added Vue
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37 changed files with 15941 additions and 2884 deletions
219
frontend/game/game.ts
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219
frontend/game/game.ts
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const PIPE_IMAGE_PATH: string = "resources/raspberry-low-res.png";
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const BACKGROUND_IMAGE_PATH: string = "resources/raspberry-low-res.png";
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const RASPBERRY_IMAGE_PATH: string = "resources/raspberry-rocket.png";
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const OBSTACLE_WIDTH: number = 88;
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const OBSTACLE_COUNT: number = 3;
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const BOOST_KEYS = ["k", " "];
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let obstacleOffset: number;
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let backgroundImage: any;
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let obstacles: Obstacle[] = [];
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let raspberry: Raspberry;
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let paused: boolean;
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let score: number = 0;
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let hasAlreadyScored: boolean = false;
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let hasDied: boolean = false;
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let ready: boolean = true;
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/**
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* p5 setup function.
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*/
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function setup() {
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backgroundImage = loadImage(BACKGROUND_IMAGE_PATH);
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createCanvas(1200, 750);
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setupObstacleConsts();
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setupFont();
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setupGame();
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}
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/**
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* Sets up the constants needed for the game.
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*/
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function setupObstacleConsts() {
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obstacleOffset = width / OBSTACLE_COUNT;
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Obstacle.distanceBetweenPipes = height / 2.5
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Obstacle.startX = width;
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}
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/**
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* Set up the font.
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*/
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function setupFont() {
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textSize(150);
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textFont(loadFont("resources/PressStart2P-Regular.ttf"));
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}
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/**
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* Sets up everything needed for the game.
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*/
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function setupGame() {
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paused = true;
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raspberry = new Raspberry(RASPBERRY_IMAGE_PATH);
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setupObstacles();
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}
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/**
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* Clears the obstacles and reinitializes them.
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*/
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function setupObstacles() {
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obstacles = [];
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instantiateObstacles(OBSTACLE_COUNT);
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obstacles.forEach((obstacle) => obstacle.randomizeHeight());
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}
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/**
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* Instantiates a certain amount of obstacles.
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* @param number
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*/
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function instantiateObstacles(number: number) {
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for (let i = 0; i < number; i++) {
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obstacles.push(
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new Obstacle(new Position(width + obstacleOffset * i, 0), OBSTACLE_WIDTH, height, PIPE_IMAGE_PATH));
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}
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}
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/**
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* Draws and updates the game.
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*/
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function draw() {
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update();
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gameLoop();
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drawGame();
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}
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/**
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* Draws the game's elements.
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*/
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function drawGame() {
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background(backgroundImage);
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drawEntities();
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displayScore();
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}
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/**
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* Draws the game's enities.
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*/
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function drawEntities() {
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raspberry.draw();
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drawObstacles();
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}
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/**
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* Operations for the game's functionality.
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*/
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function gameLoop() {
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if (!paused) {
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collisionCheck(obstacles[0]);
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checkRaspberryScore();
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}
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}
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/**
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* Checks the collision between an obstacle and the raspberry.
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* @param o
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*/
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function collisionCheck(o: Obstacle) {
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if (o.collides(raspberry)) {
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die();
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setupGame();
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}
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}
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/**
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* Timeouts key events.
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*/
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function die() {
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ready = false;
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hasDied = true;
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setTimeout(() => ready = true, 1000);
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}
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/**
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* Displays the game score.
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*/
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function displayScore() {
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push();
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fill(200, 100, 60);
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text(score, width / 2, height / 10, width, height);
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pop();
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}
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/**
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* Updates all objects.
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*/
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function update() {
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if (!paused) {
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raspberry.update();
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}
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obstacles.forEach((obstacle: Obstacle) => {
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if (!paused) {
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obstacle.update();
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// Reset Obstacles Position
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checkObstacleReset(obstacle);
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}
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})
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}
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/**
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* Draws the obstacles.
