fixing merge

This commit is contained in:
Kbz-8 2024-02-14 18:52:43 +01:00
parent faed2a027d
commit 6639f562b8

View File

@ -1,92 +1,76 @@
import { Game } from "./Game.js";
import { Point } from "./Point.js";
import { renderCube } from "../../3D/cube.js"
class Ball
{
/**
*
* @param {Game} game
* @param {Number} position_x
* @param {Number} position_y
* @param {Number} velocity_x
* @param {Number} velocity_y
* @param {Point} position
* @param {Number} angle
* @param {Number} speed
* @param {Number} size
*/
constructor(game, position_x, position_y, velocity_x, velocity_y)
constructor(game, size, position, angle, speed)
{
/**
* @type {Game}
*/
this.game = game;
/**
* @type {Point}
*/
this.position = position === undefined ? new Point() : position;
/**
* @type {Number}
*/
this.position_x = position_x;
this.size = size;
/**
* @type {Number}
*/
this.position_y = position_y;
this.angle = angle;
/**
* @type {Number}
*/
this.velocity_x = velocity_x;
/**
* @type {Number}
*/
this.velocity_y = velocity_y;
this.speed = speed;
}
/**
*
* @param {CanvasRenderingContext2D} ctx ou pas ptdr
* @param {CanvasRenderingContext2D} ctx
*/
draw(ctx)
{
if(ctx instanceof CanvasRenderingContext2D)
{
ctx.rect(this.position_x, this.position_y, this.game.config.ball_size, this.game.config.ball_size);
}
else if(ctx instanceof WebGLRenderingContext)
{
renderCube(ctx, this.position_x / 1000, 0, this.position_y / 1000, 0, this.game.config.ball_size, this.game.config.ball_size, this.game.config.ball_size);
}
else
{
alert('Unknown rendering context type (wtf)');
}
ctx.rect(this.position.x - this.size / 2, this.position.y - this.size / 2, this.size, this.size);
}
render()
{
/**
* @type {Number}
*
* @param {CanvasRenderingContext2D} ctx
*/
let new_pos_x = this.position_x + this.velocity_x * this.game.time.deltaTime();
/**
* @type {Number}
*/
let new_pos_y = position_y + this.velocity_y * this.game.time.deltaTime();
if (this._collision(this.position_x, this.position_y, new_pos_x, new_pos_y))
render(ctx)
{
this.velocity_x = -this.velocity_x;
this.velocity_y = -this.velocity_y;
new_pos_x = this.position_x + this.velocity_x * this.game.time.deltaTime();
new_pos_y = this.position_y + this.velocity_y * this.game.time.deltaTime();
}
this.position_x = new_pos_x
this.position_y = new_pos_y
let distance = this.speed * (this.game.time.deltaTime() / 1000)
this.velocity_x = this.velocity_x + this.game.config.ball_speed_inc;
this.velocity_y = this.velocity_y + this.game.config.ball_speed_inc;
this.position.x = this.position.x + distance * Math.cos(this.angle);
this.position.y = this.position.y - distance * Math.sin(this.angle);
this.draw(ctx);
}
update (position_x, position_y, velocity_x, velocity_y)
from_json (data)
{
this.position_x = position_x;
this.position_y = position_y;
this.velocity_x = velocity_x;
this.velocity_y = velocity_y;
this.position = this.position.from_json(data.position);
this.size = data.size;
this.angle = data.angle;
this.speed = data.speed;
return this
}
}