├── LICENSE ├── README.md ├── images ├── fav120.png ├── fav16.png ├── fav180.png ├── fav32.png ├── pong.gif └── pongOG.png ├── index.html ├── scripts ├── ball.js ├── canvas.js ├── game.js ├── player.js ├── printer.js └── setting.js └── styles └── style.css /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ![alt text](images/pongOG.png "preview png") 2 | 3 | ### Implementation of the Pong game in JavaScript. 4 | ⚠ So far, only for 2 players desktop gameplay (⚆_⚆) 5 | 6 | You can play here: 7 | https://buninman.github.io/Pong/ 8 | 9 | Code analysis with detailed explanations here: 10 | https://blog.buninman.ru/pong 11 | or here: 12 | https://habr.com/ru/post/697870/ 13 | 14 | # What's new in the game? 15 | 1. New design of the playing field 16 | 2. New ball strike counter 17 | 3. The ball picks up speed with each hit 18 | 5. Platforms can hit the ball with an edge 19 | 6. Starting timer and random direction for the ball 20 | 21 | # What's new in the code? 22 | 1. The ball no longer gets stuck in the platforms 23 | 2. The score is always displayed correctly, in its place 24 | 3. The ball never flies 45°. Does not get hung up on one path. 25 | 4. All settings in one JS file 26 | 5. The code has become simpler 27 | 28 | ⚠ To work, you need an http-server. I used Live Server Extension in Visual Studio Code 29 | 30 | --- 31 | 32 | ![alt text](images/pong.gif "preview gif") 33 |
New Pong on display 1972🕹
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10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | -------------------------------------------------------------------------------- /scripts/ball.js: -------------------------------------------------------------------------------- 1 | export default class Ball { 2 | constructor(Game) { 3 | this.game = Game 4 | this.set = Game.set 5 | this.ball = Game.set.ball 6 | this.print = Game.print 7 | } 8 | 9 | getRandom() { 10 | return Math.random() * (1 - 0.8) + 0.8 11 | } 12 | 13 | getRandomDirection() { 14 | if (Boolean(Math.round(Math.random()))) { 15 | return this.getRandom() 16 | } else { return -this.getRandom() } 17 | } 18 | 19 | dropBall(player) { 20 | this.ball.dx = this.getRandomDirection() 21 | this.ball.dy = this.getRandomDirection() 22 | 23 | switch (player) { 24 | case 'left': 25 | this.ball.dx = Math.abs(this.ball.dx) 26 | break 27 | case 'right': 28 | this.ball.dx = -Math.abs(this.ball.dx) 29 | break 30 | } 31 | } 32 | 33 | move() { 34 | this.ball.x += (this.ball.dx * this.ball.speed) 35 | this.ball.y += (this.ball.dy * this.ball.speed) 36 | } 37 | 38 | checkCollisionWithWalls() { 39 | let ballX = (this.ball.x + this.ball.dx) 40 | let ballY = (this.ball.y + this.ball.dy) 41 | const rightWall = (this.set.boxWidth - this.set.ballRadius) 42 | const leftWall = this.set.ballRadius 43 | const TopWall = this.set.ballRadius 44 | const BottomWall = (this.set.boxHeight - this.set.ballRadius) 45 | if (ballX >= rightWall) { 46 | this.ball.dx = this.reverseBall(this.ball.dx) 47 | this.goalProcess(this.set.playerL) 48 | } 49 | if (ballX <= leftWall) { 50 | this.ball.dx = this.reverseBall(this.ball.dx) 51 | this.goalProcess(this.set.playerR) 52 | } 53 | if (ballY >= BottomWall || ballY <= TopWall) { 54 | this.ball.dy = this.reverseBall(this.ball.dy) 55 | } 56 | } 57 | 58 | reverseBall(dir) { 59 | if (dir > 0) { 60 | return -this.getRandom() 61 | } else { 62 | return this.getRandom() 63 | } 64 | } 65 | 66 | goalProcess(winner) { 67 | winner.score++ 68 | this.print.clear('score') 