4 Commits

Author SHA1 Message Date
Trianta
dea09e2f50 core: match other pages to format 2024-12-29 22:23:00 -06:00
Trianta
785266d0e4 core: decrease trianta and move content text left 2024-12-29 22:18:56 -06:00
Trianta
4d01c794c0 core: make main area flex and add changes to contact 2024-12-29 22:09:20 -06:00
Trianta
262246e8f0 core: make nav bar actually a nav bar and side by side with content 2024-12-29 21:47:33 -06:00
8 changed files with 421 additions and 416 deletions
+31 -4
View File
@@ -6,6 +6,7 @@
body {
font-family: Arial, sans-serif;
font-weight: 800;
color: #06CDFF;
background: #03001C;
line-height: 1.5;
@@ -14,20 +15,46 @@ body {
}
.inside {
max-width: 80rem;
max-width: 60rem;
margin: 0 auto;
padding: 2rem 1.5rem;
}
#navigation {
nav {
padding: 1rem;
text-align: center;
width: 6rem;
}
nav ul {
list-style: none;
margin: 0;
padding: 0;
}
.gap {
width: 4rem;
}
.content {
width: 48rem;
text-align: left;
}
@media screen and (max-width: 600px) {
.column {
width: 100%;
}
.gap {
visibility: hidden;
}
}
.trianta {
font-size: 3.5rem !important;
color: #06CDFF !important;
border: none !important;
color: #06CDFF !important;
font-size: 2.5rem !important;
min-width: 12rem;
margin: -1rem;
}
+13 -7
View File
@@ -11,13 +11,19 @@
<a href="/" class="trianta">TRIANTA</a>
<p>Function over form by design</p>
</div>
<div id="navigation">
<a href="https://www.github.com/trimutex">GitHub</a>
<a href="https://lab.trianta.dev/Trianta">Projects</a>
<a href="/completed">Completed</a>
<a href="/current">Current</a>
<a href="/other">Other</a>
<a href="/contact">Contact</a>
<div style="display: flex;">
<nav class="column">
<ul>
<li><a href="https://www.github.com/trimutex">GitHub</a></li>
<li><a href="https://lab.trianta.dev/Trianta">Projects</a></li>
<li><a href="/completed">Completed</a></li>
<li><a href="/current">Current</a></li>
<li><a href="/other">Other</a></li>
<li><a href="/contact">Contact</a></li>
</ul>
</nav>
<div class="column gap"></div>
<div class="column content"></div>
</div>
</div>
</body>
+48 -41
View File
@@ -11,50 +11,57 @@
<a href="/" class="trianta">TRIANTA</a>
<p>Function over form by design</p>
</div>
<div id="navigation">
<a href="https://www.github.com/trimutex">GitHub</a>
<a href="https://lab.trianta.dev/Trianta">Projects</a>
<a href="/completed">Completed</a>
<a href="/current">Current</a>
<a href="/other">Other</a>
<a href="/contact">Contact</a>
</div>
<h2>Completed Projects</h2>
<div class="card reserve">
<div class="canvas">
<canvas width="750" height="585" id="pong"></canvas>
<script src="/public/pong.js"></script>
<div id="gameover" hidden="true">
<h3>Game Over</h3>
<div style="display: flex;">
<nav class="column">
<ul>
<li><a href="https://www.github.com/trimutex">GitHub</a></li>
<li><a href="https://lab.trianta.dev/Trianta">Projects</a></li>
<li><a href="/completed">Completed</a></li>
<li><a href="/current">Current</a></li>
<li><a href="/other">Other</a></li>
<li><a href="/contact">Contact</a></li>
</ul>
</nav>
<div class="column gap"></div>
<div class="column content">
<h2>Completed Projects</h2>
<div class="card reserve">
<div class="canvas">
<canvas width="750" height="585" id="pong"></canvas>
<script src="/public/pong.js"></script>
<div id="gameover" hidden="true">
<h3>Game Over</h3>
</div>
<div id="restart" hidden="true">
<button class="button" type="button" onclick = "restartGame()">Restart Game</a>
</div>
</div>
<div class="stats">
<p style="font-size: 22px;">Pong</p>
<p>Left Paddle Height: <span id="leftPaddle"></span></p>
