A Pen by Markku Lehmonen

Size
7,804 Kb
Views
6,069

How do I make an a pen by markku lehmonen?

What is a a pen by markku lehmonen How do you make a a pen by markku lehmonen? This script and codes were developed by Markku Lehmonen on 30 November 2022, Wednesday.

beta
A Pen by Markku Lehmonen Previews

A Pen by Markku Lehmonen - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>A Pen by Markku Lehmonen</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <div id="appContainer"> <div id="fpsDisplay" style="position: absolute; top: -25px; left: 10px;">FPS Display</div> <!-- <button id="startButton" style="position: absolute; top: 225px; left: 10px;">Start</button> <button id="stopButton" style="position: absolute; top: 225px; left: 75px;">Stop</button> -->
</div> <script src='https://cdnjs.cloudflare.com/ajax/libs/jquery/3.1.0/jquery.min.js'></script> <script src="js/index.js"></script>
</body>
</html>

A Pen by Markku Lehmonen - Script Codes CSS Codes

body { background-color: #888888; min-height: 100%; min-height: 100vh; display: flex; align-items: center; justify-content: center; font-family: Calibri;
}
#appContainer { background-color: #000000; height: 200px; width: 400px; position:relative;
}
.appView { /*background-color: #4fc3f7;*/ background-color: rgba(79,195,247,1.0); color: #ffffff; font-family: Calibri; position: absolute; width:100%; height:100%;
}
.sprite { background-color: #ffffff; position: absolute; width: 25px; height: 25px; top: 75px; left: 100px;
}
.label { position: absolute; color: #ffffff;
}
.menuContainer { border: 0px solid #ffffff; border-radius: 15px; position: absolute; height: 150px; width: 101px; left: 149px; top: 25px;
}
.menuItem { border: 2px solid #ffffff; border-radius: 10px; position: absolute; color: #ffffff; text-align: center;
}
/* DEBUG STUFF */
#anchorPoint { background-color:#666666; height:0px; width:0px; position:absolute; top:75px; left:75px; outline: 2px solid red; outline-offset: 1px;
}
.rectangle { /*background-color:#666666;*/ height:30px; width:90px; position:absolute; top:100px; left:175px; outline: 1px solid red; outline-offset: 0px;
}

A Pen by Markku Lehmonen - Script Codes JS Codes

// == DOM OBJECTS == ////////////////////////////////////////////////////////////////////
class DOMObject { constructor() { this.domElement = "<div></div>"; } setDOMElement(className, str) { this.domElement = $("<div class='" + className + "'>" + str + "</div>"); } setSize(height, width) { this.domElement.css("height",height); this.domElement.css("width",width); } setPosition(left, top) { this.domElement.css("top",top); this.domElement.css("left",left); } show() { this.domElement.css("visibility", "visible"); } hide() { this.domElement.css("visibility", "hidden"); } addChild(domObject) { // TODO: Lisää kokonainen objekti, älä vain dom-elementtiä $(this.domElement).append(domObject.domElement); }
} class AppView extends DOMObject { constructor() { super(); this.setDOMElement("appView", ""); $("#appContainer").append(this.domElement); } setBackgroundColor(color) { this.domElement.css("background-color", color); } } class Sprite extends DOMObject { constructor(parent) { super(); this.setDOMElement("sprite", ""); parent.addChild(this); } } class Label extends DOMObject { constructor(str, parent) { super(); this.setDOMElement("label", str); parent.addChild(this); } } class MenuContainer extends DOMObject { constructor(parent) { super(); this.setDOMElement("menuContainer", ""); this.selectedMenuItem = 0; this.menuItems = []; parent.addChild(this); } addMenuItem(top, title) { var menuItem = new MenuItem(top, title); this.menuItems.push(menuItem); this.addChild(menuItem); this.selectMenuItem(); } scrollSelectedUp() { if(this.selectedMenuItem > 0) { this.selectedMenuItem--; } this.selectMenuItem(); } scrollSelectedDown() { if(this.selectedMenuItem < this.menuItems.length - 1) { this.selectedMenuItem++; } this.selectMenuItem(); } selectMenuItem() { for(var i = 0; i < this.menuItems.length; i++) { this.menuItems[i].unselect(); } this.menuItems[this.selectedMenuItem].select(); } enterKeyDown() { this.menuItems[this.selectedMenuItem].enterSelected(); } enterKeyUp() { this.menuItems[this.selectedMenuItem].select(); // TODO: HAJOAA JOS KÄYTTÄJÄ RÄPLÄÄ NUOLIA???? this.trigger(); } trigger() { if(this.menuItems[this.selectedMenuItem].action !== null) { var temp = this.selectedMenuItem; this.selectedMenuItem = 0; this.selectMenuItem(); this.menuItems[temp].triggerAction(); } } } class MenuItem extends DOMObject { constructor(top, title) { super(); this.setDOMElement("menuItem", title); this.setSize("20px", "75px"); this.setPosition(11,top); this.action = null; } select() { this.domElement.css("color", "#01579b"); this.domElement.css("border-color", "#01579b"); } unselect() { this.domElement.css("color", "#ffffff"); this.domElement.css("border-color", "#ffffff"); } enterSelected() { this.domElement.css("color", "#039be5"); this.domElement.css("border-color", "#039be5"); } bindAction(action) { this.action = action; } triggerAction() { this.action(); } }
// == INPUT SYSTEM == ////////////////////////////////////////////////////////////////////
class Key { constructor(name) { this.name = name; this.isPressed = false; this.actionDown; //testDOWN; this.actionUp; //testUP; } down() { if(!this.isPressed) { this.isPressed = true; this.actionDown(); } } up() { this.isPressed = false; this.actionUp(); } setAction(keyPhase, action) { if(keyPhase == KeyPhase.DOWN) { this.actionDown = action; } else if(keyPhase == KeyPhase.UP) { this.actionUp = action; } } nullActions() { this.actionDown = null; this.actionUp = null; } // KEY ON PRESSED /*keyListenerUpdate() { if (Key.isPressedKey(Key.UP)) { console.log("keyPressed: Up"); } if (Key.isPressedKey(Key.LEFT)) { console.log("keyyPressed: Left"); } if (Key.isPressedKey(Key.DOWN)) { console.log("keyyPressed: Down"); } if (Key.isPressedKey(Key.RIGHT)) { console.log("keyyPressed: Right"); } }*/
}
var KeyCodes = { ENTER:13, ESCAPE:27, ARROW_LEFT:37, ARROW_UP:38, ARROW_RIGHT:39, ARROW_DOWN:40
};
var KeyPhase = { UP : 0, DOWN : 1
};
class KeyBinding { constructor(keyPhase, keyCode, action) { this.keyPhase = keyPhase; this.keyCode = keyCode; this.action = action; }
}
class KeyListener { constructor() { this.keys = {}; // keyCode : KeyObject // Set Key Event Listeners window.addEventListener('keydown', this.onKeyDown.bind(this), false); // TODO: LINKITÄ KEY-OBJEKTIIN?!?!? window.addEventListener('keyup', this.onKeyUp.bind(this), false); // Add Key Objects this.addKey(KeyCodes.ENTER); this.addKey(KeyCodes.ESCAPE); this.addKey(KeyCodes.ARROW_LEFT); this.addKey(KeyCodes.ARROW_RIGHT); this.addKey(KeyCodes.ARROW_UP); this.addKey(KeyCodes.ARROW_DOWN); } addKey(name) { var key = new Key(name); this.keys[name] = key; } addKeyAction(keyPhase, key, action) { this.keys[key].setAction(keyPhase, action); } nullKeyActions() { for(var keyId in this.keys) { this.keys[keyId].nullActions(); } } bindKeys(keyBindings) { this.nullKeyActions(); for(var i = 0; i < keyBindings.length; i++) { //this.addKeyAction(keyBindings.keyPhase, keyBindings.keyCode, keyBindings.action); this.keys[keyBindings[i].keyCode].setAction(keyBindings[i].keyPhase, keyBindings[i].action); } } onKeyDown(event) { event.preventDefault(); this.keys[event.keyCode].down(); } onKeyUp(event) { event.preventDefault(); this.keys[event.keyCode].up(); }
}
