Step by step instructions to Make Basic HTML STEEMIT GAME!.
This is an essential source code of the steemit game back in time atari distributed game, yet it's feeling the loss of a couple of things not by, botches yet yes deliberately and they're left as further investigation for you to investigate.
< !DOCTYPE html>
< html>
< head>
< title>steemit GAME
< 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>
you got my 100% vote on random curation
cheers