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* create frogger-game * fix * rename methods and make cod DRY * rename parent class and implement shared properties and methods * fix Player
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const tileSize = { | ||
width: 101, | ||
height: 85, | ||
}; | ||
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const enemySpeed = { | ||
first: 90, | ||
second: 230, | ||
third: 150, | ||
}; | ||
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const boardSize = { | ||
top: 0, | ||
right: tileSize.width * 5, | ||
bottom: tileSize.height * 6, | ||
left: 0, | ||
}; | ||
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const startPlayerPosition = { | ||
x: tileSize.width * 2, | ||
y: tileSize.height * 5 - tileSize.width / 2, | ||
}; | ||
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class instancesOfCharacter { | ||
constructor(x, y, sprite) { | ||
this.x = x; | ||
this.y = y; | ||
this.sprite = sprite; | ||
} | ||
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render() { | ||
ctx.drawImage(Resources.get(this.sprite), this.x, this.y); | ||
} | ||
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update() {} | ||
} | ||
class Enemy extends instancesOfCharacter { | ||
constructor(y, speed) { | ||
super(0, y, "images/enemy-bug.png"); | ||
this.speed = speed; | ||
this.enemyCenter = 35; | ||
} | ||
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checkCollision() { | ||
if ( | ||
this.x + tileSize.width > player.x && | ||
this.x < player.x && | ||
this.y > player.y && | ||
this.y < player.y + tileSize.height | ||
) { | ||
player.moveToStartPosition(); | ||
} | ||
} | ||
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update(dt) { | ||
this.x += this.speed * dt; | ||
if (this.x > boardSize.right) { | ||
this.x = -tileSize.width; | ||
} | ||
this.checkCollision(); | ||
} | ||
} | ||
class Player extends instancesOfCharacter { | ||
constructor(x, y) { | ||
super(x, y, "images/char-boy.png"); | ||
} | ||
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moveToStartPosition() { | ||
this.x = startPlayerPosition.x; | ||
this.y = startPlayerPosition.y; | ||
} | ||
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resetToStartPosition() { | ||
if (this.y < boardSize.top) { | ||
this.moveToStartPosition(); | ||
} | ||
} | ||
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handleInput(key) { | ||
switch (key) { | ||
case "left": | ||
if (this.x > boardSize.left) { | ||
this.x -= tileSize.width; | ||
} | ||
break; | ||
case "right": | ||
if (this.x < boardSize.right - tileSize.width) { | ||
this.x += tileSize.width; | ||
} | ||
break; | ||
case "up": | ||
if (this.y > boardSize.top) { | ||
this.y -= tileSize.height; | ||
} | ||
break; | ||
case "down": | ||
if (this.y < boardSize.bottom - tileSize.height * 2) { | ||
this.y += tileSize.height; | ||
} | ||
break; | ||
} | ||
this.resetToStartPosition(); | ||
} | ||
} | ||
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const player = new Player(startPlayerPosition.x, startPlayerPosition.y); | ||
const enemy = new Enemy(); | ||
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const allEnemies = [ | ||
new Enemy(tileSize.height * 3 - enemy.enemyCenter, enemySpeed.first), | ||
new Enemy(tileSize.height * 2 - enemy.enemyCenter, enemySpeed.second), | ||
new Enemy(tileSize.height * 1 - enemy.enemyCenter, enemySpeed.third), | ||
]; | ||
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document.addEventListener("keyup", function (e) { | ||
const allowedKeys = { | ||
37: "left", | ||
38: "up", | ||
39: "right", | ||
40: "down", | ||
}; | ||
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player.handleInput(allowedKeys[e.keyCode]); | ||
}); |