I'm currently trying to make a version of Breakout for university. Thanks for helping me to draw the paddle. I now find myself unable to cause the ball to bounce on the edge of the canvas - except in the middle. I've tried both adding and subtracting fractions to ball.x and ball.y (greater than or equal to canvas.width and canvas.height both work) but for less than or equal to 0, nothing seems to be successful. Here's the javascript code:
var canvas = document.getElementById("breakout");
var ctx = canvas.getContext("2d");
var PADDLE_WIDTH_PX = canvas.width / 5;
var PADDLE_HEIGHT_PX = 10;
var PADDLE_SPEED = 450;
var ball = {
x: canvas.width / 2, //pixels
y: canvas.height / 2, //pixels
xSpeed: 500, //pixels per second
ySpeed: 500, //pixels per second
radius: 100 //the ball is exceptionally large so that I can see what part of the ball is surpassing the canvas edge before the motion is reversed
}
var paddle = {
//radius: 5,
/*speed: 500,
TopRight: ctx.moveTo(canvas.width / 1.35, canvas.height - (canvas.height / 12.5)),
TopSide: ctx.lineTo(canvas.width / 2, canvas.height - (canvas.height / 12.5)),
RightSide: ctx.lineTo(canvas.width / 1.35, canvas.height - (canvas.height / 27.5)),
BottomLeft: ctx.moveTo(canvas.width / 2, canvas.height - (canvas.height / 27.5)),
LeftSide: ctx.lineTo(canvas.width / 2, canvas.height - (canvas.height / 12.5)),
BottomSide: ctx.lineTo(canvas.width / 1.35, canvas.height - (canvas.height / 27.5))*/
xSpeed: 450,
x: (canvas.width - PADDLE_WIDTH_PX) / 2,
y: canvas.height - PADDLE_HEIGHT_PX
}
var keysDown = {};
window.addEventListener("keydown",function(e) {
keysDown[e.keyCode] = true;
});
window.addEventListener("keyup",function(e) {
delete keysDown[e.keyCode];
});
function render() {
//clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height)
// draw the ball
ctx.fillStyle = "white";
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
ctx.beginPath();
//ctx.fillStyle = "red";
/*ctx.moveTo(canvas.width - (2*paddle.x), canvas.height - (2*paddle.y));
/*ctx.lineTo(canvas.width / 2, canvas.height - (canvas.height / 12.5));
ctx.lineTo(canvas.width / 1.35, canvas.height - (canvas.height / 27.5));
ctx.moveTo(canvas.width / 2, canvas.height - (canvas.height / 27.5));
ctx.lineTo(canvas.width / 2, canvas.height - (canvas.height / 12.5));
ctx.lineTo(canvas.width / 1.35, canvas.height - (canvas.height / 27.5));
ctx.fill();
ctx.closePath();*/
/*ctx.lineTo(canvas.width - (2*paddle.x), canvas.height - paddle.y);
ctx.moveTo(canvas.width - paddle.x, canvas.height - paddle.y);
ctx.lineTo(canvas.width - paddle.x, canvas.height - (2*paddle.y));
ctx.lineTo(canvas.width - (2*paddle.x), (canvas.height -paddle.y));*/
ctx.fillRect(paddle.x, paddle.y, PADDLE_WIDTH_PX, PADDLE_HEIGHT_PX);
/*ctx.closePath();
ctx.fill();*/
}
function update(elapsed) {
//update the ball position according to the elapsed time
ball.y += ball.ySpeed * elapsed;
ball.x += ball.xSpeed * elapsed;
/*paddle.TopRight += paddle.speed * elapsed;
paddle.BottomLeft += paddle.speed * elapsed;
paddle.RightSide += paddle.speed * elapsed;
paddle.LeftSide += paddle.speed * elapsed;
paddle.TopSide += paddle.speed * elapsed;
paddle.BottomSide += paddle.speed * elapsed;*/
/*paddle.x += paddle.xSpeed * elapsed;
paddle.y += paddle.xSpeed * elapsed;*/
//bounce the ball of all edges
if (37 in keysDown && paddle.x > 0)
paddle.x -= PADDLE_SPEED * elapsed;
if (39 in keysDown && paddle.x + PADDLE_WIDTH_PX < canvas.width)
paddle.x += PADDLE_SPEED * elapsed;
if (ball.x+(ball.x/7) >= canvas.width) {
ball.x -= 5;
ball.xSpeed *= -1;
}
if (ball.x-(ball.x/7) <= 0) {
ball.x += 5;
ball.xSpeed *= -1;
}
if (ball.y+(ball.y/100) <= 0) {
ball.y += 5;
ball.ySpeed *= -1;
}
if (ball.y+(ball.y/3) >= canvas.height) {
ball.y -= 5;
ball.ySpeed *= -1;
}
/*
The problem here is that sometimes the ball gets 'stuck' to an edge.
This can occur when the ball passes beyond an edge in a frame when the
elapsed time is relatively large. In some cases, when the elapsed time in the
next frame is relatively short, the ball doesn't reach the edge to get back
into play. This results in another flip of the velocity and the ball becomes
'trapped' on the edge.
e.g.
xSpeed = -500, x = 10, elapsed = 0.2 => xSpeed = 500, x = -90 (xMovement = -100)
xSpeed = 500, x = -90, elapsed = 0.1 => xSpeed = -500, x = -40 (xMovement = +50)
xSpeed = -500, x = -40, elapsed = 0.1 => xSpeed = 500, x = -40 (xMovement = -50)
and so on ...until a larger elapsed time occurs in the right direction
The fix for this is to move the ball to the edge when the velocity is flipped.
*/
}
var previous;
function run(timestamp) {
if (!previous) previous = timestamp; //start with no elapsed time
var elapsed = (timestamp - previous) / 1000; //work out the elapsed time
update(elapsed); //update the game with the elapsed time
render(); //render the scene
previous = timestamp; //set the (globally defined) previous timestamp ready for next time
window.requestAnimationFrame(run); //ask browser to call this function again, when it's ready
}
//trigger the game loop
window.requestAnimationFrame(run);
Thanks for taking the time to read this --ConfusedStudent