summaryrefslogtreecommitdiff
path: root/resources/js/scene.js
blob: 7e7e89573e6b5f1f7ac792700f5784d40ccf8b78 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
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;
    }

}