newRound() and Game Over
+ Bit Font for score + improved API for move and collision + miscs
This commit is contained in:
12
memo.txt
Normal file
12
memo.txt
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@@ -0,0 +1,12 @@
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- ball speed up
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- on newRound()
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- speed reset
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- ball direction based on player hit location
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---
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- node.js server for http access (and javascipt modules files split)
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---
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- gamesocket with node.js
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BIN
src/Bit5x3.woff
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BIN
src/Bit5x3.woff
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Binary file not shown.
BIN
src/Bit5x3.woff2
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BIN
src/Bit5x3.woff2
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Binary file not shown.
@@ -3,6 +3,14 @@
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<head>
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<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
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<style>
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@font-face {
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font-family: 'Bit5x3';
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src: url('Bit5x3.woff2') format('woff2'),
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url('Bit5x3.woff') format('woff');
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font-weight: normal;
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font-style: normal;
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font-display: swap;
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}
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body {
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margin: 0;
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background-color: #222425;
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367
src/pong.ts
367
src/pong.ts
@@ -3,6 +3,7 @@
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// @ts-check
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let gridDisplay = false;
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let ballInPlay = true;
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let pong: gameArea;
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@@ -11,8 +12,8 @@ let wall_bottom: Rectangle;
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let player1: Player;
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let player2: Player;
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let ball: Ball;
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let score1: TextElem;
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let score2: TextElem;
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let score1: TextNumericValue;
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let score2: TextNumericValue;
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let midLine: Line;
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let w_grid_mid: Rectangle;
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@@ -29,46 +30,64 @@ function startGame()
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// Const
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const w = pong.canvas.width;
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const h = pong.canvas.height;
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const w_mid = w/2;
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const h_mid = h/2;
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const pw = w/50;
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const w_mid = Math.floor(w/2);
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const h_mid = Math.floor(h/2);
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const pw = Math.floor(w/50);
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const ph = pw*5;
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const ball_size = pw; // const ball_size = w/50;
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const score_size = w/16;
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const midLineSize = w/150;
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const wall_size = w/100;
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const grid_size = w/500;
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const playerSpeed = w/75;
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const ballSpeed = w/75;
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const ballSize = pw;
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const scoreSize = Math.floor(w/16);
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const midLineSize = Math.floor(w/150);
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const wallSize = Math.floor(w/100);
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const gridSize = Math.floor(w/500);
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const playerSpeed = Math.floor(w/75);
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const ballSpeed = Math.floor(w/75);
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let pos = new VectorInteger();
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// Component
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wall_top = new Rectangle({x: 0, y: 0}, "grey", w, wall_size);
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wall_bottom = new Rectangle({x: 0, y: h-wall_size}, "grey", w, wall_size);
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player1 = new Player({x: 0+pw, y: h_mid-ph/2}, "white", pw, ph);
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player2 = new Player({x: w-pw-pw, y: h_mid-ph/2}, "white", pw, ph);
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pos.x = 0; pos.y = 0;
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wall_top = new Rectangle(pos, "grey", w, wallSize);
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pos.x = 0; pos.y = h-wallSize;
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wall_bottom = new Rectangle(pos, "grey", w, wallSize);
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pos.x = 0+pw; pos.y = h_mid-ph/2;
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player1 = new Player(pos, "white", pw, ph);
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pos.x = w-pw-pw; pos.y = h_mid-ph/2;
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player2 = new Player(pos, "white", pw, ph);
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player1.speed = playerSpeed;
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player2.speed = playerSpeed;
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ball = new Ball({x: w_mid-ball_size/2, y: h_mid-ball_size/2}, "white", ball_size);
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pos.x = w_mid-ballSize/2; pos.y = h_mid-ballSize/2;
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ball = new Ball(pos, "white", ballSize);
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ball.speed = ballSpeed;
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ball.dir.x = -0.8;
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ball.dir.y = +0.2;
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pos.x = w_mid-w/8; pos.y = w/12;
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score1 = new TextNumericValue(pos, "white", scoreSize);
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pos.x = w_mid+w/8-scoreSize/2; pos.y = w/12;
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score2 = new TextNumericValue(pos, "white", scoreSize);
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score1.value = 0;
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score2.value = 0;
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pos.x = w_mid-midLineSize/2; pos.y = 0+wallSize;
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midLine = new Line(pos, "white", midLineSize, h-wallSize*2, 15);
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// Grid
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pos.x = 0; pos.y = h_mid;
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w_grid_mid = new Rectangle(pos, "darkgreen", w, gridSize);
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pos.x = 0; pos.y = h/4;
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w_grid_u1 = new Rectangle(pos, "darkgreen", w, gridSize);
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pos.x = 0; pos.y = h-h/4;
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w_grid_d1 = new Rectangle(pos, "darkgreen", w, gridSize);
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pos.x = w_mid; pos.y = 0;
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h_grid_mid = new Rectangle(pos, "darkgreen", gridSize, h);
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pos.x = w/4; pos.y = 0;
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h_grid_u1 = new Rectangle(pos, "darkgreen", gridSize, h);
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pos.x = w-w/4; pos.y = 0;
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h_grid_d1 = new Rectangle(pos, "darkgreen", gridSize, h);
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score1 = new TextElem({x: w_mid-w/8, y: w/12}, "white", score_size+"px");
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score1.text = "0";
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score2 = new TextElem({x: w_mid+w/8-score_size/2, y: w/12}, "white", score_size+"px");
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score2.text = "0";
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midLine = new Line({x: w_mid-midLineSize/2, y: 0+wall_size}, "white", midLineSize, h-wall_size*2, 15);
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// Grid
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w_grid_mid = new Rectangle({x: 0, y: h_mid}, "darkgreen", w, grid_size);
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w_grid_u1 = new Rectangle({x: 0, y: h/4}, "darkgreen", w, grid_size);
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w_grid_d1 = new Rectangle({x: 0, y: h-h/4}, "darkgreen", w, grid_size);
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h_grid_mid = new Rectangle({x: w_mid, y: 0}, "darkgreen", grid_size, h);
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h_grid_u1 = new Rectangle({x: w/4, y: 0}, "darkgreen", grid_size, h);
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h_grid_d1 = new Rectangle({x: w-w/4, y: 0}, "darkgreen", grid_size, h);
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score1.update(); // first Text draw init the custom font (graphic leftover ortherwise) (a better solution ?)