// == CORE ENGINE == ////////////////////////////////////////////////////////////////////////
var lastFrameTimeMs = 0;
var maxFPS = 61;
var delta = 0;
var timestep = 1000 / 61;
var fps = 61;
var framesThisSecond = 0;
var lastFpsUpdate = 0;
var running = false;
var started = false;
var frameID = 0;
var gameObjects = [];
function update() { //console.log("update()"); var numUpdateSteps = 0; while (delta >= timestep) { for(var i = 0; i < gameObjects.length; i++) { gameObjects[i].update(timestep); } delta -= timestep; if (++numUpdateSteps >= 240) { panic(); break; } }
}
function draw(interp) { var i = gameObjects.length; while(i--) { gameObjects[i].draw(interp); } fpsDisplay.draw(fps);
}
function panic() { delta = 0;
}
function stop() { running = false; started = false; cancelAnimationFrame(frameID); //console.log("Stop");
}
function start() { //console.log("Start"); if (!started) { started = true; frameID = requestAnimationFrame(function(timestamp) { draw(1); running = true; lastFrameTimeMs = timestamp; lastFpsUpdate = timestamp; framesThisSecond = 0; frameID = requestAnimationFrame(mainLoop); }); }
}
function updateFPSCounter(timestamp) { if (timestamp > lastFpsUpdate + 1000) { fps = 0.25 * framesThisSecond + 0.75 * fps; lastFpsUpdate = timestamp; framesThisSecond = 0; } framesThisSecond++;
}
function mainLoop(timestamp) { // Throttle the frame rate. if (timestamp < lastFrameTimeMs + (1000 / maxFPS)) { frameID = requestAnimationFrame(mainLoop); return; } delta += timestamp - lastFrameTimeMs; lastFrameTimeMs = timestamp; /////////////////////////////////////////////////// //preUpdate(timestamp, delta); updateFPSCounter(timestamp); update(); draw(delta / timestep); //postUpdate(); // Loop this main loop function frameID = requestAnimationFrame(mainLoop); /////////////////////////////////////////////////// // TODO : ??? gameLogic.update();
}
// == UI STUFF == //////////////////////////////////////////////////////////////////// //$("#startButton").click(start); // == USER INTERFACE == // //$("#stopButton").click(stop); var fpsDisplay = { label: document.getElementById('fpsDisplay'), draw: function(fps) { this.label.textContent = Math.round(fps) + ' FPS'; } } // == DATA CONSOLE == //
// == APP STATES == ////////////////////////////////////////////////////////////////////
class AppState { constructor() { this.appView = new AppView(); this.keyBindings = []; } addChild(domObject) { //TODO: lisää vain dom-elementin!!! this.appView.addChild(domObject); } activate() { this.appView.show(); } deactivate() { this.appView.hide(); }
} // AppState Classes class StartMenu extends AppState { constructor() { super(); this.label = new Label("Start Menu",this); this.menu = new MenuContainer(this); this.menu.addMenuItem(30, "START"); this.menu.addMenuItem(60, "OPTIONS"); this.menu.addMenuItem(90, "EXIT"); // initKeyBindings(); // TODO: tee erillinen funktio this.keyBindings[0] = new KeyBinding(KeyPhase.DOWN, KeyCodes.ARROW_DOWN, MenuContainer.prototype.scrollSelectedDown.bind(this.menu) ); this.keyBindings[1] = new KeyBinding(KeyPhase.DOWN, KeyCodes.ARROW_UP, MenuContainer.prototype.scrollSelectedUp.bind(this.menu) ); this.keyBindings[2] = new KeyBinding(KeyPhase.DOWN, KeyCodes.ENTER, MenuContainer.prototype.enterKeyDown.bind(this.menu) ); this.keyBindings[3] = new KeyBinding(KeyPhase.UP, KeyCodes.ENTER, function () { GameApp.appStates.StartMenu.menu.enterKeyUp(); }); // TODO: dirtyyyyy!!!! this.menu.menuItems[0].bindAction(function() { GameApp.switchAppState("Gameplay"); GameApp.stackAppState("PreGameplay"); //gameLogic.reset(); }); } } class Gameplay extends AppState { constructor() { super(); this.label = new Label("Gameplay", this); // initKeyBindings(); // TODO: tee erillinen