minor refactoring
This commit is contained in:
parent
e87632f1ba
commit
af69527403
3 changed files with 48 additions and 38 deletions
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@ -9,9 +9,10 @@
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<body>
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<body>
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<section id='main'>
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<section id='main'>
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<h1>UniButton</h1>
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<h1>UniButton</h1>
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<p>The <b>left mouse</b> is the only button. Click to launch... figure out the rest of the combos yourself.</p>
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<p>The <b>left mouse button</b> is the only input. No keyboard, moving the mouse, or anything else.</p>
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<p><i>By <a href='https://zenoverse.net/'>Onez</a>, more games at <a
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<p>Click to launch... figure out the rest of the combos yourself.</p>
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href='https://discord.gg/EpsRZrHswBu'>Discord</a></i></p>
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<p><i>Created by <a href='https://zenoverse.net/'>Onez</a>. Join our <a
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href='https://discord.gg/EpsRZrHswBu'>Discord</a>!</i></p>
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<div>
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<div>
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<canvas id='canvas'></canvas>
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<canvas id='canvas'></canvas>
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</div>
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</div>
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36
js/index.js
36
js/index.js
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@ -13,7 +13,7 @@ function Game() {
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}
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}
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let canvas = document.querySelector("#canvas");
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let canvas = document.querySelector("#canvas");
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let player = new Player();
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let player = new Player(true);
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let entities = [player];
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let entities = [player];
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for (let i = 0; i < 50; i++) {
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for (let i = 0; i < 50; i++) {
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@ -30,7 +30,6 @@ function Game() {
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}
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}
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Game.prototype.main = function () {
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Game.prototype.main = function () {
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let { entities, player } = this;
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let { entities, player } = this;
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if (player.health <= 0) {
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if (player.health <= 0) {
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@ -38,38 +37,7 @@ Game.prototype.main = function () {
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}
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}
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for (let ent of entities) {
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for (let ent of entities) {
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ent.pos.x += ent.vel.x;
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ent.handleTick(this);
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ent.pos.y += ent.vel.y;
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ent.vel.x *= 0.9;
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ent.vel.y *= 0.9;
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ent.rot += 0.03 * ent.dir;
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ent.rot = ent.rot % (Math.PI * 10);
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ent.camera.x = -ent.pos.x * 0.1 + ent.camera.x * 0.9;
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ent.camera.y = -ent.pos.y * 0.1 + ent.camera.y * 0.9;
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ent.ticks++;
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let dist = ((ent.pos.x - player.pos.x) ** 2) + ((ent.pos.y - player.pos.y) ** 2);
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let dp = (Math.sin(ent.rot) * (ent.pos.x - player.pos.x))
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- (Math.cos(ent.rot) * (ent.pos.y - player.pos.y));
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dp /= dist;
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dp *= 10;
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if (ent == player) continue;
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if (Math.random() < -dp && Math.random() > 3 / (ent.ticks+2)) {
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ent.bump();
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}
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if (Math.sqrt(dist) < 96 / 2) {
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player.health --;
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}
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}
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}
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}
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}
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43
js/player.js
43
js/player.js
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@ -1,4 +1,4 @@
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function Player() {
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function Player(you) {
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let pos = { x: Math.random() * 5000 - 50, y: Math.random() * 5000 - 50 };
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let pos = { x: Math.random() * 5000 - 50, y: Math.random() * 5000 - 50 };
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let camera = { x: -pos.x, y: -pos.y };
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let camera = { x: -pos.x, y: -pos.y };
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let vel = { x: 0, y: 0 };
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let vel = { x: 0, y: 0 };
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@ -11,6 +11,8 @@ function Player() {
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this.ticks = 0;
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this.ticks = 0;
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this.health = 100;
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this.health = 100;
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this.you = you;
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}
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}
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Player.prototype.bump = function () {
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Player.prototype.bump = function () {
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@ -27,4 +29,43 @@ Player.prototype.bump = function () {
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player.vel.y -= Math.cos(player.rot) * 12;
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player.vel.y -= Math.cos(player.rot) * 12;
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player.ticks = 0;
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player.ticks = 0;
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}
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Player.prototype.handleTick = function(game) {
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let { player } = game;
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let ent = this;
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ent.pos.x += ent.vel.x;
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ent.pos.y += ent.vel.y;
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ent.vel.x *= 0.9;
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ent.vel.y *= 0.9;
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ent.rot += 0.03 * ent.dir;
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ent.rot = ent.rot % (Math.PI * 10);
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ent.camera.x = -ent.pos.x * 0.1 + ent.camera.x * 0.9;
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ent.camera.y = -ent.pos.y * 0.1 + ent.camera.y * 0.9;
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ent.ticks++;
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let dist = ((ent.pos.x - player.pos.x) ** 2) + ((ent.pos.y - player.pos.y) ** 2);
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let dp = (Math.sin(ent.rot) * (ent.pos.x - player.pos.x))
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- (Math.cos(ent.rot) * (ent.pos.y - player.pos.y));
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dp /= dist;
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dp *= 10;
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if (ent.you) return;
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if (Math.random() < -dp && Math.random() > 3 / (ent.ticks+2)) {
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ent.bump();
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}
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if (Math.sqrt(dist) < 96 / 2) {
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player.health --;
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}
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}
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}
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