forked from FOSS/BangleApps
parent
c893101661
commit
35470a151e
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@ -1486,11 +1486,12 @@
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"name": "Pong",
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"shortName": "Pong",
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"icon": "pong.png",
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"version": "0.01",
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"version": "0.02",
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"description": "A clone of the Atari game Pong",
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"tags": "game",
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"type": "app",
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"allow_emulator": true,
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"readme": "README.md",
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"storage": [
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{"name":"pong.app.js","url":"app.js"},
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{"name":"pong.img","url":"app-icon.js","evaluate":true}
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@ -1 +1,2 @@
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0.01: New App!
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0.02: 2 players local + improve ai
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288
apps/pong/app.js
288
apps/pong/app.js
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@ -8,6 +8,7 @@
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* - Let's make pong, One Man Army Studios, Youtube
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* - Pong.js, KanoComputing, Github
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* - Coding Challenge #67: Pong!, The Coding Train, Youtube
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* - Pixl.js Multiplayer Pong, espruino website
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*/
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const SCREEN_WIDTH = 240;
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@ -15,6 +16,13 @@ const FPS = 16;
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const MAX_SCORE = 11;
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let scores = [0, 0];
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let aiSpeedRandom = 0;
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let winnerMessage = '';
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const sound = {
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ping: () => Bangle.beep(8, 466),
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pong: () => Bangle.beep(8, 220),
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fall: () => Bangle.beep(16*3, 494).then(_ => Bangle.beep(32*3, 3322))
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};
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function Vector(x, y) {
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this.x = x;
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@ -28,12 +36,18 @@ Vector.prototype.add = function (x) {
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const constrain = (n, low, high) => Math.max(Math.min(n, high), low);
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const random = (min, max) => Math.random() * (max - min) + min;
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const intersects = (circ, rect) => {
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var c1 = circ.pos, c2 = {x: circ.pos.x+circ.r, y: circ.pos.y+circ.r};
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var r1 = rect.pos, r2 = {x: rect.pos.x+rect.width*2, y: rect.pos.y+rect.height};
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return !(c1.x > r2.x || c2.x < r1.x ||
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c1.y > r2.y || c2.y < r1.y);
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};
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const intersects = (circ, rect, right) => {
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var c = circ.pos;
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c.r = circ.r;
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if (c.y - c.r < rect.pos.y + rect.height && c.y + c.r > rect.pos.y) {
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if (right) {
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return c.x + c.r > rect.pos.x - rect.width*2 && c.x < rect.pos.x + rect.width
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} else {
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return c.x - c.r < rect.pos.x + rect.width*2 && c.x > rect.pos.x - rect.width
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}
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}
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return false;
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}
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///////////////////////////// Ball //////////////////////////////////////////
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@ -45,12 +59,26 @@ function Ball() {
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this.reset();
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}
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Ball.prototype.show = function () {
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Ball.prototype.reset = function() {
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this.speed = this.originalSpeed;
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var x = scores[0] < scores[1] || (scores[0] === 0 && scores[1] === 0) ? -this.speed : this.speed;
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var bounceAngle = Math.PI/6;
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this.velocity = new Vector(x * Math.cos(bounceAngle), this.speed * -Math.sin(bounceAngle));
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this.pos = new Vector(SCREEN_WIDTH/2, random(0, SCREEN_WIDTH));
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this.ballReturn = 0;
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};
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Ball.prototype.restart = function() {
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this.reset();
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ai.pos = new Vector(SCREEN_WIDTH - ai.width*2, SCREEN_WIDTH/2 - ai.height/2);
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player.pos = new Vector(player.width*2, SCREEN_WIDTH/2 - player.height/2);
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this.pos = new Vector(SCREEN_WIDTH/2, SCREEN_WIDTH/2);
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};
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Ball.prototype.show = function (invert) {
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if (this.prevPos != null) {
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g.setColor(0);
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g.setColor(invert ? -1 : 0);
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g.fillCircle(this.prevPos.x, this.prevPos.y, this.prevPos.r);
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}
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g.setColor(-1);
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g.setColor(invert ? 0 : -1);
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g.fillCircle(this.pos.x, this.pos.y, this.r);
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this.prevPos = {
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x: this.pos.x,
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@ -58,55 +86,62 @@ Ball.prototype.show = function () {
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r: this.r
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};
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};
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Ball.prototype.bouncePlayer = function (multiplyX, multiplyY, player) {
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function bounceAngle(playerY, ballY, playerHeight, maxHangle) {
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let relativeIntersectY = (playerY + (playerHeight/2)) - ballY;
