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9
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96ed22157e
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96ed22157e | ||
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3c86eb1f98 | ||
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82dcc3e0b5 | ||
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8d807f3349 | ||
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a28ec312ab | ||
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832e52c060 | ||
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068cf4aa79 | ||
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1c97583898 | ||
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bc8903366a |
+10
-1
@@ -3,8 +3,17 @@
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"vcs": { "enabled": true, "clientKind": "git", "useIgnoreFile": true },
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"files": { "includes": ["src/**/*", "*.js", "*.json"] },
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"formatter": { "enabled": true, "indentStyle": "space", "indentWidth": 2, "lineWidth": 120 },
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"linter": { "enabled": true, "rules": { "preset": "recommended" } },
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"linter": {
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"enabled": true,
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"rules": {
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"recommended": true,
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"correctness": {
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"noUndeclaredVariables": "error"
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}
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}
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},
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"javascript": {
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"globals": ["describe", "it", "expect"],
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"formatter": {
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"quoteStyle": "single",
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"semicolons": "always",
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@@ -10,3 +10,6 @@ export const BALL_INITIAL_ANGLE = 180;
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export const BRICK_WIDTH = 40;
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export const BRICK_HEIGHT = 10;
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export const BRICK_ROW_AMOUNT = 5;
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export const BRICK_COLUMN_AMOUNT = 20;
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@@ -16,14 +16,21 @@ export class Paddle {
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}
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/**
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* Ограничивает минимальные и максимальные координаты положения ракетки на оси X
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* @param {number} containerWidth ширина игрового поля
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* Изменяет X координату ракетки, ограничивая минимальные и максимальные координаты
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* @param {number} x новая X координата
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* @param {number} minX минимальное положение на оси X
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* @param {number} maxX максимальное положение на оси X
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*/
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clampTo(containerWidth) {
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if (this.x <= 0) {
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this.x = 0;
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} else if (this.x >= containerWidth - this.width) {
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this.x = containerWidth - this.width;
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moveTo(x, minX, maxX) {
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switch (true) {
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case minX !== undefined && x <= minX:
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this.x = minX;
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return;
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case maxX !== undefined && x >= maxX - this.width:
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this.x = maxX - this.width;
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return;
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default:
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this.x = x;
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}
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}
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}
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@@ -12,6 +12,7 @@ import {
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import { Ball } from './entities/ball/ball';
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import { layBricks } from './entities/brick/layBricks/layBricks';
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import { Paddle } from './entities/paddle/paddle';
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import { tick } from './lib/tick/tick';
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/**
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* Класс игры c информацией о всех игровых сущностях
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@@ -91,7 +91,7 @@ export function tick(game, containerWidth, containerHeight, deltaTime) {
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ball.x >= paddle.x &&
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ball.x <= paddle.x + paddle.width
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) {
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verticalSpeed *= -1;
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ball.verticalSpeed *= -1;
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}
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} catch (err) {
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console.error(err);
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+11
-83
@@ -4,15 +4,19 @@ import {
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BALL_INITIAL_ANGLE,
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BALL_RADIUS,
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BALL_SPEED,
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BRICK_COLUMN_AMOUNT,
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BRICK_HEIGHT,
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BRICK_ROW_AMOUNT,
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BRICK_WIDTH,
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CONTAINER_HEIGHT,
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CONTAINER_WIDTH,
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PADDLE_HEIGHT,
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PADDLE_WIDTH,
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} from './config';
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import { Game } from './game';
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import { calculateCollision } from './lib/calculateCollision/calculateCollision';
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import { calculateDirection } from './lib/calculateDirection/calculateDirection';
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import { createGameView, syncronizeViewsWithGame } from './view';
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(async () => {
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// Create a new application
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@@ -35,95 +39,19 @@ import { calculateDirection } from './lib/calculateDirection/calculateDirection'
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app.stage.addChild(container);
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const paddle = new Graphics().rect(0, CONTAINER_HEIGHT - PADDLE_HEIGHT, PADDLE_WIDTH, PADDLE_HEIGHT).fill('#fff000');
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container.addChild(paddle);
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const game = new Game(BRICK_COLUMN_AMOUNT, BRICK_ROW_AMOUNT);
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const views = createGameView(game, container);
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container.on('pointermove', (event) => {
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const localPosition = container.toLocal(event.global);
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if (localPosition.x < CONTAINER_WIDTH - PADDLE_WIDTH) {
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paddle.x = localPosition.x;
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}
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game.paddle.moveTo(localPosition.x, 0, CONTAINER_WIDTH);
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});
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const bricksRow = Array.from({ length: Math.floor(CONTAINER_WIDTH / BRICK_WIDTH) }).map((_, index) => {
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const brick = new Graphics().rect(0, 0, BRICK_WIDTH, BRICK_HEIGHT).fill('#000fff');
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brick.x = index * BRICK_WIDTH;
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brick.y = 1;
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container.addChild(brick);
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return brick;
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});
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const ball = new Graphics().circle(0, 0, BALL_RADIUS).fill('#ffffff');
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ball.x = 100;
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ball.y = 100;
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container.addChild(ball);
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const leftBoundary = BALL_RADIUS;
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const rightBoundary = CONTAINER_WIDTH - BALL_RADIUS;
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const topBoundary = BALL_RADIUS;
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const bottomBoundary = CONTAINER_HEIGHT - BALL_RADIUS;
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const paddleTop = CONTAINER_HEIGHT - PADDLE_HEIGHT;
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const bricksBottom = BRICK_HEIGHT;
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let horizontalSpeed = BALL_SPEED * Math.cos(BALL_INITIAL_ANGLE);
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let verticalSpeed = -1 * BALL_SPEED * Math.sin(BALL_INITIAL_ANGLE);
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console.log(game.paddle.x, game.paddle.y);
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app.ticker.add((time) => {
