split up game code using new es5 syntax or whatever
This commit is contained in:
parent
b237b857c7
commit
506e6be65d
5 changed files with 93 additions and 82 deletions
|
@ -4,96 +4,80 @@ const assets = [
|
|||
'assets/head.svg',
|
||||
];
|
||||
|
||||
function Game() {
|
||||
let assetsIn = {};
|
||||
|
||||
for (let asset in assets) {
|
||||
assetsIn[asset] = new Image();
|
||||
assetsIn[asset].src = assets[asset];
|
||||
class Game extends GameBasic {
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
let canvas = document.querySelector("#canvas");
|
||||
let player = new Player(true);
|
||||
let entities = [player];
|
||||
|
||||
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) {
|
||||
render () {
|
||||
let { ctx, assetsIn, entities, player } = this;
|
||||
|
||||
ctx.clearRect(0, 0, cs, cs);
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
|
||||
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();
|
||||
ui() {
|
||||
document.querySelector('.ui-text').textContent = `HP: ${this.player.health}`
|
||||
}
|
||||
click() {
|
||||
let { player } = this;
|
||||
|
||||
if (player.health <= 0) {
|
||||
game = new Game();
|
||||
} else {
|
||||
player.bump();
|
||||
}
|
||||
}
|
||||
init(){
|
||||
super.init();
|
||||
|
||||
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();
|
|
@ -1,71 +0,0 @@
|
|||
function Player(you) {
|
||||
let pos = { x: Math.random() * 5000 - 50, y: Math.random() * 5000 - 50 };
|
||||
let camera = { x: -pos.x, y: -pos.y };
|
||||
let vel = { x: 0, y: 0 };
|
||||
|
||||
this.camera = camera;
|
||||
this.pos = pos;
|
||||
this.vel = vel;
|
||||
this.rot = 0;
|
||||
this.dir = 1;
|
||||
this.ticks = 0;
|
||||
|
||||
this.health = 100;
|
||||
|
||||
this.you = you;
|
||||
}
|
||||
|
||||
Player.prototype.bump = function () {
|
||||
let player = this;
|
||||
|
||||
if (player.ticks < 10) {
|
||||
player.dir *= -1;
|
||||
}
|
||||
|
||||
player.vel.x *= 0.3;
|
||||
player.vel.y *= 0.3;
|
||||
|
||||
player.vel.x += Math.sin(player.rot) * 12;
|
||||
player.vel.y -= Math.cos(player.rot) * 12;
|
||||
|
||||
player.ticks = 0;
|
||||
}
|
||||
|
||||
Player.prototype.handleTick = function(game) {
|
||||
let { player } = game;
|
||||
|
||||
let ent = this;
|
||||
|
||||
ent.pos.x += ent.vel.x;
|
||||
ent.pos.y += ent.vel.y;
|
||||
|
||||
ent.vel.x *= 0.9;
|
||||
ent.vel.y *= 0.9;
|
||||
|
||||
ent.rot += 0.03 * ent.dir;
|
||||
ent.rot = ent.rot % (Math.PI * 10);
|
||||
|
||||
ent.camera.x = -ent.pos.x * 0.1 + ent.camera.x * 0.9;
|
||||
ent.camera.y = -ent.pos.y * 0.1 + ent.camera.y * 0.9;
|
||||
|
||||
ent.ticks++;
|
||||
|
||||
let dist = ((ent.pos.x - player.pos.x) ** 2) + ((ent.pos.y - player.pos.y) ** 2);
|
||||
|
||||
let dp = (Math.sin(ent.rot) * (ent.pos.x - player.pos.x))
|
||||
- (Math.cos(ent.rot) * (ent.pos.y - player.pos.y));
|
||||
|
||||
dp /= dist;
|
||||
|
||||
dp *= 10;
|
||||
|
||||
if (ent.you) return;
|
||||
|
||||
if (Math.random() < -dp && Math.random() > 3 / (ent.ticks+2)) {
|
||||
ent.bump();
|
||||
}
|
||||
|
||||
if (Math.sqrt(dist) < 96 / 2) {
|
||||
player.health --;
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue