RaspberryRocketeer/frontend/model/Obstacle.ts
dhain f1babb7c13 Floor & Positioning & small Obstacle rework
- added images for pipes and floor
- floor is now working
- raspberry is falling on floor correctly
- images are now getting preloaded
- font ia getting preloaded
- obstacle and pipe constructor now take p5.Image instead of a string with the path
- removed everything to do with drawing background posters

- started working on pipe tiling instead of streching
2023-01-17 11:10:26 +01:00

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2.9 KiB
TypeScript

/**
* Obstacle of the game. Built from 2 pipes, one at the bottom, one at the top.
*/
class Obstacle extends Entity implements Collidable {
private pipeTop: Pipe;
private pipeBottom: Pipe;
private readonly padding: number = 150;
private readonly speed: number = 3;
private static _distanceBetweenPipes: number;
private static _startX: number;
static set startX(value: number) {
this._startX = value;
}
static set distanceBetweenPipes(value: number) {
this._distanceBetweenPipes = value;
}
/**
* Constructs the Obstacle with the given image.
* @param position starting position of the obstacle
* @param obstacleWidth width of the obstacle
* @param obstacleHeight height of the obstacle
* @param image the image to be used
*/
constructor(position: Position, obstacleWidth: number, obstacleHeight: number, image: p5.Image) {
super(position, obstacleWidth, obstacleHeight, 0);
this.createPipes(position, obstacleHeight, obstacleWidth, image);
}
/**
* Creates the pipes.
* @param position
* @param obstacleHeight
* @param obstacleWidth
* @param pipeImage
* @private
*/
private createPipes(position: Position, obstacleHeight: number, obstacleWidth: number, pipeImage: p5.Image) {
this.pipeTop = new Pipe(position.x, obstacleWidth, obstacleHeight, pipeImage);
this.pipeBottom = new Pipe(position.x, obstacleWidth, obstacleHeight, pipeImage);
}
/**
* Resets the position of the obstacle to the Obstacle.startX variable
* Randomises the height of the pipes using the padding variable
*/
public resetPosition(): void {
this.randomizeHeight();
this.pipeBottom.position.x = Obstacle._startX;
this.pipeTop.position.x = Obstacle._startX;
}
/**
* Randomizes the height of the pipes
*/
public randomizeHeight(): void {
this.pipeTop.height = this.randomRange(this.padding, height - this.padding - Obstacle._distanceBetweenPipes);
this.pipeBottom.position.y = this.pipeTop.height + Obstacle._distanceBetweenPipes;
this.pipeBottom.height = height - this.pipeTop.height - this.padding;
}
/**
* Creates a random number between the min and max parameter
* @param min minimum number
* @param max maximum number
*/
private randomRange(min: number, max: number): number {
return Math.random() * (max - min) + min;
}
public update(): void {
this.pipeTop.move(this.speed);
this.pipeBottom.move(this.speed);
this.position.x = this.pipeTop.position.x;
}
public draw(): void {
this.pipeTop.draw();
this.pipeBottom.draw();
}
/**
* Determines when the obstacle is colliding with another entity
* @param o other entity
*/
public collides(o: Entity): boolean {
return this.pipeTop.collides(o) || this.pipeBottom.collides(o);
}
}