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pong.js
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pong.js
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var Pong, audioSprite;
/**
* PONG
*/
Pong = (function() {
/**
* Setup default settings
*/
var defaults = {
width: 500,
height: 350,
ballSpeed: 7,
paddleSpeed: 7,
ball: {
width: 20,
height: 20,
attr: {
fillColor: 'rgb(255,255,255)'
}
},
topPaddle: {
width: 80,
height: 20,
left: "a",
right: "s",
attr: {
fillColor: '#0077FF',
fillGradient: gradient.linear(0, ['rgba(0,0,0,.2)', 'rgba(0,0,0,0)'])
}
},
bottomPaddle: {
width: 80,
height: 20,
left: "left",
right: "right",
attr: {
fillColor: '#FF9500',
fillGradient: gradient.linear(0, ['rgba(0,0,0,.2)', 'rgba(0,0,0,0)'])
}
}
};
new Rect(0, 0, defaults.width, defaults.height).fill('black').addTo(stage);
/**
* Constructor for Pong, i.e. a new game of Pong
*/
function Pong() {
this.config = defaults;
this.height = this.config.height;
this.width = this.config.width;
this.paddleSpeed = this.config.paddleSpeed;
this.ballSpeed = this.config.ballSpeed;
this.newGame();
}
/**
* keyIsDown method, used in Paddle instances to determine
* whether a key is down at any time
*/
Pong.keyIsDown = (function(){
var keys = {
37: "left",
39: "right",
65: "a",
83: "s"
};
var down = {};
stage.on('keydown', function(e) {
var key = e.keyCode;
down[keys[key]] = true;
});
stage.on('keyup', function(e) {
var key = e.keyCode;
down[keys[key]] = false;
});
return function(key){
return !!down[key];
};
})();
/**
* Paddle constructor, prepares Paddle instances, nothing special
*/
function Paddle(pong, isAuto, config, position){
this.isAuto = isAuto;
this.config = config;
this.width = config.width;
this.height = config.height;
this.bs = new Rect(0, 0, this.width, this.height, 5).attr(config.attr).addTo(stage);
this.x = position.x;
this.y = position.y;
this.pong = pong;
}
/**
* Ball constructor, prepares Ball instances,
* determines initial deltaX and deltaY fields
* dependent on specified ballSpeed. E.g. if we want
* a speed of 5, then we must make sure that:
* Math.abs(deltaX) + Math.abs(deltaY) === 5
*/
function Ball(pong, config, position){
this.config = config;
this.width = config.width;
this.height = config.height;
this.bs = new Rect(0, 0, this.width, this.height, this.width/2).attr(config.attr);
this.deltaY = Math.floor(Math.random() * pong.ballSpeed) + 1;
this.deltaX = pong.ballSpeed - this.deltaY;
// Half the time, we want to reverse deltaY
// (making the ball begin in a random direction)
if ( Math.random() > 0.5 ) {
this.deltaY = -this.deltaY;
}
// Half the time, we want to reverse deltaX
// (making the ball begin in a random direction)
if ( Math.random() > 0.5 ) {
this.deltaX = -this.deltaX;
}
this.x = position.x;
this.y = position.y;
this.pong = pong;
this.isInitiated = false;
this.setLocation(this.x, this.y);
this.bs.addTo(stage);
}
/**
* The setLocation method is the same for the Ball and
* Paddle classes, for now, we're just drawing rectangles!
*/
Paddle.prototype.setLocation = Ball.prototype.setLocation = function( x, y ) {
this.bs.attr({
x: x - this.width / 2,
y: y - this.height / 2
});
};
tools.mixin( Pong.prototype, {
/**
* A new game, initialises a top and bottom paddle, and
* calls newRound
*/
newGame: function() {
this.topPaddle = new Paddle(this, true, this.config.topPaddle, {
x: this.width / 2,
y: this.config.ball.height + this.config.topPaddle.height/2
});
var userPaddle = this.bottomPaddle = new Paddle(this, false, this.config.bottomPaddle, {
x: this.width / 2,
y: this.height - this.config.ball.height - this.config.bottomPaddle.height/2
});
stage.on('pointermove', function(e) {
userPaddle.x = e.stageX;
});
this.newRound();
},
/**
* newRound initalises a new Ball!
*/
newRound: function() {
if (this.ball) {
playSprite(6);
var oldBall = this.ball;
oldBall.bs.animate('.5s', {
opacity: 0
}, {
onEnd: function() {
oldBall.bs.remove(); // clear old ball
}
});
}
this.ball = new Ball(this, this.config.ball, {
x: this.width / 2,
y: this.height / 2
});
var ball = this.ball;
ball.bs.attr({ opacity: 0 }).animate('.5s', {
opacity: 1
}, {
onEnd: function() {
setTimeout(function() {
ball.start();
}, 1000);
}
});
},
/**
* Starting a new game involves initialising an
* interval which will run every 20 milliseconds
*/
start: function() {
var pong = this;
stage.on('tick', function() {
pong.draw();
});
// Return this for chainability
return this;
},
/**
* draw, called every few milliseconds to draw each
* object to the canvas
*/
draw: function() {
this.topPaddle.draw();
this.bottomPaddle.draw();
this.ball.draw();
}
});
tools.mixin( Paddle.prototype, {
/**
* If this is the TOP paddle
*/
isTop: function() {
return this === this.pong.topPaddle;
},
/**
* intersectsBall, determines whether a ball is currently
* touching the paddle
*/
intersectsBall: function() {
var bX = this.pong.ball.x,
bY = this.pong.ball.y,
bW = this.pong.ball.width,
bH = this.pong.ball.height;
return (
this.isTop() ?
