Feature/advanced game mechanics #5
+2
-1
@@ -13,6 +13,7 @@ export const BALL_SPEED = 3;
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export const BALL_SPEED_LEVEL_STEP = 2;
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export const BALL_SPEED_TIME_STEP = 0.002;
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export const BALL_INITIAL_ANGLE = 0;
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export const BALL_SPLIT_ANGLE = 20;
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export const BRICK_WIDTH = 40;
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export const BRICK_HEIGHT = 10;
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@@ -25,4 +26,4 @@ export const PERK_HEIGHT = 16;
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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'];
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export const PERK_TYPES = ['slow', 'wide', 'life', 'clone'];
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+20
-4
@@ -32,13 +32,21 @@ export class Game {
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this.maxLevel = levels.length - 1;
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this.paddle = new Paddle(0, CONTAINER_HEIGHT - PADDLE_HEIGHT, PADDLE_WIDTH, PADDLE_HEIGHT);
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this.ball = new Ball(0, 0, BALL_RADIUS, BALL_SPEED, BALL_INITIAL_ANGLE);
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this.balls = [new Ball(0, 0, BALL_RADIUS, BALL_SPEED, BALL_INITIAL_ANGLE)];
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this.bricks = layBricks(this.levels[this.currentLevel], BRICK_WIDTH, BRICK_HEIGHT);
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this.perks = [];
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this._placeBallOnPaddle();
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}
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/**
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* Основной (первый) мяч. Пока играет один мяч - это он.
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* @returns {Ball}
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*/
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get ball() {
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return this.balls[0];
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}
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/**
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* Изменяет значения сущностей в зависимости от времени
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* @param {*} deltaTime изменение времени из Ticker
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@@ -56,7 +64,10 @@ export class Game {
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tick(this, CONTAINER_WIDTH, CONTAINER_HEIGHT, deltaTime);
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if (this.ball.status === 'out') {
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// Убираем улетевшие мячи. Жизнь теряется только когда не осталось ни одного
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const survivingBalls = this.balls.filter((ball) => ball.status !== 'out');
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if (survivingBalls.length === 0) {
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this.livesAmount -= 1;
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if (this.livesAmount === 0) {
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@@ -68,7 +79,11 @@ export class Game {
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return;
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}
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this.ball.increaseSpeed(BALL_SPEED_TIME_STEP * deltaTime);
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this.balls = survivingBalls;
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for (const ball of this.balls) {
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ball.increaseSpeed(BALL_SPEED_TIME_STEP * deltaTime);
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}
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const isLevelComplete = this._checkLevelCompletion();
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@@ -101,9 +116,10 @@ export class Game {
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}
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/**
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* Ставит мяч по центру ракетки
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* Ставит мяч по центру ракетки, оставляя один мяч в игре
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*/
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_placeBallOnPaddle() {
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this.balls = [this.ball];
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this.ball.reset(this.paddle.x + this.paddle.width / 2, this.paddle.y - this.ball.radius);
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}
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}
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+14
-78
@@ -1,18 +1,8 @@
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import {
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CONTAINER_HEIGHT,
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CONTAINER_WIDTH,
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MAX_PADDLE_REFLECTION_ANGLE,
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MIN_PADDLE_REFLECTION_ANGLE,
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PADDLE_SECTOR_AMOUNT,
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PERK_DROP_CHANCE,
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PERK_HEIGHT,
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PERK_WIDTH,
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} from '../../config';
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import { MAX_PADDLE_REFLECTION_ANGLE, MIN_PADDLE_REFLECTION_ANGLE, PADDLE_SECTOR_AMOUNT } from '../../config';
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import { Game } from '../../game';
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import { calculateAABBCollision } from '../calculateAABBCollision/calculateAABBCollision';
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import { calculateDirection } from '../calculateDirection/calculateDirection';
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import { processBall } from '../processBall/processBall';
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import { processBrickCollision } from '../processBrickCollision/processBrickCollision';
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import { processReflection } from '../processReflection/processReflection';
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import { spawnRandomPerk } from '../spawnRandomPerk/spawnRandomPerk';
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import { updatePerks } from '../updatePerks/updatePerks';
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/**
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@@ -40,80 +30,25 @@ export function tick(game, containerWidth, containerHeight, deltaTime) {
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throw new Error('Значение изменения времени должно быть положительным числом');
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}
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const { ball, paddle, bricks } = game;
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ball.moveForward(deltaTime);
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const { paddle } = game;
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// Бонусы падают и ловятся ракеткой каждый кадр
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updatePerks(game, containerHeight, deltaTime);
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const leftBoundary = ball.radius;
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const rightBoundary = containerWidth - ball.radius;
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const topBoundary = ball.radius;
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const bottomBoundary = containerHeight - ball.radius;
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for (const ball of game.balls) {
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ball.moveForward(deltaTime);
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// Проверка столкновения со стенами и вылета за границу поля снизу
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const hitWallOrWentOut = processBall(ball, containerWidth, containerHeight);
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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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ball.horizontalSpeed *= -1;
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return;
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}
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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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ball.y = topBoundary;
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ball.verticalSpeed *= -1;
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return;
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}
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// Проверяем выход за границу стены снизу
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if (ball.y >= bottomBoundary) {
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game.ball.status = 'out';
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return;
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}
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// Базоввое взаимодействие мяча и кирпича
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for (const brick of bricks) {
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if (!brick.alive) {
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if (hitWallOrWentOut) {
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continue;
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}
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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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// Проверка столкновения с кирпичами
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const hitBrick = processBrickCollision(game, ball);
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const brickLeft = brick.x;
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const brickRight = brick.x + brick.width;
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const brickTop = brick.y;