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drawInit();
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pong.start();
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}
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@@ -110,7 +129,6 @@ class gameArea {
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pong.keys.splice(i, 1);
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}
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clear() {
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// @ts-ignore
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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}
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stop() {
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@@ -118,48 +136,84 @@ class gameArea {
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}
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}
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// Bad drawLine, TODO make a drawLine with fillRect()
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// function drawLine(start, end, color, pattern)
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// {
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// let ctx = pong.ctx;
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// ctx.beginPath();
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// ctx.setLineDash(pattern);
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// ctx.moveTo(start[0], start[1]);
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// ctx.lineTo(end[0], end[1]);
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// ctx.strokeStyle = color;
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// ctx.stroke();
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// }
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function gameLoop()
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{
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/*
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// I try to clear only what need to be update.
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// Will revert to clear() all if not satisfactory.
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pong.clear();
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*/
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handleInput();
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ball.move();
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if (ball.collision(wall_top) || ball.collision(wall_bottom))
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ball.bounce();
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else if (ball.collision(player1))
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ball.bounce(player1);
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else if (ball.collision(player2))
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ball.bounce(player2);
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if (ballInPlay)
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{
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ball.moveAndBounce([wall_top, wall_bottom, player1, player2]);
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if (ball.pos.x > pong.canvas.width) {
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ballInPlay = false;
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score1.clear();
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++score1.value;
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setTimeout(newRound, 1000);
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}
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else if (ball.pos.x < 0 - ball.width) {
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ballInPlay = false;
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score2.clear();
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++score2.value;
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setTimeout(newRound, 1000);
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}
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}
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draw();
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}
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function newRound()
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{
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// https://fr.wikipedia.org/wiki/Tennis_de_table#Nombre_de_manches
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if (score1.value >= 11
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|| score2.value >= 11)
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{
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if (Math.abs(score1.value - score2.value) >= 2)
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{
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if (score1.value > score2.value) {
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alert("Player 1 WIN");
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}
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else {
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alert("Player 2 WIN");
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}
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return;
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}
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}
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ballInPlay = true;
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ball.pos.x = pong.canvas.width/2;
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ball.pos.y = pong.canvas.height/4 + Math.floor(random() * pong.canvas.height/2);
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}
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function random(min: number = 0, max: number = 1) {
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return Math.random() * (max - min) + min;
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}
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function draw()
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{
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pong.clear();
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if (gridDisplay)
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if (gridDisplay) {
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drawGrid();
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}
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midLine.update();
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score1.update();
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score2.update();
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}
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function drawStatic()
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{
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wall_top.update();
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wall_bottom.update();
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midLine.update();
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}
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function drawInit()
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{
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pong.clear();
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drawStatic();
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player1.update();
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player2.update();
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ball.update();
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score1.update();
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score2.update();
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}
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function drawGrid()
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@@ -181,6 +235,11 @@ function handleInput()
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if (keys.indexOf("g") != -1)
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{
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if (gridDisplay)
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{
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pong.clear();
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drawStatic();
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}
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gridDisplay = !gridDisplay;
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pong.deleteKey("g");
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}
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@@ -190,28 +249,22 @@ function handleInput()
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function playerMove(keys: string[])
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{
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player1.dir.y = 0;
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if (keys.indexOf("w") != -1)
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{ player1.dir.y += -1; }
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if (keys.indexOf("s") != -1)
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{ player1.dir.y += 1; }
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player1.move();
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if (player1.collision(wall_top) || player1.collision(wall_bottom))
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{
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player1.dir.y = player1.dir.y * -1;
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player1.move();
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if (keys.indexOf("w") != -1) {
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player1.dir.y += -1;
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}
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if (keys.indexOf("s") != -1) {
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player1.dir.y += 1;
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}
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player1.moveAndCollide([wall_top, wall_bottom]);
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player2.dir.y = 0;
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if (keys.indexOf("ArrowUp".toLowerCase()) != -1)
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{ player2.dir.y += -1; }
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if (keys.indexOf("ArrowDown".toLowerCase()) != -1)
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{ player2.dir.y += 1; }
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player2.move();
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if (player2.collision(wall_top) || player2.collision(wall_bottom))
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{
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player2.dir.y = player2.dir.y * -1;
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player2.move();
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if (keys.indexOf("ArrowUp".toLowerCase()) != -1) {
