rewrite: major rework of home page #1

Merged
Trianta merged 2 commits from rewrite into main 2024-08-09 03:04:41 -05:00
7 changed files with 457 additions and 256 deletions

1
.htaccess Normal file
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DirectoryIndex home.html

156
css/home.css Normal file
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/* Whole document */
body {
font-family: Helvetica, Arial, sans-serif;
font-size: 1rem;
color: #cad3f5;
line-height: 1.5;
width: 800px;
margin-inline: auto;
background: #24273a;
padding: 6px;
margin: 10px auto;
}
/*
.title {
display: none;
}
*/
#top {
margin-bottom: 6px;
border-radius: 16px;
border-top-left-radius: 0px;
margin: 4px auto;
margin-top: 0px;
height: 55px;
}
#main {
background: #1e2030;
}
/* Title of the resume */
h1 {
width: 130px;
text-align: center;
display: inline-block;
font-size: 1.8rem;
margin: 0px;
padding: 8px;
border-top-left-radius: 18px;
border-top-right-radius: 18px;
}
/* Titles of categories */
h2 {
color: #f5a97f;
font-size: 1.8rem;
text-align: center;
margin-top: 0;
margin-bottom: 0.5rem;
}
h3 {
color: #dc8a78;
font-size: 1.3rem;
margin-top: 0;
margin-bottom: 0;
}
h4 {
color: #8c8fa1;
font-size: 1.1rem;
margin-top: 0;
margin-bottom: 0.5rem;
}
/* Definitions */
dt {
float: left;
clear: left;
width: 17%;
font-weight: bold;
}
dd {
margin-left: 17%;
}
p {
margin-top: 0;
margin-bottom: 4px;
}
/* Links */
a {
text-decoration: none;
padding: 8px;
color: #8aadf4;
}
a:hover, a:active {
border-radius: 9px;
text-decoration: underline;
text-shadow: 1px 1px 1px #333;
animation: animate 3s linear infinite;
}
a.button {
margin: 14px 10%;
padding: 4px 12px;
border: 1px outset #494d64;
border-radius: 9px;
color: #8aadf4;
display: inline-block;
background-color: #363a4f;
text-decoration: none;
width: 80px;
text-align: center;
}
/* Horizontal separators */
hr {
color: #A6A6A6;
}
/* List spacing */
ul, ol {
padding-left: 1em; /* Keeping padding relative to the font size of the list */
}
li {
margin-top: 0.25em;
}
p, li {
margin-top: 0;
line-height: 1.6;
}
@keyframes animate {
0% { box-shadow: 0 0 8px 4px #24273a; }
15% { box-shadow: 0 0 8px 4px #494d64; }
50% { box-shadow: 0 0 8px 4px #b7bdf8; }
85% { box-shadow: 0 0 8px 4px #494d64; }
100% { box-shadow: 0 0 8px 4px #24273a; }
}
.card {
background: #363a4f;
text-align: center;
border-radius: 6px;
border-top-left-radius: 18px;
border-top-right-radius: 18px;
}
.card-top {
background: #1e2030;
border-top-left-radius: 18px;
border-top-right-radius: 18px;
}
#pong {
margin: 6px;
border-radius: 9px;
background: #494d64;
}

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html, body {
height: 100%;
margin: 0;
}
body {
background: black;
display: flex;
align-items: center;
justify-content: center;
}
.button {
background: blue;
color: white;
padding: 15px 20px;
font-size: 32px;
font-family: Arial, Helvetica, sans-serif;
text-transform: uppercase;
cursor: pointer;
position: relative;
}
html, body {
height: 100%;
margin: 0;
}
body {
background: black;
display: flex;
align-items: center;
justify-content: center;
}
.button {
background: blue;
color: white;
padding: 15px 20px;
font-size: 32px;
font-family: Arial, Helvetica, sans-serif;
text-transform: uppercase;
cursor: pointer;
position: relative;
}

