| 1 | // globals
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| 2 | playarea_canvas = document.getElementById('tutorial');
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| 3 | playarea_canvas.resize(320,200);
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| 4 | playarea = playarea_canvas.getContext('2d');
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| 5 | //p1_scr = document.getElementById('p1_scr');
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| 6 | //p2_scr = document.getElementById('p2_scr');
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| 7 | //status_msg = document.getElementById('status');
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| 8 | //debug = document.getElementById('debug');
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| 9 | ball_direction = 0;
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| 10 | up = -1;
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| 11 | down = 1;
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| 12 |
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| 13 | //key codes
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| 14 | key_up = 38;
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| 15 | key_down = 40;
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| 16 | key_W = 87;
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| 17 | key_S = 83;
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| 18 | key_pause = 32;
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| 19 |
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| 20 | speed = 2; //controls the speed of the ball
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| 21 | paddle_inc = 10; //how many pixels paddle can move in either direction
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| 22 | pause = false;
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| 23 |
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| 24 | player_1 = 0; //player IDs
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| 25 | player_2 = 1;
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| 26 | player_1_scr = 0; //player scores
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| 27 | player_2_scr = 0;
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| 28 | player_1_direction = null; //null = no movement whatsoever
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| 29 | player_2_direction = null;
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| 30 |
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| 31 | pa = new Array();
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| 32 | divider = new Array();
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| 33 | paddle_1 = new Array();
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| 34 | paddle_2 = new Array();
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| 35 | ball = new Array();
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| 36 |
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| 37 |
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| 38 | function sleep(numberMillis)
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| 39 | {
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| 40 | var now = new Date();
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| 41 | var exitTime = now.getTime() + numberMillis;
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| 42 | while (true) {
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| 43 | now = new Date();
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| 44 | if (now.getTime() > exitTime)
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| 45 | return;
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| 46 | }
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| 47 | }
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| 48 |
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| 49 | function init()
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| 50 | {
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| 51 | pa['width'] = 150;
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| 52 | pa['height'] = 140;
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| 53 | pa['player_margin'] = 10; //area behind player paddles
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| 54 | pa['foreground'] = "#FFFFFF";
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| 55 | pa['background'] = "#000000";
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| 56 |
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| 57 | divider['pos'] = pa['width']/2;
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| 58 | divider['width'] = 4;
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| 59 |
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| 60 | paddle_1['width'] = 8;
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| 61 | paddle_1['height'] = 64;
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| 62 | paddle_1['x'] = pa['player_margin'];
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| 63 | paddle_1['y'] = (pa['height'] /2 ) - (paddle_1['height'] / 2);
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| 64 |
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| 65 | paddle_2['width'] = 8;
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| 66 | paddle_2['height'] = 64;
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| 67 | paddle_2['x'] = (pa['width'] - pa['player_margin'] - paddle_2['width']);
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| 68 | paddle_2['y'] = (pa['height'] /2 ) - (paddle_2['height'] / 2);
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| 69 |
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| 70 | ball['width'] = 10;
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| 71 | ball['height'] = 10;
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| 72 | ball['x'] = (pa['width']/2) - (ball['width'] / 2);
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| 73 | ball['y'] = (pa['height']/2) - (ball['height'] / 2);
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| 74 |
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| 75 | ball_direction = Math.random() * 360; //initialize ball direction, which is determined by angle, at random
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| 76 | speed = 2;
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| 77 | }
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| 78 |
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| 79 | function renderPlayarea()
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| 80 | {
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| 81 | playarea.beginPath();
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| 82 |
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| 83 | playarea.clearRect(0,0,pa['width'],pa['height']);
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| 84 | playarea.fillStyle = pa['background'];
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| 85 | playarea.strokeStyle = pa['foreground'];
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| 86 | playarea.fillRect(0,0, pa['width'], pa['height']);
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| 87 |
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| 88 | //move paddles
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| 89 | if(player_1_direction != null)
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| 90 | {
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| 91 | if(player_1_direction == up)
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| 92 | paddle_1['y'] = paddle_1['y'] - paddle_inc;
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| 93 | else
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| 94 | paddle_1['y'] = paddle_1['y'] + paddle_inc;
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| 95 | }
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| 96 | if(player_2_direction != null)
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| 97 | {
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| 98 | if(player_2_direction == up)
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| 99 | paddle_2['y'] = paddle_2['y'] - paddle_inc;
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| 100 | else
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| 101 | paddle_2['y'] = paddle_2['y'] + paddle_inc;
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| 102 | }
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| 103 | playarea.rect(paddle_1['x'],paddle_1['y'],paddle_1['width'],paddle_1['height']);
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| 104 | playarea.rect(paddle_2['x'],paddle_2['y'],paddle_2['width'],paddle_2['height']);
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| 105 |
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| 106 | //move ball
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| 107 | playarea.rect(ball['x'], ball['y'], ball['width'], ball['height']);
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| 108 | ball['x'] = ball['x'] + Math.cos((ball_direction)*Math.PI/180) * speed;
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| 109 | ball['y'] = ball['y'] + Math.sin((ball_direction)*Math.PI/180) * speed;
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| 110 |
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| 111 | playarea.fillStyle = pa['foreground'];
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| 112 | playarea.fill();
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| 113 |
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| 114 | playarea.beginPath();
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| 115 | //redraw divider
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| 116 | playarea.lineWidth = divider['width'];
