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Старый 24.10.2017, 23:59
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Регистрация: 07.09.2017
Сообщений: 14

Rise,
тоже самое, вот игра: https://himbotop.github.io/MFG3/
и сам код
class Start
{
    constructor(canvas, urlArr) {
        this.canvas = canvas;
        this.urlCache = {};
        urlArr.forEach((url) => {
                this.load(url);
            });
    }

    load(url) {
        let img = new Image();
        img.onload = () => {
            this.urlCache[url] = img;          
            if(this.isReady()) {
                new Game(this, 
                        new Player(this.canvas.width/2-60, this.canvas.height-100, 102, 83, this.get('img/ship.png'), 200),
                        new Attack(50));
            }
        };
        this.urlCache[url] = false;
        img.src = url;
    }

    get(url) {
        return this.urlCache[url];
    }

    isReady() {
        let ready = true;
        for(let k in this.urlCache) {
            if(this.urlCache.hasOwnProperty(k) &&
               !this.urlCache[k]) {
                ready = false;
            }
        }
        return ready;
    }
}

class Game
{
    constructor(resources, ...entities) {
        this.ctx = resources.canvas.getContext('2d');
        this.resources = resources; 
        this.terrainPattern = this.ctx.createPattern(this.resources.get('img/starfield.png'), 'repeat');
        this.world = new Set(entities);
        this.cache = new Set();
        this._last = 0;
        this.lastObjShot = false;
        this._step = (now) => {
            this._loop = requestAnimationFrame(this._step);
            this.delta = Math.min(now - this._last, 100) / 1000;
            this._last = now;
            this.update();
            this.render();
        };
        this._step(0);
    }

    update() {
        for (let entity of this.world) if (entity.update) entity.update(this);
        for (let entity of this.cache) {
            this.world.delete(entity);
            this.cache.delete(entity);
        }
    }

    render() {
        this.ctx.fillStyle = this.terrainPattern;
        this.ctx.fillRect(0, 0, this.resources.canvas.width, this.resources.canvas.height);
        for (let entity of this.world) if (entity.render) entity.render(this);
    }

    collide(entity1, type) {
        for (let entity2 of this.world) {
            if (entity1 != entity2  && 
                entity2.type & type && 
                entity1.x < entity2.x + entity2.w &&
                entity1.x + entity1.w > entity2.x &&
                entity1.y < entity2.y + entity2.h &&
                entity1.h + entity1.y > entity2.y) return true;
        }
        return false;
    }

    stop() {
        if (this._loop) this._loop = cancelAnimationFrame(this._loop);
    }
}

class Draw
{
    constructor(options) {
        const property = {
            x : null,
            y : null,
            w : null,
            h : null,
            image : null,
            vel : null
        };
        let length = 0;
        for(let prop in property) {
            property[prop] = options[length];
            length++
        }
       Object.assign(this, property);
    }

    render(game) {
        game.ctx.drawImage(this.image, this.x, this.y, this.w, this.h)
    }
}

const PLAYER = 1, SHIP = 2, SHOT = 4, LINE = 8;

class Player extends Draw
{
    constructor(...options) {
        super(options);
        Object.assign(this, { type: PLAYER, rate: 0.2, delay: 0 });
    }

    update(game) {

        if(keyEvent.left) {
            this.x -= this.vel * game.delta;
        }
        if(keyEvent.right) {
            this.x += this.vel * game.delta;
        }
        this.delay -= game.delta;
        if (keyEvent.space && this.delay < 0) {
            this.delay = this.rate;
            game.world.add(new Shot(this.x+45, this.y-30, 10, 38, game.resources.get('img/bullet.png'), 300));
        }
        if (game.collide(this, PLAYER | SHIP | LINE)) game.stop();
    }
}

class Ship extends Draw
{
    constructor(...options) {
        super(options);
        Object.assign(this, { type: SHIP });
    }

    update(game) {
        this.y += this.vel * game.delta;
        if (game.collide(this, PLAYER | SHOT | LINE )) game.cache.add(this);
    }
}

class Shot extends Draw
{
    constructor(...options) {
        super(options);
        Object.assign(this, { type: SHOT });
    }

    update(game) {
        this.y -= this.vel * game.delta;
        if (game.collide(this, SHIP | SHOT | LINE )) game.world.delete(this);
        if(this.y < 0) game.world.delete(this);
    }
}

class Attack {
    constructor(s) {
        Object.assign(this, { size: s, rate: 0.5, delay: 0 });
    }
    update(game) {
        this.delay -= game.delta;
        if (this.delay < 0) {
            this.delay = this.rate;
            game.world.add(new Ship(Math.random() * 590, 5, 66, 74, game.resources.get('img/enemy.png'), 100));
            if (!--this.size) game.world.delete(this);
        }
    }
}

const keyEvent = {
    left : false,
    right : false,
    space : false
};

window.onkeydown = function(e) {
  switch(e.keyCode) {
    case 37 : keyEvent.left = true; break;
    case 39 : keyEvent.right = true; break;
    case 32 : keyEvent.space = true; break;
  }
};

window.onkeyup = function(e) {
  switch(e.keyCode) {
    case 37 : keyEvent.left = false; break;
    case 39 : keyEvent.right = false; break;
    case 32 : keyEvent.space = false; break;
  }
};

const canvas = document.getElementById('canvas');

const start = new Start(canvas,
                        ["img/bullet.png",
                        "img/enemy.png",
                        "img/ship.png",
                        "img/starfield.png"]);
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