13 Commits

Author SHA1 Message Date
Trianta 225e5e8422 pong: reset counter on idle and increase idle length 2024-12-30 17:15:41 -06:00
Trianta 3aaa6740f4 pong: let bot idle last longer 2024-12-30 17:14:00 -06:00
Trianta 51ec729979 pong: fix which bot should idle 2024-12-30 17:11:37 -06:00
Trianta be4eb906c5 pong: make other bot idle when not busy 2024-12-30 17:10:46 -06:00
Trianta 16242e95ca pong: increase speed of game 2024-12-30 17:03:50 -06:00
Trianta d1d9631ae8 pong: fix left paddle location 2024-12-30 17:03:22 -06:00
Trianta e2f111dd36 pong: fix undefined function 2024-12-30 17:00:50 -06:00
Trianta 43f652f695 pong: there's no way this works 2024-12-30 16:54:01 -06:00
Trianta 347c419d59 pong: fix wack definition order 2024-12-30 16:43:27 -06:00
Trianta efcc58d0cd Merge branch 'main' into pong 2024-12-30 16:30:53 -06:00
trianta 30023be33b pong: fix unconstructed objects 2024-12-27 10:34:39 -06:00
trianta 39380d76af pong: fix missing parenthesis 2024-12-27 10:29:58 -06:00
trianta eb060589fe pong: rewrite into typescript 2024-12-27 10:25:28 -06:00
7 changed files with 352 additions and 295 deletions
Vendored
+4 -35
View File
@@ -1,53 +1,22 @@
pipeline {
agent none
agent any
stages {
stage('Checkout') {
agent { label 'agent-12' }
when { expression { return env.GIT_BRANCH == 'origin/main' } }
steps {
checkout scm
}
}
stage('Build') {
agent { label 'agent-12' }
when { expression { return env.GIT_BRANCH == 'origin/main' } }
steps {
script {
docker.build('trianta.dev:latest')
}
}
}
stage('Deploy') {
agent { label 'agent-12' }
when { expression { return env.GIT_BRANCH == 'origin/main' } }
steps {
sh 'docker stop trianta.dev && docker rm trianta.dev || exit 0'
sh 'docker run -d -e USER=scv -e USER_UID=1001 -e USER_GID=1001 --restart=unless-stopped -p 3466:80 --name trianta.dev trianta.dev:latest'
}
}
stage('Test Checkout') {
agent { label 'agent-13' }
when { expression { return env.GIT_BRANCH != 'origin/main' } }
steps {
sh 'echo $GIT_BRANCH'
checkout scm
}
}
stage('Test Build') {
agent { label 'agent-13' }
when { expression { return env.GIT_BRANCH != 'origin/main' } }
steps {
script {
docker.build('test.trianta.dev:latest')
}
}
}
stage('Test Deploy') {
agent { label 'agent-13' }
when { expression { return env.GIT_BRANCH != 'origin/main' } }
stage('Deploy') {
steps {
sh 'docker stop test.trianta.dev && docker rm test.trianta.dev || exit 0'
sh 'docker run -d -e USER=scv -e USER_UID=1001 -e USER_GID=1001 --restart=unless-stopped -p 3466:80 --name test.trianta.dev test.trianta.dev:latest'
sh 'docker stop test && docker rm test || exit 0'
sh 'docker run -d -p 3466:80 --name test test.trianta.dev:latest'
}
}
}
+20 -17
View File
@@ -1,16 +1,14 @@
/*
* text / border: #8c7862
* foreground: #89bea6
* background: #61937c
* base text: #06CDFF
* important text: #8200FF
* background: #03001C
*/
body {
font-family: "Departure Mono", sans-serif;
font-optical-sizing: auto;
font-weight: 400;
color: #8c7862;
background: #61937c;
font-family: Arial, sans-serif;
font-weight: 800;
color: #06CDFF;
background: #03001C;
line-height: 1.5;
margin-inline: auto;
margin: 0 auto;
@@ -20,8 +18,6 @@ body {
max-width: 60rem;
margin: 0 auto;
padding: 2rem 1.5rem;
background: #89bea6;
border: 4px solid #8c7862;
}
nav {
@@ -55,8 +51,11 @@ nav ul {
}
.trianta {
border: none !important;
color: #06CDFF !important;
font-size: 2.5rem !important;
min-width: 12rem;
margin: -1rem;
}
.canvas {
@@ -64,12 +63,13 @@ nav ul {
display: inline-block;
width: 60rem;
vertical-align: bottom;
border: solid 4px #8c7862;
border: solid 4px #06CDFF;
}
.stats {
font-size: 18px;
display: inline-block;
width: 12rem;
vertical-align: middle;
}
@@ -80,7 +80,7 @@ h1 {
}
h2 {
border: solid 2px #8c7862;
border: solid 2px #06CDFF;
margin: auto;
padding: 8px;
text-align: center;
@@ -94,12 +94,14 @@ h3 {
}
p {
margin: 1rem;
margin: 0px;
}
a {
border: solid 2px #8c7862;
background-color: #03001C;
border: solid 2px #06CDFF;
border-radius: 12px;
color: #06CDFF;
display: inline-block;
margin: 6px;
margin-top: 0px;
@@ -124,7 +126,8 @@ a.button {
}
a:visited {
color: #8c7862;
border: solid 2px #8200FF;
color: #8200FF;
}
@keyframes hover {
@@ -154,5 +157,5 @@ a:visited {
