game: add: vector colision (Not work)
This commit is contained in:
@ -7,33 +7,37 @@ class Ball
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/**
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*
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* @param {Game} game
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* @param {Number} position_x
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* @param {Number} position_y
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* @param {Number} velocity_x
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* @param {Number} velocity_y
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* @param {Point} position
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* @param {Number} angle
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* @param {Number} speed
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* @param {Number} size
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*/
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constructor(game, position_x, position_y, velocity_x, velocity_y)
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constructor(game, size, position, angle, speed)
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{
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/**
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* @type {Game}
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*/
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this.game = game;
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/**
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* @type {Point}
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*/
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this.position = position === undefined ? new Point() : position;
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/**
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* @type {Number}
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*/
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this.position_x = position_x;
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this.size = size;
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/**
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* @type {Number}
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*/
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this.position_y = position_y;
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this.angle = angle;
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/**
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* @type {Number}
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*/
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this.velocity_x = velocity_x;
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/**
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* @type {Number}
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*/
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this.velocity_y = velocity_y;
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this.speed = speed;
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}
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/**
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@ -42,40 +46,35 @@ class Ball
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*/
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draw(ctx)
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{
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ctx.rect(this.position_x, this.position_y, this.game.config.ball_size, this.game.config.ball_size);
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ctx.rect(this.position.x - this.size / 2, this.position.y - this.size / 2, this.game.config.ball_size, this.game.config.ball_size);
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}
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render()
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/**
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*
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* @param {CanvasRenderingContext2D} ctx
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*/
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render(ctx)
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{
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/**
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* @type {Number}
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*/
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let new_pos_x = this.position_x + this.velocity_x * this.game.time.deltaTime();
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/**
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* @type {Number}
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*/
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let new_pos_y = position_y + this.velocity_y * this.game.time.deltaTime();
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let distance = this.speed * (this.game.time.deltaTime() / 1000)
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if (this._collision(this.position_x, this.position_y, new_pos_x, new_pos_y))
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{
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this.velocity_x = -this.velocity_x;
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this.velocity_y = -this.velocity_y;
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new_pos_x = this.position_x + this.velocity_x * this.game.time.deltaTime();
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new_pos_y = this.position_y + this.velocity_y * this.game.time.deltaTime();
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}
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this.position_x = new_pos_x
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this.position_y = new_pos_y
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let angle_radian = this.angle * Math.PI / 180
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this.velocity_x = this.velocity_x + this.game.config.ball_speed_inc;
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this.velocity_y = this.velocity_y + this.game.config.ball_speed_inc;
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console.log(angle_radian)
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this.position.x = this.position.x + distance * Math.cos(angle_radian);
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this.position.y = this.position.y + distance * Math.sin(angle_radian);
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this.draw(ctx);
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}
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update (position_x, position_y, velocity_x, velocity_y)
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from_json (data)
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{
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this.position_x = position_x;
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this.position_y = position_y;
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this.velocity_x = velocity_x;
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this.velocity_y = velocity_y;
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this.position = this.position.from_json(data.position);
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this.size = data.size;
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this.angle = data.angle;
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this.speed = data.speed;
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return this
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}
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}
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@ -4,6 +4,7 @@ import { GameConfig } from "./GameConfig.js"
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import { Player } from "./Player.js";
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import { Time } from "./Time.js";
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import { Wall } from "./Wall.js";
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import { Client } from "../client.js";
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class Game
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{
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@ -21,7 +22,7 @@ class Game
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/**
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*
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* @returns {Number}
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* @returns {Promise<Number>}
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*/
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async init()
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{
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@ -32,23 +33,52 @@ class Game
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let response_data = await response.json();
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/**
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* @type {[Number]}
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*/
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this.players_id = response_data.players_id;
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/**
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* @type {String}
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*/
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this.state = response_data.state;
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/**
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* @type {Boolean}
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*/
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this.started = response_data.started;
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/**
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* @type {Boolean}
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*/
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this.finished = response_data.finished;
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/**
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* @type {Number}
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*/
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this.winner_id = this.finished ? response_data.winner_id : undefined;
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if (this.finished === true)
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return 0;
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/**
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* @type {GameConfig}
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*/
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this.config = new GameConfig(this.client);
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let ret = await this.config.init();
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if (ret !== 0)
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return ret;
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/**
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* @type {Time}
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*/
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this.time = new Time();
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this.last_pos = null
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/**
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* @type {Boolean}
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*/
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this._inited = false;
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return 0;
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@ -72,11 +102,11 @@ class Game
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*
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* @param {CanvasRenderingContext2D} ctx
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*/
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draw(ctx)
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render(ctx)
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{
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ctx.clearRect(0, 0, this.config.size_x, this.config.size_y);
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this.draw_sides(ctx);
