game: add: vector colision (Not work)
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@ -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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