optimisation de certains systèmes

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

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

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@ -1,8 +1,14 @@
import {Vec2} from './math.js';
export default class Camera {
constructor() {
this.pos = new Vec2(0, 0);
this.size = new Vec2(500, 224);
}
import {Vec2} from './math.js';
export default class Camera {
constructor() {
this.pos = new Vec2(0, 0);
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() {
window.location.replace("../index.html");
}

@ -105,17 +105,4 @@ export function createCollisionLayer(level) {
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 { createPlayer } from './entities.js';
import { setupKeyboard } from './input.js';
import { createCollisionLayer, createCameraLayer } from './layers.js';
import { createCollisionLayer } from './layers.js';
const canvas = document.getElementById('screen');
const context = canvas.getContext('2d');
@ -19,25 +19,24 @@ Promise.all([
const camera = new Camera();
window.camera = camera;
level.comp.layers.push(createCollisionLayer(level), createCameraLayer(camera));
level.comp.layers.push(createCollisionLayer(level));
player.pos.set(64, 64);
level.entities.add(player);
const input = setupKeyboard(player);
input.listenTo(window);
const timer = new Timer(1 / 60);
timer.update = function update(deltaTime) {
level.update(deltaTime);
level.comp.draw(context, camera);
camera.pos.x = 0
if (player.pos.x > camera.size.x / 2) {
camera.pos.x = player.pos.x - camera.size.x / 2;
}
camera.setPos(player);
}
timer.start();

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

@ -7,5 +7,4 @@ button.addEventListener("click",playMusic)
function playMusic(){
sound.play()
}
}

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

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

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