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Create Ping Pong Game Using JavaScript (Source Code)

Hello Coder! Welcome To The Codewithrandom Blog. In This Blog, We Learn How To Create Ping Pong Game Using JavaScript. Ping Pong Game is like table tennis we have 2 scroll bar thumb and a center line so we move the scroll bar and play Ping Pong Game and the score is shown in the header of the project.

I Hope You Enjoy Our Blog So Let's Start With A Basic Html Structure For Ping Pong Game.

Ping Pong Game Html Code:-

<html lang="en">
<head>
    <title>Ping Pong Game</title>
    <!--Stylesheet-->
    <link rel="stylesheet" href="style.css">
</head>
<body>
   <canvas></canvas>
    <script src="app.js"></script>
</body>
</html>
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There is all the Html code for the ping pong game code. Simple Blank Output with the canvas tag. Now, you can see output without css and javascript. Then we write css & javascript for the ping pong game.

Ping Pong Game CSS Code:-

body {
text-align: center;
}
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Here Is Our Updated Output With Html And Css Code For Ping Pong Game.

Ping Pong Game Javascript Code:-

 // Global Variables
var DIRECTION = {
IDLE: 0,
UP: 1,
DOWN: 2,
LEFT: 3,
RIGHT: 4
};
var rounds = [5, 5, 3, 3, 2];
var colors = ['#1abc9c', '#2ecc71', '#3498db', '#e74c3c', '#9b59b6'];
// The ball object (The cube that bounces back and forth)
var Ball = {
new: function (incrementedSpeed) {
return {
width: 18,
height: 18,
x: (this.canvas.width / 2) - 9,
y: (this.canvas.height / 2) - 9,
moveX: DIRECTION.IDLE,
moveY: DIRECTION.IDLE,
speed: incrementedSpeed || 9
};
}
};
// The paddle object (The two lines that move up and down)
var Paddle = {
new: function (side) {
return {
width: 18,
height: 70,
x: side === 'left' ? 150 : this.canvas.width - 150,
y: (this.canvas.height / 2) - 35,
score: 0,
move: DIRECTION.IDLE,
speed: 10
};
}
};
var Game = {
initialize: function () {
this.canvas = document.querySelector('canvas');
this.context = this.canvas.getContext('2d');
this.canvas.width = 1400;
this.canvas.height = 1000;
this.canvas.style.width = (this.canvas.width / 2) + 'px';
this.canvas.style.height = (this.canvas.height / 2) + 'px';
this.player = Paddle.new.call(this, 'left');
this.paddle = Paddle.new.call(this, 'right');
this.ball = Ball.new.call(this);
this.paddle.speed = 8;
this.running = this.over = false;
this.turn = this.paddle;
this.timer = this.round = 0;
this.color = '#2c3e50';
Pong.menu();
Pong.listen();
},
endGameMenu: function (text) {
// Change the canvas font size and color
Pong.context.font = '50px Courier New';
Pong.context.fillStyle = this.color;
// Draw the rectangle behind the 'Press any key to begin' text.
Pong.context.fillRect(
Pong.canvas.width / 2 - 350,
Pong.canvas.height / 2 - 48,
700,
100
);
// Change the canvas color;
Pong.context.fillStyle = '#ffffff';
// Draw the end game menu text ('Game Over' and 'Winner')
Pong.context.fillText(text,
Pong.canvas.width / 2,
Pong.canvas.height / 2 + 15
);
setTimeout(function () {
Pong = Object.assign({}, Game);
Pong.initialize();
}, 3000);
},
menu: function () {
// Draw all the Pong objects in their current state
Pong.draw();
// Change the canvas font size and color
this.context.font = '50px Courier New';
this.context.fillStyle = this.color;
// Draw the rectangle behind the 'Press any key to begin' text.
this.context.fillRect(
this.canvas.width / 2 - 350,
this.canvas.height / 2 - 48,
700,
100
);
// Change the canvas color;
this.context.fillStyle = '#ffffff';
// Draw the 'press any key to begin' text
this.context.fillText('Press any key to begin',
this.canvas.width / 2,
this.canvas.height / 2 + 15
);
},
// Update all objects (move the player, paddle, ball, increment the score, etc.)
update: function () {
if (!this.over) {
// If the ball collides with the bound limits - correct the x and y coords.
if (this.ball.x <= 0) Pong._resetTurn.call(this, this.paddle, this.player);
if (this.ball.x >= this.canvas.width - this.ball.width) Pong._resetTurn.call(this, this.player, this.paddle);
if (this.ball.y <= 0) this.ball.moveY = DIRECTION.DOWN;
if (this.ball.y >= this.canvas.height - this.ball.height) this.ball.moveY = DIRECTION.UP;
// Move player if they player.move value was updated by a keyboard event
if (this.player.move === DIRECTION.UP) this.player.y -= this.player.speed;
else if (this.player.move === DIRECTION.DOWN) this.player.y += this.player.speed;
// On new serve (start of each turn) move the ball to the correct side
// and randomize the direction to add some challenge.
if (Pong._turnDelayIsOver.call(this) && this.turn) {
this.ball.moveX = this.turn === this.player ? DIRECTION.LEFT : DIRECTION.RIGHT;
this.ball.moveY = [DIRECTION.UP, DIRECTION.DOWN][Math.round(Math.random())];
this.ball.y = Math.floor(Math.random() * this.canvas.height - 200) + 200;
this.turn = null;
}
// If the player collides with the bound limits, update the x and y coords.
if (this.player.y <= 0) this.player.y = 0;
else if (this.player.y >= (this.canvas.height - this.player.height)) this.player.y = (this.canvas.height - this.player.height);
// Move ball in intended direction based on moveY and moveX values
if (this.ball.moveY === DIRECTION.UP) this.ball.y -= (this.ball.speed / 1.5);
else if (this.ball.moveY === DIRECTION.DOWN) this.ball.y += (this.ball.speed / 1.5);
if (this.ball.moveX === DIRECTION.LEFT) this.ball.x -= this.ball.speed;
else if (this.ball.moveX === DIRECTION.RIGHT) this.ball.x += this.ball.speed;
// Handle paddle (AI) UP and DOWN movement
if (this.paddle.y > this.ball.y - (this.paddle.height / 2)) {
if (this.ball.moveX === DIRECTION.RIGHT) this.paddle.y -= this.paddle.speed / 1.5;
else this.paddle.y -= this.paddle.speed / 4;
}
if (this.paddle.y < this.ball.y - (this.paddle.height / 2)) {
if (this.ball.moveX === DIRECTION.RIGHT) this.paddle.y += this.paddle.speed / 1.5;
else this.paddle.y += this.paddle.speed / 4;
}
// Handle paddle (AI) wall collision
if (this.paddle.y >= this.canvas.height - this.paddle.height) this.paddle.y = this.canvas.height - this.paddle.height;
else if (this.paddle.y <= 0) this.paddle.y = 0;
// Handle Player-Ball collisions
if (this.ball.x - this.ball.width <= this.player.x && this.ball.x >= this.player.x - this.player.width) {
if (this.ball.y <= this.player.y + this.player.height && this.ball.y + this.ball.height >= this.player.y) {
this.ball.x = (this.player.x + this.ball.width);
this.ball.moveX = DIRECTION.RIGHT;
beep1.play();
}
}
// Handle paddle-ball collision
if (this.ball.x - this.ball.width <= this.paddle.x && this.ball.x >= this.paddle.x - this.paddle.width) {
if (this.ball.y <= this.paddle.y + this.paddle.height && this.ball.y + this.ball.height >= this.paddle.y) {
this.ball.x = (this.paddle.x - this.ball.width);
this.ball.moveX = DIRECTION.LEFT;
beep1.play();
}
}
}
// Handle the end of round transition
// Check to see if the player won the round.
if (this.player.score === rounds[this.round]) {
// Check to see if there are any more rounds/levels left and display the victory screen if
// there are not.
if (!rounds[this.round + 1]) {
this.over = true;
setTimeout(function () { Pong.endGameMenu('Winner!'); }, 1000);
} else {
// If there is another round, reset all the values and increment the round number.
this.color = this._generateRoundColor();
this.player.score = this.paddle.score = 0;
this.player.speed += 0.5;
this.paddle.speed += 1;
this.ball.speed += 1;
this.round += 1;
beep3.play();
}
}
// Check to see if the paddle/AI has won the round.
else if (this.paddle.score === rounds[this.round]) {
this.over = true;
setTimeout(function () { Pong.endGameMenu('Game Over!'); }, 1000);
}
},
// Draw the objects to the canvas element
draw: function () {
// Clear the Canvas
this.context.clearRect(
0,
0,
this.canvas.width,
this.canvas.height
);
// Set the fill style to black
this.context.fillStyle = this.color;
// Draw the background
this.context.fillRect(
0,
0,
this.canvas.width,
this.canvas.height
);
// Set the fill style to white (For the paddles and the ball)
this.context.fillStyle = '#ffffff';
