split up game code using new es5 syntax or whatever

This commit is contained in:
biglyderv 2024-09-29 02:27:44 -04:00
parent 458296cd59
commit 6920dd9d77
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GPG key ID: 33AC87E9ACE66954
5 changed files with 93 additions and 82 deletions

24
common/game_basic.js Normal file
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@ -0,0 +1,24 @@
class GameBasic {
constructor() {
let player = new Player(true);
let entities = [player];
for (let i = 0; i < 50; i++) {
entities.push(new Player())
}
this.player = player;
this.entities = entities;
}
main() {
let { entities } = this;
for (let ent of entities) {
ent.handleTick(this);
}
}
init() {
let that = this;
setInterval(function () { that.main() }, 1000 / 60);
}
}

View file

@ -4,6 +4,8 @@ import expressW from "express-ws";
var app = express();
expressW(app);
app.use('/js',express.static('./common'));
app.use(express.static('./static'));
app.ws('/', function (ws, req) {

View file

@ -21,6 +21,7 @@
</div>
</section>
<script src='js/player.js'></script>
<script src='js/game_basic.js'></script>
<script src='js/index.js'></script>
</body>

View file

@ -4,96 +4,80 @@ const assets = [
'assets/head.svg',
];
function Game() {
let assetsIn = {};
class Game extends GameBasic {
constructor() {
super();
for (let asset in assets) {
assetsIn[asset] = new Image();
assetsIn[asset].src = assets[asset];
let assetsIn = {};
for (let asset in assets) {
assetsIn[asset] = new Image();
assetsIn[asset].src = assets[asset];
}
let canvas = document.querySelector("#canvas");
canvas.width = canvas.height = cs;
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.assetsIn = assetsIn;
}
render () {
let { ctx, assetsIn, entities, player } = this;
let canvas = document.querySelector("#canvas");
let player = new Player(true);
let entities = [player];
ctx.clearRect(0, 0, cs, cs);
for (let i = 0; i < 50; i++) {
entities.push(new Player())
}
canvas.width = canvas.height = cs;
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.assetsIn = assetsIn;
this.player = player;
this.entities = entities;
}
Game.prototype.main = function () {
let { entities, player } = this;
if (player.health <= 0) {
return;
}
for (let ent of entities) {
ent.handleTick(this);
}
}
// todo: move into its own file
Game.prototype.render = function () {
let { ctx, assetsIn, entities, player } = this;
ctx.clearRect(0, 0, cs, cs);
ctx.save();
ctx.translate(player.camera.x + cs / 2, player.camera.y + cs / 2);
for (let ent of entities) {
ctx.save();
ctx.translate(ent.pos.x, ent.pos.y);
ctx.rotate(ent.rot);
ctx.drawImage(assetsIn[1], -64 / 2, -128, 64, 128);
ctx.translate(player.camera.x + cs / 2, player.camera.y + cs / 2);
for (let ent of entities) {
ctx.save();
ctx.translate(ent.pos.x, ent.pos.y);
ctx.rotate(ent.rot);
ctx.drawImage(assetsIn[1], -64 / 2, -128, 64, 128);
ctx.restore();
ctx.drawImage(assetsIn[0], ent.pos.x - 64 / 2, ent.pos.y - 64 / 2, 64, 64);
}
ctx.restore();
ctx.drawImage(assetsIn[0], ent.pos.x - 64 / 2, ent.pos.y - 64 / 2, 64, 64);
if (player.health <= 0) {
ctx.fillStyle = 'rgba(0,0,0,0.5)';
ctx.fillRect(0, 0, cs, cs);
ctx.fillStyle = 'rgb(255,255,255)';
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.font = "bold 48px sans-serif";
ctx.fillText('You died! Click to respawn', cs / 2, cs / 2);
}
}
ui() {
document.querySelector('.ui-text').textContent = `HP: ${this.player.health}`
}
click() {
let { player } = this;
ctx.restore();
if (player.health <= 0) {
game = new Game();
} else {
player.bump();
}
}
init(){
super.init();
if (player.health <= 0) {
ctx.fillStyle = 'rgba(0,0,0,0.5)';
ctx.fillRect(0,0,cs,cs);
ctx.fillStyle = 'rgb(255,255,255)';
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.font = "bold 48px sans-serif";
ctx.fillText('You died! Click to respawn',cs/2,cs/2);
}
}
Game.prototype.ui = function() {
document.querySelector('.ui-text').textContent = `HP: ${this.player.health}`
}
Game.prototype.click = function () {
let { player } = this;
if (player.health <= 0) {
game = new Game();
} else {
player.bump();
setInterval(function () { game.render() }, 1000 / 60);
setInterval(function () { game.ui() }, 1000 / 10);
}
}
var game = new Game();
setInterval(function () { game.main() }, 1000 / 60);
setInterval(function () { game.render() }, 1000 / 60);
setInterval(function () { game.ui() }, 1000 / 10);
game.init();
game.canvas.onclick = () => game.click();