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home.html Normal file
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<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml" lang="" xml:lang="">
<head>
<meta charset="utf-8" />
<meta name="generator" content="pandoc" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" />
<title>Trianta</title>
<link rel="stylesheet" href="css/home.css" />
<style>
code{white-space: pre-wrap;}
span.smallcaps{font-variant: small-caps;}
div.columns{display: flex; gap: min(4vw, 1.5em);}
div.column{flex: auto; overflow-x: auto;}
div.hanging-indent{margin-left: 1.5em; text-indent: -1.5em;}
/* The extra [class] is a hack that increases specificity enough to
override a similar rule in reveal.js */
ul.task-list[class]{list-style: none;}
ul.task-list li input[type="checkbox"] {
font-size: inherit;
width: 0.8em;
margin: 0 0.8em 0.2em -1.6em;
vertical-align: middle;
}
.display.math{display: block; text-align: center; margin: 0.5rem auto;}
</style>
<!--[if lt IE 9]>
<script src="//cdnjs.cloudflare.com/ajax/libs/html5shiv/3.7.3/html5shiv-printshiv.min.js"></script>
<![endif]-->
</head>
<body>
<div>
<h1 style="background: #1e2030">Trianta</h1>
<h1><a href="https://www.github.com/trimutex">GitHub</a></h1>
<h1><a href="https://lab.trianta.dev/Trianta">Projects</a></h1>
</div>
<div id="main">
<div class="card">
<h2 class="card-top">Pong</h3>
<div>
<canvas width="750" height="585" id="pong"></canvas>
<script src="js/pong.js"></script>
<div id="gameover" hidden="true">
<h1>Game Over</h1>
</div>
<div id="restart" hidden="true">
<button class="button" type="button" onclick = "restartGame()">Restart Game</a>
</div>
</div>
</div>
</div>
</body>
</html>

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<link rel="stylesheet" href="style.css">
</head>
<body>
<button class="button" type="button" onclick="window.location.href='pong.html'">Start Game</button>
<script src = "scripts.js"></script>
</body>
</html>

