Splitted classes into files
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@ -7,6 +7,10 @@
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padding: 0;
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}
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</style>
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<script src="Key.js"></script>
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<script src="Intro.js"></script>
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<script src="Score.js"></script>
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<script src="Bar.js"></script>
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<script src="index.js"></script>
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</head>
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127
index.js
127
index.js
@ -2,27 +2,13 @@
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document.addEventListener('DOMContentLoaded', init);
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let Key = {
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_pressed: {},
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isDown: function (keyCode) {
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return this._pressed[keyCode];
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},
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onKeydown: function (event) {
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this._pressed[event.code] = true;
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},
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onKeyup: function (event) {
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delete this._pressed[event.code];
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}
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};
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let ctx, canvas = document.createElement("canvas");
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function init() {
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let ctx, canvas = document.createElement("canvas");
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canvas.width = window.innerWidth
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canvas.height = window.innerHeight
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ctx = canvas.getContext('2d');
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document.body.insertBefore(canvas, document.body.childNodes[0]);
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window.addEventListener('keydown', (e) => Key.onKeydown(e));
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window.addEventListener('keyup', (e) => Key.onKeyup(e));
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function run() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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@ -32,19 +18,20 @@ function init() {
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// -------------------------------------------------------------------
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let gstate = 1;
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let intro = new Intro();
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let score = new Score();
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let bar = new Bar();
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let key = new Key(controls);
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let intro = new Intro(ctx);
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let score = new Score(ctx);
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let bar = new Bar(ctx, key);
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function joy_fire() {
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function controls(e) {
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switch (gstate) {
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case 0: // Waiting to start
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newGame();
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if (e.code=='Space') newGame();
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break;
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case 1: // Playing...
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break;
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case 2: // Game Over
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newGame();
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if (e.code=='Space') newGame();
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break;
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}
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}
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@ -72,100 +59,8 @@ function init() {
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run();
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}
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class Intro {
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constructor() {
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this.x = canvas.width;
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this.y = canvas.height / 2 - 48;
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}
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update() {
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this.centerText('BreakOut', this.y, '48px', 'Consolas', 'Black');
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this.centerText('JDG', this.y + 50, '24px', 'Consolas', 'Black');
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}
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centerText(txt, y, s, f, c) {
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ctx.font = s + ' ' + f;
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ctx.fillStyle = 'Black';
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let x = (canvas.width - ctx.measureText(txt).width) / 2;
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ctx.fillText(txt, x, y);
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}
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}
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class Bar {
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constructor() {
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this.w = 100;
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this.h = 20;
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this.speed = 10; // Target Speed
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this._speed = 0; // Current Speed and direction
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this.xLimit = (canvas.width - this.w);
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this.reset();
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}
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reset() {
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this.x = (canvas.width - this.w) / 2;
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this.y = (canvas.height - this.h * 2);
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this._y = canvas.height + 10;
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}
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update() {
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this.move();
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this.draw();
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}
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stop() {
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this._speed = 0;
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}
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left() {
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if (this._speed >= 0) this._speed = -this.speed;
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this.x += this._speed;
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if (this.x < 0) this.x = 0;
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this._speed -= 0.5;
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}
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right() {
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if (this._speed <= 0) this._speed = this.speed;
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this.x += this._speed;
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if (this.x > this.xLimit) this.x = this.xLimit;
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this._speed += 0.5;
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}
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move() {
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if (Key.isDown('ArrowLeft')) this.left();
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else
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if (Key.isDown('ArrowRight')) this.right();
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else
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this.stop();
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}
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draw() {
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if (this._y != this.y) this._y--;
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if (this._y < canvas.height) {
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ctx.fillStyle = 'black';
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ctx.fillRect(this.x, this._y, this.w, this.h);
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}
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}
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}
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class Score {
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constructor() {
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this.reset();
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ctx.font = "30px Consolas";
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let m = ctx.measureText('Score: 00000');
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this.x = canvas.width - m.width;
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this.y = -10;
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}
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reset() {
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this.points = 0;
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}
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add(x) {
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this.points += x;
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}
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update() {
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if (this.y != 30) this.y++;
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if (this.y > 0) {
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ctx.font = "30px Consolas";
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ctx.fillStyle = 'Black';
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ctx.fillText('Score: ' + this.points, this.x, this.y);
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}
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}
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}
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class ball {
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constructor(x, y, speed, angle) {
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@ -183,15 +78,15 @@ class ball {
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}
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draw() {
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ctx.fillStyle = this.color;
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ctx.fillRect(this.x, this.y, this.size, this.size);
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this.ctx.fillStyle = this.color;
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this.ctx.fillRect(this.x, this.y, this.size, this.size);
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}
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move() {
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this.x += this.speed * Math.cos(this.angle);
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this.y += this.speed * Math.sin(this.angle);
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if (this.x < 0 || this.x > canvas.width || this.y < 0 || this.y > canvas.height)
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if (this.x < 0 || this.x > this.ctx.canvas.width || this.y < 0 || this.y > this.ctx.canvas.height)
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this.bounce();
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}
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