94 lines
2.5 KiB
JavaScript
94 lines
2.5 KiB
JavaScript
import { Game } from "./Game.js";
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import { Point } from "./Point.js";
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import { renderCube } from "../../3D/cube.js"
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class Ball
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{
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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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*/
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constructor(game, position_x, position_y, velocity_x, velocity_y)
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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 {Number}
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*/
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this.position_x = position_x;
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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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/**
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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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}
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/**
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*
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* @param {CanvasRenderingContext2D} ctx ou pas ptdr
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*/
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draw(ctx)
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{
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if(ctx instanceof CanvasRenderingContext2D)
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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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}
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else if(ctx instanceof WebGLRenderingContext)
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{
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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);
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}
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else
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{
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alert('Unknown rendering context type (wtf)');
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}
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}
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render()
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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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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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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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}
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update (position_x, position_y, velocity_x, velocity_y)
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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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}
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}
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export { Ball }
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