<p>Right Paddle Height: <span id="rightPaddle"></span></p>
<a href="https://lab.trianta.dev/Trianta/trianta.dev/src/branch/main/src/pong.js">View Code</a>
</div>
</div>
<div id="restart" hidden="true">
<button class="button" type="button" onclick = "restartGame()">Restart Game</a>
<div class="card reserve">
<div class="canvas">
<canvas width="625" height="375" id="snake"></canvas>
<script src="/public/snake.js"></script>
</div>
<div class="stats">
<p style="font-size: 22px;">Snake</p>
<p>
Adjust game size -- Width:
<input id="snakeWidth" type="number" min="2" max="31" value="31">
Height:
<input id="snakeHeight" type="number" min="2" max="24" value="24">
</p>
<p>Snake Head Location: <span id="snakeHead"></span></p>
<p>Food Location: <span id="snakeFood"></span></p>
<a href="https://lab.trianta.dev/Trianta/trianta.dev/src/branch/main/src/snake.ts">View Code</a>
</div>
</div>
</div>
<div class="stats">
<p style="font-size: 22px;">Pong</p>
<p>Left Paddle Height: <span id="leftPaddle"></span></p>
<p>Right Paddle Height: <span id="rightPaddle"></span></p>
<a href="https://lab.trianta.dev/Trianta/trianta.dev/src/branch/main/src/pong.js">View Code</a>
</div>
</div>
<div class="card reserve">
<div class="canvas">
<canvas width="625" height="375" id="snake"></canvas>
<script src="/public/snake.js"></script>
</div>
<div class="stats">
<p style="font-size: 22px;">Snake</p>
<p>
Adjust game size -- Width:
<input id="snakeWidth" type="number" min="2" max="31" value="31">
Height:
<input id="snakeHeight" type="number" min="2" max="24" value="24">
</p>
<p>Snake Head Location: <span id="snakeHead"></span></p>
<p>Food Location: <span id="snakeFood"></span></p>
<a href="https://lab.trianta.dev/Trianta/trianta.dev/src/branch/main/src/snake.ts">View Code</a>
</div>
</div>
</div>
</body>
+17 -10
View File
@@ -11,17 +11,24 @@
<a href="/" class="trianta">TRIANTA</a>
<p>Function over form by design</p>
</div>
<div id="navigation">
<a href="https://www.github.com/trimutex">GitHub</a>
<a href="https://lab.trianta.dev/Trianta">Projects</a>
<a href="/completed">Completed</a>
<a href="/current">Current</a>
<a href="/other">Other</a>
<a href="/contact">Contact</a>
<div style="display: flex;">
<nav class="column">
<ul>
<li><a href="https://www.github.com/trimutex">GitHub</a></li>
<li><a href="https://lab.trianta.dev/Trianta">Projects</a></li>
<li><a href="/completed">Completed</a></li>
<li><a href="/current">Current</a></li>
<li><a href="/other">Other</a></li>
<li><a href="/contact">Contact</a></li>
</ul>
</nav>
<div class="column gap"></div>
<div class="column content">
<h2>Contact Methods</h2>
<p>E-mail: gregcraw2001@gmail.com</p>
<p>Discord: trianta</p>
</div>
</div>
<h2>Contact Methods</h2>
<p>E-mail: gregcraw2001@gmail.com</p>
<p>Discord: trianta</p>
</div>
</body>
</html>
+28 -21
View File
@@ -11,27 +11,34 @@
<a href="/" class="trianta">TRIANTA</a>
<p>Function over form by design</p>
</div>
<div id="navigation">
<a href="https://www.github.com/trimutex">GitHub</a>
<a href="https://lab.trianta.dev/Trianta">Projects</a>
<a href="/completed">Completed</a>
<a href="/current">Current</a>
<a href="/other">Other</a>
<a href="/contact">Contact</a>
</div>
<h2>Current Personal Projects</h2>
<div class="card">
<h3>Wrench</h3>
<p>Description: A simple application to handle all of your Linux configuration needs.</p>
<p>Language: C++26</p>
<p>Tools: CMake</p>
<p>Frameworks: Qt6</p>
<a href="https://github.com/Trimutex/wrench">View Repository</a>
</div>
<div class="card">
<h3>Synopsis</h3>
