added Vue
This commit is contained in:
parent
d93a5fd6a1
commit
2d7ab30ec6
36 changed files with 15930 additions and 2884 deletions
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
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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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*/
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set x(value: number) {
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this._x = value;
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}
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/**
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* Get y.
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*/
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get y(): number {
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return this._y;
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}
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/**
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* Set y.
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* @param value
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*/
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set y(value: number) {
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this._y = value;
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}
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//endregion
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/**
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* Constructs the position.
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* @param x x-Position
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* @param y y-Position
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*/
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constructor(x: number, y: number) {
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this._x = x;
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this._y = y;
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}
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}
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202
frontend/game/model/Raspberry.ts
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202
frontend/game/model/Raspberry.ts
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/**
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* Raspberry class.
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*/
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class Raspberry extends Entity {
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/**
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* Amount of lift applied when boosting.
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* @private
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*/
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private readonly lift: number = -15;
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/**
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* Gravity applied.
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* @private
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*/
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private readonly gravity: number = 0.45;
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/**
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* Current speed.
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* @private
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*/
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private _velocity: number = 0;
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/**
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* Image for the raspberry.
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* @private
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*/
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private _image: p5.Image;
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/**
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* Position.
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* @private
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*/
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private static position: Position;
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/**
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* Maximum velocity, so the raspberry doesn't get to infinite speed when boosting.
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* @private
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*/
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private static readonly maxVelocity: number = 100;
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/**
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* Width.
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* @private
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*/
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private static readonly WIDTH: number = 180;
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/**
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* Height.
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* @private
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*/
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private static readonly HEIGHT: number = 70;
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/**
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* Color.
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* @private
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*/
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private static readonly FILL: number = 0;
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//region Getter & Setter
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/**
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* Gets the velocity.
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*/
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get velocity(): number {
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return this._velocity;
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}
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/**
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* Sets the velocity.
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* @param value
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*/
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set velocity(value: number) {
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this._velocity = (Math.abs(this.velocity) > Raspberry.maxVelocity) ? Raspberry.maxVelocity : value;
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}
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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 by path.
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* @param {string} path
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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 Raspberry with fixed sizes.
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* @param image Path to image
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*/
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constructor(image: string) {
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Raspberry.position = new Position(width / 6, height / 2);
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super(Raspberry.position, Raspberry.WIDTH, Raspberry.HEIGHT, Raspberry.FILL);
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this.image = image;
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}
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/**
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* Applies gravity and keeps the raspberry within the canvas.
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*/
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public update(): void {
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this.applyGravity();
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this.forceBoundaries();
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}
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/**
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* Lets the Raspberry fall to the ground
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*/
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private applyGravity(): void {
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this.velocity += this.gravity;
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this.position.y += this.velocity;
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}
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/**
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* Limits the raspberry's movement to the shown canvas.
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* @private
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*/
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private forceBoundaries(): void {
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this.boundaryTop();
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this.boundaryBottom();
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}
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/**
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* Forces the boundaries at the canvas' top.
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* @private
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*/
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private boundaryTop(): void {
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if (this.position.y < 0) {
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this.position.y = 0;
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this.velocity = 0;
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}
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}
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/**
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* Forces the boundaries at the canvas' bottom.
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* @private
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*/
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private boundaryBottom(): void {
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if (this.position.y + this.height > height) {
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this.position.y = height - this.height;
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this.velocity = 0;
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}
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}
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/**
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* Lets the raspberry jump.
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*/
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public boost(): void {
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this.velocity += this.lift;
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}
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/**
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* Draws raspberry.
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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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this.setPose();
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this.drawObject();
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pop();
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}
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/**
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* Draws the rocket.
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* @private
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*/
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private drawObject() {
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this.drawHitBox();
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this.drawRocket();
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}
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/**
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* Handles the drawing of the object.
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*/
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private drawRocket() {
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image(this.image, 0, 0, this.width, this.height);
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rect(0, 0, this.width, this.height);
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}
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/**
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* If enabled, draws the hitbox.
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*/
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private drawHitBox() {
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if (!this.showHitbox) {
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noStroke();
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}
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}
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/**
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* Rotation and position of the rocket.
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* @private
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*/
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private setPose() {
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translate(this.position.x, this.position.y);
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rotate((PI / 2) * (this.velocity / Raspberry.maxVelocity));
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}
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}
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