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-rw-r--r--src/view/ship.ts94
1 files changed, 94 insertions, 0 deletions
diff --git a/src/view/ship.ts b/src/view/ship.ts
new file mode 100644
index 0000000..92590d3
--- /dev/null
+++ b/src/view/ship.ts
@@ -0,0 +1,94 @@
+import * as Controls from 'controls'
+import * as Vec2 from 'model/vec2'
+import * as Number from 'util/number'
+import * as Screen from 'screen'
+import * as Colors from 'view/colors'
+
+export const radius: number = 30
+export const fireDelay: number = 200
+export const missileWidth: number = 10
+export const missileHeight: number = 5
+
+export interface State {
+ pos: Vec2.Vec2,
+ missiles: Array<Vec2.Vec2>,
+ lastFired: number,
+}
+
+export function init(): State {
+ return {
+ pos: {
+ x: Screen.width / 6,
+ y: Screen.height / 2,
+ },
+ missiles: [],
+ lastFired: 0,
+ }
+}
+
+export function update(state: State, timestamp: number, delta: number) {
+ move(state, delta)
+ updateMissiles(state, timestamp, delta)
+}
+
+function move(state: State, delta: number) {
+ let dir = controlsDir(Controls.current)
+
+ if (!Vec2.equals(dir, Vec2.zero())) {
+ let teta = Math.atan2(dir.y, dir.x)
+ state.pos.x += Math.cos(teta) * delta / 3
+ state.pos.y += Math.sin(teta) * delta / 3
+ }
+
+ state.pos.x = Number.clamp(state.pos.x, radius, Screen.width - radius)
+ state.pos.y = Number.clamp(state.pos.y, radius, Screen.height - radius)
+}
+
+function controlsDir(c: Controls.Controls): Vec2.Vec2 {
+ let dir = Vec2.zero()
+
+ if (c.up && !c.down)
+ dir.y = -1
+ else if (c.down && !c.up)
+ dir.y = 1
+
+ if (c.right && !c.left)
+ dir.x = 1
+ else if (c.left && !c.right)
+ dir.x = -1
+
+ return dir
+}
+
+function updateMissiles(state: State, timestamp: number, delta: number) {
+ if (Controls.current.space && state.lastFired + fireDelay < timestamp) {
+ state.missiles.push({x: state.pos.x + radius, y: state.pos.y})
+ state.lastFired = timestamp
+ }
+
+ state.missiles = state.missiles
+ .map(missile => ({ ...missile, x: missile.x + delta}))
+ .filter(missile => missile.x < Screen.width)
+}
+
+export function view(context: CanvasRenderingContext2D, state: State) {
+ context.fillStyle = Colors.colors.red
+ context.beginPath()
+ context.moveTo(state.pos.x - radius, state.pos.y - radius)
+ context.lineTo(state.pos.x + radius, state.pos.y)
+ context.lineTo(state.pos.x - radius, state.pos.y + radius)
+ context.closePath()
+ context.fill()
+
+ state.missiles.forEach(({x, y}) => {
+ context.fillStyle = Colors.colors.red
+ context.beginPath()
+ context.rect(
+ x - missileWidth / 2,
+ y - missileHeight / 2,
+ missileWidth,
+ missileHeight
+ )
+ context.fill()
+ })
+}