refactor(tick): В условия добавлены return для отсеивания лишних операций
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@@ -41,12 +41,14 @@ export function tick(game, containerWidth, containerHeight, deltaTime) {
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if (ball.x <= leftBoundary || ball.x >= rightBoundary) {
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if (ball.x <= leftBoundary || ball.x >= rightBoundary) {
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ball.x = ball.x <= leftBoundary ? leftBoundary : rightBoundary;
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ball.x = ball.x <= leftBoundary ? leftBoundary : rightBoundary;
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ball.horizontalSpeed *= -1;
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ball.horizontalSpeed *= -1;
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return;
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}
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}
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// Не даем мячу выйти за границу стены сверху и меняем направление
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// Не даем мячу выйти за границу стены сверху и меняем направление
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if (ball.y <= topBoundary) {
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if (ball.y <= topBoundary) {
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ball.y = topBoundary;
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ball.y = topBoundary;
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ball.verticalSpeed *= -1;
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ball.verticalSpeed *= -1;
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return;
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}
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}
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// Проверяем выход за границу стены снизу
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// Проверяем выход за границу стены снизу
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@@ -84,7 +86,7 @@ export function tick(game, containerWidth, containerHeight, deltaTime) {
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ball.horizontalSpeed *= directions[0];
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ball.horizontalSpeed *= directions[0];
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ball.verticalSpeed *= directions[1];
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ball.verticalSpeed *= directions[1];
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brick.kill();
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brick.kill();
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break;
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return;
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}
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}
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}
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}
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}
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}
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@@ -50,7 +50,7 @@ describe('tick', () => {
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const game = new Game(1, 1);
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const game = new Game(1, 1);
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const brick = game.bricks[0][0];
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const brick = game.bricks[0][0];
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game.ball.x = brick.x + 1;
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game.ball.x = brick.x + game.ball.radius + 1;
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game.ball.y = brick.y + brick.height + game.ball.radius + 1;
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game.ball.y = brick.y + brick.height + game.ball.radius + 1;
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game.ball.horizontalSpeed = 0;
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game.ball.horizontalSpeed = 0;
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game.ball.verticalSpeed = -10;
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game.ball.verticalSpeed = -10;
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@@ -65,7 +65,7 @@ describe('tick', () => {
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const game = new Game(2, 1);
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const game = new Game(2, 1);
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const [firstBrick, secondBrick] = game.bricks[0];
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const [firstBrick, secondBrick] = game.bricks[0];
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game.ball.x = firstBrick.x + 1;
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game.ball.x = firstBrick.x + game.ball.radius + 1;
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game.ball.y = firstBrick.y + firstBrick.height + game.ball.radius + 1;
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game.ball.y = firstBrick.y + firstBrick.height + game.ball.radius + 1;
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game.ball.horizontalSpeed = 0;
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game.ball.horizontalSpeed = 0;
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game.ball.verticalSpeed = -10;
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game.ball.verticalSpeed = -10;
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