69 | this.print.drawScore() 70 | this.print.clear('text') 71 | this.set.ballHitScore = 0 72 | this.print.drawGoal(winner.goalPointX, winner.color, winner.align) 73 | this.game.reStart(winner.align) 74 | } 75 | 76 | speedМagnifier() { 77 | this.ball.speed += 0.1 78 | this.set.ballHitScore++ 79 | this.print.clear('text') 80 | this.print.drawBallHit() 81 | } 82 | 83 | defaultSet() { 84 | this.ball.x = this.set.ballXDefault 85 | this.ball.y = this.set.ballYDefault 86 | this.ball.speed = this.set.ballSpeed 87 | } 88 | 89 | draw() { 90 | this.print.drawBall() 91 | } 92 | 93 | update() { 94 | this.checkCollisionWithWalls() 95 | this.move() 96 | this.draw() 97 | } 98 | } -------------------------------------------------------------------------------- /scripts/canvas.js: -------------------------------------------------------------------------------- 1 | export default class Canvas { 2 | constructor(setting) { 3 | this.set = setting 4 | this.canvas = document.createElement('canvas') 5 | this.ctx = this.canvas.getContext('2d') 6 | this.canvas.width = this.set.boxWidth 7 | this.canvas.height = this.set.boxHeight 8 | document.querySelector('#game').appendChild(this.canvas) 9 | } 10 | 11 | drawText(text, x, y, fontSize, color = this.set.textColor, align = "center", baseline = 'middle') { 12 | this.ctx.fillStyle = color 13 | this.ctx.font = `bold ${fontSize} 'Fira Mono', monospace` 14 | this.ctx.textAlign = align 15 | this.ctx.textBaseline = baseline 16 | this.ctx.fillText(text, x, y) 17 | } 18 | 19 | drawLine(xS, yS, xF, yF, lineWidth, color) { 20 | this.ctx.lineCap = 'round' 21 | this.ctx.beginPath() 22 | this.ctx.moveTo(xS, yS) 23 | this.ctx.lineTo(xF, yF) 24 | this.ctx.lineWidth = lineWidth 25 | this.ctx.strokeStyle = color 26 | this.ctx.stroke() 27 | this.ctx.closePath() 28 | } 29 | 30 | drawRectangleRound(x, y, width, height, radius, color) { 31 | this.ctx.beginPath() 32 | this.ctx.moveTo(x + radius, y) 33 | this.ctx.lineTo(x + width - radius, y) 34 | this.ctx.quadraticCurveTo(x + width, y, x + width, y + radius) 35 | this.ctx.lineTo(x + width, y + height - radius) 36 | this.ctx.quadraticCurveTo(x + width, y + height, x + width - radius, y + height) 37 | this.ctx.lineTo(x + radius, y + height) 38 | this.ctx.quadraticCurveTo(x, y + height, x, y + height - radius) 39 | this.ctx.lineTo(x, y + radius) 40 | this.ctx.quadraticCurveTo(x, y, x + radius, y) 41 | this.ctx.closePath() 42 | this.ctx.fillStyle = color 43 | this.ctx.fill() 44 | } 45 | 46 | drawCircle(x, y, radius, fillColor, stroke = true) { 47 | this.ctx.beginPath() 48 | this.ctx.arc(x, y, radius, 0, Math.PI * 2) 49 | this.ctx.fillStyle = fillColor 50 | this.ctx.fill() 51 | if (stroke) { 52 | this.ctx.lineWidth = 6 53 | this.ctx.strokeStyle = this.set.lineColor 54 | this.ctx.stroke() 55 | } 56 | this.ctx.closePath() 57 | } 58 | 59 | drawArc(radius, sAngle, eAngle, color = this.set.textColor) { 60 | const centerW = (this.set.boxWidth / 2) 61 | const centerH = (this.set.boxHeight / 2) 62 | 63 | this.ctx.lineCap = 'round' 64 | this.ctx.beginPath() 65 | this.ctx.arc(centerW, centerH, radius, sAngle, eAngle) 66 | this.ctx.lineWidth = 6 67 | this.ctx.strokeStyle = color 68 | this.ctx.stroke() 69 | this.ctx.closePath() 70 | } 71 | 72 | clear() { 73 | this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height) 74 | } 75 | } -------------------------------------------------------------------------------- /scripts/game.js: -------------------------------------------------------------------------------- 