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const brickBottom = brick.y + brick.height;
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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 = calculateAABBCollision(ballObject, brickObject);
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if (isCollided) {
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const directions = calculateDirection(ballObject, brickObject);
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if (directions !== null) {
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ball.horizontalSpeed *= directions[0];
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ball.verticalSpeed *= directions[1];
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brick.kill();
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if (!brick.alive) {
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if (Math.random() < PERK_DROP_CHANCE) {
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const perk = spawnRandomPerk(
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brick.x + brick.width / 2 - PERK_WIDTH / 2,
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brick.y + brick.height / 2 - PERK_HEIGHT / 2,
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);
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game.perks.push(perk);
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}
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}
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return;
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}
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}
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if (hitBrick) {
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continue;
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}
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// Взаимодействие мяча и ракетки - обновление горизонтальной и вертикальной скорости в зависимости от сектора попадания
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@@ -125,6 +60,7 @@ export function tick(game, containerWidth, containerHeight, deltaTime) {
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MAX_PADDLE_REFLECTION_ANGLE,
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ball.speed,
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);
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}
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} catch (err) {
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console.error(err);
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return null;
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@@ -1,4 +1,5 @@
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import { CONTAINER_WIDTH, PADDLE_WIDE_WIDTH, PERK_BALL_SPEED_DECREASE } from '../../config';
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import { BALL_SPLIT_ANGLE, CONTAINER_WIDTH, PADDLE_WIDE_WIDTH, PERK_BALL_SPEED_DECREASE } 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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@@ -45,8 +46,10 @@ export function updatePerks(game, containerHeight, deltaTime) {
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if (isCollided) {
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switch (perk.type) {
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case 'slow':
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if (game.ball.speed - PERK_BALL_SPEED_DECREASE > 0) {
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game.ball.increaseSpeed(-1 * PERK_BALL_SPEED_DECREASE);
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for (const ball of game.balls) {
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if (ball.speed - PERK_BALL_SPEED_DECREASE > 0) {
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ball.increaseSpeed(-1 * PERK_BALL_SPEED_DECREASE);
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}
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}
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break;
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case 'wide':
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@@ -56,6 +59,10 @@ export function updatePerks(game, containerHeight, deltaTime) {
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case 'life':
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game.livesAmount += 1;
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break;
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case 'clone':
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// Основной мяч делится на два клона, разлетающихся под углом
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game.balls.push(clone(game.ball, BALL_SPLIT_ANGLE), clone(game.ball, -BALL_SPLIT_ANGLE));
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break;
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default:
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break;
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}
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@@ -48,6 +48,17 @@ describe('updatePerks', () => {
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expect(paddle.width).toBe(PADDLE_WIDE_WIDTH);
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});
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it('Ловит бонус clone, разделяет мяч на три', () => {
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const game = new Game([[[1]]]);
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const { paddle } = game;
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game.perks.push(new Perk(paddle.x, paddle.y - 1, 10, 10, 'clone', 0));
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updatePerks(game, 600, 1);
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expect(game.perks).toHaveLength(0);
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expect(game.balls).toHaveLength(3);
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});
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it('Убирает бонус, улетевший за нижнюю границу', () => {
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const game = new Game([[[1]]]);
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game.perks.push(new Perk(0, 601, 10, 10, 'slow', 0));
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+28
-5
@@ -67,8 +67,12 @@ function createPerkView(perk) {
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*/
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export function createGameView(game, container) {
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try {
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const ball = createBallView(game.ball);
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container.addChild(ball);
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const balls = new Map();
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for (const ball of game.balls) {
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const ballView = createBallView(ball);
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container.addChild(ballView);
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balls.set(ball, ballView);
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}
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const paddle = createPaddleView(game.paddle);
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container.addChild(paddle);
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@@ -82,7 +86,7 @@ export function createGameView(game, container) {
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const perks = new Map();
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return {
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ball,
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balls,
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paddle,
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bricks,
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perks,
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@@ -107,6 +111,22 @@ export function managePerkViewsLifetime(views, game, container) {
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container.addChild(views.paddle);
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}
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for (const [ball, ballView] of views.balls) {
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if (!game.balls.includes(ball)) {
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container.removeChild(ballView);
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ballView.destroy();
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views.balls.delete(ball);
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}
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}
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for (const ball of game.balls) {
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if (!views.balls.has(ball)) {
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const ballView = createBallView(ball);
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container.addChild(ballView);
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views.balls.set(ball, ballView);
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}
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}
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for (const [perk, perkView] of views.perks) {
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if (!game.perks.includes(perk)) {
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container.removeChild(perkView);
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@@ -135,8 +155,11 @@ export function syncronizeViewsWithGame(views, game) {
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throw new Error('Аргумент game должен быть экземпляром класса Game');
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}
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views.ball.x = game.ball.x;
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views.ball.y = game.ball.y;
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for (const ball of game.balls) {
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const ballView = views.balls.get(ball);
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ballView.x = ball.x;
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ballView.y = ball.y;
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}
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views.paddle.x = game.paddle.x;
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views.paddle.y = game.paddle.y;
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Reference in New Issue
Block a user