New game: Pong🕹

pull/334/head
fredericrous 2020-04-21 11:18:29 +01:00
parent c24547746e
commit 7735a2ba97
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{"name":"osmpoi.app.js"}, {"name":"osmpoi.app.js"},
{"name":"osmpoi.img"} {"name":"osmpoi.img"}
] ]
},
{ "id": "pong",
"name": "Pong",
"shortName": "Pong",
"icon": "pong.png",
"version": "0.01",
"description": "A clone of the Atari game Pong",
"tags": "game",
"type": "app",
"allow_emulator": true,
"storage": [
{"name":"pong.app.js","url":"app.js"},
{"name":"pong.img","url":"app-icon.js","evaluate":true}
]
} }
] ]

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apps/pong/ChangeLog Normal file
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0.01: New App!

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apps/pong/app-icon.js Normal file
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require("heatshrink").decompress(atob("mEwgIEBgOABQYFD8AUEApoXFDqIXV4BYGKZIANsIRE+IFE/IFEvCIFGrgXLDqIAOgc/9/2hv+g8///3AoUwvE3xuABYP4m3NzwFB7E2tu/CIMYm09wYFDjoFCj4pB/8HkEP+EBFII7EAosDJxYA="))

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apps/pong/app.js Normal file
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/**
* BangleJS Pong game
*
* Original Author: Frederic Rousseau https://github.com/fredericrous
* Created: April 2020
*
* Inspired by:
* - Let's make pong, One Man Army Studios, Youtube
* - Pong.js, KanoComputing, Github
* - Coding Challenge #67: Pong!, The Coding Train, Youtube
*/
const SCREEN_WIDTH = 240;
const FPS = 16;
const MAX_SCORE = 11;
let scores = [0, 0];
let aiSpeedRandom = 0;
function Vector(x, y) {
this.x = x;
this.y = y;
}
Vector.prototype.add = function (x) {
this.x += x.x || 0;
this.y += x.y || 0;
return this;
};
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);
};
///////////////////////////// Ball //////////////////////////////////////////
function Ball() {
this.r = 4;
this.prevPos = null;
this.originalSpeed = 4;
this.maxSpeed = 6;
this.reset();
}
Ball.prototype.show = function () {
if (this.prevPos != null) {
g.setColor(0);
g.fillCircle(this.prevPos.x, this.prevPos.y, this.prevPos.r);
}
g.setColor(-1);
g.fillCircle(this.pos.x, this.pos.y, this.r);
this.prevPos = {
x: this.pos.x,
y: this.pos.y,
r: this.r
};
};
Ball.prototype.bouncePlayer = function (multiplyX, multiplyY, player) {
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;
};
Ball.prototype.bounce = function (multiplyX, multiplyY, player) {
if (player)
return this.bouncePlayer(multiplyX, multiplyY, player);
if (multiplyX) {
this.velocity.x = Math.abs(this.velocity.x) * multiplyX;
}
if (multiplyY) {
this.velocity.y = Math.abs(this.velocity.y) * multiplyY;
}
};
Ball.prototype.checkWallsCollision = 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();
}
} else if (this.pos.x > SCREEN_WIDTH) {
scores[0]++;
if (scores[0] >= MAX_SCORE) {
this.restart();
state = 3;
winnerMessage = "You Win!";
} else {
this.reset();
}
} else {
return false;
}
return true;
};
Ball.prototype.checkPlayerCollision = function (player) {
if (intersects(this, player)) {
if (this.pos.x < SCREEN_WIDTH/2) {
this.bounce(1, 1, player);
this.pos.add(new Vector(this.width, 0));
aiSpeedRandom = random(-1.6, 1.6);
} else {
this.bounce(-1, 1, player);
this.pos.add(new Vector(-(this.width / 2 + 1), 0));
}
return true;
}
return false;
};
Ball.prototype.checkCollisions = function () {
return this.checkWallsCollision() || this.checkPlayerCollision(player) || this.checkPlayerCollision(ai);
};
Ball.prototype.updatePosition = function () {
var elapsed = new Date().getTime() - this.lastUpdate;
var x = (elapsed / 50) * this.velocity.x;
var y = (elapsed / 50) * this.velocity.y;
this.pos.add(new Vector(x, y));
};
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);
};
//////////////////////////// Player /////////////////////////////////////////
function Player() {
this.width = 4;
this.height = 30;
this.pos = new Vector(this.width*2, SCREEN_WIDTH/2 - this.height/2);
this.acc = new Vector(0, 0);
this.speed = 15;
this.maxSpeed = 25;
this.prevPos = null;
}
Player.prototype.show = function () {
if (this.prevPos != null) {
g.setColor(0);
g.fillRect(this.prevPos.x1, this.prevPos.y1, this.prevPos.x2, this.prevPos.y2);
}
g.setColor(-1);
g.fillRect(this.pos.x, this.pos.y, this.pos.x+this.width, this.pos.y+this.height);
this.prevPos = {
x1: this.pos.x,
y1: this.pos.y,
x2: this.pos.x+this.width,
y2: this.pos.y+this.height
};
};
Player.prototype.up = function () {
this.acc.y -= this.speed;
};
Player.prototype.down = function () {
this.acc.y += this.speed;
};
Player.prototype.stop = function () {
this.acc.y = 0;
};
Player.prototype.update = function () {
this.acc.y = constrain(this.acc.y, -this.maxSpeed, this.maxSpeed);
this.pos.add(this.acc);
this.pos.y = constrain(this.pos.y, 0, SCREEN_WIDTH-this.height);
};
////////////////////////////// AI ///////////////////////////////////////////
function AI() {
Player.call(this);
this.pos = new Vector(SCREEN_WIDTH-this.width*2, SCREEN_WIDTH/2 - this.height/2);
}
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);
this.pos = new Vector(this.pos.x, yConstrained);
};
function net() {
var dashSize = 5;
for (let y = dashSize/2; y < SCREEN_WIDTH; y += dashSize*2) {
g.setColor(-1);
let halfScreen = SCREEN_WIDTH/2;
g.fillRect(halfScreen-dashSize/2, y, halfScreen+dashSize/2, y+dashSize);
}
}
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;
g.setColor(0);
g.setFont('Vector', 20);
g.drawString(prevScores[0], x1, 7);
g.drawString(prevScores[1], x2, 7);
g.setColor(-1);
g.setFont('Vector', 20);
g.drawString(scores[0], x1, 7);
g.drawString(scores[1], x2, 7);
prevScores = scores.slice();
}
function drawGameOver() {
g.setFont("Vector", 20);
g.drawString(winnerMessage, 75, SCREEN_WIDTH/2 - 10);
}
function draw() {
if (state === 1) {
ball.update();
player.update();
ai.update();
ball.show();
player.show();
ai.show();
net();
ball.show();
} else if (state === 3) {
g.clear();
g.setColor(0);
g.fillRect(0,0,240,240);
state++;
} else if (state === 4) {
drawGameOver();
} else {
player.show();
ai.show();
net();
}
drawScores();
}
g.clear();
g.setColor(0);
g.fillRect(0,0,240,240);
setInterval(draw, 1000 / FPS);
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 => {
state++;
if (state >= 2) {
ball.restart();
g.setColor(0);
g.fillRect(0,0,240,240);
scores = [0, 0];
state = 1;
}
}, BTN2, {repeat: true});

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