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445 lines (374 loc) · 13 KB
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/**
* Pong Game
* Author: Adam Beloucif
* Description: Jeu Pong classique avec IA et mode multijoueur
*/
// ===================================================
// CANVAS SETUP
// ===================================================
const canvas = document.getElementById('pongCanvas');
const ctx = canvas.getContext('2d');
// ===================================================
// GAME STATE
// ===================================================
let gameMode = null; // 'solo' or 'multi'
let isPaused = false;
let isGameRunning = false;
let animationId = null;
// Settings
let settings = {
difficulty: 'medium',
ballSpeed: 5,
paddleSpeed: 8,
winScore: 11,
keyboardLayout: 'azerty'
};
// Game Objects
const ball = {
x: canvas.width / 2,
y: canvas.height / 2,
radius: 10,
velocityX: 5,
velocityY: 5,
speed: 5,
maxSpeed: 15
};
const paddle = {
width: 15,
height: 100,
player1: {
x: 10,
y: canvas.height / 2 - 50,
score: 0,
dy: 0
},
player2: {
x: canvas.width - 25,
y: canvas.height / 2 - 50,
score: 0,
dy: 0
}
};
// AI Configuration
const aiConfig = {
easy: { speed: 0.4, prediction: 0.3, reaction: 0.6 },
medium: { speed: 0.6, prediction: 0.5, reaction: 0.4 },
hard: { speed: 0.8, prediction: 0.7, reaction: 0.2 },
impossible: { speed: 1, prediction: 1, reaction: 0 }
};
// Keyboard State
const keys = {};
// ===================================================
// DOM ELEMENTS
// ===================================================
const elements = {
mainMenu: document.getElementById('mainMenu'),
settingsPanel: document.getElementById('settingsPanel'),
gameScreen: document.getElementById('gameScreen'),
pauseMenu: document.getElementById('pauseMenu'),
victoryModal: document.getElementById('victoryModal'),
score1: document.getElementById('score1'),
score2: document.getElementById('score2'),
player1Name: document.getElementById('player1Name'),
player2Name: document.getElementById('player2Name'),
winnerText: document.getElementById('winnerText'),
finalScore: document.getElementById('finalScore'),
difficulty: document.getElementById('difficulty'),
ballSpeed: document.getElementById('ballSpeed'),
ballSpeedValue: document.getElementById('ballSpeedValue'),
paddleSpeed: document.getElementById('paddleSpeed'),
paddleSpeedValue: document.getElementById('paddleSpeedValue'),
winScore: document.getElementById('winScore'),
keyboardLayout: document.getElementById('keyboardLayout')
};
// ===================================================
// GAME INITIALIZATION
// ===================================================
function initGame(mode) {
gameMode = mode;
isPaused = false;
isGameRunning = true;
// Reset scores
paddle.player1.score = 0;
paddle.player2.score = 0;
// Reset paddles
paddle.player1.y = canvas.height / 2 - paddle.height / 2;
paddle.player2.y = canvas.height / 2 - paddle.height / 2;
// Update UI
elements.player1Name.textContent = 'Joueur 1';
elements.player2Name.textContent = mode === 'solo' ? 'IA' : 'Joueur 2';
updateScore();
// Show game screen
hideAllScreens();
elements.gameScreen.classList.remove('hidden');
// Reset and start ball
resetBall();
// Start game loop
gameLoop();
}
function resetBall() {
ball.x = canvas.width / 2;
ball.y = canvas.height / 2;
ball.speed = settings.ballSpeed;
// Random direction
const angle = (Math.random() * Math.PI / 4) - Math.PI / 8;
const direction = Math.random() < 0.5 ? 1 : -1;
ball.velocityX = direction * ball.speed * Math.cos(angle);
ball.velocityY = ball.speed * Math.sin(angle);
}
// ===================================================
// GAME LOOP
// ===================================================
function gameLoop() {
if (!isGameRunning || isPaused) return;
update();
render();
animationId = requestAnimationFrame(gameLoop);
}
function update() {
// Move paddles
movePaddles();
// AI logic
if (gameMode === 'solo') {
aiLogic();
}
// Move ball
ball.x += ball.velocityX;
