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* add a file app.js for frogger-game * add an empty line * remove all coments and remove counter * add a counter
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// Enemies our player must avoid | ||
const score = document.querySelector(".score"); | ||
const FIELD_WIDTH = 505, | ||
START_X = 202, | ||
START_Y = 404; | ||
CELL_WIDTH = 100; | ||
CELL_HEIGHT = 83; | ||
var Enemy = function (x, y, speed, player) { | ||
// Variables applied to each of our instances go here, | ||
// we've provided one for you to get started | ||
this.x = x; | ||
this.y = y; | ||
this.speed = speed; | ||
this.player = player; | ||
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this.sprite = "images/enemy-bug.png"; | ||
}; | ||
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const Player = function (x, y) { | ||
this.x = x; | ||
this.y = y; | ||
this.score = 0; | ||
this.sprite = "images/char-boy.png"; | ||
}; | ||
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Enemy.prototype.update = function (dt) { | ||
if (this.x < FIELD_WIDTH) { | ||
this.x += this.speed * dt; | ||
} else { | ||
this.x += -FIELD_WIDTH; | ||
} | ||
if (this.checkCollision()) player.resetPosition(); | ||
}; | ||
Enemy.prototype.checkCollision = function () { | ||
return ( | ||
this.y + CELL_HEIGHT > this.player.y && | ||
this.player.x < this.x + CELL_WIDTH && | ||
this.player.x > this.x - CELL_WIDTH | ||
); | ||
}; | ||
Enemy.prototype.render = function () { | ||
ctx.drawImage(Resources.get(this.sprite), this.x, this.y); | ||
}; | ||
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Player.prototype.update = function () { | ||
if (this.y > START_Y) { | ||
this.y = START_Y; | ||
} | ||
if (this.y < 0) { | ||
this.y = START_Y; | ||
this.score++; | ||
score.textContent = `Score: ${this.score}`; | ||
console.log(this.score); | ||
} | ||
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if (this.x > FIELD_WIDTH - CELL_WIDTH) { | ||
this.x -= FIELD_WIDTH; | ||
} | ||
if (this.x < 0) { | ||
this.x = FIELD_WIDTH - CELL_WIDTH; | ||
} | ||
}; | ||
Player.prototype.render = function () { | ||
ctx.drawImage(Resources.get(this.sprite), this.x, this.y); | ||
}; | ||
Player.prototype.resetPosition = function () { | ||
player.x = START_X; | ||
player.y = START_Y; | ||
this.score = 0; | ||
score.textContent = `Score: ${this.score}`; | ||
}; | ||
Player.prototype.handleInput = function (key) { | ||
switch (key) { | ||
case "up": | ||
this.y -= CELL_HEIGHT; | ||
break; | ||
case "down": | ||
this.y += CELL_HEIGHT; | ||
break; | ||
case "left": | ||
this.x -= CELL_WIDTH; | ||
break; | ||
case "right": | ||
this.x += CELL_WIDTH; | ||
break; | ||
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default: | ||
break; | ||
} | ||
}; | ||
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let player = new Player(START_X, START_Y), | ||
enemy1 = new Enemy(-100, 60, 100, player), | ||
enemy2 = new Enemy(-100, 143, 25, player), | ||
enemy3 = new Enemy(-100, 228, 77, player), | ||
allEnemies = [enemy1, enemy2, enemy3]; | ||
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document.addEventListener("keyup", function (e) { | ||
var allowedKeys = { | ||
37: "left", | ||
38: "up", | ||
39: "right", | ||
40: "down", | ||
}; | ||
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player.handleInput(allowedKeys[e.keyCode]); | ||
}); |