// Draw the Player
this.context.fillRect(
this.player.x,
this.player.y,
this.player.width,
this.player.height
);
// Draw the Paddle
this.context.fillRect(
this.paddle.x,
this.paddle.y,
this.paddle.width,
this.paddle.height
);
// Draw the Ball
if (Pong._turnDelayIsOver.call(this)) {
this.context.fillRect(
this.ball.x,
this.ball.y,
this.ball.width,
this.ball.height
);
}
// Draw the net (Line in the middle)
this.context.beginPath();
this.context.setLineDash([7, 15]);
this.context.moveTo((this.canvas.width / 2), this.canvas.height - 140);
this.context.lineTo((this.canvas.width / 2), 140);
this.context.lineWidth = 10;
this.context.strokeStyle = '#ffffff';
this.context.stroke();
// Set the default canvas font and align it to the center
this.context.font = '100px Courier New';
this.context.textAlign = 'center';
// Draw the players score (left)
this.context.fillText(
this.player.score.toString(),
(this.canvas.width / 2) - 300,
200
);
// Draw the paddles score (right)
this.context.fillText(
this.paddle.score.toString(),
(this.canvas.width / 2) + 300,
200
);
// Change the font size for the center score text
this.context.font = '30px Courier New';
// Draw the winning score (center)
this.context.fillText(
'Round ' + (Pong.round + 1),
(this.canvas.width / 2),
35
);
// Change the font size for the center score value
this.context.font = '40px Courier';
// Draw the current round number
this.context.fillText(
rounds[Pong.round] ? rounds[Pong.round] : rounds[Pong.round - 1],
(this.canvas.width / 2),
100
);
},
loop: function () {
Pong.update();
Pong.draw();
// If the game is not over, draw the next frame.
if (!Pong.over) requestAnimationFrame(Pong.loop);
},
listen: function () {
document.addEventListener('keydown', function (key) {
// Handle the 'Press any key to begin' function and start the game.
if (Pong.running === false) {
Pong.running = true;
window.requestAnimationFrame(Pong.loop);
}
// Handle up arrow and w key events
if (key.keyCode === 38 || key.keyCode === 87) Pong.player.move = DIRECTION.UP;
// Handle down arrow and s key events
if (key.keyCode === 40 || key.keyCode === 83) Pong.player.move = DIRECTION.DOWN;
});
// Stop the player from moving when there are no keys being pressed.
document.addEventListener('keyup', function (key) { Pong.player.move = DIRECTION.IDLE; });
},
// Reset the ball location, the player turns and set a delay before the next round begins.
_resetTurn: function(victor, loser) {
this.ball = Ball.new.call(this, this.ball.speed);
this.turn = loser;
this.timer = (new Date()).getTime();
victor.score++;
beep2.play();
},
// Wait for a delay to have passed after each turn.
_turnDelayIsOver: function() {
return ((new Date()).getTime() - this.timer >= 1000);
},
// Select a random color as the background of each level/round.
_generateRoundColor: function () {
var newColor = colors[Math.floor(Math.random() * colors.length)];
if (newColor === this.color) return Pong._generateRoundColor();
return newColor;
}
};
var Pong = Object.assign({}, Game);
Pong.initialize();
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This is all JavaScript Code for Ping Pong Game. I know you already connect Html, Css, and JavaScript Code File and be ready for playing the Game.

Now We Have Completed Our Ping Pong Game. Hope You Like The Ping Pong Game.

You Can See The Output Video And Project Screenshots. See Our Other Blogs And Gain Knowledge In Front-end Development. Thank You!

If We Made A Mistake Or Any Confusion, Please Drop A Comment To Reply Or Help You In Easy Learning.

Written By - Code With Random/anki

Codepen By - Gabriel Dubé

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Top comments (1)

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Anima Jana • Edited

Thank you for breaking down this complex topic! I've been struggling to understand this, and your post made it much clearer. Do you have any other resources or tutorials for taking this knowledge further? Best International School in Hyderabad

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