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*/
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function drawObstacles() {
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obstacles.forEach((obstacle) => {
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obstacle.draw();
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});
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}
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/**
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* Check if obstacle positions should be reset and reset if so
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* @param obstacle obstacle to check
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*/
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function checkObstacleReset(obstacle: Obstacle) {
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if (obstacle.position.x < -OBSTACLE_WIDTH) {
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obstacle.resetPosition();
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obstacles.shift();
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obstacles.push(obstacle);
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hasAlreadyScored = false;
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}
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}
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/**
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* Check if the raspberry should score and set score
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*/
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function checkRaspberryScore() {
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if ((obstacles[0].position.x + obstacles[0].width / 2) < (raspberry.position.x + raspberry.width / 2)
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&& !hasAlreadyScored) {
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score += 1;
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hasAlreadyScored = true;
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}
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}
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/**
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* Resets the score if game is started
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*/
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function resetScore(): void {
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if (hasDied) {
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hasDied = false;
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score = 0;
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hasAlreadyScored = false;
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}
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}
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/**
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* Handler for key events.
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*/
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function keyPressed() {
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if (!ready) return;
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// Jump
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if (BOOST_KEYS.includes(key.toLowerCase())) {
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resetScore();
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raspberry.boost();
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}
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// Pause the Game
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if (key == "Escape") {
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paused = !paused;
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} else if (paused) {
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paused = false;
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}
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}
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4
frontend/game/global.d.ts
vendored
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4
frontend/game/global.d.ts
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// This file will add both p5 instanced and global intellisense
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import module = require('p5');
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export = module;
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export as namespace p5;
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10
frontend/game/model/Collidable.ts
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10
frontend/game/model/Collidable.ts
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/**
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* Collide-able objects.
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*/
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interface Collidable {
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/**
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* Determines when two entities collide
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* @param o other entity
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*/
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collides(o: Entity): boolean;
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}
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127
frontend/game/model/Entity.ts
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127
frontend/game/model/Entity.ts
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/**
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* General rectangular entities.
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*/
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abstract class Entity {
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/**
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* Position.
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* @private
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*/
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private _position: Position;
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/**
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* Width.
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* @private
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*/
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private _width: number;
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/**
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* Height.
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* @private
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*/
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private _height: number;
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/**
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* Color.
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* @private
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*/
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private fill: number;
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/**
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* Whether the hitbox (rectangular surrounding) is shown, or not.
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* @private
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*/
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private _showHitbox: boolean;
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//region Getter & Setter
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/**
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* Get position.
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*/
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get position(): Position {
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return this._position;
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}
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/**
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* Set position.
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* @param value
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*/
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set position(value: Position) {
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this._position = value;
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}
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/**
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* Get width.
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*/
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get width(): number {
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return this._width;
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}
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/**
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* Set width.
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* @param value
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*/
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set width(value: number) {
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this._width = value;
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}
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/**
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* Get height.
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*/
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get height(): number {
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return this._height;
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}
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/**
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* Set height.
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* @param value
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*/
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set height(value: number) {
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this._height = value;
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}
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/**
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* Get the hitbox's visibility.
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*/
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get showHitbox(): boolean {
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return this._showHitbox;
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}
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/**
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* Set the hitbox's visibility.
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* @param value
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*/
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set showHitbox(value: boolean) {
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this._showHitbox = value;
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}
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//endregion
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/**
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* Constructs the Entity.
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* @param position starting Position
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* @param width entity width
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* @param height entity height
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* @param fill fill color
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*/
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protected constructor(position: Position, width: number, height: number, fill: number) {
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this.position = position;
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this.width = width;
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this.height = height;
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this.fill = fill;
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this._showHitbox = false;
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}
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/**
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* Updates the entity.
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*/
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public abstract update(): void;
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/**
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* Draws the entity.
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*/
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public draw(): void {
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push();
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fill(this.fill);
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rect(this.position.x, this.position.y, this.width, this.height);
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pop();
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}
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}
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92
frontend/game/model/Obstacle.ts
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92
frontend/game/model/Obstacle.ts
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/**
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* Obstacle of the game. Built from 2 pipes, one at the bottom, one at the top.