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// Базоввое взаимодействие мяча и кирпича
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for (let i = bricksRow.length - 1; i >= 0; i--) {
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const currentBrick = bricksRow[i];
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const brickLeft = currentBrick.x;
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const brickRight = currentBrick.x + BRICK_WIDTH;
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const brickTop = currentBrick.y;
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const brickBottom = currentBrick.y + BRICK_HEIGHT;
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const ballLeft = ball.x - BALL_RADIUS;
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const ballRight = ball.x + BALL_RADIUS;
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const ballTop = ball.y - BALL_RADIUS;
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const ballBottom = ball.y + BALL_RADIUS;
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const ballObject = { left: ballLeft, right: ballRight, top: ballTop, bottom: ballBottom };
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const brickObject = { left: brickLeft, right: brickRight, top: brickTop, bottom: brickBottom };
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const isCollided = calculateCollision(ballObject, brickObject);
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const directions = calculateDirection(ballObject, brickObject);
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if (isCollided && directions !== null) {
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horizontalSpeed *= directions[0];
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verticalSpeed *= directions[1];
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container.removeChild(currentBrick);
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currentBrick.destroy();
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bricksRow.splice(i, 1);
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break;
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}
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}
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// Не даем мячу выйти за границы стен слева / справав и меняем направление
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if (ball.x <= leftBoundary || ball.x >= rightBoundary) {
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ball.x = ball.x <= leftBoundary ? leftBoundary : rightBoundary;
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horizontalSpeed *= -1;
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}
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// Не даем мячу выйти за границы стен сверху / снизу и меняем направление
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if (ball.y <= topBoundary || ball.y >= bottomBoundary) {
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ball.y = ball.y <= topBoundary ? topBoundary : bottomBoundary;
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verticalSpeed *= -1;
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}
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// Базоввое взаимодействие мяча и ракетки
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if (
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verticalSpeed > 0 &&
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ball.y + BALL_RADIUS >= paddleTop &&
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ball.x >= paddle.x &&
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ball.x <= paddle.x + PADDLE_WIDTH
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) {
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verticalSpeed *= -1;
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}
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ball.x += horizontalSpeed * time.deltaTime;
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ball.y += verticalSpeed * time.deltaTime;
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game.update(time.deltaTime);
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syncronizeViewsWithGame(views, game);
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console.log(game.paddle.x, game.paddle.y);
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});
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})();
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+92
@@ -0,0 +1,92 @@
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import { Container, Graphics } from 'pixi.js';
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import { Ball } from './entities/ball/ball';
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import { Brick } from './entities/brick/brick';
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import { Paddle } from './entities/paddle/paddle';
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import { Game } from './game';
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/**
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* Создает визуальное отображение мяча с помощью Pixi.js
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* @param {Ball} ball экземпляр класса мяч
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*/
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function createBallView(ball) {
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return new Graphics().circle(0, 0, ball.radius).fill('#ffffff');
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}
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/**
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* Создает визуальное отображение ракетки с помощью Pixi.js
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* @param {Paddle} paddle экземпляр класса ракетка
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*/
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function createPaddleView(paddle) {
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return new Graphics().rect(0, 0, paddle.width, paddle.height).fill('#fff000');
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}
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/**
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* Создает визуальное отображение кирпича с помощью Pixi.js
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* @param {Brick} brick экземпляр класса кирпич
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*/
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function createBrickView(brick) {
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return new Graphics().rect(0, 0, brick.width, brick.height).fill('#000fff');
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}
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/**
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* Создает визуальное отображение всех сущностей в игре с помощью Pixi.js и добавляет в контейнер
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* @param {Game} game экземпляр класса игра
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* @param {Container} container контейнер Pixi.js
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*/
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export function createGameView(game, container) {
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try {
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const ball = createBallView(game.ball);
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container.addChild(ball);
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const paddle = createPaddleView(game.paddle);
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container.addChild(paddle);
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const bricks = game.bricks.map((row) =>
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row.map((brick) => {
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const brickView = createBrickView(brick);
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container.addChild(brickView);
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return brickView;
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}),
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);
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return {
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ball,
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paddle,
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bricks,
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};
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} catch (err) {
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console.error(err);
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return null;
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}
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}
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/**
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* Синхронизирует отображение сущностей Pixi.js с логикой игры (координаты и тд.)
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* @param {object} views объект с визуальными отображениями сущностей игры
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* @param {Game} game экземпляр класса игра
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*/
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export function syncronizeViewsWithGame(views, game) {
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try {
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if (!(game instanceof Game)) {
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throw new Error('Аргумент game должен быть экземпляром класса Game');
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}
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views.ball.x = game.ball.x;
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views.ball.y = game.ball.y;
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views.paddle.x = game.paddle.x;
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views.paddle.y = game.paddle.y;
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for (let i = 0; i < game.bricks.length; i++) {
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for (let j = 0; j < game.bricks[i].length; j++) {
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const brick = game.bricks[i][j];
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const brickView = views.bricks[i][j];
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brickView.x = brick.x;
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brickView.y = brick.y;
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brickView.visible = brick.alive;
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}
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}
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} catch (err) {
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console.error(err);
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}
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}
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Reference in New Issue
Block a user