funktio ja korvaa startMenuState. -> this. ( bind() ??? ); this.keyBindings[0] = new KeyBinding(KeyPhase.UP, KeyCodes.ESCAPE, function () { GameApp.stackAppState("PauseMenu"); }); this.keyBindings[1] = new KeyBinding(KeyPhase.DOWN, KeyCodes.ARROW_LEFT, function () { gameLogic.paddle.left(); }); this.keyBindings[2] = new KeyBinding(KeyPhase.DOWN, KeyCodes.ARROW_RIGHT, function () { gameLogic.paddle.right(); }); this.keyBindings[3] = new KeyBinding(KeyPhase.UP, KeyCodes.ARROW_LEFT, function () { gameLogic.paddle.reset(); }); this.keyBindings[4] = new KeyBinding(KeyPhase.UP, KeyCodes.ARROW_RIGHT, function () { gameLogic.paddle.reset(); }); } freeze() { // TODO: } } class PauseMenu extends AppState { constructor() { super(); this.label = new Label("Pause Menu", this); this.appView.setBackgroundColor("rgba(0,0,0,0.7)"); this.pauseMenu = new MenuContainer(this); this.pauseMenu.addMenuItem(50, "RESUME"); this.pauseMenu.addMenuItem(80, "EXIT"); // initKeyBindings(); // TODO: tee erillinen funktio ja korvaa startMenuState. -> this. ( bind() ??? ); this.keyBindings[0] = new KeyBinding(KeyPhase.DOWN, KeyCodes.ARROW_DOWN, MenuContainer.prototype.scrollSelectedDown.bind(this.pauseMenu) ); this.keyBindings[1] = new KeyBinding(KeyPhase.DOWN, KeyCodes.ARROW_UP, MenuContainer.prototype.scrollSelectedUp.bind(this.pauseMenu) ); this.keyBindings[2] = new KeyBinding(KeyPhase.DOWN, KeyCodes.ENTER, MenuContainer.prototype.enterKeyDown.bind(this.pauseMenu) ); this.keyBindings[3] = new KeyBinding(KeyPhase.UP, KeyCodes.ENTER, MenuContainer.prototype.enterKeyUp.bind(this.pauseMenu) ); this.keyBindings[4] = new KeyBinding(KeyPhase.UP, KeyCodes.ESCAPE, function () { GameApp.unstackAppState("PauseMenu"); } ); // TODO: dirty!!! this.pauseMenu.menuItems[0].bindAction(function() { GameApp.unstackAppState("PauseMenu"); }); this.pauseMenu.menuItems[1].bindAction(function() { GameApp.switchAppState("StartMenu"); }); } } class PreGameplay extends AppState { constructor() { super(); // TODO: this.label = new Label("READY?", this); this.label.setPosition(120,64); this.label.domElement.css("font-size",50); this.label.domElement.css("font-weight","bold"); ///////////////////// this.appView.setBackgroundColor("rgba(0,0,0,0.5)"); } activate() { super.activate(); window.setTimeout(PreGameplay.prototype.unstack.bind(this),500); } unstack() { GameApp.unstackAppState("PreGameplay"); } } class PostGameplay extends AppState { constructor() { super(); // TODO: this.label = new Label("GAME OVER", this); this.label.setPosition(75,34); this.label.domElement.css("font-size",50); this.label.domElement.css("font-weight","bold"); ///////////////////// this.appView.setBackgroundColor("rgba(0,0,0,0.5)"); ///////////////////// this.pauseMenu = new MenuContainer(this); this.pauseMenu.addMenuItem(70, "AGAIN"); this.pauseMenu.addMenuItem(100, "EXIT"); // initKeyBindings(); // TODO: tee erillinen funktio ja korvaa startMenuState. -> this. ( bind() ??? ); this.keyBindings[0] = new KeyBinding(KeyPhase.DOWN, KeyCodes.ARROW_DOWN, MenuContainer.prototype.scrollSelectedDown.bind(this.pauseMenu) ); this.keyBindings[1] = new KeyBinding(KeyPhase.DOWN, KeyCodes.ARROW_UP, MenuContainer.prototype.scrollSelectedUp.bind(this.pauseMenu) ); this.keyBindings[2] = new KeyBinding(KeyPhase.DOWN, KeyCodes.ENTER, MenuContainer.prototype.enterKeyDown.bind(this.pauseMenu) ); this.keyBindings[3] = new KeyBinding(KeyPhase.UP, KeyCodes.ENTER, MenuContainer.prototype.enterKeyUp.bind(this.pauseMenu) ); //this.keyBindings[4] = new KeyBinding(KeyPhase.UP, KeyCodes.ESCAPE, function () { GameApp.unstackAppState("PauseMenu","Gameplay"); } ); // TODO: dirty!!! this.pauseMenu.menuItems[0].bindAction(function() { GameApp.switchAppState("Gameplay"); GameApp.stackAppState("PreGameplay"); /*gameLogic.reset();/* for(var i = 0; i < colliders.length; i++) { colliders[i].collider.isCollidible = true; colliders[i].sprite.domElement.css("visibility","visible"); } stop();*/ }); this.pauseMenu.menuItems[1].bindAction(function() { GameApp.switchAppState("StartMenu"); }); } unstack() { /*super.deactivate(); start() // TODO // TODO: GameApp.unstackAppState("PauseMenu");*/ } }
