diff options
| -rw-r--r-- | game.js | 58 | 
1 files changed, 29 insertions, 29 deletions
@@ -1,15 +1,15 @@  "use strict"; -var boardRatio = 1.5; -var ballRadius = 0.01, padWidth = 0.01, padHeight = 0.15, padX = 0.01; -var padBaseSpeed = 0.8; +const boardRatio = 1.5; +const ballRadius = 0.01, padWidth = 0.01, padHeight = 0.15, padX = 0.01; +const padBaseSpeed = 0.8; -var gameId; -var cvs, ctx, cvsW, cvsH, bdW, bdH, bdltX, bdltY; -var socket; -var playing = false, flip = false; -var ballX, ballY, ballVX, ballVY; -var padPos, padVel, pad2Pos, pad2Vel; +let gameId; +let cvs, ctx, cvsW, cvsH, bdW, bdH, bdltX, bdltY; +let socket; +let playing = false, flip = false; +let ballX, ballY, ballVX, ballVY; +let padPos, padVel, pad2Pos, pad2Vel;  function redraw() {  	ctx.fillStyle = "#000000"; @@ -60,7 +60,7 @@ function undrawElements() {  }  function resizeHandler() { -	var rect = cvs.getBoundingClientRect(); +	const rect = cvs.getBoundingClientRect();  	cvsW = cvs.width = rect.width;  	cvsH = cvs.height = rect.height;  	// I believe this stuff is correct. @@ -172,7 +172,7 @@ function openGame() {  	socket.emit("open", gameId);  } -var graphicsLoopId = null, loopPhysics = false; +let graphicsLoopId = null, loopPhysics = false;  function startGraphicsLoop() {  	// undrawElements(); @@ -196,7 +196,7 @@ function startPhysicsLoop() {  		}  		const now = performance.now(); -		var info = advancePhysics((now - prev) / 1e3); +		const info = advancePhysics((now - prev) / 1e3);  		prev = now;  		if (info.bounce || info.otherBounce) { @@ -233,14 +233,14 @@ function initPhysics() {  // Returns {bounce, otherBounce, ourSide : Bool}  function advancePhysics(deltaT) { -	var ret = {bounce: false, otherBounce: false, ourSide: false}; +	const ret = {bounce: false, otherBounce: false, ourSide: false}; -	var newballX = ballX + ballVX * deltaT; -	var newballY = ballY + ballVY * deltaT; -	var newpadPos = padPos + padVel * deltaT; -	var newpad2Pos = pad2Pos + pad2Vel * deltaT; +	let newballX = ballX + ballVX * deltaT; +	let newballY = ballY + ballVY * deltaT; +	const newpadPos = padPos + padVel * deltaT; +	const newpad2Pos = pad2Pos + pad2Vel * deltaT; -	var t; +	let t;  	if (newballY <= ballRadius) {  		t = (ballRadius - ballY) / ballVY;  	} else if (newballY >= 1 - ballRadius) { @@ -282,15 +282,15 @@ function advancePhysics(deltaT) {  	return ret;  } -var soundMap = {}; +const soundMap = {};  function preloadSounds() { -	var names = ["bounce", "leave", "ready", "start", "join", "miss", "score"]; -	var types = [["audio/ogg", "ogg"], ["audio/mpeg", "mp3"], ["audio/wav", "wav"]]; -	for (var i = 0; i < names.length; i++) { -		var audio = new Audio(); -		for (var j = 0; j < types.length; j++) { -			var source = document.createElement("source"); +	const names = ["bounce", "leave", "ready", "start", "join", "miss", "score"]; +	const types = [["audio/ogg", "ogg"], ["audio/mpeg", "mp3"], ["audio/wav", "wav"]]; +	for (let i = 0; i < names.length; i++) { +		const audio = new Audio(); +		for (let j = 0; j < types.length; j++) { +			const source = document.createElement("source");  			source.type = types[j][0];  			source.src = "/snd/" + names[i] + "." + types[j][1];  			audio.appendChild(source); @@ -300,10 +300,10 @@ function preloadSounds() {  	}  } -var lastSoundStampMap = {}; +const lastSoundStampMap = {};  function playSound(name) { -	var now = performance.now(); +	const now = performance.now();  	console.log("playSound(\"" + name + "\")");  	if (lastSoundStampMap[name] == null || now - lastSoundStampMap[name] >= 500) {  		soundMap[name].play(); @@ -312,7 +312,7 @@ function playSound(name) {  }  function setupBindings() { -	var up = false, down = false; +	let up = false, down = false;  	function padUpdate() {  		padVel = (down - up) * padBaseSpeed; @@ -347,7 +347,7 @@ window.addEventListener("load", function() {  	openGame();  }); -var resizeDebounceTimeout = null; +let resizeDebounceTimeout = null;  window.addEventListener("resize", function() {  	if (resizeDebounceTimeout != null) return;  	resizeDebounceTimeout = setTimeout(function() {  | 
