Refactor/entities splitting #4
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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_HEIGHT,
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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 { 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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/**
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* Класс игры c информацией о всех игровых сущностях
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*/
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export class Game {
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/**
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* @param {number} columnAmount количество кирпичей по оси X, неотрицателное, целое число
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* @param {number} rowAmount количество кирпичей по оси Y, неотрицателное, целое число
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*/
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constructor(columnAmount, rowAmount) {
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this.ball = new Ball(100, 100, BALL_RADIUS);
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this.ball.horizontalSpeed = BALL_SPEED * Math.cos(BALL_INITIAL_ANGLE);
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this.ball.verticalSpeed = -1 * BALL_SPEED * Math.sin(BALL_INITIAL_ANGLE);
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this.paddle = new Paddle(0, CONTAINER_HEIGHT - PADDLE_HEIGHT, PADDLE_WIDTH, PADDLE_HEIGHT);
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this.bricks = layBricks(columnAmount, rowAmount, BRICK_WIDTH, BRICK_HEIGHT);
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}
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}
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