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Старый 10.10.2017, 21:08
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Регистрация: 07.09.2017
Сообщений: 14

Rise,
посмотри пожалуйста:
class Game
{
	constructor(canvas) {
		this.canvas = canvas;
		this.ctx = canvas.getContext('2d');
		this.world = new Set();
		this._last = 0;
		this.count = 0;
		this.objPlayer = new Player(this.canvas.width/2-30, this.canvas.height-30, 30, 20, "rgb(173, 105, 82)", 200);
		this.world.add(this.objPlayer);
		this.world.add(new Line(0, 0, 600, 5, "rgb(36, 177, 219)"));
		this.world.add(new Line(0, 395, 600, 5, "rgb(36, 177, 219)"));
		console.log(this.objPlayer);
		this.lastObjShot = false;
		this._step = (now) => {
			this._loop = requestAnimationFrame(this._step);
			this.delta = Math.min(now - this._last, 100) / 1000;
			this._last = now;
			this.shipsGenerator();
			this.shotsGenerator();
			this.update();
			this.render();
		};
		this._step();
	}

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

	render() {
		this.ctx.fillStyle = "rgb(36, 177, 219)";
		this.ctx.fillRect(0, 0, this.canvas.width, this.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.positionX < entity2.positionX + entity2.sizeX &&
				entity1.positionX + entity1.sizeX > entity2.positionX &&
				entity1.positionY < entity2.positionY + entity2.sizeY &&
				entity1.sizeY + entity1.positionY > entity2.positionY) return true;
		}
		return false;
	}

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

	shipsGenerator() {
		if(this.count > 10) {
			this.world.add(new Ship(Math.random() * 590|0, 5, 10, 10, "rgb(22, 105, 67)", 100));
		    this.count = 0;
		}
		
		this.count++;
	}

	shotsGenerator() {
		if(keyEvent.space) {
		    if(this.lastObjShot) {
				if(this.lastObjShot.positionY+7 < 375) {
					this.lastObjShot = new Shot(this.objPlayer.positionX+11, 375, 7, 7, "rgb(173, 105, 82)", 100);
		    		this.world.add(this.lastObjShot);
				}
		    } else {
		    	this.lastObjShot = new Shot(this.objPlayer.positionX+11, 375, 7, 7, "rgb(173, 105, 82)", 100);
		    	this.world.add(this.lastObjShot);
		    }
	  	}
	}
}

class Rect
{
	constructor(positionX, positionY, sizeX, sizeY, color, vel) {
		this.positionX = positionX;
		this.positionY = positionY;
		this.sizeX = sizeX;
		this.sizeY = sizeY;
		this.color = color;
		this.vel = vel || false;
	}

	render(game) {
		game.ctx.fillStyle = this.color;
		game.ctx.fillRect(this.positionX, this.positionY, this.sizeX, this.sizeY);
	}
}

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

class Player extends Rect
{
	constructor(positionX, positionY, sizeX, sizeY, color, vel) {
		super(positionX, positionY, sizeX, sizeY, color, vel);
		Object.assign(this, { type: PLAYER });
	}

	update(game) {

		if(keyEvent.left) {
			this.positionX -= this.vel * game.delta;
		}
		if(keyEvent.right) {
			this.positionX += this.vel * game.delta;
		}
		if (game.collide(this, PLAYER | SHIP | LINE )) game.stop();
	}
}

class Ship extends Rect
{
	constructor(positionX, positionY, sizeX, sizeY, color, vel) {
		super(positionX, positionY, sizeX, sizeY, color, vel);
		Object.assign(this, { type: SHIP });
	}

	update(game) {
		this.positionY += this.vel * game.delta;
		if (game.collide(this, PLAYER | SHOT | LINE )) game.world.delete(this);
	}
}

class Shot extends Rect
{
	constructor(positionX, positionY, sizeX, sizeY, color, vel) {
		super(positionX, positionY, sizeX, sizeY, color, vel);
		Object.assign(this, { type: SHOT });
	}

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

class Line extends Rect
{
	constructor(positionX, positionY, sizeX, sizeY, color, vel) {
		super(positionX, positionY, sizeX, sizeY, color, vel);
		Object.assign(this, { type: LINE });
	}
}

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 game = new Game(document.getElementById('canvas'));
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