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View Code? Open in Web Editor NEWA dynamic multiplayer pong with (potential) unlimited number of players
License: GNU General Public License v2.0
A dynamic multiplayer pong with (potential) unlimited number of players
License: GNU General Public License v2.0
So the focus has been currently on the Ray class as it makes it a hell of a lot easier to test and understand where stuff is failing but this is just a means to an end
We need a Ball class which probably will share a lot of code with the Ray class in terms of intersection. The idea of this is to don't copy paste any code (or as little as possible)
Ultimately the Ray class can become obsolete (unless we want to keep it around for stuff like fancy trajectory prediction which what is it currently)
So, in Ray.draw() there is a lot of intersection logic. By default a Ray know how to intersect Rectangles. The way intersection should be done is by every base class (Rectangle, Circle, Polygon) to implement .intersect() methods where they define each intersection they can do with what kind of other classes (preferably all combinations - although this does scale exponentially which is not nice). If an instance has an intersect() method it overrides the default line intersection
Polygon already implements this so that should be a good start. For performance considerations, Polygon.intersectRay() does an estimation to see if the ray intersects with the outer and inner circle and if not return no intersection. If the initial check happens, then the standard go through all Rectangle components and compile all the intersections and return them at the end.
Wee need similar features for Rectangle, Circle. Check the included intersection Math library: http://www.kevlindev.com/gui/math/intersection/index.htm
The way reflection is currently implemented is by taking every element in the scene and trying to see if the Ray and that Sprite intersect. All intersections are stored in array which is then sorted and the closes one is chosen and all others are discarded.
This works most of the times quite well, but it is still broken in some cases. Most notably now with Polygons.
Steps to reproduce:
// min 600 x 600 canvas
stage.
add(new Rectangle({x:0, y:0, w:600})).
add(new Rectangle({x:0, y:600, w:600, angle:Math.PI * 3/2})).
add(new Rectangle({x:600, y:0, w:600, angle:Math.PI * 1/2})).
add(new Rectangle({x:600, y:600, w:600, angle:Math.PI * 2/2})).
grid(50).
add(new Polygon({x:300, y:300, radius:150, edges:6, style:{fillStyle:'cyan', lineWidth:10}})).
add('ray', new Ray({x:300, y:250, angle:Math.PI * 3/8, style:{strokeStyle:'crimson'} })).
draw();
So the idea of multi-pong is the following:
you start off with a traditional 2 player pong and when a 3d person joins you transform the whole area into a triangle. N players implies N edges and you already have the Polygon class for that.
Paddles should be one per edge and you should be able to control one of them. Each paddle should provide API-s for setting color, position (along its axis) at the very least.
The paddle that you control should slide on one edge, not passing into other edges and being mouse-bound
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