ball speed up on player collision

This commit is contained in:
LuckyLaszlo
2022-10-23 03:23:25 +02:00
parent d76d6def47
commit e56c8e0b67
2 changed files with 24 additions and 27 deletions

View File

@@ -1,6 +1,4 @@
- ball speed up
- on newRound()
- speed reset
- ball direction based on player hit location
---

View File

@@ -33,7 +33,7 @@ function startGame()
{
pong = new gameArea();
// Const
// Const
const w = pong.canvas.width;
const h = pong.canvas.height;
const w_mid = Math.floor(w/2);
@@ -56,20 +56,14 @@ function startGame()
wall_bottom = new Rectangle(pos, "grey", w, wallSize);
pos.assign(0+pw, h_mid-ph/2);
player1 = new Player(pos, "white", pw, ph);
player1 = new Player(pos, "white", pw, ph, playerSpeed);
pos.assign(w-pw-pw, h_mid-ph/2);
player2 = new Player(pos, "white", pw, ph);
player1.speed = playerSpeed;
player2.speed = playerSpeed;
player2 = new Player(pos, "white", pw, ph, playerSpeed);
pos.assign(w_mid-ballSize/2, h_mid-ballSize/2);
ball = new Ball(pos, "white", ballSize);
ball.speed = ballSpeed;
ball.dir.x = -0.8;
ball.dir.y = +0.2;
ball = new Ball(pos, "white", ballSize, ballSpeed);
ball.dir.assign(-0.8, +0.2);
// w = w/8
// h = w/12
pos.assign(w_mid-scoreSize*1.6, scoreSize*1.5);
score1 = new TextNumericValue(pos, "white", scoreSize);
pos.assign(w_mid+scoreSize*1.1, scoreSize*1.5);
@@ -94,9 +88,9 @@ function startGame()
pos.assign(w-w/4, 0);
h_grid_d1 = new Rectangle(pos, "darkgreen", gridSize, h);
// Start
score1.update(); // first Text draw init the custom font (graphic leftover ortherwise) (a better solution ?)
drawInit();
pong.start();
}
@@ -160,13 +154,13 @@ function gameLoop()
ballInPlay = false;
score1.clear();
++score1.value;
setTimeout(newRound, 1000);
setTimeout(newRound, 1500);
}
else if (ball.pos.x < 0 - ball.width) {
ballInPlay = false;
score2.clear();
++score2.value;
setTimeout(newRound, 1000);
setTimeout(newRound, 1500);
}
}
@@ -190,9 +184,10 @@ function newRound()
return;
}
}
ballInPlay = true;
ball.pos.x = pong.canvas.width/2;
ball.pos.y = pong.canvas.height/4 + Math.floor(random() * pong.canvas.height/2);
ball.speed = ball.baseSpeed;
ballInPlay = true;
}
function random(min: number = 0, max: number = 1) {
@@ -390,13 +385,16 @@ interface Moving {
class MovingRectangle extends Rectangle implements Moving {
dir: Vector = new Vector(0,0);
speed: number = 1;
constructor(pos: VectorInteger, color: string, width: number, height: number) {
speed: number;
readonly baseSpeed: number;
constructor(pos: VectorInteger, color: string, width: number, height: number, baseSpeed: number) {
super(pos, color, width, height);
this.baseSpeed = baseSpeed;
this.speed = baseSpeed;
}
move() {
this.pos.x += this.dir.x * this.speed;
this.pos.y += this.dir.y * this.speed;
move() { // Math.floor WIP until VectorInteger debug
this.pos.x += Math.floor(this.dir.x * this.speed);
this.pos.y += Math.floor(this.dir.y * this.speed);
}
moveAndCollide(colliderArr: Rectangle[]) {
let oldPos = Object.assign({}, this.pos);
@@ -416,15 +414,15 @@ class MovingRectangle extends Rectangle implements Moving {
class Player extends MovingRectangle {
constructor(pos: VectorInteger, color: string, width: number, height: number) {
super(pos, color, width, height);
constructor(pos: VectorInteger, color: string, width: number, height: number, baseSpeed: number) {
super(pos, color, width, height, baseSpeed);
}
}
class Ball extends MovingRectangle {
constructor(pos: VectorInteger, color: string, size: number) {
super(pos, color, size, size);
constructor(pos: VectorInteger, color: string, size: number, baseSpeed: number) {
super(pos, color, size, size, baseSpeed);
}
bounce(collider?: Rectangle) {
/* Could be more generic, but testing only player is enough,
@@ -453,6 +451,7 @@ class Ball extends MovingRectangle {
}
private _bouncePlayer(collider: Player) { // WIP
// Bounce for Player need to be more complexe than this
this.speed += this.baseSpeed/20;
ball.dir.x = ball.dir.x * -1;
}
}