game: core: use draw method instead draw_CLASSNAME
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@ -3,6 +3,7 @@ import { Game } from "../api/game/Game.js";
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import AbstractView from "./abstracts/AbstractView.js";
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import { Time } from "../api/game/Time.js";
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import { MyPlayer } from "../api/game/MyPlayer.js";
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import { Ball } from "../api/game/Ball.js";
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export default class extends AbstractView
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{
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@ -11,38 +12,10 @@ export default class extends AbstractView
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super(params, "Game");
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this.game = new Game(client, params.id);
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this.keys_pressed = [];
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this.time = new Time()
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this.time = new Time();
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this.my_player = undefined;
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}
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draw_wall(ctx, stop_x, stop_y)
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{
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ctx.lineTo(stop_x, stop_y);
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}
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draw_paddle(ctx, rail_start_x, rail_start_y, rail_stop_x, rail_stop_y, pos)
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{
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let rail_size = Math.abs(rail_stop_x - rail_start_x) + Math.abs(rail_stop_y - rail_start_y)
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let paddle_size = rail_size * this.game.config.paddle_ratio;
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let diff_x = rail_stop_x - rail_start_x,
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diff_y = rail_stop_y - rail_start_y;
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let paddle_pos_x = rail_start_x + diff_x * pos,
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paddle_pos_y = rail_start_y + diff_y * pos;
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let start_x = paddle_pos_x - (diff_x * (paddle_size / 2 / rail_size)),
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start_y = paddle_pos_y - (diff_y * (paddle_size / 2 / rail_size)),
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stop_x = paddle_pos_x + (diff_x * (paddle_size / 2 / rail_size)),
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stop_y = paddle_pos_y + (diff_y * (paddle_size / 2 / rail_size));
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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(rail_stop_x, rail_stop_y);
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}
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keyStretchHandler(event)
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{
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const idx = this.keys_pressed.indexOf(event.key);
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@ -56,51 +29,11 @@ export default class extends AbstractView
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this.keys_pressed.push(event.key);
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}
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draw_ball(ctx, x, y)
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{
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ctx.rect(x, y, this.game.config.ball_size, this.game.config.ball_size);
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}
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draw_sides(ctx, nb_sides)
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{
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let start_x,
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start_y,
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stop_x,
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stop_y;
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let radius = Math.min(this.game.config.size_x, this.game.config.size_y) / 2 - 10;
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for (let i = 0; i <= nb_sides; i++)
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{
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let angle = (i * 2 * Math.PI / nb_sides) + (Math.PI * 3 / 4);
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stop_x = this.game.config.center_x + radius * Math.cos(angle);
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stop_y = this.game.config.center_y + radius * Math.sin(angle);
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if (i == 0)
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ctx.moveTo(stop_x, start_y);
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if (i % 2 == 0)
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this.draw_wall(ctx, stop_x, stop_y);
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else
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this.draw_paddle(ctx, start_x, start_y, stop_x, stop_y, this.game.players[(i - 1) / 2].pos);
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start_x = stop_x;
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start_y = stop_y;
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}
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}
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draw_game()
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draw()
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{
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let ctx = document.getElementById('canva').getContext('2d');
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ctx.beginPath()
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ctx.clearRect(0, 0, this.game.config.size_x, this.game.config.size_y);
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this.draw_sides(ctx, (this.game.players_id.length) * 2);
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this.draw_ball(ctx, this.game.ball_pos_x, this.game.ball_pos_y);
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ctx.strokeStyle = "#000000";
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ctx.lineWidth = 10;
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ctx.stroke();
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this.game.draw(ctx);
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}
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render_game()
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@ -108,7 +41,7 @@ export default class extends AbstractView
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let loop_id = setInterval(() => {
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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_game();
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this.draw();
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this.time.new_frame();
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//clearInterval(loop_id);
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// 1 sec fps
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