Update script.js
Browse files
script.js
CHANGED
|
@@ -35,23 +35,44 @@ gameArea.addEventListener('touchmove', (e) => {
|
|
| 35 |
});
|
| 36 |
|
| 37 |
function handlePaddleCollision(paddleY, paddleX, isLeftPaddle) {
|
| 38 |
-
|
| 39 |
-
|
| 40 |
-
|
| 41 |
-
|
| 42 |
-
|
| 43 |
-
|
| 44 |
-
|
| 45 |
-
|
| 46 |
-
|
| 47 |
-
|
| 48 |
-
|
| 49 |
-
|
| 50 |
-
|
| 51 |
-
|
| 52 |
-
|
| 53 |
-
|
| 54 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 55 |
}
|
| 56 |
}
|
| 57 |
|
|
|
|
| 35 |
});
|
| 36 |
|
| 37 |
function handlePaddleCollision(paddleY, paddleX, isLeftPaddle) {
|
| 38 |
+
const ballRadius = ballSize / 2;
|
| 39 |
+
|
| 40 |
+
if (isLeftPaddle && ballSpeedX < 0) {
|
| 41 |
+
// Collision X position for left paddle
|
| 42 |
+
let collisionX = paddleX + paddleWidth + ballRadius;
|
| 43 |
+
let t = (collisionX - ballX) / ballSpeedX;
|
| 44 |
+
if (t >= 0 && t <= 1) {
|
| 45 |
+
let collisionY = ballY + ballSpeedY * t;
|
| 46 |
+
if (collisionY >= paddleY && collisionY <= paddleY + paddleHeight) {
|
| 47 |
+
// Collision detected with left paddle
|
| 48 |
+
let hitPosition = collisionY - (paddleY + paddleHeight / 2);
|
| 49 |
+
let angle = hitPosition / (paddleHeight / 2) * maxAngle * (Math.PI / 180);
|
| 50 |
+
// Update ball's velocity
|
| 51 |
+
ballSpeedX = Math.abs(ballSpeedX); // Reverse X direction for left paddle
|
| 52 |
+
ballSpeedY = Math.sin(angle) * ballSpeedX;
|
| 53 |
+
// Reposition ball outside the paddle
|
| 54 |
+
ballX = collisionX + ballRadius;
|
| 55 |
+
ballY = collisionY;
|
| 56 |
+
}
|
| 57 |
+
}
|
| 58 |
+
} else if (!isLeftPaddle && ballSpeedX > 0) {
|
| 59 |
+
// Collision X position for right paddle
|
| 60 |
+
let collisionX = paddleX - ballRadius;
|
| 61 |
+
let t = (collisionX - ballX) / ballSpeedX;
|
| 62 |
+
if (t >= 0 && t <= 1) {
|
| 63 |
+
let collisionY = ballY + ballSpeedY * t;
|
| 64 |
+
if (collisionY >= paddleY && collisionY <= paddleY + paddleHeight) {
|
| 65 |
+
// Collision detected with right paddle
|
| 66 |
+
let hitPosition = collisionY - (paddleY + paddleHeight / 2);
|
| 67 |
+
let angle = hitPosition / (paddleHeight / 2) * maxAngle * (Math.PI / 180);
|
| 68 |
+
// Update ball's velocity
|
| 69 |
+
ballSpeedX = -Math.abs(ballSpeedX); // Reverse X direction for right paddle
|
| 70 |
+
ballSpeedY = Math.sin(angle) * Math.abs(ballSpeedX);
|
| 71 |
+
// Reposition ball outside the paddle
|
| 72 |
+
ballX = collisionX - ballRadius;
|
| 73 |
+
ballY = collisionY;
|
| 74 |
+
}
|
| 75 |
+
}
|
| 76 |
}
|
| 77 |
}
|
| 78 |
|