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author | Qt by Nokia <qt-info@nokia.com> | 2011-04-27 12:05:43 +0200 |
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committer | axis <qt-info@nokia.com> | 2011-04-27 12:05:43 +0200 |
commit | c4af45c2914381172e1bd7ee528481edaa2fff1a (patch) | |
tree | 01265e109316fda93845e1c96c5e566d870f51d0 /examples/script/context2d/scripts/pong.js | |
download | qtscript-c4af45c2914381172e1bd7ee528481edaa2fff1a.tar.gz |
Initial import from the monolithic Qt.
This is the beginning of revision history for this module. If you
want to look at revision history older than this, please refer to the
Qt Git wiki for how to use Git history grafting. At the time of
writing, this wiki is located here:
http://qt.gitorious.org/qt/pages/GitIntroductionWithQt
If you have already performed the grafting and you don't see any
history beyond this commit, try running "git log" with the "--follow"
argument.
Branched from the monolithic repo, Qt master branch, at commit
896db169ea224deb96c59ce8af800d019de63f12
Diffstat (limited to 'examples/script/context2d/scripts/pong.js')
-rw-r--r-- | examples/script/context2d/scripts/pong.js | 235 |
1 files changed, 235 insertions, 0 deletions
diff --git a/examples/script/context2d/scripts/pong.js b/examples/script/context2d/scripts/pong.js new file mode 100644 index 0000000..2bff053 --- /dev/null +++ b/examples/script/context2d/scripts/pong.js @@ -0,0 +1,235 @@ +// globals +playarea_canvas = document.getElementById('tutorial'); +playarea_canvas.resize(320,200); +playarea = playarea_canvas.getContext('2d'); +//p1_scr = document.getElementById('p1_scr'); +//p2_scr = document.getElementById('p2_scr'); +//status_msg = document.getElementById('status'); +//debug = document.getElementById('debug'); +ball_direction = 0; +up = -1; +down = 1; + +//key codes +key_up = 38; +key_down = 40; +key_W = 87; +key_S = 83; +key_pause = 32; + +speed = 2; //controls the speed of the ball +paddle_inc = 10; //how many pixels paddle can move in either direction +pause = false; + +player_1 = 0; //player IDs +player_2 = 1; +player_1_scr = 0; //player scores +player_2_scr = 0; +player_1_direction = null; //null = no movement whatsoever +player_2_direction = null; + +pa = new Array(); +divider = new Array(); +paddle_1 = new Array(); +paddle_2 = new Array(); +ball = new Array(); + + +function sleep(numberMillis) +{ + var now = new Date(); + var exitTime = now.getTime() + numberMillis; + while (true) { + now = new Date(); + if (now.getTime() > exitTime) + return; + } +} + +function init() +{ + pa['width'] = 150; + pa['height'] = 140; + pa['player_margin'] = 10; //area behind player paddles + pa['foreground'] = "#FFFFFF"; + pa['background'] = "#000000"; + + divider['pos'] = pa['width']/2; + divider['width'] = 4; + + paddle_1['width'] = 8; + paddle_1['height'] = 64; + paddle_1['x'] = pa['player_margin']; + paddle_1['y'] = (pa['height'] /2 ) - (paddle_1['height'] / 2); + + paddle_2['width'] = 8; + paddle_2['height'] = 64; + paddle_2['x'] = (pa['width'] - pa['player_margin'] - paddle_2['width']); + paddle_2['y'] = (pa['height'] /2 ) - (paddle_2['height'] / 2); + + ball['width'] = 10; + ball['height'] = 10; + ball['x'] = (pa['width']/2) - (ball['width'] / 2); + ball['y'] = (pa['height']/2) - (ball['height'] / 2); + + ball_direction = Math.random() * 360; //initialize ball direction, which is determined by angle, at random + speed = 2; +} + +function renderPlayarea() +{ + playarea.beginPath(); + + playarea.clearRect(0,0,pa['width'],pa['height']); + playarea.fillStyle = pa['background']; + playarea.strokeStyle = pa['foreground']; + playarea.fillRect(0,0, pa['width'], pa['height']); + + //move paddles + if(player_1_direction != null) + { + if(player_1_direction == up) + paddle_1['y'] = paddle_1['y'] - paddle_inc; + else + paddle_1['y'] = paddle_1['y'] + paddle_inc; + } + if(player_2_direction != null) + { + if(player_2_direction == up) + paddle_2['y'] = paddle_2['y'] - paddle_inc; + else + paddle_2['y'] = paddle_2['y'] + paddle_inc; + } + playarea.rect(paddle_1['x'],paddle_1['y'],paddle_1['width'],paddle_1['height']); + playarea.rect(paddle_2['x'],paddle_2['y'],paddle_2['width'],paddle_2['height']); + + //move ball + playarea.rect(ball['x'], ball['y'], ball['width'], ball['height']); + ball['x'] = ball['x'] + Math.cos((ball_direction)*Math.PI/180) * speed; + ball['y'] = ball['y'] + Math.sin((ball_direction)*Math.PI/180) * speed; + + playarea.fillStyle = pa['foreground']; + playarea.fill(); + + playarea.beginPath(); + //redraw divider + playarea.lineWidth = divider['width']; + playarea.lineTo(divider['pos'], 0); + playarea.lineTo(divider['pos'], pa['height'] = 200); + playarea.lineWidth = 1; + + playarea.stroke(); + playarea.closePath(); +} + +function testCollisions() +{ + //make sure paddles don't go beyond play area + if(((paddle_1['y'] <= 0) && (player_1_direction == up)) || ((paddle_1['y'] >= (pa['height'] - paddle_1['height'])) && (player_1_direction == down))) + player_1_direction = null; + if(((paddle_2['y'] <= 0) && (player_2_direction == up)) || ((paddle_2['y'] >= (pa['height'] - paddle_2['height'])) && (player_2_direction == down))) + player_2_direction = null; + + //check to see if ball went beyond paddles, and if so, score accordingly and reset playarea + if(ball['x'] <= 0) + { + setScore(player_2); + init() + sleep(1000); + } + if(ball['x'] >= (pa['width'] - ball['width'])) + { + setScore(player_1); + init(); + sleep(1000); + } + + //check to see if ball hit top or bottom wall. if so, change direction + if((ball['y'] >= (pa['height'] - ball['height'])) || ball['y'] <= 0) + ball_direction = -ball_direction; + + //check to see if the ball hit a paddle, and if so, change ball angle dependant on where it hit the paddle + if((ball['x'] <= (paddle_1['x'] + paddle_1['width'])) && (ball['y'] >= paddle_1['y']) && (ball['y'] <= (paddle_1['y'] + paddle_1['height']))) + { + ball_direction = -ball_direction/2; + speed += .5; + } + if(((ball['x'] + ball['width']) >= paddle_2['x']) && (ball['y'] >= paddle_2['y']) && (ball['y'] <= (paddle_2['y'] + paddle_2['height']))) + { + ball_direction = (180+ball_direction)/2; + speed += .5; + } +} + +function setScore(p) +{ + if(p == player_1) + { + player_1_scr++; + //p1_scr.firstChild.nodeValue = player_1_scr; + } + if(p == player_2) + { + player_2_scr++; + //p2_scr.firstChild.nodeValue = player_2_scr; + } +} + + +//handle input +document.onkeydown = function(ev) +{ + switch(ev.keyCode) + { + case key_W: + player_1_direction = up; + break; + case key_S: + player_1_direction = down; + break; + case key_up: + player_2_direction = up; + break; + case key_down: + player_2_direction = down; + break; + } +} + +document.onkeyup = function(ev) +{ + switch(ev.keyCode) + { + case key_W: + case key_S: + player_1_direction = null; + break; + case key_up: + case key_down: + player_2_direction = null; + break; + case key_pause: + if(pause == false) + { + clearInterval(game); + //status_msg.style.visibility = "visible"; + pause = true; + } + else + { + game = setInterval(main, 25); + //status_msg.style.visibility = "hidden"; + pause = false; + } + break; + } +} + +function main() +{ + testCollisions(); + renderPlayarea(); +} + +init(); +game = setInterval(main, 25); |