RaspberryRocketeer/frontend/game/model/Raspberry.ts

202 lines
No EOL
3.9 KiB
TypeScript

/**
* 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 = 75;
/**
* 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));
}
}