- 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
70 lines
No EOL
2.1 KiB
TypeScript
70 lines
No EOL
2.1 KiB
TypeScript
/**
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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 readonly image: p5.Image;
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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 image object
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*/
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constructor(positionX: number, width: number, height: number, image: p5.Image) {
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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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/**
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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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if (this.height > this.image.height) {
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let maxImageYPos = Math.ceil(this.height / this.image.height) * this.image.height;
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for (let imageYPos = 0; imageYPos < maxImageYPos; imageYPos += this.image.height) {
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console.log("maximageypos: " + maxImageYPos);
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console.log("image height: " + this.image.height);
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console.log("imageypos: " + imageYPos);
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image(this.image, this.position.x, this.position.y + imageYPos, this.width, this.image.height);
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}
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} else {
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image(this.image, this.position.x, this.position.y, this.width, this.height);
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}
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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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} |