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this.ball.draw(ctx);
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this.ball.render(ctx);
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}
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_send(data)
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@ -90,50 +120,25 @@ class Game
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}
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}
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/**
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* @param {Number} position
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* @param {Number} time
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*/
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_send_paddle_position(position, time)
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{
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if (this.last_pos !== null && this.last_pos.time >= time)
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return;
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this.last_pos = {"time": time, "position": position};
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this._send({"detail": "update_my_paddle_pos", ...this.last_pos});
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}
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_receive_player_join(player_data)
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{
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console.log(player_data)
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let index = this.players.indexOf((player) => player.id === player_data.user_id);
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this.players[index].is_connected = true;
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}
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_receive_player_leave(player_data)
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{
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let index = this.players.indexOf((player) => player.id === player_data.user_id);
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this.players[index].is_connected = false;
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}
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_receive_update_ball(data)
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{
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this.ball.position_x = data.position_x
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this.ball.position_y = data.position_y
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this.ball.position_x = data.position_x
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this.ball.position_x = data.position_x
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this._send({"detail": "update_my_paddle_pos", ...{"time": time, "position": position}});
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}
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_receive_update_paddle(data)
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{
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let player = this.players.find((player) => player.id === data.user_id);
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if (player === null)
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{
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this._receive_player_join(data);
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return;
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}
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player.is_connected = data.is_connected;
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player.update_pos(data.position.position, data.position.time);
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player.from_json(data);
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}
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_receive_ball(data)
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{
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this.ball.from_json(data);
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}
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_receive(data)
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@ -141,26 +146,30 @@ class Game
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if (data.detail === "update_paddle")
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this._receive_update_paddle(data);
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else if (data.detail === "update_ball")
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this._receive_update_ball(data);
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this._receive_ball(data)
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else if (data.detail === "init_game")
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this._init_game(data)
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else if (data.detail === "player_join")
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this._receive_player_join(data)
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else if (data.detail === "player_leave")
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this._receive_player_leave(data)
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this._init_game(data);
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}
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_init_game(data)
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{
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const ball_data = data.ball;
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this.ball = new Ball(this, ball_data.position_x, ball_data.position_y, ball_data.velocity_x, ball_data.velocity_y);
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/**
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* @type {Ball}
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*/
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this.ball = (new Ball(this)).from_json(data.ball)
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/**
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* @type {[Wall]}
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*/
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this.walls = [];
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const walls_data = data.walls;
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walls_data.forEach((wall_data) => {
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this.walls.push(new Wall().from_json(wall_data));
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});
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/**
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* @type {[Player]}
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*/
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this.players = []
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const players_data = data.players;
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players_data.forEach((player_data) => {
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@ -24,14 +24,17 @@ class GameConfig
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* @type {Number}
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*/
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this.size_x = response_data.MAP_SIZE_X;
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/**
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* @type {Number}
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*/
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this.size_y = response_data.MAP_SIZE_Y;
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/**
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* @type {Number}
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*/
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this.center_x = this.size_x / 2;
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/**
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* @type {Number}
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*/
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@ -63,10 +66,12 @@ class GameConfig
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* @type {Number}
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*/
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this.ball_size = response_data.BALL_SIZE;
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/**
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* @type {Number}
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*/
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this.ball_spawn_x = this.center_x;
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/**
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* @type {Number}
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*/
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@ -17,7 +17,9 @@ class Time
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deltaTime()
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{
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return (this._current_frame - this._last_frame) !== NaN ? this._current_frame - this._last_frame : 0;
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if (this._last_frame === undefined)
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return 0;
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return (this._current_frame - this._last_frame);
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}
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deltaTimeSecond()
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@ -26,7 +26,7 @@ export default class extends AbstractView
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this.keys_pressed.push(event.key);
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}
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draw()
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render_game()
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{
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const canva = document.getElementById('canva');
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@ -40,22 +40,23 @@ export default class extends AbstractView
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ctx.beginPath();
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this.game.draw(ctx);
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this.game.render(ctx);
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ctx.strokeStyle = "#000000";
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ctx.lineWidth = 10;
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ctx.lineWidth = 1;
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ctx.stroke();
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}
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render_game()
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render()
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{
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let loop_id = setInterval(() => {
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if (this.game === undefined)
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clearInterval(loop_id);
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if (this.my_player)
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this.my_player.update_paddle(this.keys_pressed);
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this.draw();
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this.render_game();
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this.game?.time.new_frame();
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//clearInterval(loop_id);
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// 1 sec fps
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}, 1000 / 60);
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}
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@ -99,7 +100,7 @@ export default class extends AbstractView
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this.register_key()
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this.render_game();
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this.render();
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}
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async update_game_state()
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