Files
42_INT_14_transcendence/jeu/src/shared_js/class/Rectangle.js
2022-12-14 10:45:10 +01:00

125 lines
4.2 KiB
JavaScript

import { Vector, VectorInteger } from "./Vector.js";
import * as c from "../constants.js";
export class Rectangle {
constructor(pos, width, height) {
this.pos = new VectorInteger(pos.x, pos.y);
this.width = width;
this.height = height;
}
collision(collider) {
const thisLeft = this.pos.x;
const thisRight = this.pos.x + this.width;
const thisTop = this.pos.y;
const thisBottom = this.pos.y + this.height;
const colliderLeft = collider.pos.x;
const colliderRight = collider.pos.x + collider.width;
const colliderTop = collider.pos.y;
const colliderBottom = collider.pos.y + collider.height;
if ((thisBottom < colliderTop)
|| (thisTop > colliderBottom)
|| (thisRight < colliderLeft)
|| (thisLeft > colliderRight)) {
return false;
}
else {
return true;
}
}
}
export class MovingRectangle extends Rectangle {
constructor(pos, width, height, baseSpeed) {
super(pos, width, height);
this.dir = new Vector(0, 0);
this.baseSpeed = baseSpeed;
this.speed = baseSpeed;
}
move(delta) {
// console.log(`delta: ${delta}, speed: ${this.speed}, speed*delta: ${this.speed * delta}`);
// this.pos.x += Math.floor(this.dir.x * this.speed * delta);
// this.pos.y += Math.floor(this.dir.y * this.speed * delta);
this.pos.x += this.dir.x * this.speed * delta;
this.pos.y += this.dir.y * this.speed * delta;
}
moveAndCollide(delta, colliderArr) {
this._moveAndCollideAlgo(delta, colliderArr);
}
_moveAndCollideAlgo(delta, colliderArr) {
let oldPos = new VectorInteger(this.pos.x, this.pos.y);
this.move(delta);
if (colliderArr.some(this.collision, this)) {
this.pos = oldPos;
}
}
}
export class Racket extends MovingRectangle {
constructor(pos, width, height, baseSpeed) {
super(pos, width, height, baseSpeed);
}
moveAndCollide(delta, colliderArr) {
// let oldPos = new VectorInteger(this.pos.x, this.pos.y); // debug
this._moveAndCollideAlgo(delta, colliderArr);
// console.log(`y change: ${this.pos.y - oldPos.y}`);
}
}
export class Ball extends MovingRectangle {
constructor(pos, size, baseSpeed, speedIncrease) {
super(pos, size, size, baseSpeed);
this.ballInPlay = false;
this.speedIncrease = speedIncrease;
}
moveAndBounce(delta, colliderArr) {
this.move(delta);
let i = colliderArr.findIndex(this.collision, this);
if (i != -1) {
this.bounce(colliderArr[i]);
this.move(delta);
}
}
bounce(collider) {
this._bounceAlgo(collider);
}
_bounceAlgo(collider) {
/* Could be more generic, but testing only Racket is enough,
because in Pong collider can only be Racket or Wall. */
if (collider instanceof Racket) {
this._bounceRacket(collider);
}
else {
this._bounceWall();
}
}
_bounceWall() {
this.dir.y = this.dir.y * -1;
}
_bounceRacket(racket) {
this._bounceRacketAlgo(racket);
}
_bounceRacketAlgo(racket) {
this.speed += this.speedIncrease;
let x = this.dir.x * -1;
const angleFactorDegree = 60;
const angleFactor = angleFactorDegree / 90;
const racketHalf = racket.height / 2;
const ballMid = this.pos.y + this.height / 2;
const racketMid = racket.pos.y + racketHalf;
let impact = ballMid - racketMid;
const horizontalMargin = racketHalf * 0.15;
if (impact < horizontalMargin && impact > -horizontalMargin) {
impact = 0;
}
else if (impact > 0) {
impact = impact - horizontalMargin;
}
else if (impact < 0) {
impact = impact + horizontalMargin;
}
let y = impact / (racketHalf - horizontalMargin) * angleFactor;
this.dir.assign(x, y);
// Normalize Vector (for consistency in speed independent of direction)
if (c.normalizedSpeed) {
this.dir = this.dir.normalized();
}
// console.log(`x: ${this.dir.x}, y: ${this.dir.y}`);
}
}