// == GAME APP SYSTEM == ////////////////////////////////////////////////////////////////////
var GameApp = { appStates: null, keyListener: null, currentAppState: null, // TODO stackedAppState: null, // TODO //overridenAppState: null, // TODO stackAppState: function(appStateName) { this.currentAppState.freeze(); this.stackedAppState = this.appStates[appStateName]; this.stackedAppState.activate(); this.keyListener.bindKeys(this.stackedAppState.keyBindings); stop(); // TODO }, unstackAppState: function(appStateName) { this.appStates[appStateName].deactivate(); this.stackedAppState = null; this.currentAppState.activate(); this.keyListener.bindKeys(this.currentAppState.keyBindings); start(); // TODO }, switchAppState: function(appStateName) { GameApp.hideAppStates(); this.currentAppState = this.appStates[appStateName]; this.currentAppState.activate(); this.keyListener.bindKeys(this.currentAppState.keyBindings); stop(); // TODO if(appStateName == "Gameplay") { gameLogic.reset(); } }, hideAppStates: function() { this.stackedAppState = null; this.currentAppState = null; for(var appStateName in this.appStates) { this.appStates[appStateName].deactivate(); } }, setDefault: function() { this.keyListener = new KeyListener(); this.appStates = { StartMenu : new StartMenu(), Gameplay : new Gameplay(), PauseMenu : new PauseMenu(), PreGameplay : new PreGameplay(), PostGameplay : new PostGameplay() }; }/*, setAppState(appStateName) { }*/
};
////////////////////////////////////////////////////////////////////////////////////////
// == GAME OBJECTS == //////////////////////////////////////////////////////////////////// // == GAME MATH == /////////////////////////////////////////////////////////////////// function mirror(V,N) { // -2 * (V dot N) * N + V var b = -2 * dotProduct(V,N); return { x: N.x*b+V.x, y: N.y*b+V.y };
} function dotProduct(V,N) { return V.x * N.x + V.y * N.y;
} function SAME_SIGNS(a,b) { return (( a * b) >= 0); } function lines_intersect(segment1, segment2, ip) { // Returns: DONT_INTERSECT = 0; DO_INTERSECT = 1; COLLINEAR = 2; var x1 = segment1.x1, y1 = segment1.y1, x2 = segment1.x2, y2 = segment1.y2; var x3 = segment2.x1, y3 = segment2.y1, x4 = segment2.x2, y4 = segment2.y2; var a1, a2, b1, b2, c1, c2; // Coefficients of line eqns. var r1, r2, r3, r4; // 'Sign' values var denom, offset, num; // Intermediate values // Compute a1, b1, c1, where line joining points 1 and 2 is "a1 x + b1 y + c1 = 0". a1 = y2 - y1; b1 = x1 - x2; c1 = (x2 * y1) - (x1 * y2); // Compute r3 and r4. r3 = ((a1 * x3) + (b1 * y3) + c1); r4 = ((a1 * x4) + (b1 * y4) + c1); // Check signs of r3 and r4. If both point 3 and point 4 lie on same side of line 1, // the line segments do not intersect. if ( r3 != 0 && r4 != 0 && SAME_SIGNS( r3, r4 )) return ( 0 ); // Compute a2, b2, c2 a2 = y4 - y3; b2 = x3 - x4; c2 = (x4 * y3) - (x3 * y4); // Compute r1 and r2 r1 = (a2 * x1) + (b2 * y1) + c2; r2 = (a2 * x2) + (b2 * y2) + c2; // Check signs of r1 and r2. If both point 1 and point 2 lie on same side of second line segment, // the line segments do not intersect. if ( r1 != 0 && r2 != 0 && SAME_SIGNS( r1, r2 )) return ( 0 ); // Line segments intersect: compute intersection point. denom = (a1 * b2) - (a2 * b1); if ( denom == 0 ) return ( 2 ); // Calculate intersection point ip.x = (b1 * c2 - b2 * c1) / denom; ip.y = (a2 * c1 - a1 * c2) / denom; return ( 1 );