<p>Description: A markdown repository containing details and changes of servers I maintain.</p>
<a href="https://github.com/Trimutex/synopsis">View Repository</a>
<div style="display: flex;">
<nav class="column">
<ul>
<li><a href="https://www.github.com/trimutex">GitHub</a></li>
<li><a href="https://lab.trianta.dev/Trianta">Projects</a></li>
<li><a href="/completed">Completed</a></li>
<li><a href="/current">Current</a></li>
<li><a href="/other">Other</a></li>
<li><a href="/contact">Contact</a></li>
</ul>
</nav>
<div class="column gap"></div>
<div class="column content">
<h2>Current Personal Projects</h2>
<div class="card">
<h3>Wrench</h3>
<p>Description: A simple application to handle all of your Linux configuration needs.</p>
<p>Language: C++26</p>
<p>Tools: CMake</p>
<p>Frameworks: Qt6</p>
<a href="https://github.com/Trimutex/wrench">View Repository</a>
</div>
<div class="card">
<h3>Synopsis</h3>
<p>Description: A markdown repository containing details and changes of servers I maintain.</p>
<a href="https://github.com/Trimutex/synopsis">View Repository</a>
</div>
</div>
</div>
</div>
</body>
+58 -51
View File
@@ -11,57 +11,64 @@
<a href="/" class="trianta">TRIANTA</a>
<p>Function over form by design</p>
</div>
<div id="navigation">
<a href="https://www.github.com/trimutex">GitHub</a>
<a href="https://lab.trianta.dev/Trianta">Projects</a>
<a href="/completed">Completed</a>
<a href="/current">Current</a>
<a href="/other">Other</a>
<a href="/contact">Contact</a>
</div>
<h2>Other Projects</h2>
<div class="card">
<h3>Hyprland</h3>
<p>Description: An independent, highly customizable, dynamic tiling Wayland compositor that doesn't sacrifice on its looks. </p>
<a href="https://github.com/hyprwm/Hyprland">View Repository</a>
<p>Language: C++26</p>
<p>Tools: CMake</p>
<p>and various libraries.</p>
<p>Contributions (newest first)</p>
<a href="https://github.com/hyprwm/Hyprland/pull/8323">hyprwm/Hyprland#8323</a>
<a href="https://github.com/hyprwm/Hyprland/pull/8044">hyprwm/Hyprland#8044</a>
<a href="https://github.com/hyprwm/Hyprland/pull/7959">hyprwm/Hyprland#7959</a>
<br>
<a href="https://github.com/hyprwm/Hyprland/pull/7755">hyprwm/Hyprland#7755</a>
<a href="https://github.com/hyprwm/Hyprland/pull/7683">hyprwm/Hyprland#7683</a>
<a href="https://github.com/hyprwm/Hyprland/pull/7633">hyprwm/Hyprland#7633</a>
<br>
<a href="https://github.com/hyprwm/Hyprland/pull/7575">hyprwm/Hyprland#7575</a>
<a href="https://github.com/hyprwm/Hyprland/pull/7458">hyprwm/Hyprland#7458</a>
<a href="https://github.com/hyprwm/Hyprland/pull/6652">hyprwm/Hyprland#6652</a>
</div>
<div class="card">
<h3>Proxy</h3>
<p>Description: A program written in C++ to act as a proxy for another server.</p>
<a href="https://lab.trianta.dev/Trianta/proxy-network">View Repository</a>
<p>Language: C++11</p>
<p>Tools: CMake</p>
<p>Testing Frameworks: <a href="https://github.com/ThrowTheSwitch/Unity">Unity Test (ThrowTheSwitch)</a></p>
</div>
<div class="card">
<h3>Cloudcare</h3>
<p>Description: A sample repository that uses downloaded .bed files to train a model on DNA using PyTorch.</p>
<a href="https://github.com/Trimutex/cloudcare">View Repository</a>
<p>Languages: Python, Bash</p>
<p>Libraries: PyTorch</p>
<p>Tools: Conda</p>
</div>
<div class="card">
<h3>N-Queens</h3>
<p>Description: The N-Queens problem recreated in C++ which gets solved using a Genetic Algorithm.</p>
<a href="https://lab.trianta.dev/Trianta/n-queens">View Repository</a>
<p>Language: C++11</p>
<p>Tools: CMake</p>