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@ -1,223 +1,224 @@
const canvas = document.getElementById('game');
const context = canvas.getContext('2d');
const grid = 15;
const paddleHeight = grid * 5; // 80
const maxPaddleY = canvas.height - grid - paddleHeight;
var paddleSpeed = 6;
var ballSpeed = 5;
var leftScore = 0;
var rightScore = 0;
const leftPaddle = {
// start in the middle of the game on the left side
x: grid * 2,
y: canvas.height / 2 - paddleHeight / 2,
width: grid,
height: paddleHeight,
// paddle velocity
dy: 0
};
const rightPaddle = {
// start in the middle of the game on the right side
x: canvas.width - grid * 3,
y: canvas.height / 2 - paddleHeight / 2,
width: grid,
height: paddleHeight,
// paddle velocity
dy: 0
};
const ball = {
// start in the middle of the game
x: canvas.width / 2,
y: canvas.height / 2,
width: grid,
height: grid,
// keep track of when need to reset the ball position
resetting: false,
// ball velocity (start going to the top-right corner)
dx: ballSpeed,
dy: -ballSpeed
};
// check for collision between two objects using axis-aligned bounding box (AABB)
// @see https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection
function collides(obj1, obj2) {
return obj1.x < obj2.x + obj2.width &&
obj1.x + obj1.width > obj2.x &&
obj1.y < obj2.y + obj2.height &&
obj1.y + obj1.height > obj2.y;
}
function gameOver() {
context.clearRect(0, 0, canvas.width, canvas.height);
let restartGame = document.getElementById("restart");
let gameOverText = document.getElementById("gameover");
restartGame.hidden = false;
gameOverText.hidden = false;
}
function restartGame() {
leftScore = 0;
rightScore = 0;
let restartGame = document.getElementById("restart");
restartGame.hidden = true;
requestAnimationFrame(loop);
}
function BotMovesPaddle(paddle) {
ballRegion = Math.floor(ball.y / 15);
paddleRegion = Math.floor(paddle.y / 15);
if (ballRegion < paddleRegion) paddle.dy = -paddleSpeed;
if (ballRegion > paddleRegion) paddle.dy = paddleSpeed;
if (ballRegion === paddleRegion) paddle.dy = 0;
}
// game loop
function loop() {
//if (leftScore < 7 && rightScore < 7) {
requestAnimationFrame(loop);
//} else if (leftScore >= 7 || rightScore >= 7) {
// gameOver();
//}
context.clearRect(0,0,canvas.width,canvas.height);
if (ball.dx < 0) {
BotMovesPaddle(leftPaddle);
}
if (ball.dx > 0) {
BotMovesPaddle(rightPaddle);
}
// move paddles by their velocity
leftPaddle.y += leftPaddle.dy;
rightPaddle.y += rightPaddle.dy;
// prevent paddles from going through walls
if (leftPaddle.y < grid) {
leftPaddle.y = grid;
}
else if (leftPaddle.y > maxPaddleY) {
leftPaddle.y = maxPaddleY;
}
if (rightPaddle.y < grid) {
rightPaddle.y = grid;
}
else if (rightPaddle.y > maxPaddleY) {
rightPaddle.y = maxPaddleY;
}
// draw paddles
context.fillStyle = 'white';
context.fillRect(leftPaddle.x, leftPaddle.y, leftPaddle.width, leftPaddle.height);
context.fillRect(rightPaddle.x, rightPaddle.y, rightPaddle.width, rightPaddle.height);
// move ball by its velocity
ball.x += ball.dx;
ball.y += ball.dy;
// prevent ball from going through walls by changing its velocity
if (ball.y < grid) {
ball.y = grid;
ball.dy *= -1;
}
else if (ball.y + grid > canvas.height - grid) {
ball.y = canvas.height - grid * 2;
ball.dy *= -1;
}
// reset ball if it goes past paddle (but only if we haven't already done so)
if ( (ball.x < 0 || ball.x > canvas.width) && !ball.resetting) {
ball.resetting = true;
if (ball.x < 0) {
rightScore++;
}
if (ball.x > canvas.width) {
leftScore++;
}
// give some time for the player to recover before launching the ball again
setTimeout(() => {
ball.resetting = false;
ball.x = canvas.width / 2;
ball.y = canvas.height / 2;
}, 400);
}
// check to see if ball collides with paddle. if they do change x velocity
if (collides(ball, leftPaddle)) {
ball.dx *= -1;
leftPaddle.dy = 0;
// move ball next to the paddle otherwise the collision will happen again
// in the next frame
ball.x = leftPaddle.x + leftPaddle.width;
}
else if (collides(ball, rightPaddle)) {
ball.dx *= -1;
rightPaddle.dy = 0;
// move ball next to the paddle otherwise the collision will happen again
// in the next frame
ball.x = rightPaddle.x - ball.width;
}
// draw score
context.font = "30px Arial";
context.fillText(leftScore, 200, 50);
context.fillText(rightScore, 560, 50);
// draw ball
context.fillRect(ball.x, ball.y, ball.width, ball.height);
// draw walls
context.fillStyle = 'lightgrey';
context.fillRect(0, 0, canvas.width, grid);
context.fillRect(0, canvas.height - grid, canvas.width, canvas.height);
// draw dotted line down the middle
for (let i = grid; i < canvas.height - grid; i += grid * 2) {
context.fillRect(canvas.width / 2 - grid / 2, i, grid, grid);
}
}
// listen to keyboard events to move the paddles
document.addEventListener('keydown', function(e) {
// up arrow key
if (e.which === 38) {
rightPaddle.dy = -paddleSpeed;
}
// down arrow key
else if (e.which === 40) {
rightPaddle.dy = paddleSpeed;
}
// w key
if (e.which === 87) {
leftPaddle.dy = -paddleSpeed;
}
// a key
else if (e.which === 83) {
leftPaddle.dy = 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) {
rightPaddle.dy = 0;
}
if (e.which === 83 || e.which === 87) {
leftPaddle.dy = 0;
}
});
// start the game
requestAnimationFrame(loop);
const canvas = document.getElementById('pong');
const context = canvas.getContext('2d');
const grid = 15;
const paddleHeight = grid * 5; // 80
const maxPaddleY = canvas.height - grid - paddleHeight;