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| 117 | playarea.lineTo(divider['pos'], 0);
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| 118 | playarea.lineTo(divider['pos'], pa['height'] = 200);
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| 119 | playarea.lineWidth = 1;
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| 120 |
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| 121 | playarea.stroke();
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| 122 | playarea.closePath();
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| 123 | }
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| 124 |
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| 125 | function testCollisions()
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| 126 | {
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| 127 | //make sure paddles don't go beyond play area
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| 128 | if(((paddle_1['y'] <= 0) && (player_1_direction == up)) || ((paddle_1['y'] >= (pa['height'] - paddle_1['height'])) && (player_1_direction == down)))
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| 129 | player_1_direction = null;
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| 130 | if(((paddle_2['y'] <= 0) && (player_2_direction == up)) || ((paddle_2['y'] >= (pa['height'] - paddle_2['height'])) && (player_2_direction == down)))
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| 131 | player_2_direction = null;
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| 132 |
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| 133 | //check to see if ball went beyond paddles, and if so, score accordingly and reset playarea
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| 134 | if(ball['x'] <= 0)
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| 135 | {
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| 136 | setScore(player_2);
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| 137 | init()
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| 138 | sleep(1000);
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| 139 | }
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| 140 | if(ball['x'] >= (pa['width'] - ball['width']))
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| 141 | {
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| 142 | setScore(player_1);
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| 143 | init();
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| 144 | sleep(1000);
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| 145 | }
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| 146 |
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| 147 | //check to see if ball hit top or bottom wall. if so, change direction
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| 148 | if((ball['y'] >= (pa['height'] - ball['height'])) || ball['y'] <= 0)
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| 149 | ball_direction = -ball_direction;
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| 150 |
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| 151 | //check to see if the ball hit a paddle, and if so, change ball angle dependant on where it hit the paddle
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| 152 | if((ball['x'] <= (paddle_1['x'] + paddle_1['width'])) && (ball['y'] >= paddle_1['y']) && (ball['y'] <= (paddle_1['y'] + paddle_1['height'])))
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| 153 | {
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| 154 | ball_direction = -ball_direction/2;
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| 155 | speed += .5;
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| 156 | }
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| 157 | if(((ball['x'] + ball['width']) >= paddle_2['x']) && (ball['y'] >= paddle_2['y']) && (ball['y'] <= (paddle_2['y'] + paddle_2['height'])))
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| 158 | {
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| 159 | ball_direction = (180+ball_direction)/2;
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| 160 | speed += .5;
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| 161 | }
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| 162 | }
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| 163 |
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| 164 | function setScore(p)
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| 165 | {
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| 166 | if(p == player_1)
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| 167 | {
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| 168 | player_1_scr++;
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| 169 | //p1_scr.firstChild.nodeValue = player_1_scr;
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| 170 | }
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| 171 | if(p == player_2)
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| 172 | {
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| 173 | player_2_scr++;
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| 174 | //p2_scr.firstChild.nodeValue = player_2_scr;
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| 175 | }
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| 176 | }
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| 177 |
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| 178 |
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| 179 | //handle input
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| 180 | document.onkeydown = function(ev)
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| 181 | {
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| 182 | switch(ev.keyCode)
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| 183 | {
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| 184 | case key_W:
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| 185 | player_1_direction = up;
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| 186 | break;
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| 187 | case key_S:
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| 188 | player_1_direction = down;
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| 189 | break;
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| 190 | case key_up:
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| 191 | player_2_direction = up;
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| 192 | break;
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| 193 | case key_down:
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| 194 | player_2_direction = down;
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| 195 | break;
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| 196 | }
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| 197 | }
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| 198 |
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| 199 | document.onkeyup = function(ev)
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| 200 | {
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| 201 | switch(ev.keyCode)
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| 202 | {
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| 203 | case key_W:
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| 204 | case key_S:
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| 205 | player_1_direction = null;
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| 206 | break;
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| 207 | case key_up:
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| 208 | case key_down:
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| 209 | player_2_direction = null;
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| 210 | break;
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| 211 | case key_pause:
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| 212 | if(pause == false)
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| 213 | {
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| 214 | clearInterval(game);
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| 215 | //status_msg.style.visibility = "visible";
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| 216 | pause = true;
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| 217 | }
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| 218 | else
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| 219 | {
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| 220 | game = setInterval(main, 25);
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| 221 | //status_msg.style.visibility = "hidden";
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| 222 | pause = false;
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| 223 | }
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| 224 | break;
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| 225 | }
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| 226 | }
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| 227 |
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| 228 | function main()
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| 229 | {
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| 230 | testCollisions();
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| 231 | renderPlayarea();
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| 232 | }
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| 233 |
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| 234 | init();
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| 235 | game = setInterval(main, 25);
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