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Platform.js
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import { Vector } from './Vector';
import { collisionDetection } from './collisionDetection';
const randomIntFromInterval = (min, max) => {
if (min === max) return min;
return Math.floor(Math.random() * (max - min + 1) + min);
};
class Platform {
constructor(x, y, width, height, ctx, player) {
this.ctx = ctx;
this.player = player;
this.vel = new Vector(0, -1);
this.pos = new Vector(x, y);
this.width = width;
this.height = height;
this.collided = false;
this.color = 'yellow';
}
checkCollisions() {
const collision = collisionDetection(this.player, this);
if (collision) {
this.collided = true;
this.player.collided = true;
if (collision === 'top') {
this.player.pos.setY(this.pos.y - this.player.height + this.vel.y);
this.player.vel.setY(0);
this.player.isJumping = false;
}
if (collision === 'bottom') {
this.player.vel.multY(-0.1);
this.player.pos.setY(this.pos.y + this.height);
}
if (collision === 'left') {
this.player.vel.multX(-0.1);
this.player.pos.setX(this.pos.x - this.player.width);
}
if (collision === 'right') {
this.player.vel.multX(-0.1);
this.player.pos.setX(this.pos.x + this.width);
}
} else {
this.collided = false;
}
}
update() {
this.checkCollisions();
this.pos.add(this.vel);
if (this.pos.y < -this.height - randomIntFromInterval(0, 200)) {
this.pos.setY(canvas.height);
}
if (this.collided) {
this.color = 'red';
} else {
this.color = 'yellow';
}
}
draw() {
this.ctx.fillStyle = this.color;
this.ctx.fillRect(this.pos.x, this.pos.y, this.width, this.height);
}
}
export { Platform };