Added the bricks (and improve the bouncing)

This commit is contained in:
2021-11-14 23:49:49 +01:00
parent 0f4a403edb
commit 7493713529
12 changed files with 303 additions and 111 deletions

175
Ball.js
View File

@ -1,51 +1,53 @@
class Ball {
constructor(ctx, bar) {
this.ctx = ctx;
this.bar = bar;
this.size = 15;
constructor() {
this.size = 10;
this.moving = false;
this.x = this.bar.x + (this.bar.w) / 2;
this.y = this.bar.y - this.size -1;
this.speed = 5;
this.speed = 7;
// this.angle = 90;
this.bounce(220,340);
this.setAngle(180 +60, 360 - 60);
this.color = 'red';
this.limits = null;
this.angleTR = this.g2r(360);
this.angleBR = this.g2r(90);
this.angleBL = this.g2r(180);
this.angleTL = this.g2r(270);
this.limits = {
l: this.size,
t: this.size,
r: this.ctx.canvas.width - this.size,
b: this.ctx.canvas.height
}
}
start() {
this.moving = true;
}
update() {
if (this.move()) {
this.draw();
update(ctx, x, y) {
this.limits ??= {
l: this.size,
t: this.size,
r: ctx.canvas.width - this.size,
b: ctx.canvas.height
};
if (this.move(x,y)) {
this.draw(ctx);
return true;
}
return false;
}
draw() {
this.ctx.beginPath();
this.ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI, false);
this.ctx.fillStyle = this.color;
this.ctx.fill();
this.ctx.lineWidth = 1;
this.ctx.strokeStyle = '#003300';
this.ctx.stroke();
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI, false);
ctx.fillStyle = this.color;
ctx.fill();
ctx.lineWidth = 1;
ctx.strokeStyle = '#003300';
ctx.stroke();
}
move() {
move(x,y) {
if (this.moving) {
this.x += this.speed * Math.cos(this.angle);
this.y += this.speed * Math.sin(this.angle);
@ -55,43 +57,108 @@ class Ball {
this.moving = false;
return false;
}
if (this.y > this.bar.y ) return true; // Ball is lost, don't check anything else
if ( (this.y + this.size) > this.bar.y && this.x > this.bar.x && this.x < (this.bar.x + this.bar.w) ) {
// Down (Bar)
this.bounce(220,340);
} else {
if ( this.x < this.limits.l ) {
// Left wall
if (this.angle<this.g2r(180)) this.bounce(20,70); // It was going DOWN
else this.bounce(290,340); // It was going UP
} else
if ( this.x > this.limits.r ) {
// Right wall
if (this.angle<this.g2r(180)) this.bounce(110,160); // It was going DOWN
else this.bounce(200,250); // It was going UP
} else
if ( this.y < this.limits.t ) {
// Top Wall
this.bounce(20,140);
}
}
this.collideWalls(this.limits.l, this.limits.t, this.limits.r, this.limits.b);
} else {
this.x = this.bar.x + (this.bar.w) / 2;
this.y = this.bar.y - this.size -1;
this.x = x;
this.y = y - this.size - 1;
}
return true;
}
bounce(min,max) {
this.angle = this.g2r( Math.floor(Math.random() * (max-min)) + min );
bounceL(r) {
if(this.angle<=this.angleBL)
this.setAngle(0 + r, 90 - r);
else
this.setAngle(270 + r, 360 - r);
}
bounceR(r) {
if(this.angle<=this.angleBR)
this.setAngle(90 + r, 180 - r);
else
this.setAngle(180 + r, 270 - r);
}
bounceT(r) {
if(this.angle<=this.angleTL)
this.setAngle(90 + r, 180 - r);
else
this.setAngle(0 + r, 90 - r);
}
bounceB(r) {
if(this.angle<=this.angleBR)
this.setAngle(270 + r, 360 - r);
else
this.setAngle(180 + r, 270 - r);
}
collideWalls(x0, y0, x1, y1) {
let r = 20;
if ( this.x <= x0 ) {
this.bounceL(r);
return true;
}
if (this.x >= x1 ) {
this.bounceR(r);
return true;
}
if (this.y <= y0 ) {
this.bounceT(r);
return true;
}
if (this.y >= y1 ) {
this.bounceB(r);
return true;
}
return false;
}
/*
TL 270 TR
180 0
BL 90 BR
B
---------
R | | L
---------
T
*/
collide(x0,y0,x1,y1) { // 0 = hit Left/Right, 1 = hit Up/Down
let r = 20;
if (this.x>=x0 && this.x<=x1 && (this.y+this.size)>=y0 && (this.y+this.size)<y1) {
this.bounceB(r);
return true;
}
if (this.x>=x0 && this.x<=x1 && (this.y-this.size)<=y1 && (this.y-this.size)>y0) {
this.bounceT(r);
return true;
}
if (this.y>=y0 && this.y<=y1 && (this.y+this.size)>=x0 && (this.y-this.size)<x1) {
this.bounceR(r);
return true;
}
if (this.y>=y0 && this.y<=y1 && (this.y-this.size)<=x1 && (this.y-this.size)>x0) {
this.bounceL(r);
return true;
}
return false;
}
setAngle(min, max) {
this.angle = this.g2r(Math.floor(Math.random() * (max - min)) + min);
}
g2r(deg) {
return ( ((360+deg)%360) * Math.PI) / 180.0;
return (((360 + deg) % 360) * Math.PI) / 180.0;
}
r2g(rad) {
return rad*180 / Math.PI;
return rad * 180 / Math.PI;
}
}