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p5.js Pong
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/** | |
* requires p5.js | |
* try out at https://editor.p5js.org | |
*/ | |
let ball = { | |
x: 300, | |
y: 150, | |
radius: 10, | |
speed: { | |
x: 4, | |
y: 0 | |
}, | |
draw: function() { | |
circle(this.x, this.y, this.radius * 2); | |
}, | |
reset: function() { | |
this.x = width / 2; | |
this.y = height / 2; | |
this.speed.x = 4; | |
this.speed.y = 0; | |
this.play = true; | |
} | |
}; | |
let player1 = { | |
x: 10, | |
y: 150, | |
radius: 30, | |
reset: function() { | |
this.y = height / 2; | |
}, | |
position: function(y) { | |
this.y = min(height, max(y, 0)); | |
}, | |
draw: function() { | |
line(this.x, this.y - this.radius, this.x, this.y + this.radius); | |
} | |
} | |
let player2 = { | |
x: 590, | |
y: 150, | |
radius: 30, | |
reset: function() { | |
this.y = height / 2; | |
}, | |
position: function(y) { | |
this.y = min(height, max(y, 0)); | |
}, | |
draw: function() { | |
line(this.x, this.y - this.radius, this.x, this.y + this.radius); | |
} | |
} | |
function setup() { | |
createCanvas(600, 300); | |
stroke(255); | |
fill(255); | |
game.reset(); | |
} | |
let game = { | |
over: false, | |
reset: function() { | |
this.over = false; | |
ball.reset(); | |
player1.reset(); | |
player2.reset(); | |
}, | |
tick: function() { | |
if( this.over === false ){ | |
// y: keep ball inside of vertical bounds | |
if (ball.y < 10 || ball.y > height - 10) { | |
ball.speed.y *= -1; | |
} | |
ball.y += ball.speed.y; | |
// x: player 2 | |
if (ball.x + ball.radius >= player2.x) { | |
ball.speed.x *= -1; | |
} | |
// x: player 1 | |
if (ball.x - ball.radius <= player1.x) { | |
if (ball.y > player1.y - player1.radius && | |
ball.y < player1.y + player1.radius) { | |
// player 1 hits the ball | |
// bounce back | |
ball.speed.x *= -1; | |
// get ball-paddle angle | |
let angle = ball.y - player1.y; | |
ball.speed.y = angle / 9; | |
ball.speed.x = map(abs(angle), 0, player1.radius, 3, 9); | |
} else { | |
// player misses the ball | |
this.over = true; | |
} | |
} | |
} | |
if (ball.x < -100) { | |
game.reset(); | |
} | |
ball.x += ball.speed.x; | |
ball.draw(); | |
} | |
}; | |
function draw() { | |
if(game.over === false){ | |
background(0); | |
} else { | |
background(255,0,0); | |
} | |
player1.position(mouseY); | |
player1.draw(); | |
player2.position(ball.y); | |
player2.draw(); | |
game.tick(); | |
} |
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