<div style="display: flex;">
<nav class="column">
<ul>
<li><a href="https://www.github.com/trimutex">GitHub</a></li>
<li><a href="https://lab.trianta.dev/Trianta">Projects</a></li>
<li><a href="/completed">Completed</a></li>
<li><a href="/current">Current</a></li>
<li><a href="/other">Other</a></li>
<li><a href="/contact">Contact</a></li>
</ul>
</nav>
<div class="column gap"></div>
<div class="column content">
<h2>Other Projects</h2>
<div class="card">
<h3>Hyprland</h3>
<p>Description: An independent, highly customizable, dynamic tiling Wayland compositor that doesn't sacrifice on its looks. </p>
<a href="https://github.com/hyprwm/Hyprland">View Repository</a>
<p>Language: C++26</p>
<p>Tools: CMake</p>
<p>and various libraries.</p>
<p>Contributions (newest first)</p>
<a href="https://github.com/hyprwm/Hyprland/pull/8323">hyprwm/Hyprland#8323</a>
<a href="https://github.com/hyprwm/Hyprland/pull/8044">hyprwm/Hyprland#8044</a>
<a href="https://github.com/hyprwm/Hyprland/pull/7959">hyprwm/Hyprland#7959</a>
<br>
<a href="https://github.com/hyprwm/Hyprland/pull/7755">hyprwm/Hyprland#7755</a>
<a href="https://github.com/hyprwm/Hyprland/pull/7683">hyprwm/Hyprland#7683</a>
<a href="https://github.com/hyprwm/Hyprland/pull/7633">hyprwm/Hyprland#7633</a>
<br>
<a href="https://github.com/hyprwm/Hyprland/pull/7575">hyprwm/Hyprland#7575</a>
<a href="https://github.com/hyprwm/Hyprland/pull/7458">hyprwm/Hyprland#7458</a>
<a href="https://github.com/hyprwm/Hyprland/pull/6652">hyprwm/Hyprland#6652</a>
</div>
<div class="card">
<h3>Proxy</h3>
<p>Description: A program written in C++ to act as a proxy for another server.</p>
<a href="https://lab.trianta.dev/Trianta/proxy-network">View Repository</a>
<p>Language: C++11</p>
<p>Tools: CMake</p>
<p>Testing Frameworks: <a href="https://github.com/ThrowTheSwitch/Unity">Unity Test (ThrowTheSwitch)</a></p>
</div>
<div class="card">
<h3>Cloudcare</h3>
<p>Description: A sample repository that uses downloaded .bed files to train a model on DNA using PyTorch.</p>
<a href="https://github.com/Trimutex/cloudcare">View Repository</a>
<p>Languages: Python, Bash</p>
<p>Libraries: PyTorch</p>
<p>Tools: Conda</p>
</div>
<div class="card">
<h3>N-Queens</h3>
<p>Description: The N-Queens problem recreated in C++ which gets solved using a Genetic Algorithm.</p>
<a href="https://lab.trianta.dev/Trianta/n-queens">View Repository</a>
<p>Language: C++11</p>
<p>Tools: CMake</p>
</div>
</div>
</div>
</div>
</body>
+226
View File
@@ -0,0 +1,226 @@
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);
document.getElementById("leftPaddle").innerHTML = leftPaddle.y;
}
if (ball.dx > 0) {
BotMovesPaddle(rightPaddle);
document.getElementById("rightPaddle").innerHTML = rightPaddle.y;
}
// 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);
-282
View File
@@ -1,282 +0,0 @@
class Box {
x: number;
y: number;
width: number;
height: number;
constructor(_x: number, _y: number, _width: number, _height: number) {
this.x = _x;
this.y = _y;
this.width = _width;
this.height = _height;
}
collides(other: Box) {
return this.x < other.x + other.width &&
this.x + this.width > other.x &&
this.y < other.y + other.height &&
this.y + this.height > other.y;
}
}
class Paddle {
geometry: Box;
speed: number;
isBot: boolean;
isLeft: boolean;
score: number;
dy: number;
constructor(_geometry: Box, _isLeft: boolean) {
this.geometry = _geometry;
this.isLeft = _isLeft;
this.speed = 6;
this.isBot = true;
this.score = 0;
this.dy = 0;
}
scored() {
this.score++;
}
input() {
if (!this.isBot)
