2024-12-27 10:25:28 -06:00
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class Box {
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x: number;
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y: number;
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width: number;
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height: number;
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constructor(_x: number, _y: number, _width: number, _height: number) {
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this.x = _x;
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this.y = _y;
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this.width = _width;
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this.height = _height;
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}
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collides(other: Box) {
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return this.x < other.x + other.width &&
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this.x + this.width > other.x &&
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this.y < other.y + other.height &&
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this.y + this.height > other.y;
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}
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}
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class Paddle {
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geometry: Box;
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speed: number;
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isBot: boolean;
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isLeft: boolean;
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score: number;
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dy: number;
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2024-12-27 10:34:39 -06:00
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constructor(_geometry: Box, _isLeft: boolean) {
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this.geometry = _geometry;
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this.isLeft = _isLeft;
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2024-12-27 10:25:28 -06:00
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this.speed = 6;
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this.isBot = true;
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this.score = 0;
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this.dy = 0;
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}
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scored() {
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this.score++;
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}
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input() {
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if (!this.isBot)
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return;
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let ballRegion = Math.floor(g_pong.ball.geometry.y / 15);
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let paddleRegion = Math.floor(this.geometry.y / 15);
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if (ballRegion < paddleRegion) this.dy = -this.speed;
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if (ballRegion > paddleRegion) this.dy = this.speed;
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if (ballRegion === paddleRegion) this.dy = 0;
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}
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}
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class Ball {
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geometry: Box;
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speed: number;
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dx: number;
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dy: number;
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resetting: boolean;
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constructor() {
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// start in the middle of the game
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this.geometry = new Box(g_pong.width / 2, g_pong.height / 2, g_pong.grid, g_pong.grid);
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this.speed = 5;
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// ball velocity (start going to the top-right corner)
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this.dx = this.speed;
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this.dy = -this.speed;
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// keep track of when need to reset the ball position
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this.resetting = false;
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}
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}
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class PongCore {
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canvas: HTMLCanvasElement;
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context: CanvasRenderingContext2D;
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grid: number;
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timeout: number;
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width: number;
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height: number;
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gameover: boolean;
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ball: Ball;
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left: Paddle;
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right: Paddle;
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paddleHeight: number;
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paddleHeightMax: number;
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paddleSpeed: number;
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constructor() {
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this.canvas = document.getElementById('pong') as HTMLCanvasElement;
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this.context = this.canvas.getContext('2d') as CanvasRenderingContext2D;
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this.grid = 15; // size of grid squares
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this.paddleHeight = this.grid * 5;
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this.paddleHeightMax = this.canvas.height - this.grid - this.paddleHeight;
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this.timeout = 32; // speed in ms
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this.width = this.canvas.width;
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this.height = this.canvas.height;
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this.gameover = false;
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this.paddleSpeed = 6;
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this.ball = new Ball();
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this.left = new Paddle(new Box(this.width / 2, this.height / 2 - this.paddleHeight / 2, this.grid, this.paddleHeight), true);
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this.right = new Paddle(new Box(this.width - this.grid * 3, this.height / 2 - this.paddleHeight / 2, this.grid, this.paddleHeight), false);
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2024-12-27 10:25:28 -06:00
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}
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start() {
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setInterval(this.loop, this.timeout);
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}
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reset() {
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this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
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let restartGame = document.getElementById("restart");
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let gameOverText = document.getElementById("gameover");
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restartGame.hidden = false;
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gameOverText.hidden = false;
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console.debug("[TRACE] Reset was triggered");
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this.gameover = false;
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this.left.score = 0;
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this.right.score = 0;
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this.draw();
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}
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// Game loop
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loop() {
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// Reset of needed
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if (this.gameover)
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this.reset();
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this.simulate();
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this.draw();
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this.updatePageText();
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}
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// Simulate game logic
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simulate() {
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this.left.input();
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this.right.input();
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// move paddles by their velocity
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this.left.geometry.y += this.left.dy;
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this.right.geometry.y += this.right.dy;
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// prevent paddles from going through walls
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if (this.left.geometry.y < this.grid) {
