diff --git a/src/config.js b/src/config.js index 7c30ecd..5265679 100644 --- a/src/config.js +++ b/src/config.js @@ -27,3 +27,4 @@ export const PERK_FALL_SPEED = 3; export const PERK_DROP_CHANCE = 0.3; export const PERK_BALL_SPEED_DECREASE = 2; export const PERK_TYPES = ['slow', 'wide', 'life', 'clone']; +export const PERK_DURATION_SEC = 20; diff --git a/src/lib/updatePerks/updatePerks.js b/src/lib/updatePerks/updatePerks.js index f18ae79..9740d06 100644 --- a/src/lib/updatePerks/updatePerks.js +++ b/src/lib/updatePerks/updatePerks.js @@ -1,4 +1,11 @@ -import { BALL_SPLIT_ANGLE, CONTAINER_WIDTH, PADDLE_WIDE_WIDTH, PERK_BALL_SPEED_DECREASE } from '../../config'; +import { + BALL_SPLIT_ANGLE, + CONTAINER_WIDTH, + PADDLE_WIDE_WIDTH, + PADDLE_WIDTH, + PERK_BALL_SPEED_DECREASE, + PERK_DURATION_SEC, +} from '../../config'; import { clone } from '../../entities/ball/clone/clone'; import { Game } from '../../game'; import { calculateAABBCollision } from '../calculateAABBCollision/calculateAABBCollision'; @@ -51,10 +58,19 @@ export function updatePerks(game, containerHeight, deltaTime) { ball.increaseSpeed(-1 * PERK_BALL_SPEED_DECREASE); } } + // ponytail: wall-clock timer, game never pauses so no need to tie to deltaTime + setTimeout(() => { + for (const ball of game.balls) { + ball.increaseSpeed(PERK_BALL_SPEED_DECREASE); + } + }, PERK_DURATION_SEC * 1000); break; case 'wide': paddle.width = PADDLE_WIDE_WIDTH; paddle.moveTo(paddle.x, 0, CONTAINER_WIDTH); + setTimeout(() => { + paddle.width = PADDLE_WIDTH; + }, PERK_DURATION_SEC * 1000); break; case 'life': game.livesAmount += 1;