Lets a Create a Ping Pong Game Using JavaScript
Hello Coder! Welcome To The Codewithrandom Blog. In This Blog, We Learn How To Create Ping Pong Game Using JavaScript. Ping Pong Game is like table tennis we have 2 scroll bar thumb and a center line so we move the scroll bar and play Ping Pong Game and the score is shown in the header of the project.
I Hope You Enjoy Our Blog So Let’s Start With A Basic Html Structure For Ping Pong Game.
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Code by | Gabriel Dubé |
Project Download | Link Available Below |
Language used | HTML, CSS and JavaScript |
External link / Dependencies | No |
Responsive | No |
Ping Pong Game Html Code:-
<html lang="en"> <head> <title>Ping Pong Game</title> <!--Stylesheet--> <link rel="stylesheet" href="style.css"> </head> <body> <canvas></canvas> <script src="app.js"></script> </body> </html>
There is all the Html code for the ping pong game code. Simple Blank Output with the canvas tag. Now, you can see output without css and javascript. Then we write css & javascript for the ping pong game.
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Only Html Code Output:-
Ping Pong Game CSS Code:-
body { text-align: center; }
Here Is Our Updated Output With Html And Css Code For Ping Pong Game.
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Html And Css Output Ping Pong Game:-
Ping Pong Game Javascript Code:-
// Global Variables var DIRECTION = { IDLE: 0, UP: 1, DOWN: 2, LEFT: 3, RIGHT: 4 }; var rounds = [5, 5, 3, 3, 2]; var colors = ['#1abc9c', '#2ecc71', '#3498db', '#e74c3c', '#9b59b6']; // The ball object (The cube that bounces back and forth) var Ball = { new: function (incrementedSpeed) { return { width: 18, height: 18, x: (this.canvas.width / 2) - 9, y: (this.canvas.height / 2) - 9, moveX: DIRECTION.IDLE, moveY: DIRECTION.IDLE, speed: incrementedSpeed || 9 }; } }; // The paddle object (The two lines that move up and down) var Paddle = { new: function (side) { return { width: 18, height: 70, x: side === 'left' ? 150 : this.canvas.width - 150, y: (this.canvas.height / 2) - 35, score: 0, move: DIRECTION.IDLE, speed: 10 }; } }; var Game = { initialize: function () { this.canvas = document.querySelector('canvas'); this.context = this.canvas.getContext('2d'); this.canvas.width = 1400; this.canvas.height = 1000; this.canvas.style.width = (this.canvas.width / 2) + 'px'; this.canvas.style.height = (this.canvas.height / 2) + 'px'; this.player = Paddle.new.call(this, 'left'); this.paddle = Paddle.new.call(this, 'right'); this.ball = Ball.new.call(this); this.paddle.speed = 8; this.running = this.over = false; this.turn = this.paddle; this.timer = this.round = 0; this.color = '#2c3e50'; Pong.menu(); Pong.listen(); }, endGameMenu: function (text) { // Change the canvas font size and color Pong.context.font = '50px Courier New'; Pong.context.fillStyle = this.color; // Draw the rectangle behind the 'Press any key to begin' text. Pong.context.fillRect( Pong.canvas.width / 2 - 350, Pong.canvas.height / 2 - 48, 700, 100 ); // Change the canvas color; Pong.context.fillStyle = '#ffffff'; // Draw the end game menu text ('Game Over' and 'Winner') Pong.context.fillText(text, Pong.canvas.width / 2, Pong.canvas.height / 2 + 15 ); setTimeout(function () { Pong = Object.assign({}, Game); Pong.initialize(); }, 3000); }, menu: function () { // Draw all the Pong objects in their current state Pong.draw(); // Change the canvas font size and color this.context.font = '50px Courier New'; this.context.fillStyle = this.color; // Draw the rectangle behind the 'Press any key to begin' text. this.context.fillRect( this.canvas.width / 2 - 350, this.canvas.height / 2 - 48, 700, 100 ); // Change the canvas color; this.context.fillStyle = '#ffffff'; // Draw the 'press any key to begin' text this.context.fillText('Press any key to begin', this.canvas.width / 2, this.canvas.height / 2 + 15 ); }, // Update all objects (move the player, paddle, ball, increment the score, etc.) update: function () { if (!this.over) { // If the ball collides with the bound limits - correct the x and y coords. if (this.ball.x <= 0) Pong._resetTurn.call(this, this.paddle, this.player); if (this.ball.x >= this.canvas.width - this.ball.width) Pong._resetTurn.call(this, this.player, this.paddle); if (this.ball.y <= 0) this.ball.moveY = DIRECTION.DOWN; if (this.ball.y >= this.canvas.height - this.ball.height) this.ball.moveY = DIRECTION.UP; // Move player if they player.move value was updated by a keyboard event if (this.player.move === DIRECTION.UP) this.player.y -= this.player.speed; else if (this.player.move === DIRECTION.DOWN) this.player.y += this.player.speed; // On new serve (start of each turn) move the ball to the correct side // and randomize the direction to add some challenge. if (Pong._turnDelayIsOver.call(this) && this.turn) { this.ball.moveX = this.turn === this.player ? DIRECTION.LEFT : DIRECTION.RIGHT; this.ball.moveY = [DIRECTION.UP, DIRECTION.DOWN][Math.round(Math.random())]; this.ball.y = Math.floor(Math.random() * this.canvas.height - 200) + 200; this.turn = null; } // If the player collides with the bound limits, update the x and y coords. if (this.player.y <= 0) this.player.y = 0; else if (this.player.y >= (this.canvas.height - this.player.height)) this.player.y = (this.canvas.height - this.player.height); // Move ball in intended direction based on moveY and moveX values if (this.ball.moveY === DIRECTION.UP) this.ball.y -= (this.ball.speed / 1.5); else if (this.ball.moveY === DIRECTION.DOWN) this.ball.y += (this.ball.speed / 1.5); if (this.ball.moveX === DIRECTION.LEFT) this.ball.x -= this.ball.speed; else if (this.ball.moveX === DIRECTION.RIGHT) this.ball.x += this.ball.speed; // Handle paddle (AI) UP and DOWN movement if (this.paddle.y > this.ball.y - (this.paddle.height / 2)) { if (this.ball.moveX === DIRECTION.RIGHT) this.paddle.y -= this.paddle.speed / 1.5; else this.paddle.y -= this.paddle.speed / 4; } if (this.paddle.y < this.ball.y - (this.paddle.height / 2)) { if (this.ball.moveX === DIRECTION.RIGHT) this.paddle.y += this.paddle.speed / 1.5; else this.paddle.y += this.paddle.speed / 4; } // Handle paddle (AI) wall collision if (this.paddle.y >= this.canvas.height - this.paddle.height) this.paddle.y = this.canvas.height - this.paddle.height; else if (this.paddle.y <= 0) this.paddle.y = 0; // Handle Player-Ball collisions if (this.ball.x - this.ball.width <= this.player.x && this.ball.x >= this.player.x - this.player.width) { if (this.ball.y <= this.player.y + this.player.height && this.ball.y + this.ball.height >= this.player.y) { this.ball.x = (this.player.x + this.ball.width); this.ball.moveX = DIRECTION.RIGHT; beep1.play(); } } // Handle paddle-ball collision if (this.ball.x - this.ball.width <= this.paddle.x && this.ball.x >= this.paddle.x - this.paddle.width) { if (this.ball.y <= this.paddle.y + this.paddle.height && this.ball.y + this.ball.height >= this.paddle.y) { this.ball.x = (this.paddle.x - this.ball.width); this.ball.moveX = DIRECTION.LEFT; beep1.play(); } } } // Handle the end of round transition // Check to see if the player won the round. if (this.player.score === rounds[this.round]) { // Check to see if there are any more rounds/levels left and display the victory screen if // there are not. if (!rounds[this.round + 1]) { this.over = true; setTimeout(function () { Pong.endGameMenu('Winner!'); }, 1000); } else { // If there is another round, reset all the values and increment the round number. this.color = this._generateRoundColor(); this.player.score = this.paddle.score = 0; this.player.speed += 0.5; this.paddle.speed += 1; this.ball.speed += 1; this.round += 1; beep3.play(); } } // Check to see if the paddle/AI has won the round. else if (this.paddle.score === rounds[this.round]) { this.over = true; setTimeout(function () { Pong.endGameMenu('Game Over!'); }, 1000); } }, // Draw the objects to the canvas element draw: function () { // Clear the Canvas this.context.clearRect( 0, 0, this.canvas.width, this.canvas.height ); // Set the fill style to black this.context.fillStyle = this.color; // Draw the background this.context.fillRect( 0, 0, this.canvas.width, this.canvas.height ); // Set the fill style to white (For the paddles and the ball) this.context.fillStyle = '#ffffff'; // Draw the Player this.context.fillRect( this.player.x, this.player.y, this.player.width, this.player.height ); // Draw the Paddle