#pong {
margin: 6px;
background: #61937c;
background: #03001C;
}
+13 -12
View File
@@ -3,24 +3,25 @@
<head>
<meta charset="utf-8"/>
<title>Trianta</title>
<link rel="stylesheet" href="/default.css">
<link rel="stylesheet" href="https://www.nerdfonts.com/assets/css/webfont.css">
<link rel="stylesheet" href="/default.css" />
</head>
<body>
<div class="inside">
<div style="display: flex;">
<div>
<a href="/" class="trianta">TRIANTA</a>
<div class="column">
<a href="https://www.github.com/trimutex" alt="GitHub"><i class="nf nf-dev-github"></i></a>
<a href="https://lab.trianta.dev/Trianta" alt="Personal Projects"><i class="nf nf-linux-gitea"></i></a>
<a href="/completed" alt="Completed"><i class="nf nf-dev-javascript"></i></a>
<a href="/current" alt="Current"><i class="nf nf-dev-git_branch"></i></a>
<a href="/other" alt="Other"><i class="nf nf-dev-git_merge"></i></a>
<a href="/contact" alt="Contact"><i class="nf nf-oct-feed_person"></i></a>
</div>
<p>Function over form by design</p>
</div>
<p>Function over form by design</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"></div>
</div>
+3 -3
View File
@@ -13,9 +13,9 @@
}
},
"node_modules/typescript": {
"version": "5.9.3",
"resolved": "https://registry.npmjs.org/typescript/-/typescript-5.9.3.tgz",
"integrity": "sha512-jl1vZzPDinLr9eUt3J/t7V6FgNEw9QjvBPdysz9KfQDD41fQrC2Y4vKQdiaUpFT4bXlb1RHhLpp8wtm6M5TgSw==",
"version": "5.6.3",
"resolved": "https://registry.npmjs.org/typescript/-/typescript-5.6.3.tgz",
"integrity": "sha512-hjcS1mhfuyi4WW8IWtjP7brDrG2cuDZukyrYrSauoXGNgx0S7zceP07adYkJycEr56BOUTNPzbInooiN3fn1qw==",
"license": "Apache-2.0",
"bin": {
"tsc": "bin/tsc",
+1 -2
View File
@@ -25,9 +25,8 @@
<div class="column gap"></div>
<div class="column content">
<h2>Contact Methods</h2>
<p>E-mail: gregcraw2001@gmail.com</p>
<p>E-mail: gregcraw2001@gmail.com</p>
<p>Discord: trianta</p>
<p>Matrix: @trimutex:matrix.org</p>
</div>
</div>
</div>
-226
View File
@@ -1,226 +0,0 @@
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);
+311
View File
@@ -0,0 +1,311 @@
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 Ball {
geometry: Box;
speed: number;
dx: number;
dy: number;
resetting: boolean;
constructor(_geometry: Box) {
// start in the middle of the game
this.geometry = _geometry;
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 Paddle {
geometry: Box;
speed: number;
isBot: boolean;
isLeft: boolean;
score: number;
dy: number;
idleCounter: number;
constructor(_geometry: Box, _isLeft: boolean) {
this.geometry = _geometry;
this.isLeft = _isLeft;
this.speed = 6;
this.isBot = true;
this.score = 0;
this.dy = 0;
this.idleCounter = 0;
}
scored() {
this.score++;
}
}
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 = 4; // speed in ms
this.width = this.canvas.width;
this.height = this.canvas.height;
this.gameover = false;
this.paddleSpeed = 6;
this.ball = new Ball(new Box(this.width / 2, this.height / 2, this.grid, this.grid));
this.left = new Paddle(new Box(this.grid * 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 (g_pong.gameover)
g_pong.reset();
g_pong.simulate();
g_pong.draw();
g_pong.updatePageText();
}
// Simulate game logic
simulate() {
if (this.ball.dx < 0) {
this.botInput(this.left);
this.botIdle(this.right);
} else {
this.botInput(this.right);
this.botIdle(this.left);
}
// 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();
}
// Function for bot to play as a paddle
botInput(player: Paddle) {
if (!player.isBot)
return;
let ballRegion = Math.floor(this.ball.geometry.y / 15);
let paddleRegion = Math.floor(player.geometry.y / 15);
if (ballRegion < paddleRegion) player.dy = -player.speed;
if (ballRegion > paddleRegion) player.dy = player.speed;
if (ballRegion === paddleRegion) player.dy = 0;
}
// Randomly move the bot paddle when ball not towards it
botIdle(player: Paddle) {
player.idleCounter++;
if (player.idleCounter < 20)
return;
else
player.idleCounter = 0;
let direction: number = Math.floor(Math.random() * 3);
switch (direction) {
case 0:
player.dy = 0;
break;
case 1:
player.dy = -player.speed;
break;
case 2:
player.dy = player.speed;
break;
}
}
}
// 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();