+ }
+
+ //check to see if ball hit top or bottom wall. if so, change direction
+ if((ball['y'] >= (pa['height'] - ball['height'])) || ball['y'] <= 0)
+ ball_direction = -ball_direction;
+
+ //check to see if the ball hit a paddle, and if so, change ball angle dependant on where it hit the paddle
+ if((ball['x'] <= (paddle_1['x'] + paddle_1['width'])) && (ball['y'] >= paddle_1['y']) && (ball['y'] <= (paddle_1['y'] + paddle_1['height'])))
+ {
+ ball_direction = -ball_direction/2;
+ speed += .5;
+ }
+ if(((ball['x'] + ball['width']) >= paddle_2['x']) && (ball['y'] >= paddle_2['y']) && (ball['y'] <= (paddle_2['y'] + paddle_2['height'])))
+ {
+ ball_direction = (180+ball_direction)/2;
+ speed += .5;
+ }
+}
+
+function setScore(p)
+{
+ if(p == player_1)
+ {
+ player_1_scr++;
+ //p1_scr.firstChild.nodeValue = player_1_scr;
+ }
+ if(p == player_2)
+ {
+ player_2_scr++;
+ //p2_scr.firstChild.nodeValue = player_2_scr;
+ }
+}
+
+
+//handle input
+document.onkeydown = function(ev)
+{
+ switch(ev.keyCode)
+ {
+ case key_W:
+ player_1_direction = up;
+ break;
+ case key_S:
+ player_1_direction = down;
+ break;
+ case key_up:
+ player_2_direction = up;
+ break;
+ case key_down:
+ player_2_direction = down;
+ break;
+ }
+}
+
+document.onkeyup = function(ev)
+{
+ switch(ev.keyCode)
+ {
+ case key_W:
+ case key_S:
+ player_1_direction = null;
+ break;
+ case key_up:
+ case key_down:
+ player_2_direction = null;
+ break;
+ case key_pause:
+ if(pause == false)
+ {
+ clearInterval(game);
+ //status_msg.style.visibility = "visible";
+ pause = true;
+ }
+ else
+ {
+ game = setInterval(main, 25);
+ //status_msg.style.visibility = "hidden";
+ pause = false;
+ }
+ break;
+ }
+}
+
+function main()
+{
+ testCollisions();
+ renderPlayarea();
+}
+
+init();
+game = setInterval(main, 25);