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class Scene {
// boid radius
// no of boids
// scene width
// scene height
constructor(boid_radius, no_of_boids) {
this.boid_radius = boid_radius;
this.no_of_boids = no_of_boids;
this.boids = [];
this.gameArea = {};
this.started = false;
this.width = 600;
this.height = 600;
this.initGameArea();
this.initBoids();
}
initBoids() {
let boids = [];
for (let i = 0; i < this.no_of_boids; i++) {
boids.push(new Boid(
this.boid_radius,
"black",
300, 300, Math.random() * 360,
// Math.random() * (this.gameArea.canvas.width - 100) + 50,
// Math.random() * (this.gameArea.canvas.height - 100) + 50,
// Math.random() * 360,
i,
this.width,
this.height
));
}
this.boids = boids;
}
initGameArea() {
this.gameArea = new GameArea(this.width, this.height);
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_boids; i++) {
this.boids[i].move(this.boids);
this.boids[i].draw(this.gameArea.context);
}
}
stop() {
if (!this.started) {
return;
}
clearInterval(this.interval);
this.interval = null;
this.started = false;
}
reset() {
if (this.started) {
this.stop();
}
this.boids = new Array;
this.initBoids();
this.gameArea.clear();
this.started = false;
}
}
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