(bY - bH/2 <= this.y + this.height/2 && bY + bH/2 > this.y + this.height/2) :
(bY + bH/2 >= this.y - this.height/2 && bY - bH/2 < this.y - this.height/2)
) &&
bX + bW/2 >= this.x - this.width/2 &&
bX - bW/2 <= this.x + this.width/2;
},
/**
* Calculate AI movements
*/
calculateAI: function() {
var pong = this.pong,
ball = this.pong.ball;
if (ball.isMoving) {
if (Math.abs(ball.x - this.x) < 30) {
//console.log('Smal');
//this.x += this.lastAutoDeltaX || 0;
return; // prevent shaking
}
if (ball.x > this.x && !this.isAtRightWall()) {
this.x += this.lastAutoDeltaX = pong.paddleSpeed;
} else if (ball.x < this.x && !this.isAtLeftWall()) {
this.x += this.lastAutoDeltaX = -pong.paddleSpeed;
} else {
this.lastAutoDeltaX = 0;
}
}
},
/**
* Prepares a new frame, by taking into account the current
* position of the paddle and the ball. setLocation is called
* at the end to actually draw to the canvas!
*/
draw: function() {
var config = this.config,
pong = this.pong,
ball = pong.ball,
ballSpeed = pong.ballSpeed,
xFromPaddleCenter,
newDeltaX,
newDeltaY;
if (this.isAuto) {
this.calculateAI();
} else {
if ( Pong.keyIsDown(config.left) && !this.isAtLeftWall() ) {
this.x -= pong.paddleSpeed;
}
if ( Pong.keyIsDown(config.right) && !this.isAtRightWall() ) {
this.x += pong.paddleSpeed;
}
}
if ( this.intersectsBall() ) {
playSprite(0);
xFromPaddleCenter = (ball.x - this.x) / (this.width / 2);
xFromPaddleCenter = xFromPaddleCenter > 0 ? Math.min(1, xFromPaddleCenter) : Math.max(-1, xFromPaddleCenter);
if ( Math.abs(xFromPaddleCenter) > 0.5 ) {
ballSpeed += ballSpeed * Math.abs(xFromPaddleCenter);
}
newDeltaX = Math.min( ballSpeed - 2, xFromPaddleCenter * (ballSpeed - 2) );
newDeltaY = ballSpeed - Math.abs(newDeltaX);
ball.deltaY = this.isTop() ? Math.abs(newDeltaY) : -Math.abs(newDeltaY);
ball.deltaX = newDeltaX;
}
this.setLocation( this.x , this.y );
},
/**
* If the paddle is currently touching the right wall
*/
isAtRightWall: function() {
return this.x + this.width/2 >= this.pong.width;
},
/**
* If the paddle is currently touching the left wall
*/
isAtLeftWall: function() {
return this.x - this.width/2 <= 0;
}
});
tools.mixin( Ball.prototype, {
start: function() {
this.isInitiated = true;
},
/**
* If the ball is currently touching a wall
*/
isAtWall: function() {
return this.x + this.width/2 >= this.pong.width || this.x - this.width/2 <= 0;
},
/**
* If the ball is currently at the top
*/
isAtTop: function() {
return this.y + this.height/2 <= 0;
},
/**
* If the paddle is currently at the bottom
*/
isAtBottom: function() {
return this.y - this.height/2 >= this.pong.height;
},
/**
* Simply continues the progression of the ball, by
* setting the location to the prepared x/y values
*/
persist: function() {
this.setLocation(
this.x,
this.y
);
},
/**
* Prepares the ball to be drawn to the canvas,
* to bounce the ball off the walls, the deltaX
* field is simply inverted (+5 becomes -5).
*/
draw: function() {
if (!this.isInitiated) {
return;
}
if ( this.isAtWall() ) {
playSprite(4);
this.deltaX = -this.deltaX;
}
if ( this.isAtBottom() || this.isAtTop() ) {
this.pong.newRound();
return;
}
this.isMoving = true;
this.x = this.x + this.deltaX;
this.y = this.y + this.deltaY;
this.persist();
}
});
return Pong;
})();
// popup
var popup = new Group().addTo(stage).attr({ x: 140, y: 120});
new Rect(0, 0, 200, 100, 10)
.fill(gradient.linear(0, ['red', 'yellow']))
.stroke('green', 2)
.addTo(popup);
new Text('Go!').attr({
textFillColor: 'white', fontFamily: 'Arial', fontSize: 60, x: 50, y: 30
}).addTo(popup);
// sound
audioSprite = new Audio([
{ src: 'assets/pong.mp3' },
{ src: 'assets/pong.ogg' }
]).prepareUserEvent().addTo(stage).on('load', function() {
popup.destroy();
new Pong().start();
});
var timeoutId = null;
function playSprite(time) {
audioSprite.play(time);
clearTimeout(timeoutId);
timeoutId = setTimeout(function() {
audioSprite.pause();
}, 500);
}