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let normalizedRelativeIntersectionY = relativeIntersectY / (playerHeight/2);
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let bounceAngle = normalizedRelativeIntersectionY * maxHangle;
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return { x: Math.cos(bounceAngle), y: -Math.sin(bounceAngle) };
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}
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Ball.prototype.bouncePlayer = function (directionX, directionY, player) {
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this.ballReturn++;
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this.speed = constrain(this.speed + 2, this.originalSpeed, this.maxSpeed);
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var relativeIntersectY = (player.pos.y+(player.height/2)) - this.pos.y;
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var normalizedRelativeIntersectionY = (relativeIntersectY/(player.height/2));
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var MAX_BOUNCE_ANGLE = 4 * Math.PI/12;
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var bounceAngle = normalizedRelativeIntersectionY * MAX_BOUNCE_ANGLE;
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this.velocity.x = this.speed * Math.cos(bounceAngle) * multiplyX;
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this.velocity.y = this.speed * -Math.sin(bounceAngle) * multiplyY;
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var angle = bounceAngle(player.pos.y, this.pos.y, player.height, MAX_BOUNCE_ANGLE)
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this.velocity.x = this.speed * angle.x * directionX;
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this.velocity.y = this.speed * angle.y * directionY;
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this.ballReturn % 2 === 0 ? sound.ping() : sound.pong();
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};
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Ball.prototype.bounce = function (multiplyX, multiplyY, player) {
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Ball.prototype.bounce = function (directionX, directionY, player) {
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if (player)
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return this.bouncePlayer(multiplyX, multiplyY, player);
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return this.bouncePlayer(directionX, directionY, player);
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if (multiplyX) {
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this.velocity.x = Math.abs(this.velocity.x) * multiplyX;
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if (directionX) {
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this.velocity.x = Math.abs(this.velocity.x) * directionX;
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}
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if (multiplyY) {
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this.velocity.y = Math.abs(this.velocity.y) * multiplyY;
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if (directionY) {
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this.velocity.y = Math.abs(this.velocity.y) * directionY;
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}
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};
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Ball.prototype.checkWallsCollision = function () {
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Ball.prototype.fall = function (playerId) {
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scores[playerId]++;
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if (scores[playerId] >= MAX_SCORE) {
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this.restart();
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state = 3;
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if (playerId === 1) {
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winnerMessage = startOption === 0 ? "AI Wins!" : "Player 2 Wins!";
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} else {
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winnerMessage = startOption === 0 ? "You Win!" : "Player 1 Wins!";
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}
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} else {
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sound.fall();
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this.reset();
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}
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};
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Ball.prototype.wallCollision = function () {
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if (this.pos.y < 0) {
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this.bounce(0, 1);
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} else if (this.pos.y > SCREEN_WIDTH) {
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this.bounce(0, -1);
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} else if (this.pos.x < 0) {
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scores[1]++;
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if (scores[1] >= MAX_SCORE) {
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this.restart();
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state = 3;
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winnerMessage = "AI Wins!";
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} else {
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this.reset();
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}
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this.fall(1);
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} else if (this.pos.x > SCREEN_WIDTH) {
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scores[0]++;
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if (scores[0] >= MAX_SCORE) {
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this.restart();
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state = 3;
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winnerMessage = "You Win!";
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} else {
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this.reset();
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}
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this.fall(0);
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} else {
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return false;
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}
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return true;
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};
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Ball.prototype.checkPlayerCollision = function (player) {
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Ball.prototype.playerCollision = function (player) {
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if (intersects(this, player)) {
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if (this.pos.x < SCREEN_WIDTH/2) {
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this.bounce(1, 1, player);
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}
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return false;
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};
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Ball.prototype.checkCollisions = function () {
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return this.checkWallsCollision() || this.checkPlayerCollision(player) || this.checkPlayerCollision(ai);
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Ball.prototype.collisions = function () {
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return this.wallCollision() || this.playerCollision(player) || this.playerCollision(ai);
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};
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Ball.prototype.updatePosition = function () {
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var elapsed = new Date().getTime() - this.lastUpdate;
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Ball.prototype.update = function () {
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this.updatePosition();
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this.lastUpdate = new Date().getTime();
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this.checkCollisions();
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};
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Ball.prototype.reset = function() {
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this.speed = this.originalSpeed;
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var x = scores[0] < scores[1] || (scores[0] === 0 && scores[1] === 0) ? -this.speed : this.speed;
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var bounceAngle = Math.PI/6;
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this.velocity = new Vector(x * Math.cos(bounceAngle), this.speed * -Math.sin(bounceAngle));
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this.pos = new Vector(SCREEN_WIDTH/2, random(0, SCREEN_WIDTH));
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};
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Ball.prototype.restart = function() {
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ai.pos = new Vector(SCREEN_WIDTH - ai.width*2, SCREEN_WIDTH/2 - ai.height/2);
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player.pos = new Vector(player.width*2, SCREEN_WIDTH/2 - player.height/2);
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this.pos = new Vector(SCREEN_WIDTH/2, SCREEN_WIDTH/2);
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this.collisions();
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};
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//////////////////////////// Player /////////////////////////////////////////
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function Player() {
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function Player(right) {
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this.width = 4;
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this.height = 30;
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this.pos = new Vector(this.width*2, SCREEN_WIDTH/2 - this.height/2);
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this.pos = new Vector(right ? SCREEN_WIDTH-this.width : this.width, SCREEN_WIDTH/2 - this.height/2);
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this.acc = new Vector(0, 0);
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this.speed = 15;
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this.maxSpeed = 25;
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this.prevPos = null;
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this.right = right;
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}
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Player.prototype.show = function () {
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if (this.prevPos != null) {
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@ -196,11 +220,14 @@ function AI() {
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AI.prototype = Object.create(Player.prototype);
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AI.prototype.constructor = Player;
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AI.prototype.update = function () {
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var y = ball.pos.y - (this.height/2 * aiSpeedRandom);
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var yConstrained = constrain(y, 0, SCREEN_WIDTH-this.height);
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var y = ball.pos.y - this.height/2;
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var randomizedY = ball.ballReturn < 3 ? y : y + (aiSpeedRandom * this.height/2);
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var yConstrained = constrain(randomizedY, 0, SCREEN_WIDTH-this.height);
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this.pos = new Vector(this.pos.x, yConstrained);
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};
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/////////////////////////////// Scenes ////////////////////////////////////////
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function net() {
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var dashSize = 5;
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for (let y = dashSize/2; y < SCREEN_WIDTH; y += dashSize*2) {
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@ -210,12 +237,6 @@ function net() {
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}
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}
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var player = new Player();
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var ai = new AI();
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var ball = new Ball();
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var state = 0;
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var prevScores = [0, 0];
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function drawScores() {
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let x1 = SCREEN_WIDTH/4-5;
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let x2 = SCREEN_WIDTH*3/4-5;
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@ -233,10 +254,80 @@ function drawScores() {
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function drawGameOver() {
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g.setFont("Vector", 20);
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g.drawString(winnerMessage, 75, SCREEN_WIDTH/2 - 10);
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g.drawString(winnerMessage, startOption === 0 ? 55 : 75, SCREEN_WIDTH/2 - 10);
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}
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function draw() {
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function showControls(hide) {
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g.setColor(hide ? 0 : -1);
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g.setFont("Vector", 8);
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var topArrowString = `
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########
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##
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## ##
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### ##
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### ##
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###
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##
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`;
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var arrows = [Graphics.createImage(topArrowString), Graphics.createImage(`
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##
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##
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####################
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##
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##
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`), Graphics.createImage(topArrowString.split('\n').reverse().join('\n'))
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];
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g.drawString('UP', 170, 50);
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g.drawImage(arrows[0], 200, 40);
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g.drawString('DOWN', 156, 120);
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g.drawImage(arrows[1], 200, 120);
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g.drawString('START', 152, 190);
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g.drawImage(arrows[2], 200, 200);
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}
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function drawStartScreen(hide) {
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g.setColor(hide ? 0 : -1);
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g.setFont("Vector", 10);
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g.drawString("1 PLAYER", 95, 80);
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g.drawString("2 PLAYERS", 95, 110);
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const ball1 = new Ball();
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ball1.prevPos = null;
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ball1.pos = new Vector(87, 86);
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ball1.show(hide || !(startOption === 0));
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const ball2 = new Ball();
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ball2.prevPos = null;
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ball2.pos = new Vector(87, 116);
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ball2.show(hide || !(startOption === 1));
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}
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function drawStartTimer(count, callback) {
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setTimeout(_ => {
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player.show();
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ai.show();
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net();
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g.setColor(0);
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g.fillRect(117-7, 115-7, 117+14, 115+14);
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if (count >= 0) {
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g.setFont("Vector", 10);
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g.drawString(count+1, 115, 115);
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g.setColor(-1);
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g.drawString(count === 0 ? 'Go!' : count, 115 - (count === 0 ? 4: 0), 115);
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drawStartTimer(count - 1, callback);
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} else {
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g.setColor(0);
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g.fillRect(117-7, 115-7, 117+14, 115+14);
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callback();
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}
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}, 800);
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}
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//////////////////////////////// Main /////////////////////////////////////////
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function onFrame() {
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if (state === 1) {
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ball.update();
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player.update();
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@ -261,22 +352,73 @@ function draw() {
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drawScores();
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}
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function startThatGame() {
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player.show();
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ai.show();
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net();
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drawScores();
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drawStartTimer(3, () => setInterval(onFrame, 1000 / FPS));
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}
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var player = new Player();
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var ai;
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var ball = new Ball();
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var state = 0;
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var prevScores = [0, 0];
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var playerBle = null;
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var startOption = 0;
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g.clear();
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g.setColor(0);
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g.fillRect(0,0,240,240);
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showControls();
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setTimeout(() => {
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showControls(true);
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drawStartScreen();
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}, 2000);
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setInterval(draw, 1000 / FPS);
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////////////////////////////// Controls ///////////////////////////////////////
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setWatch(o => o.state ? player.up() : player.stop(), BTN1, {repeat: true, edge: 'both'});
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setWatch(o => o.state ? player.down() : player.stop(), BTN3, {repeat: true, edge: 'both'});
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//setWatch(o => o.state ? player.down() : player.stop(), BTN5, {repeat: true, edge: 'both'});
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setWatch(o => {
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if (state === 0) {
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if (o.state) {
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startOption = startOption === 0 ? startOption : startOption - 1;
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drawStartScreen();
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}
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} else o.state ? player.up() : player.stop();
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}, BTN1, {repeat: true, edge: 'both'});
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setWatch(o => {
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if (state === 0) {
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if (o.state) {
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startOption = startOption === 1 ? startOption : startOption + 1;
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drawStartScreen();
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}
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} else o.state ? player.down() : player.stop();
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}, BTN2, {repeat: true, edge: 'both'});
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setWatch(o => {
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state++;
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clearInterval();
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if (state >= 2) {
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ball.restart();
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g.setColor(0);
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g.fillRect(0,0,240,240);
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g.fillRect(0, 0, 240, 240);
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ball.show(true);
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scores = [0, 0];
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playerBle = null;
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ball = new Ball();
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state = 1;
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startThatGame();
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} else {
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drawStartScreen(true);
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showControls(true);
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if (startOption === 1) {
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ai = new Player(true);
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startThatGame();
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} else {
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ai = new AI();
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startThatGame();
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}
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}
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}, BTN2, {repeat: true});
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}, BTN3, {repeat: true});
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setWatch(o => startOption === 1 && (o.state ? ai.up() : ai.stop()), BTN4, {repeat: true, edge: 'both'});
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setWatch(o => startOption === 1 && (o.state ? ai.down() : ai.stop()), BTN5, {repeat: true, edge: 'both'});
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