PONG 2

Png but cray

by Justin Fernald

HTML

<canvas id="canvas" width="400" height="400"></canvas>
<br/>Score: <span id="score"></span> Test: <span id="test"></span>
<br />High Score: <span id="highscore"></span>
<br />X: <span id="x"></span>
<br />Y: <span id="y"></span>
<br />VX: <span id="vx"></span>
<br />VY: <span id="vy"></span>

JavaScript

canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");


setInterval(draw, 10);

score = 0
highscore = 0

size = 400;
alive = true;
ballSize = 10;
ballVelX = 2;
ballVelY = 0;
ballX = 200;
ballY = 200;
ballXOff = ballX - ballSize / 2;
ballYOff = ballY - ballSize / 2;
ballTop = ballY;
ballBottom = ballY + size;
ballRight = ballX + size;
ballLeft = ballX
ballColor = "white";

increment = .1;

pdleWidth = 10;
pdleSize = 80;
pdleX = size / 2
pdleY = size / 2
pdleXOff = pdleX - pdleSize / 2
pdleYOff = pdleY - pdleSize / 2
pdleSpace = 10;

function intersect(ax, ay, aw, ah, bx, by, bw, bh) {
  return ax < bx + bw && ay < by + bh && bx < ax + aw && by < ay + ah;
}

function hit() {

  if (intersect(pdleSpace, pdleYOff, pdleWidth, pdleSize, ballX, ballY, 10, 10)) { //left
    ballVelX = Math.abs(ballVelX);
    ballVelX += 0.5 * Math.abs(Math.random());
    if (ballVelY > 0) {
      ballVelY += 0.5 * Math.abs(Math.random());
    } else {
      ballVelY += -0.5 * Math.abs(Math.random());
    }
  }
  if (intersect(size - pdleSpace * 2, pdleYOff, pdleWidth, pdleSize, ballX, ballY, 10, 10)) { //right
    ballVelX = -Math.abs(ballVelX);
    ballVelX += 0.5 * Math.abs(Math.random());
    if (ballVelY > 0) {
      ballVelY += 0.5 * Math.abs(Math.random());
    } else {
      ballVelY += -0.5 * Math.abs(Math.random());
    }
  }

  if (intersect(pdleXOff, pdleSpace, pdleSize, pdleWidth, ballX, ballY, 10, 10)) { //up
    ballVelY = Math.abs(ballVelY);
    ballVelY += 0.5 * Math.abs(Math.random());
    if (ballVelX > 0) {
      ballVelX += 0.5 * Math.abs(Math.random());
    } else {
      ballVelX += -0.5 * Math.abs(Math.random());
    }
  }

  if (intersect(pdleXOff, size - pdleSpace * 2, pdleSize, pdleWidth, ballX, ballY, 10, 10)) { //up
    ballVelY = -Math.abs(ballVelY);
    ballVelY += 0.5 * Math.abs(Math.random());
    if (ballVelX > 0) {
      ballVelX += 0.5 * Math.abs(Math.random());
    } else {
      ballVelX += -0.5 * Math.abs(Math.random());
    }
 ...