ball.y += ball.velocityY;
// Ball collision with top/bottom walls
if (ball.y + ball.radius > canvas.height || ball.y - ball.radius < 0) {
ball.velocityY = -ball.velocityY;
}
// Ball collision with paddles
const player = ball.x < canvas.width / 2 ? paddle.player1 : paddle.player2;
if (collision(ball, player)) {
// Calculate hit position
const collidePoint = ball.y - (player.y + paddle.height / 2);
const collisionAngle = (collidePoint / (paddle.height / 2)) * (Math.PI / 4);
// Change direction
const direction = ball.x < canvas.width / 2 ? 1 : -1;
ball.velocityX = direction * ball.speed * Math.cos(collisionAngle);
ball.velocityY = ball.speed * Math.sin(collisionAngle);
// Increase speed
ball.speed = Math.min(ball.speed + 0.3, ball.maxSpeed);
}
// Score
if (ball.x - ball.radius < 0) {
paddle.player2.score++;
updateScore();
checkWinner();
resetBall();
} else if (ball.x + ball.radius > canvas.width) {
paddle.player1.score++;
updateScore();
checkWinner();
resetBall();
}
}
function movePaddles() {
// Player 1 Controls
const upKey = settings.keyboardLayout === 'azerty' ? 'z' : 'w';
const downKey = 's';
if (keys[upKey] || keys[upKey.toUpperCase()]) {
paddle.player1.y = Math.max(0, paddle.player1.y - settings.paddleSpeed);
}
if (keys[downKey] || keys[downKey.toUpperCase()]) {
paddle.player1.y = Math.min(canvas.height - paddle.height, paddle.player1.y + settings.paddleSpeed);
}
// Player 2 (Arrow keys) - only in multiplayer
if (gameMode === 'multi') {
if (keys['ArrowUp']) {
paddle.player2.y = Math.max(0, paddle.player2.y - settings.paddleSpeed);
}
if (keys['ArrowDown']) {
paddle.player2.y = Math.min(canvas.height - paddle.height, paddle.player2.y + settings.paddleSpeed);
}
}
}
function aiLogic() {
const config = aiConfig[settings.difficulty];
const paddleCenter = paddle.player2.y + paddle.height / 2;
// Predict ball position
let targetY = ball.y;
if (ball.velocityX > 0) { // Ball moving towards AI
const timeToReach = (paddle.player2.x - ball.x) / ball.velocityX;
targetY = ball.y + ball.velocityY * timeToReach * config.prediction;
}
// Add reaction delay
if (Math.random() > config.reaction) {
return;
}
// Move paddle
const diff = targetY - paddleCenter;
const moveSpeed = settings.paddleSpeed * config.speed;
if (Math.abs(diff) > 10) {
if (diff > 0) {
paddle.player2.y = Math.min(canvas.height - paddle.height, paddle.player2.y + moveSpeed);
} else {
paddle.player2.y = Math.max(0, paddle.player2.y - moveSpeed);
}
}
}
function collision(ball, player) {
const paddleX = player.x < canvas.width / 2 ? player.x : player.x;
return ball.x - ball.radius < paddleX + paddle.width &&
ball.x + ball.radius > paddleX &&
ball.y - ball.radius < player.y + paddle.height &&
ball.y + ball.radius > player.y;
}
// ===================================================
// RENDERING
// ===================================================
function render() {
// Clear canvas
ctx.fillStyle = '#0f1419';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw center line
ctx.setLineDash([10, 15]);
ctx.strokeStyle = '#2d3748';
ctx.lineWidth = 3;
ctx.beginPath();
ctx.moveTo(canvas.width / 2, 0);
ctx.lineTo(canvas.width / 2, canvas.height);
ctx.stroke();
ctx.setLineDash([]);
// Draw paddles
ctx.fillStyle = '#667eea';
ctx.fillRect(paddle.player1.x, paddle.player1.y, paddle.width, paddle.height);
ctx.fillStyle = '#10b981';
ctx.fillRect(paddle.player2.x, paddle.player2.y, paddle.width, paddle.height);
// Draw ball
ctx.fillStyle = '#f8fafc';
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2);
ctx.fill();
// Draw ball trail effect
ctx.fillStyle = 'rgba(248, 250, 252, 0.3)';
ctx.beginPath();
ctx.arc(ball.x - ball.velocityX * 2, ball.y - ball.velocityY * 2, ball.radius * 0.7, 0, Math.PI * 2);
ctx.fill();
}
// ===================================================
// GAME MANAGEMENT
// ===================================================
function updateScore() {
elements.score1.textContent = paddle.player1.score;
elements.score2.textContent = paddle.player2.score;
