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import * as Controls from 'controls'
import * as Vec2 from 'model/vec2'
import * as Size from 'model/size'
import * as Number from 'util/number'
import * as Colors from 'view/colors'
import * as Physics from 'util/physics'
export const missileWidth: number = 10
export const missileHeight: number = 5
export interface State {
speed: Vec2.Vec2,
pos: Vec2.Vec2,
radius: number,
missiles: Array<Vec2.Vec2>,
lastFired: number,
}
export function init(windowSize: Size.Size): State {
return {
speed: { x: 0, y: 0 },
pos: {
x: windowSize.width / 6,
y: windowSize.height / 2,
},
radius: Size.diagonal(windowSize) / 30,
missiles: [],
lastFired: 0,
}
}
export function update(
state: State,
dt: number,
windowSize: Size.Size
) {
move(state, dt, windowSize)
updateMissiles(state, dt, windowSize)
}
function move(state: State, dt: number, windowSize: Size.Size) {
const dir = controlsDir(Controls.current)
const unitDt = 0.5
const steps = Math.round(dt / unitDt)
const acc = Physics.acc({ dt, speed: state.speed, dir })
Array(steps).fill(1).forEach(_ => {
state.speed = Physics.speed({ dt: unitDt, acc, speed: state.speed })
state.pos = Physics.pos({ dt: unitDt, acc, speed: state.speed, pos: state.pos })
})
state.pos = Vec2.clamp(
state.pos,
{ x: state.radius, y: state.radius },
{ x: windowSize.width - state.radius, y: windowSize.height - state.radius }
)
}
function controlsDir(c: Controls.Controls): Vec2.Vec2 {
let dir = { x: 0, y: 0 }
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 Vec2.normalize(dir)
}
function updateMissiles(state: State, dt: number, windowSize: Size.Size) {
if (Controls.current.spaceCount > state.lastFired) {
state.missiles.push({x: state.pos.x + state.radius, y: state.pos.y})
state.lastFired = Controls.current.spaceCount
}
state.missiles = state.missiles
.map(missile => ({ ...missile, x: missile.x + dt}))
.filter(missile => missile.x < windowSize.width)
}
export function project(state: State, from: Size.Size, to: Size.Size) {
state.pos = Vec2.project(from, to, state.pos)
state.radius = state.radius / Size.diagonal(from) * Size.diagonal(to)
}
export function view(context: CanvasRenderingContext2D, state: State) {
context.fillStyle = Colors.colors.red
context.beginPath()
context.moveTo(state.pos.x - state.radius, state.pos.y - state.radius)
context.lineTo(state.pos.x + state.radius, state.pos.y)
context.lineTo(state.pos.x - state.radius, state.pos.y + state.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()
})
}
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