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| 1 | +<!DOCTYPE html> |
| 2 | +<html> |
| 3 | +<head> |
| 4 | + <style> |
| 5 | + canvas { |
| 6 | + background: black; |
| 7 | + display: block; |
| 8 | + margin: 0 auto; |
| 9 | + } |
| 10 | + </style> |
| 11 | +</head> |
| 12 | +<body> |
| 13 | + <canvas id="pong" width="800" height="400"></canvas> |
| 14 | + <script> |
| 15 | + const canvas = document.getElementById("pong"); |
| 16 | + const ctx = canvas.getContext("2d"); |
| 17 | + |
| 18 | + // Paddle variables |
| 19 | + const paddleWidth = 10; |
| 20 | + const paddleHeight = 100; |
| 21 | + let playerY = canvas.height / 2 - paddleHeight / 2; |
| 22 | + let computerY = canvas.height / 2 - paddleHeight / 2; |
| 23 | + |
| 24 | + // Ball variables |
| 25 | + const ballSize = 10; |
| 26 | + let ballX = canvas.width / 2; |
| 27 | + let ballY = canvas.height / 2; |
| 28 | + let ballSpeedX = 7; |
| 29 | + let ballSpeedY = 7; |
| 30 | + |
| 31 | + // Draw a rectangle |
| 32 | + function drawRect(x, y, width, height, color) { |
| 33 | + ctx.fillStyle = color; |
| 34 | + ctx.fillRect(x, y, width, height); |
| 35 | + } |
| 36 | + |
| 37 | + // Draw the ball |
| 38 | + function drawBall(x, y, size, color) { |
| 39 | + ctx.fillStyle = color; |
| 40 | + ctx.beginPath(); |
| 41 | + ctx.arc(x, y, size, 0, Math.PI * 2); |
| 42 | + ctx.closePath(); |
| 43 | + ctx.fill(); |
| 44 | + } |
| 45 | + |
| 46 | + // Draw the game |
| 47 | + function draw() { |
| 48 | + // Clear the canvas |
| 49 | + drawRect(0, 0, canvas.width, canvas.height, "black"); |
| 50 | + |
| 51 | + // Draw the paddles |
| 52 | + drawRect(0, playerY, paddleWidth, paddleHeight, "white"); |
| 53 | + drawRect(canvas.width - paddleWidth, computerY, paddleWidth, paddleHeight, "white"); |
| 54 | + |
| 55 | + // Draw the ball |
| 56 | + drawBall(ballX, ballY, ballSize, "white"); |
| 57 | + } |
| 58 | + |
| 59 | + // Move the computer paddle |
| 60 | + function moveComputerPaddle() { |
| 61 | + const computerYCenter = computerY + paddleHeight / 2; |
| 62 | + if (computerYCenter < ballY - 35) { |
| 63 | + computerY += 7; |
| 64 | + } else if (computerYCenter > ballY + 35) { |
| 65 | + computerY -= 7; |
| 66 | + } |
| 67 | + } |
| 68 | + |
| 69 | + // Update the game state |
| 70 | + function update() { |
| 71 | + moveComputerPaddle(); |
| 72 | + |
| 73 | + // Update ball position |
| 74 | + ballX += ballSpeedX; |
| 75 | + ballY += ballSpeedY; |
| 76 | + |
| 77 | + // Ball collision with top and bottom walls |
| 78 | + if (ballY - ballSize < 0 || ballY + ballSize > canvas.height) { |
| 79 | + ballSpeedY = -ballSpeedY; |
| 80 | + } |
| 81 | + |
| 82 | + // Ball out of bounds |
| 83 | + if (ballX - ballSize < 0) { |
| 84 | + // Player misses the ball |
| 85 | + ballX = canvas.width / 2; |
| 86 | + ballY = canvas.height / 2; |
| 87 | + ballSpeedX = 7; |
| 88 | + ballSpeedY = 7; |
| 89 | + } else if (ballX + ballSize > canvas.width) { |
| 90 | + // Computer misses the ball |
| 91 | + ballX = canvas.width / 2; |
| 92 | + ballY = canvas.height / 2; |
| 93 | + ballSpeedX = -7; |
| 94 | + ballSpeedY = -7; |
| 95 | + } |
| 96 | + |
| 97 | + // Ball collision with paddles |
| 98 | + if ( |
| 99 | + ballX - ballSize < paddleWidth && |
| 100 | + ballY > playerY && |
| 101 | + ballY < playerY + paddleHeight |
| 102 | + ) { |
| 103 | + ballSpeedX = -ballSpeedX; |
| 104 | + } else if ( |
| 105 | + ballX + ballSize > canvas.width - paddleWidth && |
| 106 | + ballY > computerY && |
| 107 | + ballY < computerY + paddleHeight |
| 108 | + ) { |
| 109 | + ballSpeedX = -ballSpeedX; |
| 110 | + } |
| 111 | + } |
| 112 | + |
| 113 | + // Game loop |
| 114 | + function gameLoop() { |
| 115 | + draw(); |
| 116 | + update(); |
| 117 | + requestAnimationFrame(gameLoop); |
| 118 | + } |
| 119 | + |
| 120 | + // Move player paddle with mouse |
| 121 | + canvas.addEventListener("mousemove", (event) => { |
| 122 | + playerY = event.clientY - canvas.getBoundingClientRect().top - paddleHeight / 2; |
| 123 | + }); |
| 124 | + |
| 125 | + // Start the game loop |
| 126 | + gameLoop(); |
| 127 | + </script> |
| 128 | +</body> |
| 129 | +</html> |
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