Refactor/entities splitting #4
@@ -10,3 +10,6 @@ export const BALL_INITIAL_ANGLE = 180;
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export const BRICK_WIDTH = 40;
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export const BRICK_WIDTH = 40;
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export const BRICK_HEIGHT = 10;
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export const BRICK_HEIGHT = 10;
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export const BRICK_ROW_AMOUNT = 5;
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export const BRICK_COLUMN_AMOUNT = 20;
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+11
-83
@@ -4,15 +4,19 @@ import {
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BALL_INITIAL_ANGLE,
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BALL_INITIAL_ANGLE,
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BALL_RADIUS,
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BALL_RADIUS,
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BALL_SPEED,
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BALL_SPEED,
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BRICK_COLUMN_AMOUNT,
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BRICK_HEIGHT,
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BRICK_HEIGHT,
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BRICK_ROW_AMOUNT,
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BRICK_WIDTH,
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BRICK_WIDTH,
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CONTAINER_HEIGHT,
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CONTAINER_HEIGHT,
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CONTAINER_WIDTH,
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CONTAINER_WIDTH,
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PADDLE_HEIGHT,
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PADDLE_HEIGHT,
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PADDLE_WIDTH,
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PADDLE_WIDTH,
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} from './config';
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} from './config';
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import { Game } from './game';
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import { calculateCollision } from './lib/calculateCollision/calculateCollision';
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import { calculateCollision } from './lib/calculateCollision/calculateCollision';
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import { calculateDirection } from './lib/calculateDirection/calculateDirection';
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import { calculateDirection } from './lib/calculateDirection/calculateDirection';
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import { createGameView, syncronizeViewsWithGame } from './view';
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(async () => {
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(async () => {
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// Create a new application
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// Create a new application
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@@ -35,95 +39,19 @@ import { calculateDirection } from './lib/calculateDirection/calculateDirection'
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app.stage.addChild(container);
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app.stage.addChild(container);
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const paddle = new Graphics().rect(0, CONTAINER_HEIGHT - PADDLE_HEIGHT, PADDLE_WIDTH, PADDLE_HEIGHT).fill('#fff000');
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const game = new Game(BRICK_COLUMN_AMOUNT, BRICK_ROW_AMOUNT);
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container.addChild(paddle);
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const views = createGameView(game, container);
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container.on('pointermove', (event) => {
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container.on('pointermove', (event) => {
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const localPosition = container.toLocal(event.global);
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const localPosition = container.toLocal(event.global);
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game.paddle.moveTo(localPosition.x, 0, CONTAINER_WIDTH);
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if (localPosition.x < CONTAINER_WIDTH - PADDLE_WIDTH) {
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paddle.x = localPosition.x;
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}
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});
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});
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const bricksRow = Array.from({ length: Math.floor(CONTAINER_WIDTH / BRICK_WIDTH) }).map((_, index) => {
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console.log(game.paddle.x, game.paddle.y);
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const brick = new Graphics().rect(0, 0, BRICK_WIDTH, BRICK_HEIGHT).fill('#000fff');
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brick.x = index * BRICK_WIDTH;
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brick.y = 1;
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container.addChild(brick);
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return brick;
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});
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const ball = new Graphics().circle(0, 0, BALL_RADIUS).fill('#ffffff');
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ball.x = 100;
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ball.y = 100;
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container.addChild(ball);
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const leftBoundary = BALL_RADIUS;
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const rightBoundary = CONTAINER_WIDTH - BALL_RADIUS;
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const topBoundary = BALL_RADIUS;
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const bottomBoundary = CONTAINER_HEIGHT - BALL_RADIUS;
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const paddleTop = CONTAINER_HEIGHT - PADDLE_HEIGHT;
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const bricksBottom = BRICK_HEIGHT;
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let horizontalSpeed = BALL_SPEED * Math.cos(BALL_INITIAL_ANGLE);
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let verticalSpeed = -1 * BALL_SPEED * Math.sin(BALL_INITIAL_ANGLE);
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app.ticker.add((time) => {
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app.ticker.add((time) => {
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// Базоввое взаимодействие мяча и кирпича
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game.update(time.deltaTime);
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for (let i = bricksRow.length - 1; i >= 0; i--) {
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syncronizeViewsWithGame(views, game);
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const currentBrick = bricksRow[i];
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console.log(game.paddle.x, game.paddle.y);
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const brickLeft = currentBrick.x;
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const brickRight = currentBrick.x + BRICK_WIDTH;
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const brickTop = currentBrick.y;
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const brickBottom = currentBrick.y + BRICK_HEIGHT;
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const ballLeft = ball.x - BALL_RADIUS;
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const ballRight = ball.x + BALL_RADIUS;
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const ballTop = ball.y - BALL_RADIUS;
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const ballBottom = ball.y + BALL_RADIUS;
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const ballObject = { left: ballLeft, right: ballRight, top: ballTop, bottom: ballBottom };
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const brickObject = { left: brickLeft, right: brickRight, top: brickTop, bottom: brickBottom };
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const isCollided = calculateCollision(ballObject, brickObject);
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const directions = calculateDirection(ballObject, brickObject);
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if (isCollided && directions !== null) {
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horizontalSpeed *= directions[0];
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verticalSpeed *= directions[1];
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container.removeChild(currentBrick);
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currentBrick.destroy();
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bricksRow.splice(i, 1);
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break;
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}
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}
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// Не даем мячу выйти за границы стен слева / справав и меняем направление
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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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horizontalSpeed *= -1;
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}
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// Не даем мячу выйти за границы стен сверху / снизу и меняем направление
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if (ball.y <= topBoundary || ball.y >= bottomBoundary) {
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ball.y = ball.y <= topBoundary ? topBoundary : bottomBoundary;
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verticalSpeed *= -1;
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}
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// Базоввое взаимодействие мяча и ракетки
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if (
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verticalSpeed > 0 &&
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ball.y + BALL_RADIUS >= paddleTop &&
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ball.x >= paddle.x &&
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ball.x <= paddle.x + PADDLE_WIDTH
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) {
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verticalSpeed *= -1;
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}
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ball.x += horizontalSpeed * time.deltaTime;
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ball.y += verticalSpeed * time.deltaTime;
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});
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});
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})();
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})();
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Block a user