1958 PONG 1972

codigo HTML

<!DOCTYPE html>

<html>

<head>

  <title>Basic Pong HTML Game</title>

  <meta charset="UTF-8">

  <style>

  html, body {

    height: 100%;

    margin: 0;

  }


  body {

    background: black;

    display: flex;

    align-items: center;

    justify-content: center;

  }

  </style>

</head>

<body>

<canvas width="750" height="585" id="game"></canvas>

<script>

const canvas = document.getElementById('game');

const context = canvas.getContext('2d');

const grid = 15;

const paddleHeight = grid * 5; // 80

const maxPaddleY = canvas.height - grid - paddleHeight;


var paddleSpeed = 6;

var ballSpeed = 5;


const leftPaddle = {

  // start in the middle of the game on the left side

  x: grid * 2,

  y: canvas.height / 2 - paddleHeight / 2,

  width: grid,

  height: paddleHeight,


  // paddle velocity

  dy: 0

};

const rightPaddle = {

  // start in the middle of the game on the right side

  x: canvas.width - grid * 3,

  y: canvas.height / 2 - paddleHeight / 2,

  width: grid,

  height: paddleHeight,


  // paddle velocity

  dy: 0

};

const ball = {

  // start in the middle of the game

  x: canvas.width / 2,

  y: canvas.height / 2,

  width: grid,

  height: grid,


  // keep track of when need to reset the ball position

  resetting: false,


  // ball velocity (start going to the top-right corner)

  dx: ballSpeed,

  dy: -ballSpeed

};


// check for collision between two objects using axis-aligned bounding box (AABB)

// @see https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection

function collides(obj1, obj2) {

  return obj1.x < obj2.x + obj2.width &&

         obj1.x + obj1.width > obj2.x &&

         obj1.y < obj2.y + obj2.height &&

         obj1.y + obj1.height > obj2.y;

}


// game loop

function loop() {

  requestAnimationFrame(loop);

  context.clearRect(0,0,canvas.width,canvas.height);


  // move paddles by their velocity

  leftPaddle.y += leftPaddle.dy;

  rightPaddle.y += rightPaddle.dy;


  // prevent paddles from going through walls

  if (leftPaddle.y < grid) {

    leftPaddle.y = grid;

  }

  else if (leftPaddle.y > maxPaddleY) {

    leftPaddle.y = maxPaddleY;

  }


  if (rightPaddle.y < grid) {

    rightPaddle.y = grid;

  }

  else if (rightPaddle.y > maxPaddleY) {

    rightPaddle.y = maxPaddleY;

  }


  // draw paddles

  context.fillStyle = 'white';

  context.fillRect(leftPaddle.x, leftPaddle.y, leftPaddle.width, leftPaddle.height);

  context.fillRect(rightPaddle.x, rightPaddle.y, rightPaddle.width, rightPaddle.height);


  // move ball by its velocity

  ball.x += ball.dx;

  ball.y += ball.dy;


  // prevent ball from going through walls by changing its velocity

  if (ball.y < grid) {

    ball.y = grid;

    ball.dy *= -1;

  }

  else if (ball.y + grid > canvas.height - grid) {

    ball.y = canvas.height - grid * 2;

    ball.dy *= -1;

  }


  // reset ball if it goes past paddle (but only if we haven't already done so)

  if ( (ball.x < 0 || ball.x > canvas.width) && !ball.resetting) {

    ball.resetting = true;


    // give some time for the player to recover before launching the ball again

    setTimeout(() => {

      ball.resetting = false;

      ball.x = canvas.width / 2;

      ball.y = canvas.height / 2;

    }, 400);

  }


  // check to see if ball collides with paddle. if they do change x velocity

  if (collides(ball, leftPaddle)) {

    ball.dx *= -1;


    // move ball next to the paddle otherwise the collision will happen again

    // in the next frame

    ball.x = leftPaddle.x + leftPaddle.width;

  }

  else if (collides(ball, rightPaddle)) {

    ball.dx *= -1;


    // move ball next to the paddle otherwise the collision will happen again

    // in the next frame

    ball.x = rightPaddle.x - ball.width;

  }


  // draw ball

  context.fillRect(ball.x, ball.y, ball.width, ball.height);


  // draw walls

  context.fillStyle = 'lightgrey';

  context.fillRect(0, 0, canvas.width, grid);

  context.fillRect(0, canvas.height - grid, canvas.width, canvas.height);


  // draw dotted line down the middle

  for (let i = grid; i < canvas.height - grid; i += grid * 2) {

    context.fillRect(canvas.width / 2 - grid / 2, i, grid, grid);

  }

}


// listen to keyboard events to move the paddles

document.addEventListener('keydown', function(e) {


  // up arrow key

  if (e.which === 38) {

    rightPaddle.dy = -paddleSpeed;

  }

  // down arrow key

  else if (e.which === 40) {

    rightPaddle.dy = paddleSpeed;

  }


  // w key

  if (e.which === 87) {

    leftPaddle.dy = -paddleSpeed;

  }

  // a key

  else if (e.which === 83) {

    leftPaddle.dy = paddleSpeed;

  }

});


// listen to keyboard events to stop the paddle if key is released

document.addEventListener('keyup', function(e) {

  if (e.which === 38 || e.which === 40) {

    rightPaddle.dy = 0;

  }


  if (e.which === 83 || e.which === 87) {

    leftPaddle.dy = 0;

  }

});


// start the game

requestAnimationFrame(loop);

</script>

</body>

</html>


Basic Pong HTML and JavaScript Game · GitHub