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*/
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class Obstacle extends Entity implements Collidable {
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private pipeTop: Pipe;
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private pipeBottom: Pipe;
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private readonly padding: number = 150;
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private readonly speed: number = 3;
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private static _distanceBetweenPipes: number;
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private static _startX: number;
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static set startX(value: number) {
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this._startX = value;
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}
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static set distanceBetweenPipes(value: number) {
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this._distanceBetweenPipes = value;
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}
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/**
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* Constructs the Obstacle with the given image.
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* @param position starting position of the obstacle
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* @param obstacleWidth width of the obstacle
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* @param obstacleHeight height of the obstacle
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* @param pipeImagePath path to the image to be used
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*/
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constructor(position: Position, obstacleWidth: number, obstacleHeight: number, pipeImagePath: string) {
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super(position, obstacleWidth, obstacleHeight, 0);
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this.createPipes(position, obstacleHeight, obstacleWidth, pipeImagePath);
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}
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/**
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* Creates the pipes.
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* @param position
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* @param obstacleHeight
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* @param obstacleWidth
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* @param pipeImagePath
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* @private
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*/
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private createPipes(position: Position, obstacleHeight: number, obstacleWidth: number, pipeImagePath: string) {
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this.pipeTop = new Pipe(position.x, obstacleWidth, obstacleHeight, pipeImagePath);
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this.pipeBottom = new Pipe(position.x, obstacleWidth, obstacleHeight, pipeImagePath);
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}
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/**
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* Resets the position of the obstacle to the Obstacle.startX variable
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* Randomises the height of the pipes using the padding variable
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*/
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public resetPosition(): void {
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this.randomizeHeight();
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this.pipeBottom.position.x = Obstacle._startX;
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this.pipeTop.position.x = Obstacle._startX;
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}
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/**
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* Randomizes the height of the pipes
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*/
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public randomizeHeight(): void {
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this.pipeTop.height = this.randomRange(this.padding, height - this.padding - Obstacle._distanceBetweenPipes);
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this.pipeBottom.position.y = this.pipeTop.height + Obstacle._distanceBetweenPipes;
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this.pipeBottom.height = height - this.pipeTop.height - this.padding;
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}
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/**
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* Creates a random number between the min and max parameter
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* @param min minimum number
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* @param max maximum number
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*/
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private randomRange(min: number, max: number): number {
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return Math.random() * (max - min) + min;
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}
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public update(): void {
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this.pipeTop.move(this.speed);
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this.pipeBottom.move(this.speed);
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this.position.x = this.pipeTop.position.x;
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}
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public draw(): void {
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this.pipeTop.draw();
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this.pipeBottom.draw();
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}
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/**
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* Determines when the obstacle is colliding with another entity
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* @param o other entity
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*/
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public collides(o: Entity): boolean {
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return this.pipeTop.collides(o) || this.pipeBottom.collides(o);
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}
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}
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74
frontend/game/model/Pipe.ts
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74
frontend/game/model/Pipe.ts
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/**
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* Rectangular obstacle.
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*/
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class Pipe extends Entity implements Collidable {
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/**
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* Pipe's image.
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* @private
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*/
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private _image: p5.Image;
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//region Getter & Setter
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/**
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* Gets the image.
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*/
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get image(): p5.Image {
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return this._image;
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}
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/**
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* Sets the image.
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* @param path Path to image
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*/
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set image(path: any) {
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this._image = loadImage(path);
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}
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//endregion
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/**
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* Constructs the pipe.
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* @param positionX starting x-Position
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* @param width pipe width
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* @param height pipe height
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* @param image path to image.
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*/
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constructor(positionX: number, width: number, height: number, image: string) {
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super(new Position(positionX, 0), width, height, 0);
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this.image = image;
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}
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/**
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* YAGNI.
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*/
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public update(): void {}
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/**
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* Draws the pipe.
