entities test, scaling
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parent
f5952f30eb
commit
c210200bbe
3 changed files with 60 additions and 42 deletions
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@ -8,7 +8,7 @@
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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>OneKey</h1>
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<h1>UniButton</h1>
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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 class='message' style='display: none;'><span>You died in the Void...</span></div>
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<div class='message' style='display: none;'><span>You died in the Void...</span></div>
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@ -17,6 +17,7 @@
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placeholder
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placeholder
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</div>
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</div>
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</section>
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</section>
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<script src='js/player.js'></script>
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<script src='js/index.js'></script>
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<script src='js/index.js'></script>
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</body>
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</body>
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88
js/index.js
88
js/index.js
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@ -5,82 +5,88 @@ const assets = [
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];
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];
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function Game() {
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function Game() {
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let assetsIn = {};
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for (let asset in assets) {
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assetsIn[asset] = new Image();
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assetsIn[asset].src = assets[asset];
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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 entities = [player];
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let ctx = canvas.getContext("2d");
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for (let i = 0; i < 15; i++) {
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entities.push(new Player())
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let camera = { x: 0, y: 0 };
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}
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let pos = { x: 0, y: 0 };
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let vel = { x: 0, y: 0 };
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canvas.width = canvas.height = cs;
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canvas.width = canvas.height = cs;
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this.canvas = canvas;
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this.canvas = canvas;
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this.ctx = ctx;
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this.ctx = canvas.getContext("2d");
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this.camera = camera;
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this.pos = pos;
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this.vel = vel;
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this.rot = 0;
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this.dir = 1;
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this.ticks = 1;
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this.ticks = 1;
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this.assetsIn = {
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this.assetsIn = assetsIn;
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this.player = player;
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};
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this.entities = entities;
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for (let asset in assets) {
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this.assetsIn[asset] = new Image();
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this.assetsIn[asset].src = assets[asset];
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}
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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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this.pos.x += this.vel.x;
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let { entities } = this;
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this.pos.y += this.vel.y;
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this.vel.x *= 0.9;
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this.vel.y *= 0.9;
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this.rot += 0.08 * this.dir;
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this.rot = this.rot % (Math.PI * 10);
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this.ticks++;
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this.ticks++;
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this.camera.x = -this.pos.x * 0.1 + this.camera.x * 0.9;
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for (let player of entities) {
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this.camera.y = -this.pos.y * 0.1 + this.camera.y * 0.9;
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player.pos.x += player.vel.x;
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player.pos.y += player.vel.y;
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player.vel.x *= 0.8;
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player.vel.y *= 0.8;
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player.rot += 0.03 * player.dir;
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player.rot = player.rot % (Math.PI * 10);
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player.camera.x = -player.pos.x * 0.1 + player.camera.x * 0.9;
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player.camera.y = -player.pos.y * 0.1 + player.camera.y * 0.9;
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}
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}
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}
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// todo: move into its own file
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// todo: move into its own file
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Game.prototype.render = function () {
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Game.prototype.render = function () {
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let { ctx, assetsIn, pos, camera } = this;
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let { ctx, assetsIn, entities, player } = this;
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ctx.clearRect(0, 0, cs, cs);
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ctx.clearRect(0, 0, cs, cs);
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ctx.save();
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ctx.save();
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ctx.translate(camera.x + cs / 2, camera.y + cs / 2);
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ctx.translate(player.camera.x + cs / 2, player.camera.y + cs / 2);
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ctx.save();
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for (let ent of entities) {
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ctx.save();
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ctx.translate(pos.x, pos.y);
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ctx.translate(ent.pos.x, ent.pos.y);
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ctx.rotate(this.rot);
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ctx.rotate(ent.rot);
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ctx.drawImage(assetsIn[1], -64 / 2, -128, 64, 128);
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ctx.drawImage(assetsIn[1], -64 / 2, -128, 64, 128);
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ctx.restore();
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ctx.restore();
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ctx.drawImage(assetsIn[0], pos.x - 64 / 2, pos.y - 64 / 2, 64, 64);
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ctx.drawImage(assetsIn[0], ent.pos.x - 64 / 2, ent.pos.y - 64 / 2, 64, 64);
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}
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ctx.restore();
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ctx.restore();
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}
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}
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Game.prototype.click = function () {
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Game.prototype.click = function () {
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let { rot } = this;
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let { player } = this;
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if (this.ticks < 10) {
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if (this.ticks < 10) {
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this.dir *= -1;
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player.dir *= -1;
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}
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}
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this.vel.x += Math.sin(rot) * 25;
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player.vel.x *= 0.6;
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this.vel.y -= Math.cos(rot) * 25;
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player.vel.y *= 0.6;
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player.vel.x += Math.sin(player.rot) * 25;
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player.vel.y -= Math.cos(player.rot) * 25;
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this.ticks = 0;
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this.ticks = 0;
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}
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}
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11
js/player.js
Normal file
11
js/player.js
Normal file
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@ -0,0 +1,11 @@
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function Player() {
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let pos = { x: Math.random() * 1000 - 50, y: Math.random() * 1000 - 50 };
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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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this.camera = camera;
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this.pos = pos;
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this.vel = vel;
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this.rot = 0;
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this.dir = 1;
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}
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