const cs = 1024; const assets = [ 'assets/player.svg', 'assets/head.svg', ]; function Game() { let assetsIn = {}; for (let asset in assets) { assetsIn[asset] = new Image(); assetsIn[asset].src = assets[asset]; } let canvas = document.querySelector("#canvas"); let player = new Player(); let entities = [player]; for (let i = 0; i < 15; i++) { entities.push(new Player()) } canvas.width = canvas.height = cs; this.canvas = canvas; this.ctx = canvas.getContext("2d"); this.ticks = 1; this.assetsIn = assetsIn; this.player = player; this.entities = entities; } Game.prototype.main = function () { let { entities } = this; this.ticks++; for (let player of entities) { player.pos.x += player.vel.x; player.pos.y += player.vel.y; player.vel.x *= 0.8; player.vel.y *= 0.8; player.rot += 0.03 * player.dir; player.rot = player.rot % (Math.PI * 10); player.camera.x = -player.pos.x * 0.1 + player.camera.x * 0.9; player.camera.y = -player.pos.y * 0.1 + player.camera.y * 0.9; } } // 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.restore(); ctx.drawImage(assetsIn[0], ent.pos.x - 64 / 2, ent.pos.y - 64 / 2, 64, 64); } ctx.restore(); } Game.prototype.click = function () { let { player } = this; if (this.ticks < 10) { player.dir *= -1; } player.vel.x *= 0.6; player.vel.y *= 0.6; player.vel.x += Math.sin(player.rot) * 25; player.vel.y -= Math.cos(player.rot) * 25; this.ticks = 0; } var game = new Game(); setInterval(function () { game.main() }, 1000 / 60); setInterval(function () { game.render() }, 1000 / 60); game.canvas.onclick = () => game.click();