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*/
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public draw(): void {
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push();
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noFill();
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image(this.image, this.position.x, this.position.y, this.width, this.height);
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rect(this.position.x, this.position.y, this.width, this.height);
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pop();
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}
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/**
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* Moves the pipe to the lift with the given speed
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* @param speed how fast the pipe moves
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*/
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public move(speed: number): void {
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this.position.x -= speed;
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}
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/**
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* Determines when the pipe is colliding with another entity
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* @param o other entity
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*/
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collides(o: Entity): boolean {
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return this.position.x < (o.position.x + o.width) && //inside left border
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(this.position.x + this.width) > o.position.x && //but not outside right border
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this.position.y < (o.position.y + o.height) && //inside top border
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(this.position.y + this.height) > o.position.y; //but not outside bottom border
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}
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}
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59
frontend/game/model/Position.ts
Normal file
59
frontend/game/model/Position.ts
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/**
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* 2D Point.
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*/
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class Position {
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/**
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* X coordinate.
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* @private
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*/
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private _x: number;
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/**
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* Y coordinate.
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* @private
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*/
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private _y: number;
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//region Getter & Setter
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/**
|
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* Get x.
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*/
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get x(): number {
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return this._x;
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}
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/**
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* Set x.
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* @param value
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*/
|
||||
set x(value: number) {
|
||||
this._x = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get y.
|
||||
*/
|
||||
get y(): number {
|
||||
return this._y;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set y.
|
||||
* @param value
|
||||
*/
|
||||
set y(value: number) {
|
||||
this._y = value;
|
||||
}
|
||||
//endregion
|
||||
|
||||
/**
|
||||
* Constructs the position.
|
||||
* @param x x-Position
|
||||
* @param y y-Position
|
||||
*/
|
||||
constructor(x: number, y: number) {
|
||||
this._x = x;
|
||||
this._y = y;
|
||||
}
|
||||
}
|
||||
202
frontend/game/model/Raspberry.ts
Normal file
202
frontend/game/model/Raspberry.ts
Normal file
|
|
@ -0,0 +1,202 @@
|
|||
/**
|
||||
* Raspberry class.
|
||||
*/
|
||||
class Raspberry extends Entity {
|
||||
/**
|
||||
* Amount of lift applied when boosting.
|
||||
* @private
|
||||
*/
|
||||
private readonly lift: number = -15;
|
||||
|
||||
/**
|
||||
* Gravity applied.
|
||||
* @private
|
||||
*/
|
||||
private readonly gravity: number = 0.45;
|
||||
|
||||
/**
|
||||
* Current speed.
|
||||
* @private
|
||||
*/
|
||||
private _velocity: number = 0;
|
||||
|
||||
/**
|
||||
* Image for the raspberry.
|
||||
* @private
|
||||
*/
|
||||
private _image: p5.Image;
|
||||
|
||||
/**
|
||||
* Position.
|
||||
* @private
|
||||
*/
|
||||
private static position: Position;
|
||||
|
||||
/**
|
||||
* Maximum velocity, so the raspberry doesn't get to infinite speed when boosting.
|
||||
* @private
|
||||
*/
|
||||
private static readonly maxVelocity: number = 100;
|
||||
|
||||
/**
|
||||
* Width.
|
||||
* @private
|
||||
*/
|
||||
private static readonly WIDTH: number = 180;
|
||||
|
||||
/**
|
||||
* Height.
|
||||
* @private
|
||||
*/
|
||||
private static readonly HEIGHT: number = 70;
|
||||
|
||||
/**
|
||||
* Color.
|
||||
* @private
|
||||
*/
|
||||
private static readonly FILL: number = 0;
|
||||
|
||||
//region Getter & Setter
|
||||
|
||||
/**
|
||||
* Gets the velocity.
|
||||
*/
|
||||
get velocity(): number {
|
||||
return this._velocity;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the velocity.
