How to make a simple billiard game with HTML5
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Billiard game
There are only two categories in the whole billiard game, one is the ball and the other is the auxiliary line of sight. If you want to make the game more complex, you can also abstract a shape class that can be used to detect the collision of the ball with the corner and the goal. I do this game to take the simplest wall collision detection, so there is no ball and irregular shape collision detection, if you want to play more complex collisions, can poke about simple collision detection Cen an big talk is very good. Okay, let's take it one step at a time:
[ball]
Paste the code first:
[/ code] var Ball = function (x, y, ismine) {
This.x = x
This.y = y
This.ismine = ismine
This.oldx = x
This.oldy = y
This.vx = 0
This.vy = 0
This.radius = ballRadius
This.inhole = false;this.moving = true
}
Ball.prototype = {
Constructor:Ball
_ paint:function () {
Var b = this.ismine?document.getElementById ("wb"): document.getElementById ("yb")
If (b.complete) {
Ctx.drawImage (b, this.x-this.radius, this.y-this.radius, 2*this.radius, 2*this.radius)
}
Else {
B.onload = function () {
Ctx.drawImage (b, this.x-this.radius, this.y-this.radius, 2*this.radius, 2*this.radius)
}
}
}
_ run:function (t) {
This.oldx = this.x
This.oldy = this.y
This.vx = Math.abs (this.vx) 0? This.vx-mcl*t: this.vx+mcl*t)
This.vy = Math.abs (this.vy) 0? This.vy-mcl*t: this.vy+mcl*t)
/ / this.vx + = this.vx > 0?-mcl*t: mcl*t
/ / this.vy + = this.vy > 0?-mcl*t: mcl*t
This.x + = t * this.vx * pxpm
This.y + = t * this.vy * pxpm
If ((this.x490)) {
This.inhole = true
If (this.ismine) {
Var that = this
SetTimeout (function () {
That.x = 202
That.y = canvas.height/2
That.vx = 0
That.vy = 0
That.inhole = false
}, 500)
}
Else {
Document.getElementById ("shotNum") [xss_clean] = parseInt (document.getElementById ("shotNum") [xss_clean]) + 1
}
}
Else {
If (this.y > canvas.height-(ballRadius+tbw) | | this.y
< (ballRadius+tbw)){ this.y = this.y < (ballRadius+tbw) ? (ballRadius+tbw) : (canvas.height - (ballRadius+tbw)); this.derectionY = !this.derectionY; this.vy = -this.vy*0.6; } if(this.x >Canvas.width-(ballRadius+tbw) | | this.x < (ballRadius+tbw)) {
This.x = this.x < (ballRadius+tbw)? (ballRadius+tbw): (canvas.width-(ballRadius+tbw))
This.derectionX =! this.derectionX
This.vx =-this.vx*0.6
}
}
This._paint ()
If (Math.abs (this.vx))