game: core: use draw method instead draw_CLASSNAME
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@ -1,18 +1,51 @@
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class Player
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{
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constructor(id, pos, nb_goal, game)
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constructor(id, pos, nb_goal, game, rail_start_x, rail_start_y, rail_stop_x, rail_stop_y)
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{
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this.id = id;
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this.pos = pos;
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this.nb_goal = nb_goal;
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this.game = game;
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this.rail_start_x = rail_start_x;
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this.rail_start_y = rail_start_y;
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this.rail_stop_x = rail_stop_x;
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this.rail_stop_y = rail_stop_y;
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this.rail_size = Math.abs(this.rail_stop_x - this.rail_start_x) + Math.abs(this.rail_stop_y - this.rail_start_y)
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this.paddle_size = this.rail_size * this.game.config.paddle_ratio;
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this.diff_x = this.rail_stop_x - this.rail_start_x,
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this.diff_y = this.rail_stop_y - this.rail_start_y;
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}
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update_pos(new_position, time)
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{
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this.pos = new_position;
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}
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draw(ctx)
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{
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let paddle_pos_x = this.rail_start_x + this.diff_x * this.pos,
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paddle_pos_y = this.rail_start_y + this.diff_y * this.pos;
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console.log(this)
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let start_x = paddle_pos_x - (this.diff_x * (this.paddle_size / 2 / this.rail_size)),
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start_y = paddle_pos_y - (this.diff_y * (this.paddle_size / 2 / this.rail_size)),
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stop_x = paddle_pos_x + (this.diff_x * (this.paddle_size / 2 / this.rail_size)),
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stop_y = paddle_pos_y + (this.diff_y * (this.paddle_size / 2 / this.rail_size));
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console.log(start_x, stop_x);
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console.log(start_y, stop_y)
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ctx.moveTo(start_x, start_y);
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ctx.lineTo(stop_x, stop_y);
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ctx.moveTo(this.rail_stop_x, this.rail_stop_y);
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}
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}
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export { Player }
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