Defining some constants in the beginning will help us to easily tweek the
game if needed. MAXW
and MAXH
hold the game
resolution, MAXVX
is the maximum ball velocity. I will be using
j5g3
, my game engine.
This is where we define the Spritesheet. A neat trick is to include assets using data URLs. This should probably only be done with smalls images since the strings can get pretty long.
We also cut our spritesheet and setup the game sprites and text.
Here we extend the j5g3.Map
to define our
World
class. This will render the game background.
The update
function will take care of updating the ball
position and resolving collissions.
This is our AI function. It will basically follow the ball, and move the paddle using an accelaration factor.
The complete source code is hosted at github. Check out my other games here.