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class Scene {
constructor(component_size, no_of_components) {
this.component_size = component_size;
this.no_of_components = no_of_components;
this.components = [];
this.gameArea = {};
this.initGameArea();
this.initComponents();
this.started = false;
}
initComponents() {
let components = [];
for (let i = 0; i < this.no_of_components; i++) {
let x, y, z;
if (i == 0) {
x = 100;
y = 100;
z = 0;
} else {
x = 105;
y = 100;
z = 180;
}
components.push(new Component(
this.gameArea.context,
this.component_size,
"black",
// x, y, z,
Math.random() * (this.gameArea.canvas.width - 100) + 50,
Math.random() * (this.gameArea.canvas.height - 100) + 50,
Math.random() * 360,
i
));
}
this.components = components;
}
initGameArea() {
this.gameArea = new GameArea(600, 600);
this.gameArea.init()
}
start() {
if (this.started) {
return;
}
// Kinda annoying, setInterval is a piece of shite and is always run from global scope
// Therefore "this.update" will be undefined unless we bind it
const updateMe = this.update.bind(this);
this.interval = setInterval(updateMe, 20);
// updateMe();
this.started = true;
}
update() {
this.gameArea.clear();
for (let i = 0; i < this.no_of_components; i++) {
this.components[i].move(this.gameArea.context, this.components);
}
}
stop() {
if (!this.started) {
return;
}
clearInterval(this.interval);
this.interval = null;
this.started = false;
}
reset() {
if (this.started) {
this.stop();
}
this.components = new Array;
this.initComponents();
this.gameArea.clear();
this.started = false;
}
}
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