pong: rewrite into typescript
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226
src/pong.js
226
src/pong.js
@ -1,226 +0,0 @@
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const canvas = document.getElementById('pong');
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const context = canvas.getContext('2d');
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const grid = 15;
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const paddleHeight = grid * 5; // 80
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const maxPaddleY = canvas.height - grid - paddleHeight;
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var paddleSpeed = 6;
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var ballSpeed = 5;
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var leftScore = 0;
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var rightScore = 0;
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const leftPaddle = {
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// start in the middle of the game on the left side
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x: grid * 2,
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y: canvas.height / 2 - paddleHeight / 2,
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width: grid,
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height: paddleHeight,
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// paddle velocity
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dy: 0
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};
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const rightPaddle = {
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// start in the middle of the game on the right side
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x: canvas.width - grid * 3,
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y: canvas.height / 2 - paddleHeight / 2,
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width: grid,
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height: paddleHeight,
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// paddle velocity
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dy: 0
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};
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const ball = {
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// start in the middle of the game
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x: canvas.width / 2,
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y: canvas.height / 2,
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width: grid,
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height: grid,
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// keep track of when need to reset the ball position
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resetting: false,
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// ball velocity (start going to the top-right corner)
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dx: ballSpeed,
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dy: -ballSpeed
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};
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// check for collision between two objects using axis-aligned bounding box (AABB)
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// @see https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection
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function collides(obj1, obj2) {
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return obj1.x < obj2.x + obj2.width &&
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obj1.x + obj1.width > obj2.x &&
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obj1.y < obj2.y + obj2.height &&
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obj1.y + obj1.height > obj2.y;
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}
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function gameOver() {
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context.clearRect(0, 0, canvas.width, 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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}
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function restartGame() {
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leftScore = 0;
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rightScore = 0;
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let restartGame = document.getElementById("restart");
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restartGame.hidden = true;
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requestAnimationFrame(loop);
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}
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function BotMovesPaddle(paddle) {
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ballRegion = Math.floor(ball.y / 15);
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paddleRegion = Math.floor(paddle.y / 15);
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if (ballRegion < paddleRegion) paddle.dy = -paddleSpeed;
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if (ballRegion > paddleRegion) paddle.dy = paddleSpeed;
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if (ballRegion === paddleRegion) paddle.dy = 0;
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}
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// game loop
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function loop() {
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//if (leftScore < 7 && rightScore < 7) {
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requestAnimationFrame(loop);
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//} else if (leftScore >= 7 || rightScore >= 7) {
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// gameOver();
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//}
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context.clearRect(0,0,canvas.width,canvas.height);
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if (ball.dx < 0) {
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BotMovesPaddle(leftPaddle);
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document.getElementById("leftPaddle").innerHTML = leftPaddle.y;
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}
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if (ball.dx > 0) {
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BotMovesPaddle(rightPaddle);
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document.getElementById("rightPaddle").innerHTML = rightPaddle.y;
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}
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// move paddles by their velocity
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leftPaddle.y += leftPaddle.dy;
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rightPaddle.y += rightPaddle.dy;
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// prevent paddles from going through walls
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if (leftPaddle.y < grid) {
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leftPaddle.y = grid;
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}
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else if (leftPaddle.y > maxPaddleY) {
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leftPaddle.y = maxPaddleY;
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}
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if (rightPaddle.y < grid) {
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rightPaddle.y = grid;
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}
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else if (rightPaddle.y > maxPaddleY) {
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rightPaddle.y = maxPaddleY;
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}
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// draw paddles
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context.fillStyle = 'white';
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context.fillRect(leftPaddle.x, leftPaddle.y, leftPaddle.width, leftPaddle.height);
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context.fillRect(rightPaddle.x, rightPaddle.y, rightPaddle.width, rightPaddle.height);
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// move ball by its velocity
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ball.x += ball.dx;
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ball.y += ball.dy;
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// prevent ball from going through walls by changing its velocity
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if (ball.y < grid) {
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ball.y = grid;
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ball.dy *= -1;
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}
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else if (ball.y + grid > canvas.height - grid) {
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ball.y = canvas.height - grid * 2;
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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 ( (ball.x < 0 || ball.x > canvas.width) && !ball.resetting) {
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ball.resetting = true;
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if (ball.x < 0) {
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rightScore++;