} // == PHYSICS MODIFIERS == ////////////////////////////////////////////////////////// class BoxCollider { constructor(h,w,l,t,i) { this.isCollidible = true; this.isBrick = true; // TODO: DIRTY this.height = h; this.width = w; this.position = {x:l,y:t}; this.rect = [ { x1: this.position.x, y1: this.position.y + this.height, x2: this.position.x + this.width, y2: this.position.y + this.height, normal: {x: 0, y: i*1} }, { x1: this.position.x, y1: this.position.y, x2: this.position.x + this.width, y2: this.position.y, normal: {x: 0, y: i*-1} }, { x1: this.position.x + this.width, y1: this.position.y + this.height, x2: this.position.x + this.width, y2: this.position.y, normal: {x: i*1, y: 0} }, { x1: this.position.x, y1: this.position.y + this.height, x2: this.position.x, y2: this.position.y, normal: {x: i*-1, y: 0} } ]; // Create DOM Element /*var $newDiw = $("<div class='rectangle'></div>"); $newDiw.css("height",this.height); $newDiw.css("width",this.width); $newDiw.css("left",this.position.x); $newDiw.css("top",this.position.y); $("#appContainer").append($newDiw);*/ } } class EdgeCollider { constructor(h,w,l,t,i) { this.isCollidible = true; this.isBrick = false; // TODO: DIRTY this.height = h; this.width = w; this.position = {x:l,y:t}; this.rect = [{ x1: this.position.x, y1: this.position.y + this.height, x2: this.position.x + this.width, y2: this.position.y + this.height, normal: {x: 0, y: i*1} }]; } } /*class Body { constructor() {} }*/ // == GAME OBJECT BASE CLASS == //////////////////////////////////////// class GameObject { constructor() { this.sprite = new Sprite(GameApp.appStates.Gameplay); } setPosition(left, top) { this.sprite.setPosition(left,top); } }
// == GAME LOGIC == ////////////////////////////////////////////////////////////////////
var colliders = []; // TODO - rename and stuff
var bricksBroken = 0;
class GameLogic { constructor() { this.paddle = new Paddle(2,60,255,175,-1); colliders.push(this.paddle); gameObjects.push(this.paddle); this.ball = new Ball(); gameObjects.push(this.ball); // TODO colliders.push(new Brick(20,60,75,25,1)); // TODO colliders.push(new Brick(20,60,205,55,1)); // TODO colliders.push(new Brick(20,60,155,95,1)); // TODO this.borders = new BorderObject(200,400,0,0,-1); colliders.push(this.borders); // TODO this.borders.setPosition(0,0); this.reset(); } reset() { this.ball.setPosition(70,70); this.ball.position = {x:70, y:70}; this.ball.lastPosition = {x:0, y:0}; this.ball.velocity = {x:0.15, y:-0.20}; for(var i = 0; i < colliders.length; i++) { colliders[i].collider.isCollidible = true; colliders[i].sprite.domElement.css("visibility","inherit"); } } update() { // console.log("GameLogic::update()"); if(this.ball.position.y > 198) { //console.log("Game Over"); }else if(bricksBroken == 3) { //console.log("You Won!"); bricksBroken = 0; // TODO: dirty quick fix GameApp.stackAppState("PostGameplay"); } }
}
class Ball extends GameObject{ constructor() { super(); this.sprite.setSize(5,5); this.velocity = {x:0.15, y:-0.20}; this.position = {x:75, y:75}; this.lastPosition = {x:0, y:0}; this.nextPosition = {x:0, y:0}; this.ip = {x:0, y:0}; this.velSegment = { x1:0, y1:0, x2:0, y2:0 }; } update(delta) { this.lastPosition.x = this.position.x; this.lastPosition.y = this.position.y; this.nextPosition.x = this.position.x + this.velocity.x * delta; this.nextPosition.y = this.position.y + this.velocity.y * delta; this.velSegment.x1 = this.lastPosition.x; this.velSegment.y1 = this.lastPosition.y; this.velSegment.x2 = this.nextPosition.x; this.velSegment.y2 = this.nextPosition.y; for(var i = 0; i < colliders.length; i++) { // TODO: FIND NEAREST RECTANGLE TO COLLIDE (and other stuff...) for(var ii = 0; ii < colliders[i].collider.rect.length; ii++) { if( 0 > dotProduct(this.velocity, colliders[i].collider.rect[ii].normal)) { if(lines_intersect(colliders[i].collider.rect[ii], this.velSegment, this.ip) && colliders[i].collider.isCollidible) { var newVel = mirror(this.velocity, colliders[i].collider.rect[ii].normal); this.velocity.x = newVel.x; this.velocity.y = newVel.y; this.nextPosition.x = this.ip.x; this.nextPosition.y = this.ip.y; if(colliders[i].collider.isBrick) { colliders[i].collider.isCollidible = false; colliders[i].sprite.domElement.css("visibility","hidden"); bricksBroken++; } break; } } } } this.position.x = this.nextPosition.x; this.position.y = this.nextPosition.y; } draw(interpolation) { var left = (this.lastPosition.x + (this.position.x - this.lastPosition.x) * interpolation); var top = (this.lastPosition.y + (this.position.y - this.lastPosition.y) * interpolation); this.sprite.setPosition(left - 5 + "px", top - 5 + "px"); }
}
class Brick extends GameObject{ constructor(h,w,l,t,i) { super(); this.sprite.setSize(h,w); this.setPosition(l,t); this.collider = new BoxCollider(h,w,l,t,i); }
}
class Paddle extends GameObject{ constructor(h,w,l,t,i) { super(); this.sprite.setSize(h,w); this.setPosition(l,t); this.collider = new EdgeCollider(h,w,l,t,i); this.velocity = {x:0.0, y:0.0}; this.position = {x:l, y:t}; this.lastPosition = {x:0, y:0}; this.nextPosition = {x:0, y:0}; this.width = w; this.height = h; } update(delta) { this.lastPosition.x = this.position.x; this.lastPosition.y = this.position.y; this.nextPosition.x = this.position.x + this.velocity.x * delta; this.nextPosition.y = this.position.y + this.velocity.y * delta; this.position.x = this.nextPosition.x; this.position.y = this.nextPosition.y; this.collider.rect = [{ x1: this.position.x, y1: this.position.y + this.height, x2: this.position.x + this.width, y2: this.position.y + this.height, normal: {x: 0, y: -1} }]; } draw(interpolation) { var left = (this.lastPosition.x + (this.position.x - this.lastPosition.x) * interpolation); var top = (this.lastPosition.y + (this.position.y - this.lastPosition.y) * interpolation); this.sprite.setPosition(left - 5 + "px", top - 5 + "px"); } left() { this.velocity = {x:-0.4, y:0.0}; } right() { this.velocity = {x:0.4, y:0.0}; } reset() { this.velocity = {x:0.0, y:0.0}; }
}
class BorderObject extends GameObject{ constructor(h,w,l,t,i) { super(); this.sprite.setSize(200,400); this.sprite.domElement.css("opacity", "0"); this.collider = new BoxCollider(h,w,l,t,i); this.collider.isBrick = false; }
}
GameApp.setDefault();
GameApp.switchAppState("StartMenu"); // "StartMenu" | "Gameplay" | "PauseMenu"
var gameLogic = new GameLogic();
//////////////////////////////////////////////////////////////////////
A Pen by Markku Lehmonen - Script Codes
A Pen by Markku Lehmonen - Script Codes
Home Page Home
Developer Markku Lehmonen
Username SharpDal
Uploaded November 30, 2022
Rating 3
Size 7,804 Kb
Views 6,069
Do you need developer help for A Pen by Markku Lehmonen?

Find the perfect freelance services for your business! Fiverr's mission is to change how the world works together. Fiverr connects businesses with freelancers offering digital services in 500+ categories. Find Developer!

Markku Lehmonen (SharpDal) Script Codes
Name
A Pen by Markku Lehmonen
Create amazing blog posts with AI!

Jasper is the AI Content Generator that helps you and your team break through creative blocks to create amazing, original content 10X faster. Discover all the ways the Jasper AI Content Platform can help streamline your creative workflows. Start For Free!