this.context.fillRect( this.paddle.x, this.paddle.y, this.paddle.width, this.paddle.height ); // Draw the Ball if (Pong._turnDelayIsOver.call(this)) { this.context.fillRect( this.ball.x, this.ball.y, this.ball.width, this.ball.height ); } // Draw the net (Line in the middle) this.context.beginPath(); this.context.setLineDash([7, 15]); this.context.moveTo((this.canvas.width / 2), this.canvas.height - 140); this.context.lineTo((this.canvas.width / 2), 140); this.context.lineWidth = 10; this.context.strokeStyle = '#ffffff'; this.context.stroke(); // Set the default canvas font and align it to the center this.context.font = '100px Courier New'; this.context.textAlign = 'center'; // Draw the players score (left) this.context.fillText( this.player.score.toString(), (this.canvas.width / 2) - 300, 200 ); // Draw the paddles score (right) this.context.fillText( this.paddle.score.toString(), (this.canvas.width / 2) + 300, 200 ); // Change the font size for the center score text this.context.font = '30px Courier New'; // Draw the winning score (center) this.context.fillText( 'Round ' + (Pong.round + 1), (this.canvas.width / 2), 35 ); // Change the font size for the center score value this.context.font = '40px Courier'; // Draw the current round number this.context.fillText( rounds[Pong.round] ? rounds[Pong.round] : rounds[Pong.round - 1], (this.canvas.width / 2), 100 ); }, loop: function () { Pong.update(); Pong.draw(); // If the game is not over, draw the next frame. if (!Pong.over) requestAnimationFrame(Pong.loop); }, listen: function () { document.addEventListener('keydown', function (key) { // Handle the 'Press any key to begin' function and start the game. if (Pong.running === false) { Pong.running = true; window.requestAnimationFrame(Pong.loop); } // Handle up arrow and w key events if (key.keyCode === 38 || key.keyCode === 87) Pong.player.move = DIRECTION.UP; // Handle down arrow and s key events if (key.keyCode === 40 || key.keyCode === 83) Pong.player.move = DIRECTION.DOWN; }); // Stop the player from moving when there are no keys being pressed. document.addEventListener('keyup', function (key) { Pong.player.move = DIRECTION.IDLE; }); }, // Reset the ball location, the player turns and set a delay before the next round begins. _resetTurn: function(victor, loser) { this.ball = Ball.new.call(this, this.ball.speed); this.turn = loser; this.timer = (new Date()).getTime(); victor.score++; beep2.play(); }, // Wait for a delay to have passed after each turn. _turnDelayIsOver: function() { return ((new Date()).getTime() - this.timer >= 1000); }, // Select a random color as the background of each level/round. _generateRoundColor: function () { var newColor = colors[Math.floor(Math.random() * colors.length)]; if (newColor === this.color) return Pong._generateRoundColor(); return newColor; } }; var Pong = Object.assign({}, Game); Pong.initialize();
This is all JavaScript Code for Ping Pong Game. I know you already connect Html, Css, and JavaScript Code File and be ready for playing the Game.
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Final Output Of Ping Pong Game:-
Now We Have Completed Our Ping Pong Game. Hope You Like The Ping Pong Game.
You Can See The Output Video And Project Screenshots. See Our Other Blogs And Gain Knowledge In Front-end Development. Thank You!
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If We Made A Mistake Or Any Confusion, Please Drop A Comment To Reply Or Help You In Easy Learning.
Written By – Code With Random/anki
Codepen By – Gabriel Dubé
Which code editor do you use for this Ping Pong Game coding?
I personally recommend using VS Code Studio, it’s straightforward and easy to use.
is this project responsive or not?
No! this is not a responsive project
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Do you use any external links to create this project?
No!
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where's the problem it plays till first smack..?
This comment has been removed by the author.
Correct GAME stop after the first
not working after first time it's stop
this.ball.moveY = [DIRECTION.UP, DIRECTION.DOWN][Math.round(Math.random())]; how this line picks up between up and down direction , it works perfectly but how?