|
||||
* @param value
|
||||
*/
|
||||
set velocity(value: number) {
|
||||
this._velocity = (Math.abs(this.velocity) > Raspberry.maxVelocity) ? Raspberry.maxVelocity : value;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the image.
|
||||
*/
|
||||
get image(): p5.Image {
|
||||
return this._image;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the image by path.
|
||||
* @param {string} path
|
||||
*/
|
||||
set image(path: any) {
|
||||
this._image = loadImage(path);
|
||||
}
|
||||
|
||||
//endregion
|
||||
|
||||
/**
|
||||
* Constructs the Raspberry with fixed sizes.
|
||||
* @param image Path to image
|
||||
*/
|
||||
constructor(image: string) {
|
||||
Raspberry.position = new Position(width / 6, height / 2);
|
||||
super(Raspberry.position, Raspberry.WIDTH, Raspberry.HEIGHT, Raspberry.FILL);
|
||||
this.image = image;
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies gravity and keeps the raspberry within the canvas.
|
||||
*/
|
||||
public update(): void {
|
||||
this.applyGravity();
|
||||
this.forceBoundaries();
|
||||
}
|
||||
|
||||
/**
|
||||
* Lets the Raspberry fall to the ground
|
||||
*/
|
||||
private applyGravity(): void {
|
||||
this.velocity += this.gravity;
|
||||
this.position.y += this.velocity;
|
||||
}
|
||||
|
||||
/**
|
||||
* Limits the raspberry's movement to the shown canvas.
|
||||
* @private
|
||||
*/
|
||||
private forceBoundaries(): void {
|
||||
this.boundaryTop();
|
||||
this.boundaryBottom();
|
||||
}
|
||||
|
||||
/**
|
||||
* Forces the boundaries at the canvas' top.
|
||||
* @private
|
||||
*/
|
||||
private boundaryTop(): void {
|
||||
if (this.position.y < 0) {
|
||||
this.position.y = 0;
|
||||
this.velocity = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Forces the boundaries at the canvas' bottom.
|
||||
* @private
|
||||
*/
|
||||
private boundaryBottom(): void {
|
||||
if (this.position.y + this.height > height) {
|
||||
this.position.y = height - this.height;
|
||||
this.velocity = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Lets the raspberry jump.
|
||||
*/
|
||||
public boost(): void {
|
||||
this.velocity += this.lift;
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws raspberry.
|
||||
*/
|
||||
public draw(): void {
|
||||
push();
|
||||
noFill();
|
||||
this.setPose();
|
||||
this.drawObject();
|
||||
pop();
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the rocket.
|
||||
* @private
|
||||
*/
|
||||
private drawObject() {
|
||||
this.drawHitBox();
|
||||
this.drawRocket();
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the drawing of the object.
|
||||
*/
|
||||
private drawRocket() {
|
||||
image(this.image, 0, 0, this.width, this.height);
|
||||
rect(0, 0, this.width, this.height);
|
||||
}
|
||||
|
||||
/**
|
||||
* If enabled, draws the hitbox.
|
||||
*/
|
||||
private drawHitBox() {
|
||||
if (!this.showHitbox) {
|
||||
noStroke();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotation and position of the rocket.
|
||||
* @private
|
||||
*/
|
||||
private setPose() {
|
||||
translate(this.position.x, this.position.y);
|
||||
rotate((PI / 2) * (this.velocity / Raspberry.maxVelocity));
|
||||
}
|
||||
}
|
||||
17
frontend/game/tsconfig.json
Normal file
17
frontend/game/tsconfig.json
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
{
|
||||
"compilerOptions": {
|
||||
"noImplicitAny": true,
|
||||
"outFile": "../public/game/build.js",
|
||||
"preserveConstEnums": true,
|
||||
"removeComments": true,
|
||||
"rootDir": ".",
|
||||
"sourceMap": true,
|
||||
"target": "es5",
|
||||
"moduleResolution": "node",
|
||||
"lib": [
|
||||
"dom",
|
||||
"es5",
|
||||
"scripthost"
|
||||
]
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue