Pingpong / script.js
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const gameArea = document.getElementById('gameArea');
const paddleLeft = document.getElementById('paddleLeft');
const paddleRight = document.getElementById('paddleRight');
const ball = document.getElementById('ball');
const playerScoreDisplay = document.getElementById('playerScore');
const botScoreDisplay = document.getElementById('botScore');
let paddleLeftY = window.innerHeight / 2 - 40; // Center the paddle
let paddleRightY = window.innerHeight / 2 - 40; // Center the paddle
let ballX = window.innerWidth / 2; // Center the ball
let ballY = window.innerHeight / 2; // Center the ball
let ballSpeedX = 3; // Horizontal speed
let ballSpeedY = 0; // Vertical speed (starts with no vertical movement)
let playerScore = 0;
let botScore = 0;
let isGamePaused = true; // Pause the game until the player moves
const paddleHeight = 80;
const paddleWidth = 10;
const ballSize = 15;
const maxAngle = 45; // Maximum angle in degrees
// Touch controls
let touchY = 0;
gameArea.addEventListener('touchmove', (e) => {
e.preventDefault();
touchY = e.touches[0].clientY;
// Move left paddle based on touch position
if (e.touches[0].clientX < window.innerWidth / 2) {
paddleLeftY = touchY - paddleHeight / 2;
if (paddleLeftY < 0) paddleLeftY = 0;
if (paddleLeftY > window.innerHeight - paddleHeight) paddleLeftY = window.innerHeight - paddleHeight;
// Start the game if it's paused
if (isGamePaused) {
isGamePaused = false;
}
}
});
function handlePaddleCollision(paddleY, paddleXDirection, isLeftPaddle) {
const hitPosition = (ballY - (paddleY + paddleHeight / 2)) / (paddleHeight / 2);
const angle = hitPosition * maxAngle * (Math.PI / 180); // Convert to radians
ballSpeedX = paddleXDirection * Math.abs(ballSpeedX); // Ensure proper direction
ballSpeedY = Math.sin(angle) * Math.abs(ballSpeedX); // Adjust vertical speed
// Reposition ball to ensure no clipping through paddle
if (isLeftPaddle) {
ballX = paddleWidth + 10; // Place ball just outside left paddle
} else {
ballX = window.innerWidth - paddleWidth - 25; // Place ball just outside right paddle
}
}
function checkPaddleCollision(paddleY, paddleX, isLeftPaddle) {
if (
ballX >= paddleX && ballX <= paddleX + paddleWidth &&
ballY + ballSize >= paddleY && ballY <= paddleY + paddleHeight
) {
handlePaddleCollision(paddleY, isLeftPaddle ? 1 : -1, isLeftPaddle);
}
}
function update() {
if (!isGamePaused) {
// Update ball position
ballX += ballSpeedX;
ballY += ballSpeedY;
// Ball collision with top and bottom walls
if (ballY <= 0 || ballY >= window.innerHeight - ballSize) {
ballSpeedY = -ballSpeedY;
}
// Check collision with paddles using improved detection
checkPaddleCollision(paddleLeftY, paddleWidth, true); // Left paddle
checkPaddleCollision(paddleRightY, window.innerWidth - paddleWidth - 25, false); // Right paddle
// Ball out of bounds (left or right)
if (ballX <= 0) {
botScore++;
botScoreDisplay.textContent = botScore;
resetBall('right');
} else if (ballX >= window.innerWidth) {
playerScore++;
playerScoreDisplay.textContent = playerScore;
resetBall('left');
}
}
// Bot logic for right paddle
if (ballSpeedX > 0) { // Ball is moving towards the right paddle
if (paddleRightY + paddleHeight / 2 < ballY) {
paddleRightY += 3; // Move paddle down
} else if (paddleRightY + paddleHeight / 2 > ballY) {
paddleRightY -= 3; // Move paddle up
}
}
// Ensure the right paddle stays within bounds
if (paddleRightY < 0) paddleRightY = 0;
if (paddleRightY > window.innerHeight - paddleHeight) paddleRightY = window.innerHeight - paddleHeight;
// Update ball and paddle positions
ball.style.left = ballX + 'px';
ball.style.top = ballY + 'px';
paddleLeft.style.top = paddleLeftY + 'px';
paddleRight.style.top = paddleRightY + 'px';
requestAnimationFrame(update);
}
function resetBall(side) {
isGamePaused = true; // Pause the game
if (side === 'left') {
ballX = paddleWidth + 10; // Place ball on the left paddle
ballY = paddleLeftY + paddleHeight / 2;
ballSpeedX = Math.abs(ballSpeedX); // Move ball to the right
} else if (side === 'right') {
ballX = window.innerWidth - paddleWidth - 25; // Place ball on the right paddle
ballY = paddleRightY + paddleHeight / 2;
ballSpeedX = -Math.abs(ballSpeedX); // Move ball to the left
}
ballSpeedY = 0; // Reset vertical speed
}
// Start the game loop
update();