feat(perk): Добавлен таймаут для бонуса увеличения размера ракетки и бонуса замедления скорости мяча
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@@ -27,3 +27,4 @@ export const PERK_FALL_SPEED = 3;
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export const PERK_DROP_CHANCE = 0.3;
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export const PERK_BALL_SPEED_DECREASE = 2;
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export const PERK_TYPES = ['slow', 'wide', 'life', 'clone'];
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export const PERK_DURATION_SEC = 20;
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@@ -1,4 +1,11 @@
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import { BALL_SPLIT_ANGLE, CONTAINER_WIDTH, PADDLE_WIDE_WIDTH, PERK_BALL_SPEED_DECREASE } from '../../config';
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import {
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BALL_SPLIT_ANGLE,
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CONTAINER_WIDTH,
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PADDLE_WIDE_WIDTH,
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PADDLE_WIDTH,
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PERK_BALL_SPEED_DECREASE,
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PERK_DURATION_SEC,
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} from '../../config';
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import { clone } from '../../entities/ball/clone/clone';
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import { Game } from '../../game';
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import { calculateAABBCollision } from '../calculateAABBCollision/calculateAABBCollision';
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@@ -51,10 +58,19 @@ export function updatePerks(game, containerHeight, deltaTime) {
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ball.increaseSpeed(-1 * PERK_BALL_SPEED_DECREASE);
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}
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}
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// ponytail: wall-clock timer, game never pauses so no need to tie to deltaTime
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setTimeout(() => {
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for (const ball of game.balls) {
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ball.increaseSpeed(PERK_BALL_SPEED_DECREASE);
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}
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}, PERK_DURATION_SEC * 1000);
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break;
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case 'wide':
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paddle.width = PADDLE_WIDE_WIDTH;
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paddle.moveTo(paddle.x, 0, CONTAINER_WIDTH);
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setTimeout(() => {
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paddle.width = PADDLE_WIDTH;
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}, PERK_DURATION_SEC * 1000);
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break;
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case 'life':
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game.livesAmount += 1;
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