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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