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improve ui, add 2 player local

prepare the ground for 2 players bluetooth
master
fredericrous 2020-04-27 12:15:30 +01:00
parent c893101661
commit 35470a151e
3 changed files with 218 additions and 74 deletions

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@ -1486,11 +1486,12 @@
"name": "Pong",
"shortName": "Pong",
"icon": "pong.png",
"version": "0.01",
"version": "0.02",
"description": "A clone of the Atari game Pong",
"tags": "game",
"type": "app",
"allow_emulator": true,
"readme": "README.md",
"storage": [
{"name":"pong.app.js","url":"app.js"},
{"name":"pong.img","url":"app-icon.js","evaluate":true}

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@ -1 +1,2 @@
0.01: New App!
0.02: 2 players local + improve ai

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@ -8,6 +8,7 @@
* - Let's make pong, One Man Army Studios, Youtube
* - Pong.js, KanoComputing, Github
* - Coding Challenge #67: Pong!, The Coding Train, Youtube
* - Pixl.js Multiplayer Pong, espruino website
*/
const SCREEN_WIDTH = 240;
@ -15,6 +16,13 @@ const FPS = 16;
const MAX_SCORE = 11;
let scores = [0, 0];
let aiSpeedRandom = 0;
let winnerMessage = '';
const sound = {
ping: () => Bangle.beep(8, 466),
pong: () => Bangle.beep(8, 220),
fall: () => Bangle.beep(16*3, 494).then(_ => Bangle.beep(32*3, 3322))
};
function Vector(x, y) {
this.x = x;
@ -28,12 +36,18 @@ Vector.prototype.add = function (x) {
const constrain = (n, low, high) => Math.max(Math.min(n, high), low);
const random = (min, max) => Math.random() * (max - min) + min;
const intersects = (circ, rect) => {
var c1 = circ.pos, c2 = {x: circ.pos.x+circ.r, y: circ.pos.y+circ.r};
var r1 = rect.pos, r2 = {x: rect.pos.x+rect.width*2, y: rect.pos.y+rect.height};
return !(c1.x > r2.x || c2.x < r1.x ||
c1.y > r2.y || c2.y < r1.y);
};
const intersects = (circ, rect, right) => {
var c = circ.pos;
c.r = circ.r;
if (c.y - c.r < rect.pos.y + rect.height && c.y + c.r > rect.pos.y) {
if (right) {
return c.x + c.r > rect.pos.x - rect.width*2 && c.x < rect.pos.x + rect.width
} else {
return c.x - c.r < rect.pos.x + rect.width*2 && c.x > rect.pos.x - rect.width
}
}
return false;
}
///////////////////////////// Ball //////////////////////////////////////////
@ -45,12 +59,26 @@ function Ball() {
this.reset();
}
Ball.prototype.show = function () {
Ball.prototype.reset = function() {
this.speed = this.originalSpeed;
var x = scores[0] < scores[1] || (scores[0] === 0 && scores[1] === 0) ? -this.speed : this.speed;
var bounceAngle = Math.PI/6;
this.velocity = new Vector(x * Math.cos(bounceAngle), this.speed * -Math.sin(bounceAngle));
this.pos = new Vector(SCREEN_WIDTH/2, random(0, SCREEN_WIDTH));
this.ballReturn = 0;
};
Ball.prototype.restart = function() {
this.reset();
ai.pos = new Vector(SCREEN_WIDTH - ai.width*2, SCREEN_WIDTH/2 - ai.height/2);
player.pos = new Vector(player.width*2, SCREEN_WIDTH/2 - player.height/2);
this.pos = new Vector(SCREEN_WIDTH/2, SCREEN_WIDTH/2);
};
Ball.prototype.show = function (invert) {
if (this.prevPos != null) {
g.setColor(0);
g.setColor(invert ? -1 : 0);
g.fillCircle(this.prevPos.x, this.prevPos.y, this.prevPos.r);
}
g.setColor(-1);
g.setColor(invert ? 0 : -1);
g.fillCircle(this.pos.x, this.pos.y, this.r);
this.prevPos = {
x: this.pos.x,
@ -58,55 +86,62 @@ Ball.prototype.show = function () {
r: this.r
};
};
Ball.prototype.bouncePlayer = function (multiplyX, multiplyY, player) {
function bounceAngle(playerY, ballY, playerHeight, maxHangle) {
let relativeIntersectY = (playerY + (playerHeight/2)) - ballY;
let normalizedRelativeIntersectionY = relativeIntersectY / (playerHeight/2);
let bounceAngle = normalizedRelativeIntersectionY * maxHangle;
return { x: Math.cos(bounceAngle), y: -Math.sin(bounceAngle) };
}
Ball.prototype.bouncePlayer = function (directionX, directionY, player) {
this.ballReturn++;
this.speed = constrain(this.speed + 2, this.originalSpeed, this.maxSpeed);
var relativeIntersectY = (player.pos.y+(player.height/2)) - this.pos.y;
var normalizedRelativeIntersectionY = (relativeIntersectY/(player.height/2));
var MAX_BOUNCE_ANGLE = 4 * Math.PI/12;
var bounceAngle = normalizedRelativeIntersectionY * MAX_BOUNCE_ANGLE;
this.velocity.x = this.speed * Math.cos(bounceAngle) * multiplyX;
this.velocity.y = this.speed * -Math.sin(bounceAngle) * multiplyY;
var angle = bounceAngle(player.pos.y, this.pos.y, player.height, MAX_BOUNCE_ANGLE)
this.velocity.x = this.speed * angle.x * directionX;
this.velocity.y = this.speed * angle.y * directionY;
this.ballReturn % 2 === 0 ? sound.ping() : sound.pong();
};
Ball.prototype.bounce = function (multiplyX, multiplyY, player) {
Ball.prototype.bounce = function (directionX, directionY, player) {
if (player)
return this.bouncePlayer(multiplyX, multiplyY, player);
return this.bouncePlayer(directionX, directionY, player);
if (multiplyX) {
this.velocity.x = Math.abs(this.velocity.x) * multiplyX;
if (directionX) {
this.velocity.x = Math.abs(this.velocity.x) * directionX;
}
if (multiplyY) {
this.velocity.y = Math.abs(this.velocity.y) * multiplyY;
if (directionY) {
this.velocity.y = Math.abs(this.velocity.y) * directionY;
}
};
Ball.prototype.checkWallsCollision = function () {
Ball.prototype.fall = function (playerId) {
scores[playerId]++;
if (scores[playerId] >= MAX_SCORE) {
this.restart();
state = 3;
if (playerId === 1) {
winnerMessage = startOption === 0 ? "AI Wins!" : "Player 2 Wins!";
} else {
winnerMessage = startOption === 0 ? "You Win!" : "Player 1 Wins!";
}
} else {
sound.fall();
this.reset();
}
};
Ball.prototype.wallCollision = function () {
if (this.pos.y < 0) {
this.bounce(0, 1);
} else if (this.pos.y > SCREEN_WIDTH) {
this.bounce(0, -1);
} else if (this.pos.x < 0) {
scores[1]++;
if (scores[1] >= MAX_SCORE) {
this.restart();
state = 3;
winnerMessage = "AI Wins!";
} else {
this.reset();
}
this.fall(1);
} else if (this.pos.x > SCREEN_WIDTH) {
scores[0]++;
if (scores[0] >= MAX_SCORE) {
this.restart();
state = 3;
winnerMessage = "You Win!";
} else {
this.reset();
}
this.fall(0);
} else {
return false;
}
return true;
};
Ball.prototype.checkPlayerCollision = function (player) {
Ball.prototype.playerCollision = function (player) {
if (intersects(this, player)) {
if (this.pos.x < SCREEN_WIDTH/2) {
this.bounce(1, 1, player);
@ -120,8 +155,8 @@ Ball.prototype.checkPlayerCollision = function (player) {
}
return false;
};
Ball.prototype.checkCollisions = function () {
return this.checkWallsCollision() || this.checkPlayerCollision(player) || this.checkPlayerCollision(ai);
Ball.prototype.collisions = function () {
return this.wallCollision() || this.playerCollision(player) || this.playerCollision(ai);
};
Ball.prototype.updatePosition = function () {
var elapsed = new Date().getTime() - this.lastUpdate;
@ -132,31 +167,20 @@ Ball.prototype.updatePosition = function () {
Ball.prototype.update = function () {
this.updatePosition();
this.lastUpdate = new Date().getTime();
this.checkCollisions();
};
Ball.prototype.reset = function() {
this.speed = this.originalSpeed;
var x = scores[0] < scores[1] || (scores[0] === 0 && scores[1] === 0) ? -this.speed : this.speed;
var bounceAngle = Math.PI/6;
this.velocity = new Vector(x * Math.cos(bounceAngle), this.speed * -Math.sin(bounceAngle));
this.pos = new Vector(SCREEN_WIDTH/2, random(0, SCREEN_WIDTH));
};
Ball.prototype.restart = function() {
ai.pos = new Vector(SCREEN_WIDTH - ai.width*2, SCREEN_WIDTH/2 - ai.height/2);
player.pos = new Vector(player.width*2, SCREEN_WIDTH/2 - player.height/2);
this.pos = new Vector(SCREEN_WIDTH/2, SCREEN_WIDTH/2);
this.collisions();
};
//////////////////////////// Player /////////////////////////////////////////
function Player() {
function Player(right) {
this.width = 4;
this.height = 30;
this.pos = new Vector(this.width*2, SCREEN_WIDTH/2 - this.height/2);
this.pos = new Vector(right ? SCREEN_WIDTH-this.width : this.width, SCREEN_WIDTH/2 - this.height/2);
this.acc = new Vector(0, 0);
this.speed = 15;
this.maxSpeed = 25;
this.prevPos = null;
this.right = right;
}
Player.prototype.show = function () {
if (this.prevPos != null) {
@ -196,11 +220,14 @@ function AI() {
AI.prototype = Object.create(Player.prototype);
AI.prototype.constructor = Player;
AI.prototype.update = function () {
var y = ball.pos.y - (this.height/2 * aiSpeedRandom);
var yConstrained = constrain(y, 0, SCREEN_WIDTH-this.height);
var y = ball.pos.y - this.height/2;
var randomizedY = ball.ballReturn < 3 ? y : y + (aiSpeedRandom * this.height/2);
var yConstrained = constrain(randomizedY, 0, SCREEN_WIDTH-this.height);
this.pos = new Vector(this.pos.x, yConstrained);
};
/////////////////////////////// Scenes ////////////////////////////////////////
function net() {
var dashSize = 5;
for (let y = dashSize/2; y < SCREEN_WIDTH; y += dashSize*2) {
@ -210,12 +237,6 @@ function net() {
}
}
var player = new Player();
var ai = new AI();
var ball = new Ball();
var state = 0;
var prevScores = [0, 0];
function drawScores() {
let x1 = SCREEN_WIDTH/4-5;
let x2 = SCREEN_WIDTH*3/4-5;
@ -233,10 +254,80 @@ function drawScores() {
function drawGameOver() {
g.setFont("Vector", 20);
g.drawString(winnerMessage, 75, SCREEN_WIDTH/2 - 10);
g.drawString(winnerMessage, startOption === 0 ? 55 : 75, SCREEN_WIDTH/2 - 10);
}
function draw() {
function showControls(hide) {
g.setColor(hide ? 0 : -1);
g.setFont("Vector", 8);
var topArrowString = `
########
##
## ##
### ##
### ##
###
##
`;
var arrows = [Graphics.createImage(topArrowString), Graphics.createImage(`
##
##
####################
##
##
`), Graphics.createImage(topArrowString.split('\n').reverse().join('\n'))
];
g.drawString('UP', 170, 50);
g.drawImage(arrows[0], 200, 40);
g.drawString('DOWN', 156, 120);
g.drawImage(arrows[1], 200, 120);
g.drawString('START', 152, 190);
g.drawImage(arrows[2], 200, 200);
}
function drawStartScreen(hide) {
g.setColor(hide ? 0 : -1);
g.setFont("Vector", 10);
g.drawString("1 PLAYER", 95, 80);
g.drawString("2 PLAYERS", 95, 110);
const ball1 = new Ball();
ball1.prevPos = null;
ball1.pos = new Vector(87, 86);
ball1.show(hide || !(startOption === 0));
const ball2 = new Ball();
ball2.prevPos = null;
ball2.pos = new Vector(87, 116);
ball2.show(hide || !(startOption === 1));
}
function drawStartTimer(count, callback) {
setTimeout(_ => {
player.show();
ai.show();
net();
g.setColor(0);
g.fillRect(117-7, 115-7, 117+14, 115+14);
if (count >= 0) {
g.setFont("Vector", 10);
g.drawString(count+1, 115, 115);
g.setColor(-1);
g.drawString(count === 0 ? 'Go!' : count, 115 - (count === 0 ? 4: 0), 115);
drawStartTimer(count - 1, callback);
} else {
g.setColor(0);
g.fillRect(117-7, 115-7, 117+14, 115+14);
callback();
}
}, 800);
}
//////////////////////////////// Main /////////////////////////////////////////
function onFrame() {
if (state === 1) {
ball.update();
player.update();
@ -261,22 +352,73 @@ function draw() {
drawScores();
}
function startThatGame() {
player.show();
ai.show();
net();
drawScores();
drawStartTimer(3, () => setInterval(onFrame, 1000 / FPS));
}
var player = new Player();
var ai;
var ball = new Ball();
var state = 0;
var prevScores = [0, 0];
var playerBle = null;
var startOption = 0;
g.clear();
g.setColor(0);
g.fillRect(0,0,240,240);
showControls();
setTimeout(() => {
showControls(true);
drawStartScreen();
}, 2000);
setInterval(draw, 1000 / FPS);
////////////////////////////// Controls ///////////////////////////////////////
setWatch(o => o.state ? player.up() : player.stop(), BTN1, {repeat: true, edge: 'both'});
setWatch(o => o.state ? player.down() : player.stop(), BTN3, {repeat: true, edge: 'both'});
//setWatch(o => o.state ? player.down() : player.stop(), BTN5, {repeat: true, edge: 'both'});
setWatch(o => {
if (state === 0) {
if (o.state) {
startOption = startOption === 0 ? startOption : startOption - 1;
drawStartScreen();
}
} else o.state ? player.up() : player.stop();
}, BTN1, {repeat: true, edge: 'both'});
setWatch(o => {
if (state === 0) {
if (o.state) {
startOption = startOption === 1 ? startOption : startOption + 1;
drawStartScreen();
}
} else o.state ? player.down() : player.stop();
}, BTN2, {repeat: true, edge: 'both'});
setWatch(o => {
state++;
clearInterval();
if (state >= 2) {
ball.restart();
g.setColor(0);
g.fillRect(0,0,240,240);
g.fillRect(0, 0, 240, 240);
ball.show(true);
scores = [0, 0];
playerBle = null;
ball = new Ball();
state = 1;
startThatGame();
} else {
drawStartScreen(true);
showControls(true);
if (startOption === 1) {
ai = new Player(true);
startThatGame();
} else {
ai = new AI();
startThatGame();
}
}
}, BTN2, {repeat: true});
}, BTN3, {repeat: true});
setWatch(o => startOption === 1 && (o.state ? ai.up() : ai.stop()), BTN4, {repeat: true, edge: 'both'});
setWatch(o => startOption === 1 && (o.state ? ai.down() : ai.stop()), BTN5, {repeat: true, edge: 'both'});