return;
let ballRegion = Math.floor(g_pong.ball.geometry.y / 15);
let paddleRegion = Math.floor(this.geometry.y / 15);
if (ballRegion < paddleRegion) this.dy = -this.speed;
if (ballRegion > paddleRegion) this.dy = this.speed;
if (ballRegion === paddleRegion) this.dy = 0;
}
}
class Ball {
geometry: Box;
speed: number;
dx: number;
dy: number;
resetting: boolean;
constructor() {
// start in the middle of the game
this.geometry = new Box(g_pong.width / 2, g_pong.height / 2, g_pong.grid, g_pong.grid);
this.speed = 5;
// ball velocity (start going to the top-right corner)
this.dx = this.speed;
this.dy = -this.speed;
// keep track of when need to reset the ball position
this.resetting = false;
}
}
class PongCore {
canvas: HTMLCanvasElement;
context: CanvasRenderingContext2D;
grid: number;
timeout: number;
width: number;
height: number;
gameover: boolean;
ball: Ball;
left: Paddle;
right: Paddle;
paddleHeight: number;
paddleHeightMax: number;
paddleSpeed: number;
constructor() {
this.canvas = document.getElementById('pong') as HTMLCanvasElement;
this.context = this.canvas.getContext('2d') as CanvasRenderingContext2D;
this.grid = 15; // size of grid squares
this.paddleHeight = this.grid * 5;
this.paddleHeightMax = this.canvas.height - this.grid - this.paddleHeight;
this.timeout = 32; // speed in ms
this.width = this.canvas.width;
this.height = this.canvas.height;
this.gameover = false;
this.paddleSpeed = 6;
this.ball = new Ball();
this.left = new Paddle(new Box(this.width / 2, this.height / 2 - this.paddleHeight / 2, this.grid, this.paddleHeight), true);
this.right = new Paddle(new Box(this.width - this.grid * 3, this.height / 2 - this.paddleHeight / 2, this.grid, this.paddleHeight), false);
}
start() {
setInterval(this.loop, this.timeout);
}
reset() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
let restartGame = document.getElementById("restart");
let gameOverText = document.getElementById("gameover");
restartGame.hidden = false;
gameOverText.hidden = false;
console.debug("[TRACE] Reset was triggered");
this.gameover = false;
this.left.score = 0;
this.right.score = 0;
this.draw();
}
// Game loop
loop() {
// Reset of needed
if (this.gameover)
this.reset();
this.simulate();
this.draw();
this.updatePageText();
}
// Simulate game logic
simulate() {
this.left.input();
this.right.input();
// move paddles by their velocity
this.left.geometry.y += this.left.dy;
this.right.geometry.y += this.right.dy;
// prevent paddles from going through walls
if (this.left.geometry.y < this.grid) {
this.left.geometry.y = this.grid;
}
else if (this.left.geometry.y > this.paddleHeightMax) {
this.left.geometry.y = this.paddleHeightMax;
}
if (this.right.geometry.y < this.grid) {
this.right.geometry.y = this.grid;
}
else if (this.right.geometry.y > this.paddleHeightMax) {
this.right.geometry.y = this.paddleHeightMax;
}
// move ball by its velocity
this.ball.geometry.x += this.ball.dx;
this.ball.geometry.y += this.ball.dy;
// prevent ball from going through walls by changing its velocity
if (this.ball.geometry.y < this.grid) {
this.ball.geometry.y = this.grid;
this.ball.dy *= -1;
}
else if (this.ball.geometry.y + this.grid > this.canvas.height - this.grid) {
this.ball.geometry.y = this.canvas.height - this.grid * 2;
this.ball.dy *= -1;
}
// reset ball if it goes past paddle (but only if we haven't already done so)
if ( (this.ball.geometry.x < 0 || this.ball.geometry.x > this.canvas.width) && !this.ball.resetting) {
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();