var paddleSpeed = 6;
var ballSpeed = 5;
var leftScore = 0;
var rightScore = 0;
const leftPaddle = {
// start in the middle of the game on the left side
x: grid * 2,
y: canvas.height / 2 - paddleHeight / 2,
width: grid,
height: paddleHeight,
// paddle velocity
dy: 0
};
const rightPaddle = {
// start in the middle of the game on the right side
x: canvas.width - grid * 3,
y: canvas.height / 2 - paddleHeight / 2,
width: grid,
height: paddleHeight,
// paddle velocity
dy: 0
};
const ball = {
// start in the middle of the game
x: canvas.width / 2,
y: canvas.height / 2,
width: grid,
height: grid,
// keep track of when need to reset the ball position
resetting: false,
// ball velocity (start going to the top-right corner)
dx: ballSpeed,
dy: -ballSpeed
};
// check for collision between two objects using axis-aligned bounding box (AABB)
// @see https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection
function collides(obj1, obj2) {
return obj1.x < obj2.x + obj2.width &&
obj1.x + obj1.width > obj2.x &&
obj1.y < obj2.y + obj2.height &&
obj1.y + obj1.height > obj2.y;
}
function gameOver() {
context.clearRect(0, 0, canvas.width, canvas.height);
let restartGame = document.getElementById("restart");
let gameOverText = document.getElementById("gameover");
restartGame.hidden = false;
gameOverText.hidden = false;
}
function restartGame() {
leftScore = 0;
rightScore = 0;
let restartGame = document.getElementById("restart");
restartGame.hidden = true;
requestAnimationFrame(loop);
}
function BotMovesPaddle(paddle) {
ballRegion = Math.floor(ball.y / 15);
paddleRegion = Math.floor(paddle.y / 15);
if (ballRegion < paddleRegion) paddle.dy = -paddleSpeed;
if (ballRegion > paddleRegion) paddle.dy = paddleSpeed;
if (ballRegion === paddleRegion) paddle.dy = 0;
}
// game loop
function loop() {
//if (leftScore < 7 && rightScore < 7) {
requestAnimationFrame(loop);
//} else if (leftScore >= 7 || rightScore >= 7) {
// gameOver();
//}
context.clearRect(0,0,canvas.width,canvas.height);
if (ball.dx < 0) {
BotMovesPaddle(leftPaddle);
}
if (ball.dx > 0) {
BotMovesPaddle(rightPaddle);
}
// move paddles by their velocity
leftPaddle.y += leftPaddle.dy;
rightPaddle.y += rightPaddle.dy;
// prevent paddles from going through walls
if (leftPaddle.y < grid) {
leftPaddle.y = grid;
}
else if (leftPaddle.y > maxPaddleY) {
leftPaddle.y = maxPaddleY;
}
if (rightPaddle.y < grid) {
rightPaddle.y = grid;
}
else if (rightPaddle.y > maxPaddleY) {
rightPaddle.y = maxPaddleY;
}
// draw paddles
context.fillStyle = 'white';
context.fillRect(leftPaddle.x, leftPaddle.y, leftPaddle.width, leftPaddle.height);
context.fillRect(rightPaddle.x, rightPaddle.y, rightPaddle.width, rightPaddle.height);
// move ball by its velocity
ball.x += ball.dx;
ball.y += ball.dy;
// prevent ball from going through walls by changing its velocity
if (ball.y < grid) {
ball.y = grid;
ball.dy *= -1;
}
else if (ball.y + grid > canvas.height - grid) {
ball.y = canvas.height - grid * 2;
ball.dy *= -1;
}
// reset ball if it goes past paddle (but only if we haven't already done so)
if ( (ball.x < 0 || ball.x > canvas.width) && !ball.resetting) {
ball.resetting = true;
if (ball.x < 0) {
rightScore++;
}
if (ball.x > canvas.width) {
leftScore++;
}
// give some time for the player to recover before launching the ball again
setTimeout(() => {
ball.resetting = false;
ball.x = canvas.width / 2;
ball.y = canvas.height / 2;
}, 400);
}
// check to see if ball collides with paddle. if they do change x velocity
if (collides(ball, leftPaddle)) {
ball.dx *= -1;
leftPaddle.dy = 0;
// move ball next to the paddle otherwise the collision will happen again
// in the next frame
ball.x = leftPaddle.x + leftPaddle.width;
}
else if (collides(ball, rightPaddle)) {
ball.dx *= -1;
rightPaddle.dy = 0;
// move ball next to the paddle otherwise the collision will happen again
// in the next frame
ball.x = rightPaddle.x - ball.width;
}
// draw score
context.font = "30px Arial";
context.fillText(leftScore, 200, 50);
context.fillText(rightScore, 560, 50);
// draw ball
context.fillRect(ball.x, ball.y, ball.width, ball.height);
// draw walls
context.fillStyle = "#f4dbd6";
context.fillRect(0, 0, canvas.width, grid);
context.fillRect(0, canvas.height - grid, canvas.width, canvas.height);
// draw dotted line down the middle
for (let i = grid; i < canvas.height - grid; i += grid * 2) {
context.fillRect(canvas.width / 2 - grid / 2, i, grid, grid);
}
}
// listen to keyboard events to move the paddles
document.addEventListener('keydown', function(e) {
// up arrow key
if (e.which === 38) {
rightPaddle.dy = -paddleSpeed;
}
// down arrow key
else if (e.which === 40) {
rightPaddle.dy = paddleSpeed;
}
// w key
if (e.which === 87) {
leftPaddle.dy = -paddleSpeed;
}
// a key
else if (e.which === 83) {
leftPaddle.dy = 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) {
rightPaddle.dy = 0;
}
if (e.which === 83 || e.which === 87) {
leftPaddle.dy = 0;
}
});
// start the game
requestAnimationFrame(loop);

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<head>
<title>Pong Game</title>
<meta charset="UTF-8">
<link rel="stylesheet" href="style.css">
<link rel="stylesheet" href="css/pong.css">
</head>
<body>
<canvas width="750" height="585" id="game"></canvas>
<script src="scripts.js"></script>
<div id="gameover" hidden="true">
<h1>Game Over</h1>
</div>
<div id="restart" hidden="true">
<button class="button" type="button" onclick = "restartGame()">Restart Game</a>
</div>
</body>
</html>