refactor: Формат хранения кирпичей в классе Game переписан с вложенного массива на обычный массив. Входные данные для значений каждого кирпича берутся из карты уровней

This commit is contained in:
Ilia Mashkov
2026-07-18 17:47:33 +03:00
parent 71583d0fde
commit 4436661547
7 changed files with 113 additions and 105 deletions
+22 -24
View File
@@ -66,36 +66,34 @@ export function tick(game, containerWidth, containerHeight, deltaTime) {
}
// Базоввое взаимодействие мяча и кирпича
for (const row of bricks) {
for (const brick of row) {
if (!brick.alive) {
continue;
}
for (const brick of bricks) {
if (!brick.alive) {
continue;
}
const ballLeft = ball.x - ball.radius;
const ballRight = ball.x + ball.radius;
const ballTop = ball.y - ball.radius;
const ballBottom = ball.y + ball.radius;
const ballLeft = ball.x - ball.radius;
const ballRight = ball.x + ball.radius;
const ballTop = ball.y - ball.radius;
const ballBottom = ball.y + ball.radius;
const brickLeft = brick.x;
const brickRight = brick.x + brick.width;
const brickTop = brick.y;
const brickBottom = brick.y + brick.height;
const brickLeft = brick.x;
const brickRight = brick.x + brick.width;
const brickTop = brick.y;
const brickBottom = brick.y + brick.height;
const ballObject = { left: ballLeft, right: ballRight, top: ballTop, bottom: ballBottom };
const brickObject = { left: brickLeft, right: brickRight, top: brickTop, bottom: brickBottom };
const ballObject = { left: ballLeft, right: ballRight, top: ballTop, bottom: ballBottom };
const brickObject = { left: brickLeft, right: brickRight, top: brickTop, bottom: brickBottom };
const isCollided = calculateCollision(ballObject, brickObject);
const isCollided = calculateCollision(ballObject, brickObject);
if (isCollided) {
const directions = calculateDirection(ballObject, brickObject);
if (isCollided) {
const directions = calculateDirection(ballObject, brickObject);
if (directions !== null) {
ball.horizontalSpeed *= directions[0];
ball.verticalSpeed *= directions[1];
brick.kill();
return;
}
if (directions !== null) {
ball.horizontalSpeed *= directions[0];
ball.verticalSpeed *= directions[1];
brick.kill();
return;
}
}
}
+15 -9
View File
@@ -11,7 +11,8 @@ describe('tick', () => {
});
it('Возвращает корректное значние и не изменяет свойства game при неверых размерах контейнера', () => {
const game = new Game(1, 1);
const levels = [[[1]]];
const game = new Game(levels);
const ballX = game.ball.x;
const ballY = game.ball.y;
expect(tick(game, -1, -1, 1)).toBeNull();
@@ -20,7 +21,8 @@ describe('tick', () => {
});
it('Возвращает корректное значние и не изменяет свойства game при неверном значении времени', () => {
const game = new Game(1, 1);
const levels = [[[1]]];
const game = new Game(levels);
const ballX = game.ball.x;
const ballY = game.ball.y;
expect(tick(game, 1, 1, -1)).toBeNull();
@@ -29,7 +31,8 @@ describe('tick', () => {
});
it('Меняет направление мяча при столкновении со стеной', () => {
const game = new Game(1, 1);
const levels = [[[1]]];
const game = new Game(levels);
game.ball.x = 0;
game.ball.horizontalSpeed = -10;
tick(game, CONTAINER_WIDTH, CONTAINER_HEIGHT, 1);
@@ -38,7 +41,8 @@ describe('tick', () => {
});
it('Меняет направление мяча при столкновении с потолком', () => {
const game = new Game(0, 0);
const levels = [[[1]]];
const game = new Game(1);
game.ball.y = 0;
game.ball.verticalSpeed = -10;
tick(game, CONTAINER_WIDTH, CONTAINER_HEIGHT, 1);
@@ -47,8 +51,9 @@ describe('tick', () => {
});
it('Убивает кирпич при столкновении и отражает мяч', () => {
const game = new Game(1, 1);
const brick = game.bricks[0][0];
const levels = [[[1]]];
const game = new Game(levels);
const brick = game.bricks[0];
game.ball.x = brick.x + game.ball.radius + 1;
game.ball.y = brick.y + brick.height + game.ball.radius + 1;
@@ -62,8 +67,9 @@ describe('tick', () => {
});
it('Убивает только один кирпич за тик', () => {
const game = new Game(2, 1);
const [firstBrick, secondBrick] = game.bricks[0];
const levels = [[[1, 1]]];
const game = new Game(levels);
const [firstBrick, secondBrick] = game.bricks;
game.ball.x = firstBrick.x + game.ball.radius + 1;
game.ball.y = firstBrick.y + firstBrick.height + game.ball.radius + 1;
@@ -72,7 +78,7 @@ describe('tick', () => {
tick(game, CONTAINER_WIDTH, CONTAINER_HEIGHT, 0.1);
const killedCount = game.bricks[0].filter((b) => !b.alive).length;
const killedCount = game.bricks.filter((b) => !b.alive).length;
expect(killedCount).toBe(1);
});
});