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* minimum viable product * correcter switch case and added ;-s * added dimention constants * consts added + Player.prototype * const * collision separated * Character ancestor-class added * added player passed as an attr * ;-s checked * sprite variables added * [1,2,3].map used * [1,2,3].map corrected * player as arg to class Enemy * bugs removed * this.player
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const allEnemies = []; | ||
const speedLow = 200; | ||
const speedMedium = 275; | ||
const speedHigh = 350; | ||
const allSpeeds = [speedLow, speedMedium, speedHigh]; | ||
const enemyRestartX = -55; | ||
const collisionOffset = 40; | ||
const cellX = 101; | ||
const cellY = 83; | ||
const spriteRepositioningY = -10; | ||
const playerStartX = 2*cellX; | ||
const playerStartY = 5*cellY + spriteRepositioningY ; | ||
const fieldWidth = 5*cellX; | ||
const fieldHight = 5*cellY; | ||
const rangesY = [1, 2, 3].map(item => item*cellY+spriteRepositioningY); | ||
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function Character (x, y, sprite) { | ||
this.x = x; | ||
this.y = y; | ||
this.sprite=sprite; | ||
}; | ||
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Character.prototype.render = function() { | ||
ctx.drawImage(Resources.get(this.sprite), this.x, this.y) | ||
}; | ||
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function Enemy(x, y, speedX, player) { | ||
Character.call(this, x, y, 'images/enemy-bug.png'); | ||
this.speedX = speedX; | ||
this.player = player; | ||
}; | ||
Enemy.prototype = Object.create(Character.prototype); | ||
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Enemy.prototype.update = function(dt){ | ||
this.x += this.speedX * dt; | ||
if (this.x > fieldWidth){ | ||
this.x = enemyRestartX; | ||
this.speedX = allSpeeds[Math.floor(Math.random()*3)]; | ||
}; | ||
this.checkColision() | ||
}; | ||
Enemy.prototype.checkColision = function(){ | ||
if (this.y === this.player.y) { | ||
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if ((this.x - this.player.x < collisionOffset ) && (this.player.x - this.x < collisionOffset )) { | ||
this.player.x = playerStartX; | ||
this.player.y = playerStartY; | ||
}; | ||
}; | ||
}; | ||
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function addBug() { | ||
rangesY.forEach ( (levelMark)=> allEnemies | ||
.push( new Enemy(0, levelMark, allSpeeds[Math.floor(Math.random()*3)], player)) | ||
) | ||
}; | ||
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function Player(x, y) { | ||
Character.call(this, x, y, 'images/char-boy.png'); | ||
}; | ||
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Player.prototype = Object.create(Character.prototype); | ||
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Player.prototype.update = function(dt){ | ||
}; | ||
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Player.prototype.handleInput = function (direction) { | ||
switch (direction) { | ||
case 'left': | ||
if (this.x > 0){ | ||
this.x -= cellX | ||
}; | ||
break; | ||
case 'up': | ||
this.y -= cellY; | ||
if(this.y < cellY + spriteRepositioningY){ | ||
this.x = playerStartX; | ||
this.y = playerStartY; | ||
} | ||
break; | ||
case 'right': | ||
if (this.x < fieldWidth - cellX ){ | ||
this.x += cellX | ||
}; | ||
break; | ||
case 'down': | ||
if (this.y < fieldHight + spriteRepositioningY ){ | ||
this.y += cellY | ||
}; | ||
break; | ||
default: | ||
break; | ||
}; | ||
}; | ||
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document.addEventListener('keyup', function(e) { | ||
const allowedKeys = { | ||
37: 'left', | ||
38: 'up', | ||
39: 'right', | ||
40: 'down' | ||
}; | ||
player.handleInput(allowedKeys[e.keyCode]); | ||
}); | ||
const player = new Player ( playerStartX, playerStartY ); | ||
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addBug() | ||
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