Я создал простую игру в понг после нескольких простых руководств на YouTube.
Проблема в том, что в игре нет функции паузы (например, при нажатии кнопки Pause
игра должна приостанавливаться /продолжить). Мне нужна помощь с кнопкой HTML, которая имеет значение паузы, но не работает. Я бы хотел, чтобы холст останавливался при нажатии кнопки Pause
и возобновлялся при повторном нажатии.
В руководстве говорится, что нужно добавить что-то в publi sh it, но я не Не знаю, что делать.
Код
HTML
<canvas style="cursor: pointer;" id="pong" width="600" height="400"></canvas>
<div class="animation">
<button class="btn" onclick="RefreshWindow()">Restart</button>
</div>
<div class="animation">
<button class="btn" onclick="...my problem is here">Pause</button>
</div>
<script src="js/pong.js"></script>
JavaScript
// select canvas element
const canvas = document.getElementById("pong");
// getContext of canvas = methods and properties to draw and do a lot of thing to the canvas
const ctx = canvas.getContext("2d");
// load sounds
let hit = new Audio();
let wall = new Audio();
let userScore = new Audio();
let comScore = new Audio();
hit.src = "sounds/hit.mp3";
wall.src = "sounds/wall.mp3";
comScore.src = "sounds/comScore.mp3";
userScore.src = "sounds/userScore.mp3";
// Ball object
const ball = {
x: canvas.width / 2,
y: canvas.height / 2,
radius: 10,
velocityX: 5,
velocityY: 5,
speed: 7,
color: "WHITE",
};
// User Paddle
const user = {
x: 0, // left side of canvas
y: (canvas.height - 100) / 2, // -100 the height of paddle
width: 10,
height: 100,
score: 0,
color: "WHITE",
};
// COM Paddle
const com = {
x: canvas.width - 10, // - width of paddle
y: (canvas.height - 100) / 2, // -100 the height of paddle
width: 10,
height: 100,
score: 0,
color: "WHITE",
};
// NET
const net = {
x: (canvas.width - 2) / 2,
y: 0,
height: 10,
width: 2,
color: "WHITE",
};
// draw a rectangle, will be used to draw paddles
function drawRect(x, y, w, h, color) {
ctx.fillStyle = color;
ctx.fillRect(x, y, w, h);
}
// draw circle, will be used to draw the ball
function drawArc(x, y, r, color) {
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fill();
}
// listening to the mouse
canvas.addEventListener("mousemove", getMousePos);
function getMousePos(evt) {
let rect = canvas.getBoundingClientRect();
user.y = evt.clientY - rect.top - user.height / 2;
}
// when COM or USER scores, we reset the ball
function resetBall() {
ball.x = canvas.width / 2;
ball.y = canvas.height / 2;
ball.velocityX = -ball.velocityX;
ball.speed = 7;
}
// draw the net
function drawNet() {
for (let i = 0; i <= canvas.height; i += 15) {
drawRect(net.x, net.y + i, net.width, net.height, net.color);
}
}
// draw text
function drawText(text, x, y) {
ctx.fillStyle = "#FFF";
ctx.font = "75px fantasy";
ctx.fillText(text, x, y);
}
// collision detection
function collision(b, p) {
p.top = p.y;
p.bottom = p.y + p.height;
p.left = p.x;
p.right = p.x + p.width;
b.top = b.y - b.radius;
b.bottom = b.y + b.radius;
b.left = b.x - b.radius;
b.right = b.x + b.radius;
return (
p.left < b.right && p.top < b.bottom && p.right > b.left && p.bottom > b.top
);
}
// update function, the function that does all calculations
function update() {
// change the score of players, if the ball goes to the left "ball.x<0" computer win, else if "ball.x > canvas.width" the user win
if (ball.x - ball.radius < 0) {
com.score++;
comScore.play();
resetBall();
} else if (ball.x + ball.radius > canvas.width) {
user.score++;
userScore.play();
resetBall();
}
// the ball has a velocity
ball.x += ball.velocityX;
ball.y += ball.velocityY;
// computer plays for itself, and we must be able to beat it
// simple AI
com.y += (ball.y - (com.y + com.height / 2)) * 0.1;
// when the ball collides with bottom and top walls we inverse the y velocity.
if (ball.y - ball.radius < 0 || ball.y + ball.radius > canvas.height) {
ball.velocityY = -ball.velocityY;
wall.play();
}
// we check if the paddle hit the user or the com paddle
let player = ball.x + ball.radius < canvas.width / 2 ? user : com;
// if the ball hits a paddle
if (collision(ball, player)) {
// play sound
hit.play();
// we check where the ball hits the paddle
let collidePoint = ball.y - (player.y + player.height / 2);
// normalize the value of collidePoint, we need to get numbers between -1 and 1.
// -player.height/2 < collide Point < player.height/2
collidePoint = collidePoint / (player.height / 2);
// when the ball hits the top of a paddle we want the ball, to take a -45degees angle
// when the ball hits the center of the paddle we want the ball to take a 0degrees angle
// when the ball hits the bottom of the paddle we want the ball to take a 45degrees
// Math.PI/4 = 45degrees
let angleRad = (Math.PI / 4) * collidePoint;
// change the X and Y velocity direction
let direction = ball.x + ball.radius < canvas.width / 2 ? 1 : -1;
ball.velocityX = direction * ball.speed * Math.cos(angleRad);
ball.velocityY = ball.speed * Math.sin(angleRad);
// speed up the ball everytime a paddle hits it.
ball.speed += 0.1;
}
}
// render function, the function that does al the drawing
function render() {
// clear the canvas
drawRect(0, 0, canvas.width, canvas.height, "#000");
// draw the user score to the left
drawText(user.score, canvas.width / 4, canvas.height / 5);
// draw the COM score to the right
drawText(com.score, (3 * canvas.width) / 4, canvas.height / 5);
// draw the net
drawNet();
// draw the user's paddle
drawRect(user.x, user.y, user.width, user.height, user.color);
// draw the COM's paddle
drawRect(com.x, com.y, com.width, com.height, com.color);
// draw the ball
drawArc(ball.x, ball.y, ball.radius, ball.color);
}
function RefreshWindow() {
window.location.reload();
}