I'm coding a Breakout game with Javascript. I took the MDN tutorial and another tutorial and I'm trying to modify the original with a OOP approach. Until now, everything works fine except for the collision detection with the paddle. Which is not happening. Why is that? Here's my code. Can somebody help? Thanks!
var canvas = document.getElementById('game');
var theLoop;
var paddleSpeed = 4;
//OBJECTS
//Game
function Game() {
this.width = canvas.width;
this.height = canvas.height;
this.ctx = canvas.getContext('2d');
this.ctx.fillStyle = "white";
this.p = new Paddle(0, 130);
this.p.x = (this.width - this.p.width) / 2;
this.keys = new Keylistener();
this.ball = new Ball();
this.ball.x = this.width / 2;
this.ball.y = 125;
this.ball.vy = Math.floor(Math.random() * 12 - 6);
this.ball.vx = 7 - Math.abs(this.ball.vy);
}
Game.prototype.draw = function() {
this.ctx.clearRect(0, 0, this.width, this.height);
this.p.draw(this.ctx);
this.ball.draw(this.ctx);
};
Game.prototype.update = function() {
if (this.paused) return;
this.ball.update();
//Right Paddle's Directions
if (this.keys.isPressed(37)) { // LEFT
this.p.x = Math.max(0, this.p.x - paddleSpeed);
} else if (this.keys.isPressed(39)) { // RIGHT
this.p.x = Math.min(this.p.x + paddleSpeed, this.width - this.p.width);
}
if (this.ball.x < this.ball.ballRadius || this.ball.x > this.width - this.ball.ballRadius) { //LEFT & RIGHT
this.ball.vx = -this.ball.vx;
}
if (this.ball.y < this.ball.ballRadius) { //TOP
this.ball.vy = -this.ball.vy;
} else if (this.ball.y > this.height - this.ball.ballRadius) {
if (this.ball.x > this.p.x && this.ball.x < this.p.x + this.p.width) {
this.ball.vy = -this.ball.vy;
console.log('hit');
} else {
// console.log(this.ball.x);
}
}
};
/////Paddle
function Paddle(x, y) {
this.x = x;
this.y = y;
this.width = 30;
this.height = 5;
this.score = 0;
}
Paddle.prototype.draw = function(p) {
p.fillRect(this.x, this.y, this.width, this.height);
};
///KEY LISTENER
function Keylistener() {
this.pressedKeys = [];
this.keydown = function(e) {
this.pressedKeys[e.keyCode] = true;
};
this.keyup = function(e) {
this.pressedKeys[e.keyCode] = false;
};
document.addEventListener("keydown", this.keydown.bind(this));
document.addEventListener("keyup", this.keyup.bind(this));
}
Keylistener.prototype.isPressed = function(key) {
return this.pressedKeys[key] ? true : false;
};
Keylistener.prototype.addKeyPressListener = function(keyCode, callback) {
document.addEventListener("keypress", function(e) {
if (e.keyCode == keyCode) callback(e);
});
};
///BALL
function Ball() {
this.x = 0;
this.y = 0;
this.vx = 0;
this.vy = 0;
this.ballRadius = 5;
}
Ball.prototype.update = function() {
this.x += this.vx;
this.y += this.vy;
};
Ball.prototype.draw = function(p) {
p.beginPath();
p.arc(this.x, this.y, this.ballRadius, 0, Math.PI * 2, false);
p.fill();
p.closePath();
};
//Initialize the game
var game = new Game();
//the Main Engine
function mainLoop() {
theLoop = setInterval(function() {
game.update();
game.draw();
}, 33.3333);
}
//calling the Main Engine
mainLoop();
#game {
width: 800px;
height: 400px;
background-color: #353535;
}
<canvas id="game"></canvas>
var canvas = document.getElementById('game');
var theLoop;
var paddleSpeed = 4;
//OBJECTS
//Game
function Game() {
this.width = canvas.width;
this.height = canvas.height;
this.ctx = canvas.getContext('2d');
this.ctx.fillStyle = "white";
this.p = new Paddle(0, 130);
this.p.x = (this.width - this.p.width) / 2;
this.keys = new Keylistener();
this.ball = new Ball();
this.ball.x = this.width / 2;
this.ball.y = 125;
this.ball.vy = Math.floor(Math.random() * 12 - 6);
this.ball.vx = 7 - Math.abs(this.ball.vy);
}
Game.prototype.draw = function() {
this.ctx.clearRect(0, 0, this.width, this.height);
this.p.draw(this.ctx);
this.ball.draw(this.ctx);
};
Game.prototype.update = function() {
if (this.paused) return;
this.ball.update();
//Right Paddle's Directions
if (this.keys.isPressed(37)) { // LEFT
this.p.x = Math.max(0, this.p.x - paddleSpeed);
} else if (this.keys.isPressed(39)) { // RIGHT
this.p.x = Math.min(this.p.x + paddleSpeed, this.width - this.p.width);
}
if (this.ball.x < this.ball.ballRadius || this.ball.x > this.width - this.ball.ballRadius) { //LEFT & RIGHT
this.ball.vx = -this.ball.vx;
}
if (this.ball.y < this.ball.ballRadius) { //TOP
this.ball.vy = -this.ball.vy;
} else if (this.ball.y > this.p.y - this.ball.ballRadius &&
this.ball.y < this.p.y + this.p.height + this.ball.ballRadius) {
if (this.ball.x > this.p.x && this.ball.x < this.p.x + this.p.width) {
this.ball.vy = -this.ball.vy;
console.log('hit');
} else {
// console.log(this.ball.x);
}
}
};
/////Paddle
function Paddle(x, y) {
this.x = x;
this.y = y;
this.width = 30;
this.height = 5;
this.score = 0;
}
Paddle.prototype.draw = function(p) {
p.fillRect(this.x, this.y, this.width, this.height);
};
///KEY LISTENER
function Keylistener() {
this.pressedKeys = [];
this.keydown = function(e) {
this.pressedKeys[e.keyCode] = true;
};
this.keyup = function(e) {
this.pressedKeys[e.keyCode] = false;
};
document.addEventListener("keydown", this.keydown.bind(this));
document.addEventListener("keyup", this.keyup.bind(this));
}
Keylistener.prototype.isPressed = function(key) {
return this.pressedKeys[key] ? true : false;
};
Keylistener.prototype.addKeyPressListener = function(keyCode, callback) {
document.addEventListener("keypress", function(e) {
if (e.keyCode == keyCode) callback(e);
});
};
///BALL
function Ball() {
this.x = 0;
this.y = 0;
this.vx = 0;
this.vy = 0;
this.ballRadius = 5;
}
Ball.prototype.update = function() {
this.x += this.vx;
this.y += this.vy;
};
Ball.prototype.draw = function(p) {
p.beginPath();
p.arc(this.x, this.y, this.ballRadius, 0, Math.PI * 2, false);
p.fill();
p.closePath();
};
//Initialize the game
var game = new Game();
//the Main Engine
function mainLoop() {
theLoop = setInterval(function() {
game.update();
game.draw();
}, 33.3333);
}
//calling the Main Engine
mainLoop();
#game {
width: 800px;
height: 400px;
background-color: #353535;
}
<canvas id="game"></canvas>