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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 = new Array;
this.gameArea = {};
this.initGameArea();
this.initComponents();
this.started = false;
}
initComponents() {
for (let i = 0; i < this.no_of_components; i++) {
let new_component = new Component(
this.component_size,
"black",
Math.random() * this.gameArea.canvas.width,
Math.random() * this.gameArea.canvas.height,
Math.random() * 360
// 18, 100, 180
);
this.components.push(new_component);
}
}
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);
}
}
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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