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}
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if (ball.x > canvas.width) {
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leftScore++;
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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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ball.resetting = false;
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ball.x = canvas.width / 2;
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ball.y = 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 (collides(ball, leftPaddle)) {
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ball.dx *= -1;
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leftPaddle.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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ball.x = leftPaddle.x + leftPaddle.width;
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}
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else if (collides(ball, rightPaddle)) {
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ball.dx *= -1;
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rightPaddle.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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ball.x = rightPaddle.x - ball.width;
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}
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// draw score
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context.font = "30px Arial";
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context.fillText(leftScore, 200, 50);
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context.fillText(rightScore, 560, 50);
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// draw ball
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context.fillRect(ball.x, ball.y, ball.width, ball.height);
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// draw walls
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context.fillStyle = "#f4dbd6";
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context.fillRect(0, 0, canvas.width, grid);
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context.fillRect(0, canvas.height - grid, canvas.width, canvas.height);
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// draw dotted line down the middle
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for (let i = grid; i < canvas.height - grid; i += grid * 2) {
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context.fillRect(canvas.width / 2 - grid / 2, i, grid, grid);
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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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rightPaddle.dy = -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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rightPaddle.dy = paddleSpeed;
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}
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// w key
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if (e.which === 87) {
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leftPaddle.dy = -paddleSpeed;
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}
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// a key
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else if (e.which === 83) {
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leftPaddle.dy = 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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rightPaddle.dy = 0;
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}
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if (e.which === 83 || e.which === 87) {
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leftPaddle.dy = 0;
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}
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});
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// start the game
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requestAnimationFrame(loop);
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287
src/pong.ts
Normal file
287
src/pong.ts
Normal file
@ -0,0 +1,287 @@
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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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constructor() {
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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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updateGeometry(_geometry: Box) {
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this.geometry = _geometry;
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}
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updateSide(_isLeft: boolean) {
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this.isLeft = _isLeft;
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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.left.updateGeometry(new Box(this.width / 2, this.height / 2 - this.paddleHeight / 2, this.grid, this.paddleHeight));
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this.right.updateGeometry(new Box(this.width - this.grid * 3, this.height / 2 - this.paddleHeight / 2, this.grid, this.paddleHeight));
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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;
|
||||||
|
|
||||||
|
if (this.ball.geometry.x < 0) {
|
||||||
|
this.right.scored();
|
||||||
|
}
|
||||||
|
if (this.ball.geometry.x > this.canvas.width) {
|
||||||
|
this.left.scored();
|
||||||
|
}
|
||||||
|
|
||||||
|
// give some time for the player to recover before launching the ball again
|
||||||
|
setTimeout(() => {
|
||||||
|
this.ball.resetting = false;
|
||||||
|
this.ball.geometry.x = this.canvas.width / 2;
|
||||||
|
this.ball.geometry.y = this.canvas.height / 2;
|
||||||
|
}, 400);
|
||||||
|
}
|
||||||
|
|
||||||
|
// check to see if ball collides with paddle. if they do change x velocity
|
||||||
|
if (this.left.geometry.collides(this.ball.geometry)) {
|
||||||
|
this.ball.dx *= -1;
|
||||||
|
this.left.dy = 0;
|
||||||
|
|
||||||
|
// move ball next to the paddle otherwise the collision will happen again
|
||||||
|
// in the next frame
|
||||||
|
this.ball.geometry.x = this.left.geometry.x + this.left.geometry.width;
|
||||||
|
}
|
||||||
|
else if (this.right.geometry.collides(this.ball.geometry)) {
|
||||||
|
this.ball.dx *= -1;
|
||||||
|
this.right.dy = 0;
|
||||||
|
|
||||||
|
// move ball next to the paddle otherwise the collision will happen again
|
||||||
|
// in the next frame
|
||||||
|
this.ball.geometry.x = this.right.geometry.x - this.ball.geometry.width;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw game to canvas
|
||||||
|
draw() {
|
||||||
|
// Clear the screen
|
||||||
|
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||||
|
|
||||||
|
// draw score
|
||||||
|
this.context.font = "30px Arial";
|
||||||
|
this.context.fillText(this.left.score.toString(), 200, 50);
|
||||||
|
this.context.fillText(this.right.score.toString(), 560, 50);
|
||||||
|
|
||||||
|
// draw paddles
|
||||||
|
this.context.fillStyle = 'white';
|
||||||
|
this.fillRect(this.left.geometry);
|
||||||
|
this.fillRect(this.right.geometry);
|
||||||
|
|
||||||
|
// draw ball
|
||||||
|
this.fillRect(this.ball.geometry);
|
||||||
|
|
||||||
|
// draw walls
|
||||||
|
this.context.fillStyle = "#f4dbd6";
|
||||||
|
this.fillRect(new Box(0, 0, this.canvas.width, this.grid));
|
||||||
|
this.fillRect(new Box(0, this.canvas.height - this.grid, this.canvas.width, this.canvas.height));
|
||||||
|
|
||||||
|
// draw dotted line down the middle
|
||||||
|
for (let i = this.grid; i < this.canvas.height - this.grid; i += this.grid * 2) {
|
||||||
|
this.fillRect(new Box(this.canvas.width / 2 - this.grid / 2, i, this.grid, this.grid);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fillRect(_box: Box) {
|
||||||
|
this.context.fillRect(_box.x, _box.y, _box.width, _box.height);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update text on page to match game
|
||||||
|
updatePageText() {
|
||||||
|
document.getElementById("leftPaddle").innerHTML = this.left.geometry.y.toString();
|
||||||
|
document.getElementById("rightPaddle").innerHTML = this.right.geometry.y.toString();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// listen to keyboard events to move the paddles
|
||||||
|
document.addEventListener('keydown', function(e) {
|
||||||
|
// up arrow key
|
||||||
|
if (e.which === 38) {
|
||||||
|
g_pong.right.dy = -g_pong.paddleSpeed;
|
||||||
|
}
|
||||||
|
// down arrow key
|
||||||
|
else if (e.which === 40) {
|
||||||
|
g_pong.right.dy = g_pong.paddleSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
|
// w key
|
||||||
|
if (e.which === 87) {
|
||||||
|
g_pong.left.dy = -g_pong.paddleSpeed;
|
||||||
|
}
|
||||||
|
// a key
|
||||||
|
else if (e.which === 83) {
|
||||||
|
g_pong.left.dy = g_pong.paddleSpeed;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// listen to keyboard events to stop the paddle if key is released
|
||||||
|
document.addEventListener('keyup', function(e) {
|
||||||
|
if (e.which === 38 || e.which === 40) {
|
||||||
|
g_pong.right.dy = 0;
|
||||||
|
}
|
||||||
|
if (e.which === 83 || e.which === 87) {
|
||||||
|
g_pong.left.dy = 0;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
const g_pong: PongCore = new PongCore();
|
||||||
|
g_pong.start();
|
Loading…
Reference in New Issue
Block a user