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player2.dir.y += -1;
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}
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if (keys.indexOf("ArrowDown".toLowerCase()) != -1) {
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player2.dir.y += 1;
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}
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player2.moveAndCollide([wall_top, wall_bottom]);
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}
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@@ -219,27 +272,66 @@ function playerMove(keys: string[])
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/////////////////////////////////////////////////////////////////////////////
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// class.js
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type Vector = {
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// type Vector = {
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// x: number;
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// y: number;
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// }
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class Vector {
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x: number;
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y: number;
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constructor(x: number = 0, y: number = 0) {
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this.x = x;
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this.y = y;
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}
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}
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class VectorInteger extends Vector {
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// PLACEHOLDER
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// VectorInteger with set/get dont work (No draw on the screen). Why ?
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}
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/*
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class VectorInteger {
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// private _x: number = 0;
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// private _y: number = 0;
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// constructor(x: number = 0, y: number = 0) {
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// this._x = x;
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// this._y = y;
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// }
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// get x(): number {
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// return this._x;
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// }
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// set x(v: number) {
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// // this._x = Math.floor(v);
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// this._x = v;
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// }
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// get y(): number {
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// return this._y;
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// }
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// set y(v: number) {
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// // this._y = Math.floor(v);
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// this._y = v;
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// }
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}
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*/
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interface Component {
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pos: Vector;
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pos: VectorInteger;
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color: string;
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// ctx: CanvasRenderingContext2D;
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// ctx: CanvasRenderingContext2D; // TODO: reference in place of global 'pong.ctx' call
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update(): void;
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clear(): void;
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}
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class Rectangle implements Component {
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pos: Vector;
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pos: VectorInteger;
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color: string;
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width: number;
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height: number;
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constructor(pos: Vector, color: string, width: number, height: number) {
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this.pos = pos;
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constructor(pos: VectorInteger, color: string, width: number, height: number) {
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this.pos = Object.assign({}, pos);
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this.color = color;
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this.width = width;
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this.height = height;
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@@ -249,6 +341,13 @@ class Rectangle implements Component {
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ctx.fillStyle = this.color;
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ctx.fillRect(this.pos.x, this.pos.y, this.width, this.height);
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}
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clear(pos?: VectorInteger) {
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let ctx = pong.ctx;
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if (pos)
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ctx.clearRect(pos.x, pos.y, this.width, this.height);
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else
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ctx.clearRect(this.pos.x, this.pos.y, this.width, this.height);
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}
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collision(collider: Rectangle): boolean { // Collision WIP. To redo
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var myleft = this.pos.x;
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var myright = this.pos.x + (this.width);
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@@ -277,35 +376,65 @@ interface Moving {
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}
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class Player extends Rectangle implements Moving {
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class MovingRectangle extends Rectangle implements Moving {
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dir: Vector = {x: 0.0, y: 0.0};
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speed: number = 1;
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constructor(pos: Vector, color: string, width: number, height: number) {
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constructor(pos: VectorInteger, color: string, width: number, height: number) {
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super(pos, color, width, height);
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}
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move() {
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this.pos.x += this.dir.x * this.speed;
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this.pos.y += this.dir.y * this.speed;
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}
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moveAndCollide(colliderArr: Rectangle[]) {
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let oldPos = Object.assign({}, this.pos);
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this.move();
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if (colliderArr.some(this.collision, this))
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{
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this.pos.x = oldPos.x;
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this.pos.y = oldPos.y;
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}
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else
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{
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this.clear(oldPos);
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this.update();
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}
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}
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}
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class Ball extends Rectangle implements Moving {
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dir: Vector = {x: 0.0, y: 0.0};
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speed: number = 1;
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constructor(pos: Vector, color: string, size: number) {
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class Player extends MovingRectangle {
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constructor(pos: VectorInteger, color: string, width: number, height: number) {
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super(pos, color, width, height);
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}
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}
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class Ball extends MovingRectangle {
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constructor(pos: VectorInteger, color: string, size: number) {
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super(pos, color, size, size);
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}
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move() {
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this.pos.x += this.dir.x * this.speed;
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this.pos.y += this.dir.y * this.speed;
|
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}
|
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bounce(collider?: Rectangle) {
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if (collider instanceof Player)
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/* Could be more generic, but testing only player is enough,
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because in Pong collider can only be Player or Wall. */
|
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if (collider instanceof Player) {
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this._bouncePlayer(collider);
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else // Could be more generic, but it's OK, because in Pong collider can only be Player or Wall.
|
||||
}
|
||||
else {
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this._bounceWall();
|
||||
|
||||
}
|
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}
|
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moveAndBounce(colliderArr: Rectangle[]) {
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let oldPos = Object.assign({}, this.pos);
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this.move();
|
||||
let i = colliderArr.findIndex(this.collision, this);
|
||||
if (i != -1)
|
||||
{
|
||||
this.bounce(colliderArr[i]);
|
||||
this.move();
|
||||
}
|
||||
this.clear(oldPos);
|
||||
this.update();
|
||||
}
|
||||
private _bounceWall() { // Should be enough for Wall
|
||||
ball.dir.y = ball.dir.y * -1;
|
||||
@@ -318,24 +447,50 @@ class Ball extends Rectangle implements Moving {
|
||||
|
||||
// conflict with Text
|
||||
class TextElem implements Component {
|
||||
pos: Vector;
|
||||
pos: VectorInteger;
|
||||
color: string;
|
||||
size: string;
|
||||
font: string = "Consolas";
|
||||
size: number;
|
||||
font: string;
|
||||
text: string = "";
|
||||
constructor(pos: Vector, color: string, size: string, font?: string) {
|
||||
this.pos = pos;
|
||||
constructor(pos: VectorInteger, color: string, size: number, font: string = "Bit5x3") {
|
||||
this.pos = Object.assign({}, pos);
|
||||
this.color = color;
|
||||
this.size = size;
|
||||
if (font)
|
||||
this.font = font;
|
||||
this.font = font;
|
||||
}
|
||||
update() {
|
||||
let ctx = pong.ctx;
|
||||
ctx.font = this.size + " " + this.font;
|
||||
ctx.font = this.size + "px" + " " + this.font;
|
||||
ctx.fillStyle = this.color;
|
||||
ctx.fillText(this.text, this.pos.x, this.pos.y);
|
||||
}
|
||||
clear() {
|
||||
// clear no very accurate for Text
|
||||
// https://developer.mozilla.org/en-US/docs/Web/API/TextMetrics
|
||||
let ctx = pong.ctx;
|
||||
let textMetric = ctx.measureText(this.text);
|
||||
// console.log("textMetric.width = "+textMetric.width);
|
||||
// console.log("size = "+this.size);
|
||||
// console.log("x = "+this.pos.x);
|
||||
// console.log("y = "+this.pos.y);
|
||||
ctx.clearRect(this.pos.x - 1, this.pos.y-this.size + 1, textMetric.width, this.size);
|
||||
// +1 and -1 because float imprecision (and Math.floor() with VectorInteger dont work for the moment)
|
||||
// (or maybe its textMetric imprecision ?)
|
||||
}
|
||||
}
|
||||
|
||||
class TextNumericValue extends TextElem {
|
||||
private _value: number = 0;
|
||||
constructor(pos: VectorInteger, color: string, size: number, font?: string) {
|
||||
super(pos, color, size, font);
|
||||
}
|
||||
get value() {
|
||||
return this._value;
|
||||
}
|
||||
set value(v: number) {
|
||||
this._value = v;
|
||||
this.text = v.toString();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -344,7 +499,7 @@ class Line extends Rectangle {
|
||||
segmentCount: number;
|
||||
segmentWidth: number;
|
||||
segmentHeight: number;
|
||||
constructor(pos: Vector, color: string, width: number, height: number, gapeCount?: number) {
|
||||
constructor(pos: VectorInteger, color: string, width: number, height: number, gapeCount?: number) {
|
||||
super(pos, color, width, height);
|
||||
if (gapeCount)
|
||||
this.gapeCount = gapeCount;
|
||||
|
||||
Reference in New Issue
Block a user