Update script.js
Browse files
script.js
CHANGED
@@ -35,23 +35,44 @@ gameArea.addEventListener('touchmove', (e) => {
|
|
35 |
});
|
36 |
|
37 |
function handlePaddleCollision(paddleY, paddleX, isLeftPaddle) {
|
38 |
-
|
39 |
-
|
40 |
-
|
41 |
-
|
42 |
-
|
43 |
-
ballX
|
44 |
-
|
45 |
-
|
46 |
-
|
47 |
-
|
48 |
-
|
49 |
-
|
50 |
-
|
51 |
-
|
52 |
-
|
53 |
-
|
54 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
55 |
}
|
56 |
}
|
57 |
|
|
|
35 |
});
|
36 |
|
37 |
function handlePaddleCollision(paddleY, paddleX, isLeftPaddle) {
|
38 |
+
const ballRadius = ballSize / 2;
|
39 |
+
|
40 |
+
if (isLeftPaddle && ballSpeedX < 0) {
|
41 |
+
// Collision X position for left paddle
|
42 |
+
let collisionX = paddleX + paddleWidth + ballRadius;
|
43 |
+
let t = (collisionX - ballX) / ballSpeedX;
|
44 |
+
if (t >= 0 && t <= 1) {
|
45 |
+
let collisionY = ballY + ballSpeedY * t;
|
46 |
+
if (collisionY >= paddleY && collisionY <= paddleY + paddleHeight) {
|
47 |
+
// Collision detected with left paddle
|
48 |
+
let hitPosition = collisionY - (paddleY + paddleHeight / 2);
|
49 |
+
let angle = hitPosition / (paddleHeight / 2) * maxAngle * (Math.PI / 180);
|
50 |
+
// Update ball's velocity
|
51 |
+
ballSpeedX = Math.abs(ballSpeedX); // Reverse X direction for left paddle
|
52 |
+
ballSpeedY = Math.sin(angle) * ballSpeedX;
|
53 |
+
// Reposition ball outside the paddle
|
54 |
+
ballX = collisionX + ballRadius;
|
55 |
+
ballY = collisionY;
|
56 |
+
}
|
57 |
+
}
|
58 |
+
} else if (!isLeftPaddle && ballSpeedX > 0) {
|
59 |
+
// Collision X position for right paddle
|
60 |
+
let collisionX = paddleX - ballRadius;
|
61 |
+
let t = (collisionX - ballX) / ballSpeedX;
|
62 |
+
if (t >= 0 && t <= 1) {
|
63 |
+
let collisionY = ballY + ballSpeedY * t;
|
64 |
+
if (collisionY >= paddleY && collisionY <= paddleY + paddleHeight) {
|
65 |
+
// Collision detected with right paddle
|
66 |
+
let hitPosition = collisionY - (paddleY + paddleHeight / 2);
|
67 |
+
let angle = hitPosition / (paddleHeight / 2) * maxAngle * (Math.PI / 180);
|
68 |
+
// Update ball's velocity
|
69 |
+
ballSpeedX = -Math.abs(ballSpeedX); // Reverse X direction for right paddle
|
70 |
+
ballSpeedY = Math.sin(angle) * Math.abs(ballSpeedX);
|
71 |
+
// Reposition ball outside the paddle
|
72 |
+
ballX = collisionX - ballRadius;
|
73 |
+
ballY = collisionY;
|
74 |
+
}
|
75 |
+
}
|
76 |
}
|
77 |
}
|
78 |
|