http://itp.jscottdutcher.com/pong4/
This week, much like last week, was an exercise in not getting as much done as I would have liked. Adding functions to my previous code was a breeze, until I ran it and kept getting an uncaught reference error. It took me ages to figure out where I was missing a curly bracket and I felt like a right fool the whole time I was looking. Oh well! It remains remarkably satisfying when your code works, even when all it is is a meager refactor.
ar gameStart = false;
var paddleL = {
x: 10,
y: 100,
w: 15,
h: 100,
};
var paddleR = {
x: 770,
y: 100,
w: 15,
h: 100,
};
var ball = {
x: 50,
y: 20,
diam: 25,
speedX: 5,
speedY: 5,
};
var speedX = 5;
var speedY = 5;
var paddleSpeed = 12;
var s = "Welcome to Infinte Pong! Player one controlls their paddle with the a and z keys. Player two controls their paddle with the /? key and the '\" key. Press the space bar to begin";
/*function down(x){
x = x + 5;
}*/
function setup() {
createCanvas(800, 600);
smooth();
//background(0);
//fill(255)
//text(s, 10, 10, 70, 80);
}
function draw() {
//if (keyPressed(32) === true) {
gameStart === true;
//}
background(64, 161, 76);
noStroke();
createLeftPaddle();
createRightPaddle();
createBall();
ballBounceTopAndBottom();
ballBounceRight();
ballBounceLeft();
}
function createBall() {
//Create ball
fill(198, 237, 44);
ellipse(ball.x, ball.y, ball.diam, ball.diam);
ball.x = ball.x + speedX;
ball.y = ball.y + speedY;
}
function createLeftPaddle() {
//Create the left paddle
fill(0, 50, 50);
rect(paddleL.x, paddleL.y, paddleL.w, paddleL.h);
//Control the left paddle
if (keyIsDown(90) === true) {
if (paddleL.y + paddleL.h < height - 5) { paddleL.y = paddleL.y + paddleSpeed; } } if (keyIsDown(65) === true) { if (paddleL.y > 5) {
paddleL.y = paddleL.y - paddleSpeed;
}
}
}
function createRightPaddle() {
//Create the right paddle
fill(50, 50, 0);
rect(paddleR.x, paddleR.y, paddleR.w, paddleR.h);
//Control the right paddle
if (keyIsDown(191) === true) { //move paddle down
if (paddleR.y + paddleR.h < height - 5) { paddleR.y = paddleR.y + paddleSpeed; } } if (keyIsDown(222) === true) { //move paddle up if (paddleR.y > 5) {
paddleR.y = paddleR.y - paddleSpeed;
}
}
}
function ballBounceTopAndBottom() {
//If if the ball hits the top or bottom of the court it bounces
if (ball.y + 12.5 > height || ball.y < 12.5 && ball.x > 0 && ball.x < width && ball.y > 0 && ball.y < height) { speedY = speedY * -1; //reverse the direction of the motion ball.y = ball.y + speedY; //keeps things moving print("wham"); } } function ballBounceRight() { //if the x of the edge ball is more than the x of the right paddle and //the y of the ball is greater than the y of the rectangle and //less than the y of the rectangle plus the height if (ball.x + 12.5 > paddleR.x && ball.y + 12.5 > paddleR.y && ball.y + 12.5 < paddleR.y + paddleR.h && ball.x > 0 && ball.x < width && ball.y > 0 && ball.y < height) { speedX = speedX * -1; //This reverses the direction, I think ball.x = ball.x + speedX; //This keeps the ball moving print("bam"); } //if the edge of the ball is lower than rect y and //the x of the ball is greater than the x of the rect and less than the width else if (ball.y + 12.5 > paddleR.y && ball.y < paddleR.y + paddleR.y + paddleR.h && ball.x + 12.5 > paddleR.x && ball.x < paddleR.x + paddleR.x && ball.x > 0 && ball.x < width && ball.y > 0 && ball.y < height) {
speedY = speedY * -1; //reverse the direction of the motion
ball.y = ball.y + speedY; //keeps things moving
print("bam top");
}
//if the edge of the ball is higher than rect y plus height and
//the x of the ball is greater than the x of the rect and less than the width
else if (ball.y + 12.5 < paddleR.y + paddleR.h && ball.y > paddleR.y && ball.x > paddleR.x && ball.x < paddleR.x + paddleR.h && ball.x > 0 && ball.x < width && ball.y > 0 && ball.y < height) {
speedY = speedY * -1; //reverse the direction of the motion
ball.y = ball.y + speedY; //keeps things moving
print("bam bottom");
}
}
function ballBounceLeft() {
//if the ball hits the left wall
/* if (ball.x < 0) {
speedX = speedX * -1; //This reverses the direction, I think
ball.x = ball.x + speedX; //This keeps the ball moving
print("pow");*/
//if the ball hits the front of the left paddle
if (ball.x - 12.5 < paddleL.x + paddleL.w && ball.y + 12.5 > paddleL.y && ball.y + 12.5 < paddleL.y + paddleL.h && ball.x > 0 && ball.x < width && ball.y > 0 && ball.y < height) {
speedX = speedX * -1; //This reverses the direction, I think
ball.x = ball.x + speedX; //This keeps the ball moving
print("pow");
}
}
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