Pong Game in HTML and JavaScript

Pong Game in HTML and JavaScript

Today we will learn to make the most out of the javascript learned so far. We will combine the magic of CSS and js with the canvas to do some more advanced features. Today we are going to make a very famous Pong Game in HTML and JavaScript.

Pong is a table tennis-like arcade game, featuring simple two-dimensional graphics, in our today’s article we will make the AI vs human gameplay, so along the way, we will simulate the movements of the computer player so as to make the gameplay more pleasing. We will also add levels to our game.

And with each level of progress, we will gradually make the gameplay bit harder

Requirements

  • Code Editor (VS Code Preferred)
  • Chromium Browser (Chrome Preferred)
  • Basic Knowledge of HTML, CSS, Canvas, Javascript, and Bootstrap

Features

  • The players are on either side of the table and use a paddle to hit the ball back and forth. 
  • The player who fails to hit the ball back loses the point.
  • The game is played until one player reaches 5 points. 
  • The game difficulty will increase with the level
  • The opponent ie the AI here will increase its speed with the game’s progress
  • The arrow keys will be used to control the player

Folder Structure

The Pong Game in HTML and JavaScript will include two files, index.html, and script.js, we will be adding the small CSS within the HTML file itself to style the page further.

We will begin with defining our simple index.html page, where we will reference our canvas and link our javascript file.

We start with defining a canvas in the body of the HTML page where we link the page with script.js  and do the rest of the work in our script js file of Pong Game in HTML and JavaScript.

So as to summarise if we sum up the whole project we will need two files 

folder structure

index.html contains our Html code.

CSS has been used to style our web page, we used small CSS only.

script.js contains all the logic.

Coding Pong Game in HTML and JavaScript

HTML code:

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Pong Game</title>
</head>
<style>
body {
text-align: center;
background-color: ghostwhite;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
flex-direction: column;
position: fixed;
width: 100%;
}
</style>
<body>
<h1>Pong Game</h1>
<canvas></canvas>
<p> Control the player by using up and down arrow keys</p>
<script src="./script.js"></script>
</body>
</html>
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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 || 3
};
}
};
// The ai object (The two lines that move up and down)
var Ai = {
new: function (side) {
return {
width: 18,
height: 180,
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 = Ai.new.call(this, 'left');
this.ai = Ai.new.call(this, 'right');
this.ball = Ball.new.call(this);
this.ai.speed = 4;
this.running = this.over = false;
this.turn = this.ai;
this.timer = this.round = 0;
this.color = '#e74c3c';
Pong.menu();
Pong.listen();
},
endGameMenu: function (text) {
// Change the canvas font size and color
Pong.context.font = '45px 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, ai, 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.ai, this.player);
if (this.ball.x >= this.canvas.width - this.ball.width) Pong._resetTurn.call(this, this.player, this.ai);
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 ai (AI) UP and DOWN movement
if (this.ai.y > this.ball.y - (this.ai.height / 2)) {
if (this.ball.moveX === DIRECTION.RIGHT) this.ai.y -= this.ai.speed / 1.5;
else this.ai.y -= this.ai.speed / 4;
}
if (this.ai.y < this.ball.y - (this.ai.height / 2)) {
if (this.ball.moveX === DIRECTION.RIGHT) this.ai.y += this.ai.speed / 1.5;
else this.ai.y += this.ai.speed / 4;
}
// Handle ai (AI) wall collision
if (this.ai.y >= this.canvas.height - this.ai.height) this.ai.y = this.canvas.height - this.ai.height;
else if (this.ai.y <= 0) this.ai.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;
}
}
// Handle ai-ball collision
if (this.ball.x - this.ball.width <= this.ai.x && this.ball.x >= this.ai.x - this.ai.width) {
if (this.ball.y <= this.ai.y + this.ai.height && this.ball.y + this.ball.height >= this.ai.y) {
this.ball.x = (this.ai.x - this.ball.width);
this.ball.moveX = DIRECTION.LEFT;
}
}
}
// 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.ai.score = 0;
this.player.speed += 0.5;
this.ai.speed += 1;
this.ball.speed += 1;
this.round += 1;
}
}
// Check to see if the ai/AI has won the round.
else if (this.ai.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 Ai
this.context.fillRect(
this.ai.x,
this.ai.y,
this.ai.width,
this.ai.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.ai.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++;
},
// 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();
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Output:

Image output:

output for Pong Game in HTML and JavaScript

Video output:

Conclusion

I hope this was easy to understand and that you enjoyed building and learning this Pong Game in HTML and JavaScript, we learned to canvas to generate shapes and update them. Along the way, we learned some basic collision detection techniques and some game development skills which indeed would be nice in the journey for an advanced javascript and web development grasp.


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Author: Ayush Purawr