optimisation de certains systèmes

pull/39/head
flavien ANDRE 2 years ago
parent 908e29711a
commit 273242b943

@ -2,9 +2,8 @@
"ExpandedNodes": [ "ExpandedNodes": [
"", "",
"\\public", "\\public",
"\\public\\js", "\\public\\js"
"\\public\\styles\\img"
], ],
"SelectedNode": "\\public\\js\\spriteSheet.js", "SelectedNode": "\\public\\js\\mainGame.js",
"PreviewInSolutionExplorer": false "PreviewInSolutionExplorer": false
} }

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@ -5,4 +5,10 @@ export default class Camera {
this.pos = new Vec2(0, 0); this.pos = new Vec2(0, 0);
this.size = new Vec2(500, 224); this.size = new Vec2(500, 224);
} }
setPos(player) {
if (player.pos.x > this.size.x / 2) {
this.pos.x = player.pos.x - this.size.x / 2;
}
}
} }

@ -77,6 +77,7 @@ export default class TileCollider {
} }
}); });
} }
endGame() { endGame() {
window.location.replace("../index.html"); window.location.replace("../index.html");
} }

@ -106,16 +106,3 @@ export function createCollisionLayer(level) {
resolvedTiles.length = 0; resolvedTiles.length = 0;
}; };
} }
export function createCameraLayer(cameraToDraw) {
return function drawCameraRect(context, fromCamera) {
context.strokeStyle = 'purple';
context.beginPath();
context.rect(
cameraToDraw.pos.x - fromCamera.pos.x,
cameraToDraw.pos.y - fromCamera.pos.y,
cameraToDraw.size.x,
cameraToDraw.size.y);
context.stroke();
};
}

@ -3,7 +3,7 @@ import Timer from './Timer.js';
import { loadLevel } from './loaders.js'; import { loadLevel } from './loaders.js';
import { createPlayer } from './entities.js'; import { createPlayer } from './entities.js';
import { setupKeyboard } from './input.js'; import { setupKeyboard } from './input.js';
import { createCollisionLayer, createCameraLayer } from './layers.js'; import { createCollisionLayer } from './layers.js';
const canvas = document.getElementById('screen'); const canvas = document.getElementById('screen');
const context = canvas.getContext('2d'); const context = canvas.getContext('2d');
@ -19,7 +19,7 @@ Promise.all([
const camera = new Camera(); const camera = new Camera();
window.camera = camera; window.camera = camera;
level.comp.layers.push(createCollisionLayer(level), createCameraLayer(camera)); level.comp.layers.push(createCollisionLayer(level));
player.pos.set(64, 64); player.pos.set(64, 64);
level.entities.add(player); level.entities.add(player);
@ -27,17 +27,16 @@ Promise.all([
const input = setupKeyboard(player); const input = setupKeyboard(player);
input.listenTo(window); input.listenTo(window);
const timer = new Timer(1 / 60); const timer = new Timer(1 / 60);
timer.update = function update(deltaTime) { timer.update = function update(deltaTime) {
level.update(deltaTime); level.update(deltaTime);
level.comp.draw(context, camera); level.comp.draw(context, camera);
camera.pos.x = 0 camera.setPos(player);
if (player.pos.x > camera.size.x / 2) {
camera.pos.x = player.pos.x - camera.size.x / 2;
}
} }
timer.start(); timer.start();

@ -1,5 +0,0 @@
export let levelSelected = '1-1';
export function loadNextLevel(level) {
levelSelected = '1-' + level;
}

@ -8,4 +8,3 @@ button.addEventListener("click",playMusic)
function playMusic(){ function playMusic(){
sound.play() sound.play()
} }

@ -5,7 +5,7 @@ export default class Go extends Trait {
super('go'); super('go');
this.dir = 0; this.dir = 0;
this.speed = 60000; this.speed = 6000;
} }
update(entity, deltaTime) { update(entity, deltaTime) {

@ -46,5 +46,5 @@
<script src="/socket.io/socket.io.js"></script> <script src="/socket.io/socket.io.js"></script>
<script type="module" src="./js/multiplayerMain.js"></script> <script type="module" src="./js/multiplayerMain.js"></script>
</body> </body>
<script src="sounds.js"></script> <script src="/js/sounds.js"></script>
</html> </html>

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