}
function checkWinner() {
if (paddle.player1.score >= settings.winScore) {
endGame('Joueur 1');
} else if (paddle.player2.score >= settings.winScore) {
endGame(gameMode === 'solo' ? 'IA' : 'Joueur 2');
}
}
function endGame(winner) {
isGameRunning = false;
cancelAnimationFrame(animationId);
elements.winnerText.textContent = `${winner} remporte la partie !`;
elements.finalScore.textContent = `Score final: ${paddle.player1.score} - ${paddle.player2.score}`;
elements.victoryModal.classList.remove('hidden');
}
function pauseGame() {
isPaused = true;
cancelAnimationFrame(animationId);
elements.pauseMenu.classList.remove('hidden');
}
function resumeGame() {
isPaused = false;
elements.pauseMenu.classList.add('hidden');
gameLoop();
}
function quitGame() {
isGameRunning = false;
isPaused = false;
cancelAnimationFrame(animationId);
hideAllScreens();
elements.mainMenu.classList.remove('hidden');
}
function hideAllScreens() {
elements.mainMenu.classList.add('hidden');
elements.settingsPanel.classList.add('hidden');
elements.gameScreen.classList.add('hidden');
elements.pauseMenu.classList.add('hidden');
elements.victoryModal.classList.add('hidden');
}
// ===================================================
// EVENT LISTENERS
// ===================================================
// Menu buttons
document.getElementById('soloBtn').addEventListener('click', () => initGame('solo'));
document.getElementById('multiBtn').addEventListener('click', () => initGame('multi'));
document.getElementById('settingsBtn').addEventListener('click', () => {
hideAllScreens();
elements.settingsPanel.classList.remove('hidden');
});
document.getElementById('backToMenuBtn').addEventListener('click', () => {
hideAllScreens();
elements.mainMenu.classList.remove('hidden');
});
// Game controls
document.getElementById('pauseBtn').addEventListener('click', pauseGame);
document.getElementById('quitBtn').addEventListener('click', quitGame);
// Pause menu
document.getElementById('resumeBtn').addEventListener('click', resumeGame);
document.getElementById('restartBtn').addEventListener('click', () => {
elements.pauseMenu.classList.add('hidden');
initGame(gameMode);
});
document.getElementById('mainMenuBtn').addEventListener('click', quitGame);
// Victory modal
document.getElementById('playAgainBtn').addEventListener('click', () => {
elements.victoryModal.classList.add('hidden');
initGame(gameMode);
});
document.getElementById('menuBtn').addEventListener('click', () => {
elements.victoryModal.classList.add('hidden');
quitGame();
});
// Settings
elements.ballSpeed.addEventListener('input', (e) => {
settings.ballSpeed = parseInt(e.target.value);
elements.ballSpeedValue.textContent = e.target.value;
});
elements.paddleSpeed.addEventListener('input', (e) => {
settings.paddleSpeed = parseInt(e.target.value);
elements.paddleSpeedValue.textContent = e.target.value;
});
elements.keyboardLayout.addEventListener('change', (e) => {
settings.keyboardLayout = e.target.value;
updateControlsHint();
});
function updateControlsHint() {
const p1Keys = settings.keyboardLayout === 'azerty' ? 'Z/S' : 'W/S';
document.querySelector('.controls-hint').textContent = `P1: ${p1Keys} | P2: ↑/↓ | Pause: P`;
// Update menu controls info
const keyElement = document.querySelector('.control-item .key');
if (keyElement) {
keyElement.textContent = p1Keys;
}
}
elements.difficulty.addEventListener('change', (e) => {
settings.difficulty = e.target.value;
});
elements.winScore.addEventListener('change', (e) => {
settings.winScore = parseInt(e.target.value);
});
// Keyboard
document.addEventListener('keydown', (e) => {
keys[e.key] = true;
if (e.key === 'Escape' && isGameRunning) {
if (isPaused) {
resumeGame();
} else {
pauseGame();
}
}
});
document.addEventListener('keyup', (e) => {
keys[e.key] = false;
});
// ===================================================
// INITIALIZATION
// ===================================================
console.log('🏓 Pong Game chargé avec succès !');