unibutton/js/index.js

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JavaScript
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const cs = 1024;
const assets = [
'assets/player.svg',
'assets/head.svg',
];
function Game() {
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let assetsIn = {};
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for (let asset in assets) {
assetsIn[asset] = new Image();
assetsIn[asset].src = assets[asset];
}
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let canvas = document.querySelector("#canvas");
let player = new Player();
let entities = [player];
for (let i = 0; i < 15; i++) {
entities.push(new Player())
}
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canvas.width = canvas.height = cs;
this.canvas = canvas;
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this.ctx = canvas.getContext("2d");
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this.ticks = 1;
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this.assetsIn = assetsIn;
this.player = player;
this.entities = entities;
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}
Game.prototype.main = function () {
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let { entities } = this;
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this.ticks++;
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for (let player of entities) {
player.pos.x += player.vel.x;
player.pos.y += player.vel.y;
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player.vel.x *= 0.8;
player.vel.y *= 0.8;
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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;
}
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}
// todo: move into its own file
Game.prototype.render = function () {
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let { ctx, assetsIn, entities, player } = this;
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ctx.clearRect(0, 0, cs, cs);
ctx.save();
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ctx.translate(player.camera.x + cs / 2, player.camera.y + cs / 2);
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for (let ent of entities) {
ctx.save();
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ctx.translate(ent.pos.x, ent.pos.y);
ctx.rotate(ent.rot);
ctx.drawImage(assetsIn[1], -64 / 2, -128, 64, 128);
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ctx.restore();
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ctx.drawImage(assetsIn[0], ent.pos.x - 64 / 2, ent.pos.y - 64 / 2, 64, 64);
}
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ctx.restore();
}
Game.prototype.click = function () {
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let { player } = this;
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if (this.ticks < 10) {
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player.dir *= -1;
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}
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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;
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this.ticks = 0;
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}
var game = new Game();
setInterval(function () { game.main() }, 1000 / 60);
setInterval(function () { game.render() }, 1000 / 60);
game.canvas.onclick = () => game.click();