Dengan bahasa pemrograman CSS dan JavaScript, kita dapat dengan mudah membuat game ping pong. Lalu, bagaimana cara membuat game ping pong dengan CSS dan JavaScript? Yuk buka komputer kamu, dan ikuti beberapa langkah di bawah ini.
Tutorial
1. Download efek suara pelengkap game. Letakkan folder sound di folder yang sama dengan index.html dan style.css.
2. Buka XAMPP Control Panel, serta aktifkan Apache.
3. Buka program teks editor yang ter-install di komputer kamu, disini saya menggunakan teks editor Notepad++. Ketikkan kode HTML5 berikut ini.
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Game Ping Pong</title> <link rel="stylesheet" href="style.css"> </head> <body> <canvas id="pong" width="600" height="400"></canvas> <script src="pong.js"></script> </body> </html>
Simpan kode HTLM5 di atas di folder xampplite – htdocs – buat folder baru dengan nama PingPongGame – simpan kode di atas dengan nama index.html.
4. Untuk melihat hasil script code di atas, kamu bisa buka browser kamu ketiklah http://localhost/PingPongGame.
5. Untuk membuat background game, ketikkan kode CSS berikut ini.
body{ background-color: #2c3e50; } #pong{ border: 2px solid #FFF; position: absolute; margin :auto; top:0; right:0; left:0; bottom:0; }
Simpan kode CSS di folder xampplite – htdocs – buat folder baru dengan nama PingPongGame – simpan code CSS dengan nama style.css.
6. Reload alamat url : http://localhost/PingPongGame. Tampilan background game.
7. Untuk menampilkan game, buka kembali text editor dan ketikkan kode JavaScript berikut.
// select canvas element const canvas = document.getElementById("pong"); // getContext of canvas = methods and properties to draw and do a lot of thing to the canvas const ctx = canvas.getContext('2d'); // load sounds let hit = new Audio(); let wall = new Audio(); let userScore = new Audio(); let comScore = new Audio(); hit.src = "sounds/hit.mp3"; wall.src = "sounds/wall.mp3"; comScore.src = "sounds/comScore.mp3"; userScore.src = "sounds/userScore.mp3"; // Ball object const ball = { x : canvas.width/2, y : canvas.height/2, radius : 10, velocityX : 5, velocityY : 5, speed : 7, color : "WHITE" } // User Paddle const user = { x : 0, // left side of canvas y : (canvas.height - 100)/2, // -100 the height of paddle width : 10, height : 100, score : 0, color : "WHITE" } // COM Paddle const com = { x : canvas.width - 10, // - width of paddle y : (canvas.height - 100)/2, // -100 the height of paddle width : 10, height : 100, score : 0, color : "WHITE" } // NET const net = { x : (canvas.width - 2)/2, y : 0, height : 10, width : 2, color : "WHITE" } // draw a rectangle, will be used to draw paddles function drawRect(x, y, w, h, color){ ctx.fillStyle = color; ctx.fillRect(x, y, w, h); } // draw circle, will be used to draw the ball function drawArc(x, y, r, color){ ctx.fillStyle = color; ctx.beginPath(); ctx.arc(x,y,r,0,Math.PI*2,true); ctx.closePath(); ctx.fill(); } // listening to the mouse canvas.addEventListener("mousemove", getMousePos); function getMousePos(evt){ let rect = canvas.getBoundingClientRect(); user.y = evt.clientY - rect.top - user.height/2; } // when COM or USER scores, we reset the ball function resetBall(){ ball.x = canvas.width/2; ball.y = canvas.height/2; ball.velocityX = -ball.velocityX; ball.speed = 7; } // draw the net function drawNet(){ for(let i = 0; i <= canvas.height; i+=15){ drawRect(net.x, net.y + i, net.width, net.height, net.color); } } // draw text function drawText(text,x,y){ ctx.fillStyle = "#FFF"; ctx.font = "75px fantasy"; ctx.fillText(text, x, y); } // collision detection function collision(b,p){ p.top = p.y; p.bottom = p.y + p.height; p.left = p.x; p.right = p.x + p.width; b.top = b.y - b.radius; b.bottom = b.y + b.radius; b.left = b.x - b.radius; b.right = b.x + b.radius; return p.left < b.right && p.top < b.bottom && p.right > b.left && p.bottom > b.top; } // update function, the function that does all calculations function update(){ // change the score of players, if the ball goes to the left "ball.x<0" computer win, else if "ball.x > canvas.width" the user win if( ball.x - ball.radius < 0 ){ com.score++; comScore.play(); resetBall(); }else if( ball.x + ball.radius > canvas.width){ user.score++; userScore.play(); resetBall(); } // the ball has a velocity ball.x += ball.velocityX; ball.y += ball.velocityY; // computer plays for itself, and we must be able to beat it // simple AI com.y += ((ball.y - (com.y + com.height/2)))*0.1; // when the ball collides with bottom and top walls we inverse the y velocity. if(ball.y - ball.radius < 0 || ball.y + ball.radius > canvas.height){ ball.velocityY = -ball.velocityY; wall.play(); } // we check if the paddle hit the user or the com paddle let player = (ball.x + ball.radius < canvas.width/2) ? user : com; // if the ball hits a paddle if(collision(ball,player)){ // play sound hit.play(); // we check where the ball hits the paddle let collidePoint = (ball.y - (player.y + player.height/2)); // normalize the value of collidePoint, we need to get numbers between -1 and 1. // -player.height/2 < collide Point < player.height/2 collidePoint = collidePoint / (player.height/2); // when the ball hits the top of a paddle we want the ball, to take a -45degees angle // when the ball hits the center of the paddle we want the ball to take a 0degrees angle // when the ball hits the bottom of the paddle we want the ball to take a 45degrees // Math.PI/4 = 45degrees let angleRad = (Math.PI/4) * collidePoint; // change the X and Y velocity direction let direction = (ball.x + ball.radius < canvas.width/2) ? 1 : -1; ball.velocityX = direction * ball.speed * Math.cos(angleRad); ball.velocityY = ball.speed * Math.sin(angleRad); // speed up the ball everytime a paddle hits it. ball.speed += 0.1; } } // render function, the function that does al the drawing function render(){ // clear the canvas drawRect(0, 0, canvas.width, canvas.height, "#000"); // draw the user score to the left drawText(user.score,canvas.width/4,canvas.height/5); // draw the COM score to the right drawText(com.score,3*canvas.width/4,canvas.height/5); // draw the net drawNet(); // draw the user's paddle drawRect(user.x, user.y, user.width, user.height, user.color); // draw the COM's paddle drawRect(com.x, com.y, com.width, com.height, com.color); // draw the ball drawArc(ball.x, ball.y, ball.radius, ball.color); } function game(){ update(); render(); } // number of frames per second let framePerSecond = 50; //call the game function 50 times every 1 Sec let loop = setInterval(game,1000/framePerSecond);
Simpan kode JavaScript di folder xampplite – htdocs – buat folder baru dengan nama PingPongGame – simpan code JavaScript dengan nama pong.js.
8. Reload alamat url : http://localhost/PingPongGame. Begitu alamat url di-reload, maka game langsung dimulai.
Berikut tampilan game ping pong.
9. Selesai.
Demikian penjelasan dari tutorial ‘Cara Membuat Game Ping Pong dengan JavaScript’. Selamat mencoba.