1 | import Setting from './setting.js' 2 | import Player from './player.js' 3 | import Ball from './ball.js' 4 | import Printer from './printer.js' 5 | 6 | class Game { 7 | constructor() { 8 | this.set = new Setting() 9 | this.print = new Printer(this.set) 10 | this.ball = new Ball(this) 11 | this.playerL = new Player(this, this.set.playerL) 12 | this.playerR = new Player(this, this.set.playerR) 13 | this.reqId = true 14 | this.firstLaunch() 15 | } 16 | 17 | firstLaunch() { 18 | this.print.drawBackground() 19 | //this.support() 20 | this.playerL.draw() 21 | this.playerR.draw() 22 | this.print.drawScore() 23 | this.print.drawBriefing() 24 | this.ball.dropBall() 25 | this.print.drawBallDirection(4) 26 | this.print.centerText('3') 27 | setTimeout(() => { 28 | this.print.clear('text'), 29 | this.print.centerText('2') }, 800) 30 | setTimeout(() => { 31 | this.print.clear('text'), 32 | this.print.centerText('1') }, 1600) 33 | setTimeout(() => { 34 | this.print.clear('text'), 35 | this.print.centerText('Go')}, 2400) 36 | setTimeout(() => { 37 | this.print.clear('text'), 38 | this.print.clear('other') 39 | this.start(this.reqId) }, 3200) 40 | } 41 | 42 | start(reqId) { 43 | if (reqId) { 44 | this.reqId = requestAnimationFrame((t) => this.timeLoop(t)) 45 | } 46 | } 47 | 48 | timeLoop(t) { 49 | 50 | this.print.clear('gamelayer') 51 | this.ball.update() 52 | this.playerL.update() 53 | this.playerR.update() 54 | //this.support() 55 | this.start(this.reqId) 56 | } 57 | 58 | reStart(align) { 59 | this.reqId = false 60 | setTimeout(() => { 61 | this.print.clear('gamelayer') 62 | this.playerL.defaultSet() 63 | this.playerR.defaultSet() 64 | this.ball.defaultSet() 65 | this.playerL.draw() 66 | this.playerR.draw() 67 | this.ball.draw() 68 | //this.support() 69 | this.ball.dropBall(align) 70 | this.print.drawBallDirection() 71 | }, '800') 72 | setTimeout(() => { 73 | this.print.clear('other') 74 | this.reqId = true 75 | this.start(this.reqId) 76 | }, '2400') 77 | } 78 | 79 | support() { 80 | this.print.clear('support') 81 | this.playerL.support() 82 | this.playerR.support() 83 | this.print.drawAngleZone() 84 | } 85 | } 86 | 87 | window.onload = () => { 88 | const game = new Game() 89 | } -------------------------------------------------------------------------------- /scripts/player.js: -------------------------------------------------------------------------------- 1 | export default class Player { 2 | constructor(Game, playerSet) { 3 | this.set = Game.set 4 | this.classBall = Game.ball 5 | this.ball = Game.set.ball 6 | this.print = Game.print 7 | this.player = playerSet 8 | this.keyMap = new Map(playerSet.keys) 9 | document.addEventListener('keydown', (e) => this.keyController(e, true)) 10 | document.addEventListener('keyup', (e) => this.keyController(e, false)) 11 | 12 | this.shadowUp = 0 13 | this.shadowDown = 0 14 | 15 | this.yellowZone = true 16 | this.ballReversStatus = true 17 | } 18 | 19 | keyController(e, state) { 20 | if(this.keyMap.has(e.keyCode)) { 21 | this[this.keyMap.get(e.keyCode)] = state 22 | } 23 | } 24 | 25 | move() { 26 | const plHeight = this.set.playerHeight 27 | const plSpeed = this.set.playerSpeed 28 | const plBorder = this.set.playerBorder 29 | const boxHeight = this.set.boxHeight 30 | 31 | if (this.up) { 32 | if (this.player.y > plBorder) { 33 | this.player.y -= plSpeed 34 | } else { 35 | this.player.y = plBorder 36 | } 37 | this.shadowUp = (plSpeed * 2) 38 | } 39 | else if (this.down) { 40 | if ((this.player.y + plHeight + plBorder) < boxHeight) { 41 | this.player.y += plSpeed 42 | } else { 43 | this.player.y = (boxHeight - plHeight - plBorder) 44 | } 45 | this.shadowDown = (plSpeed * 2) 46 | } else { 47 | this.shadowUp = 0 48 | this.shadowDown = 0 49 | } 50 | } 51 | 52 | checkYellowZone() { 53 | const plHeight = this.set.playerHeight 54 | 55 | if(this.ball.y > (this.player.y - this.shadowUp) 56 | && this.ball.y < (this.player.y + plHeight + this.shadowDown)) { 57 | this.yellowZone = true 58 | } else { 59 | this.yellowZone = false 60 | } 61 | } 62 | 63 | checkCollisionWithBall() { 64 | const plHeight = this.set.playerHeight 65 | 66 | let dx = this.ball.x - this.player.x 67 | let dy = this.ball.y - (this.player.y - this.shadowUp) 68 | let dyF = this.ball.y - (this.player.y + plHeight + this.shadowDown) 69 | let radSum = this.set.ballRadius + this.set.playerRadius 70 | let dX = Math.sqrt(Math.pow(dx, 2)) 71 | let dY = Math.sqrt(Math.pow(dx, 2) + Math.pow(dy, 2)) 72 | let dYF = Math.sqrt(Math.pow(dx, 2) + Math.pow(dyF, 2)) 73 | 74 | if (dX <= radSum) { 75 | if (this.yellowZone && this.ballReversStatus) { 76 | this.hitBall(this.ball.dx) 77 | } 78 | } 79 | if (this.ball.dy > 0) { 80 | if (dY <= radSum) { 81 | if (!this.yellowZone) { 82 | this.hitBall(this.ball.dx, this.ball.dy) 83 | } 84 | } 85 | } 86 | if (this.ball.dy < 0) { 87 | if (dYF <= radSum) { 88 | if (!this.yellowZone) { 89 | this.hitBall(this.ball.dx, this.ball.dy) 90 | } 91 | } 92 | } 93 | } 94 | 95 | hitBall(dx, dy) { 96 | this.ball.dx = this.classBall.reverseBall(dx) 97 | if (dy) { 98 | this.ball.dy = this.classBall.reverseBall(dy) 99 | } 100 | this.classBall.speedМagnifier() 101 | this.ballReversStatus = false 102 | setTimeout(() => { 103 | this.ballReversStatus = true 104 | }, 500) 105 | } 106 | 107 | defaultSet() { 108 | this.player.y = this.set.playerYDefault 109 | } 110 | 111 | draw() { 112 | let x = this.player.x 113 | let yStart = this.player.y 114 | let yFinish = (this.player.y + this.set.playerHeight) 115 | const plColor = this.player.color 116 | const plWidth = (this.set.playerRadius * 2) 117 | 118 | this.print.drawPlayer(x, yStart, yFinish, plWidth, plColor) 119 | } 120 | 121 | update() { 122 | this.checkYellowZone() 123 | this.checkCollisionWithBall() 124 | this.move() 125 | this.draw() 126 | } 127 | 128 | support() { 129 | const plHeight = this.set.playerHeight 130 | let x = this.player.x 131 | let yS = (this.player.y - this.shadowUp) 132 | let yF = (this.player.y + plHeight + this.shadowDown) 133 | 134 | this.print.drawShadowPlayer(x, yS, yF) 135 | this.print.drawYellowZone(x, yS, yF) 136 | } 137 | } -------------------------------------------------------------------------------- /scripts/printer.js: -------------------------------------------------------------------------------- 1 | import Canvas from './canvas.js' 2 | 3 | export default class Printer { 4 | constructor(setting) { 5 | this.set = setting 6 | this.ball = setting.ball 7 | this.canvas = new Map([ 8 | ['background', new Canvas(this.set)], 9 | ['score', new Canvas(this.set)], 10 | ['support', new Canvas(this.set)], 11 | ['other', new Canvas(this.set)], 12 | ['text', new Canvas(this.set)], 13 | ['gamelayer', new Canvas(this.set)] 14 | ]) 15 | this.bgCan = this.canvas.get('background') 16 | this.scoreCan = this.canvas.get('score') 17 | this.supCan = this.canvas.get('support') 18 | this.othCan = this.canvas.get('other') 19 | this.txtCan = this.canvas.get('text') 20 | this.gameCan = this.canvas.get('gamelayer') 21 | this.ballDirectionAngle = 0 22 | } 23 | 24 | drawBackground() { 25 | const width = this.set.boxWidth 26 | const height = this.set.boxHeight 27 | const boxRound = this.set.boxRound 28 | const boxColor = this.set.boxColor 29 | const lineW = this.set.lineWidth 30 | const lineColor = this.set.lineColor 31 | const plSpace = this.set.playerSpace 32 | const plBorder = this.set.playerBorder 33 | 34 | this.bgCan.drawRectangleRound(0, 0, width, height, boxRound, boxColor) 35 | this.bgCan.drawLine((width / 2), 0, (width / 2), height, lineW, lineColor) 36 | this.bgCan.drawCircle((width / 2), (height / 2), (height / 4), boxColor) 37 | this.bgCan.drawLine(plSpace, plBorder, plSpace, (height - plBorder), lineW, lineColor) 38 | this.bgCan.drawLine((width - plSpace), plBorder, (width - plSpace), (height - plBorder), lineW, lineColor) 39 | } 40 | 41 | drawBriefing() { 42 | const plLColor = this.set.playerL.color 43 | const plRColor = this.set.playerR.color 44 | const controlXL = (this.set.playerSpace * 2) 45 | const controlXR = this.set.boxWidth - (this.set.playerSpace * 2) 46 | const controlY = (this.set.boxHeight / 17) 47 | 48 | this.gameCan.drawText('keys:', controlXL , (controlY * 8), '15px', plLColor, 'left') 49 | this.gameCan.drawText('W and S', controlXL, (controlY * 9), '20px', plLColor, 'left') 50 | this.gameCan.drawText('keys:', controlXR, (controlY * 8), '15px', plRColor, 'right') 51 | this.gameCan.drawText('Arrows', controlXR, (controlY * 9), '20px', plRColor, 'right') 52 | } 53 | 54 | drawScore() { 55 | const plLColor = this.set.playerL.color 56 | const plRColor = this.set.playerR.color 57 | const plLScore = this.set.playerL.score 58 | const plRScore = this.set.playerR.score 59 | const scoreXL = (this.set.boxWidth / 9 * 4) 60 | const scoreXR = (this.set.boxWidth / 9 * 5) 61 | const scoreY = (this.set.boxHeight / 20) 62 | 63 | this.scoreCan.drawText(plLScore, scoreXL, scoreY, '40px', plLColor, 'right', 'top') 64 | this.scoreCan.drawText(plRScore, scoreXR, scoreY, '40px', plRColor, 'left', 'top') 65 | } 66 | 67 | drawBallDirection(int = 2) { 68 | if (this.ball.dx > 0 && this.ball.dy > 0) { 69 | this.ballDirectionAngle = 6.3 70 | } 71 | if (this.ball.dx < 0 && this.ball.dy > 0) { 72 | this.ballDirectionAngle = 6.8 73 | } 74 | if (this.ball.dx < 0 && this.ball.dy < 0) { 75 | this.ballDirectionAngle = 7.3 76 | } 77 | if (this.ball.dx > 0 && this.ball.dy < 0) { 78 | this.ballDirectionAngle = 7.8 79 | } 80 | this.loopBallDirection(this.ballDirectionAngle - int) 81 | } 82 | 83 | loopBallDirection(someAngle) { 84 | const rad = (this.set.boxHeight / 4) 85 | let angle = someAngle 86 | 87 | this.othCan.drawArc(rad, Math.PI * angle - 0.3, Math.PI * angle) 88 | setTimeout(() => { 89 | angle += 0.1 90 | if(angle <= this.ballDirectionAngle) { 91 | this.clear('other') 92 | this.loopBallDirection(angle) 93 | } 94 | }, '60') 95 | } 96 | 97 | centerText(text, fontSize = '90px', color = this.set.textColor) { 98 | const centerW = (this.set.boxWidth / 2) 99 | const centerH = (this.set.boxHeight / 2) 100 | 101 | this.txtCan.drawText(text, centerW, centerH, fontSize, color) 102 | } 103 | 104 | drawBallHit() { 105 | this.centerText(this.set.ballHitScore, '70px', this.set.lineColor) 106 | } 107 | 108 | drawGoal(x, color, align) { 109 | this.txtCan.drawText('+1', x, this.ball.y, '20px', color, align) 110 | this.centerText('Goal!', '50px', color) 111 | setTimeout(() => { 112 | this.clear('text') }, '800') 113 | } 114 | 115 | drawBall() { 116 | let ballX = this.ball.x 117 | let ballY = this.ball.y 118 | let radius = this.set.ballRadius 119 | let color = this.set.ballColor 120 | 121 | this.gameCan.drawCircle(ballX, ballY, radius, color, false) 122 | } 123 | 124 | drawPlayer(xS, yS, yF, lineWidth, color) { 125 | this.gameCan.drawLine(xS, yS, xS, yF, lineWidth, color) 126 | } 127 | 128 | clear(canvas) { 129 | this.canvas.get(canvas).clear() 130 | } 131 | 132 | drawShadowPlayer(xS, yS, yF) { 133 | const color = this.set.supportColorYellow 134 | const plWidth = (this.set.playerRadius * 2) 135 | 136 | this.supCan.drawLine(xS, yS, xS, yF, plWidth, color) 137 | } 138 | 139 | drawYellowZone(x, yS, yF) { 140 | const color = this.set.supportColorYellow 141 | const center = (this.set.boxWidth / 2) 142 | 143 | this.supCan.drawLine(x, yS, center, yS, 1, color) 144 | this.supCan.drawLine(x, yF, center, yF, 1, color) 145 | } 146 | 147 | drawAngleZone() { 148 | const color = this.set.supportColorRed 149 | const radius = (this.set.boxHeight / 4) 150 | 151 | this.supCan.drawArc(radius, Math.PI * 0.2, Math.PI * 0.3, color) 152 | this.supCan.drawArc(radius, Math.PI * 0.7, Math.PI * 0.8, color) 153 | this.supCan.drawArc(radius, Math.PI * 1.2, Math.PI * 1.3, color) 154 | this.supCan.drawArc(radius, Math.PI * 1.7, Math.PI * 1.8, color) 155 | } 156 | } -------------------------------------------------------------------------------- /scripts/setting.js: -------------------------------------------------------------------------------- 1 | export default class Setting { 2 | constructor() { 3 | this.boxWidth = 800 4 | this.boxHeight = 500 5 | this.boxRound = 20 6 | this.boxColor = '#333333' 7 | this.lineWidth = 6 8 | this.lineColor = '#232323' 9 | this.textColor = '#EBEBEB' 10 | this.supportColorRed = '#FA0556' 11 | this.supportColorYellow = '#FAC405' 12 | 13 | this.ballSpeed = 7 14 | this.ballRadius = 8 15 | this.ballXDefault = (this.boxWidth / 2) 16 | this.ballYDefault = (this.boxHeight / 2) 17 | this.ballColor = '#EBEBEB' 18 | this.ballHitScore = 0 19 | 20 | this.ball = { 21 | x: this.ballXDefault, 22 | y: this.ballYDefault, 23 | dx: 0, 24 | dy: 0, 25 | speed: this.ballSpeed, 26 | } 27 | 28 | this.playerRadius = 7 29 | this.playerHeight = 80 30 | this.playerSpeed = 8 31 | this.playerBorder = this.playerRadius * 3 32 | this.playerSpace = this.playerRadius * 6 33 | this.playerYDefault = (this.boxHeight / 2) - (this.playerHeight / 2) 34 | 35 | this.playerL = { 36 | score: 0, 37 | goalPointX: this.boxWidth - this.playerSpace * 2, 38 | align: 'right', 39 | x: this.playerSpace, 40 | y: this.playerYDefault, 41 | yDefault: (this.boxHeight / 2) - (this.playerHeight / 2), 42 | color: '#A55F02', 43 | keys: [[87,'up'], [83,'down']], 44 | } 45 | this.playerR = { 46 | score: 0, 47 | goalPointX: this.playerSpace * 2, 48 | align: 'left', 49 | x: this.boxWidth - (this.playerSpace), 50 | y: this.playerYDefault, 51 | color: '#38887A', 52 | keys: [[38,'up'], [40,'down']], 53 | } 54 | } 55 | } -------------------------------------------------------------------------------- /styles/style.css: -------------------------------------------------------------------------------- 1 | body { 2 | margin: 0px; 3 | height: 100vh; 4 | width: 100vw; 5 | display: flex; 6 | justify-content: center; 7 | align-items: center; 8 | background-color: #232323; 9 | 10 | } 11 | #game canvas { 12 | display: block; 13 | position: absolute; 14 | } --------------------------------------------------------------------------------