Feature/advanced game mechanics #5
@@ -1,3 +1,5 @@
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import { toRadians } from '../../lib/toRadians/toRadians';
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/**
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* Класс сущности "мяч"
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* @class
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@@ -7,21 +9,23 @@ export class Ball {
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* @param {number} x координата положения мяча по оси X
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* @param {number} y координата положения мяча по оси Y
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* @param {number} radius положительное числовое значение радиуса мяча
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* @param {number} verticalSpeed вектор движения мяча по оси Y
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* @param {number} horizontalSpeed вектор движения мяча по оси X
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* @param {number} speed положительное числовое значение скорости мяча
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* @param {number} angle угол направления движения мяча в градусах
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*/
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constructor(x, y, radius, verticalSpeed = 0, horizontalSpeed = 0) {
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constructor(x, y, radius, speed = 0, angle = 0) {
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this.x = x;
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this.y = y;
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this.radius = radius;
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this.verticalSpeed = verticalSpeed;
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this.horizontalSpeed = horizontalSpeed;
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this.speed = speed;
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this.angle = angle;
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this.verticalSpeed = speed * Math.cos(toRadians(angle));
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this.horizontalSpeed = -1 * speed * Math.sin(toRadians(angle));
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this.status = 'idle';
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this.defaultX = x;
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this.defaultY = y;
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this.defaultVerticalSpeed = verticalSpeed;
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this.defaultHorizontalSpeed = horizontalSpeed;
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this.defaultVerticalSpeed = this.verticalSpeed;
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this.defaultHorizontalSpeed = this.horizontalSpeed;
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}
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/**
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+1
-7
@@ -30,13 +30,7 @@ export class Game {
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this.maxLevel = levels.length - 1;
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this.paddle = new Paddle(0, CONTAINER_HEIGHT - PADDLE_HEIGHT, PADDLE_WIDTH, PADDLE_HEIGHT);
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this.ball = new Ball(
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0,
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0,
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BALL_RADIUS,
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BALL_SPEED * Math.cos(toRadians(BALL_INITIAL_ANGLE)),
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-1 * BALL_SPEED * Math.sin(toRadians(BALL_INITIAL_ANGLE)),
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);
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this.ball = new Ball(0, 0, BALL_RADIUS, BALL_SPEED, BALL_INITIAL_ANGLE);
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this.bricks = layBricks(this.levels[this.currentLevel], BRICK_WIDTH, BRICK_HEIGHT);
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this._placeBallOnPaddle();
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