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this.left.geometry.y = this.grid;
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}
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else if (this.left.geometry.y > this.paddleHeightMax) {
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this.left.geometry.y = this.paddleHeightMax;
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}
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if (this.right.geometry.y < this.grid) {
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this.right.geometry.y = this.grid;
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}
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else if (this.right.geometry.y > this.paddleHeightMax) {
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this.right.geometry.y = this.paddleHeightMax;
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}
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// move ball by its velocity
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this.ball.geometry.x += this.ball.dx;
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this.ball.geometry.y += this.ball.dy;
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// prevent ball from going through walls by changing its velocity
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if (this.ball.geometry.y < this.grid) {
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this.ball.geometry.y = this.grid;
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this.ball.dy *= -1;
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}
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else if (this.ball.geometry.y + this.grid > this.canvas.height - this.grid) {
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this.ball.geometry.y = this.canvas.height - this.grid * 2;
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this.ball.dy *= -1;
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}
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// reset ball if it goes past paddle (but only if we haven't already done so)
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if ( (this.ball.geometry.x < 0 || this.ball.geometry.x > this.canvas.width) && !this.ball.resetting) {
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this.ball.resetting = true;
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if (this.ball.geometry.x < 0) {
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this.right.scored();
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}
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if (this.ball.geometry.x > this.canvas.width) {
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this.left.scored();
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}
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// give some time for the player to recover before launching the ball again
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setTimeout(() => {
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this.ball.resetting = false;
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this.ball.geometry.x = this.canvas.width / 2;
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this.ball.geometry.y = this.canvas.height / 2;
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}, 400);
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}
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// check to see if ball collides with paddle. if they do change x velocity
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if (this.left.geometry.collides(this.ball.geometry)) {
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this.ball.dx *= -1;
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this.left.dy = 0;
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// move ball next to the paddle otherwise the collision will happen again
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// in the next frame
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this.ball.geometry.x = this.left.geometry.x + this.left.geometry.width;
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}
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else if (this.right.geometry.collides(this.ball.geometry)) {
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this.ball.dx *= -1;
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this.right.dy = 0;
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// move ball next to the paddle otherwise the collision will happen again
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// in the next frame
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this.ball.geometry.x = this.right.geometry.x - this.ball.geometry.width;
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}
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}
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// Draw game to canvas
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draw() {
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// Clear the screen
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this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
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// draw score
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this.context.font = "30px Arial";
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this.context.fillText(this.left.score.toString(), 200, 50);
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this.context.fillText(this.right.score.toString(), 560, 50);
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// draw paddles
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this.context.fillStyle = 'white';
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this.fillRect(this.left.geometry);
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this.fillRect(this.right.geometry);
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// draw ball
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this.fillRect(this.ball.geometry);
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// draw walls
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this.context.fillStyle = "#f4dbd6";
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this.fillRect(new Box(0, 0, this.canvas.width, this.grid));
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this.fillRect(new Box(0, this.canvas.height - this.grid, this.canvas.width, this.canvas.height));
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// draw dotted line down the middle
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for (let i = this.grid; i < this.canvas.height - this.grid; i += this.grid * 2) {
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this.fillRect(new Box(this.canvas.width / 2 - this.grid / 2, i, this.grid, this.grid));
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2024-12-27 10:25:28 -06:00
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}
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}
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fillRect(_box: Box) {
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this.context.fillRect(_box.x, _box.y, _box.width, _box.height);
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}
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// Update text on page to match game
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updatePageText() {
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document.getElementById("leftPaddle").innerHTML = this.left.geometry.y.toString();
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document.getElementById("rightPaddle").innerHTML = this.right.geometry.y.toString();
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}
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}
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// listen to keyboard events to move the paddles
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document.addEventListener('keydown', function(e) {
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// up arrow key
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if (e.which === 38) {
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g_pong.right.dy = -g_pong.paddleSpeed;
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}
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// down arrow key
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else if (e.which === 40) {
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g_pong.right.dy = g_pong.paddleSpeed;
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}
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// w key
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if (e.which === 87) {
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g_pong.left.dy = -g_pong.paddleSpeed;
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}
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// a key
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else if (e.which === 83) {
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g_pong.left.dy = g_pong.paddleSpeed;
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}
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});
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// listen to keyboard events to stop the paddle if key is released
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document.addEventListener('keyup', function(e) {
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if (e.which === 38 || e.which === 40) {
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g_pong.right.dy = 0;
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}
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if (e.which === 83 || e.which === 87) {
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g_pong.left.dy = 0;
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}
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});
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const g_pong: PongCore = new PongCore();
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g_pong.start();
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