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Ball.js
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Ball.js
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const INITIAL_VELOCITY = 0.025 ;
const VELOCITY_INCREASE = 0.00001 ;
export default class Ball{
constructor(ballElem){
this.ballElem = ballElem ;
this.reset() ;
}
get x(){
return parseFloat(getComputedStyle(this.ballElem).getPropertyValue("--x"));
}
set x(value){
this.ballElem.style.setProperty("--x",value);
}
get y(){
return parseFloat(getComputedStyle(this.ballElem).getPropertyValue("--y"));
}
set y(value){
this.ballElem.style.setProperty("--y",value);
}
// Coordinates of ball element
rect(){
return this.ballElem.getBoundingClientRect();
}
// Resetting the ball
reset(){
this.x = 50
this.y = 50
this.direction = { x: 0 }
//generating a random direction
while(
Math.abs(this.direction.x) <= 0.2 ||
Math.abs(this.direction.x) >= 0.9
){
// Random angle between 0 to 360
const theta = randomNumberBetween(0,2*Math.PI)
this.direction = {x:Math.cos(theta) , y:Math.sin(theta)}
}
this.velocity = INITIAL_VELOCITY ; //Initialising velocity
}
// Update ball's position
update(delta , paddleRects ){
this.x += this.direction.x * this.velocity *delta //Changing x position
this.y += this.direction.y * this.velocity *delta //Changing y position
this.velocity += VELOCITY_INCREASE*delta //Increasing velocity bit by bit
const rect = this.rect() ; //getting coordinates of ball
//If the ball hit up & down then reflect it back
if(rect.bottom >= window.innerHeight || rect.top <= 0 ){
this.direction.y *= -1 ;
}
//if any of the pedal hits the ball then reflect it back
if(paddleRects.some(r => isCollision(r , rect) ) ){
this.direction.x *= -1 ;
}
}
}
//function to generate a random number
function randomNumberBetween(min,max){
return Math.random()*(max-min)+min ;
}
//function to check for collision between paddle and ball
function isCollision(rect1 , rect2){
return (
rect1.left <= rect2.right &&
rect1.right >= rect2.left &&
rect1.top <= rect2.bottom &&
rect1.bottom >= rect2.top
)
}