import { BALL_INITIAL_ANGLE, BALL_RADIUS, BALL_SPEED, BRICK_HEIGHT, BRICK_WIDTH, CONTAINER_HEIGHT, CONTAINER_WIDTH, PADDLE_HEIGHT, PADDLE_WIDTH, } from './config'; import { Ball } from './entities/ball/ball'; import { layBricks } from './entities/brick/layBricks/layBricks'; import { Paddle } from './entities/paddle/paddle'; import { tick } from './lib/tick/tick'; /** * Класс игры c информацией о всех игровых сущностях */ export class Game { /** * @param {number} columnAmount количество кирпичей по оси X, неотрицателное, целое число * @param {number} rowAmount количество кирпичей по оси Y, неотрицателное, целое число */ constructor(columnAmount, rowAmount) { this.livesAmount = 3; this.status = 'in_process'; this.ball = new Ball( CONTAINER_WIDTH / 2 - BALL_RADIUS, CONTAINER_HEIGHT / 2 - BALL_RADIUS, BALL_RADIUS, BALL_SPEED * Math.cos(BALL_INITIAL_ANGLE), -1 * BALL_SPEED * Math.sin(BALL_INITIAL_ANGLE), ); this.paddle = new Paddle(0, CONTAINER_HEIGHT - PADDLE_HEIGHT, PADDLE_WIDTH, PADDLE_HEIGHT); this.bricks = layBricks(columnAmount, rowAmount, BRICK_WIDTH, BRICK_HEIGHT); } /** * Изменяет значения сущностей в зависимости от времени * @param {*} deltaTime изменение времени из Ticker */ update(deltaTime) { if (this.status !== 'in_process') { return; } tick(this, CONTAINER_WIDTH, CONTAINER_HEIGHT, deltaTime); if (this.ball.isOut) { this.livesAmount -= 1; if (this.livesAmount === 0) { this.status = 'over'; } else { this.ball.reset(); } } const isAnyBrickAlive = this.bricks.some((row) => row.some((brick) => brick.alive)); if (!isAnyBrickAlive) { this.status = 'completed'; } } }