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Change snake case to camel case #297

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Mar 5, 2024
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2 changes: 1 addition & 1 deletion frontend/app/lib/hooks/game/useGame.ts
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@ export default function useGame(

useEffect(() => {
const game = getGame();
game.draw_canvas();
game.drawCanvas();
const intervalId = setInterval(game.update, TARGET_FRAME_MS);

return () => clearInterval(intervalId);
Expand Down
2 changes: 1 addition & 1 deletion frontend/app/lib/hooks/game/useGameTheme.ts
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,6 @@ export default function useGameTheme(
const color =
resolvedTheme === "dark" ? "hsl(0, 0%, 100%)" : "hsl(0, 0%, 0%)";
game.setColor(color);
game.draw_canvas();
game.drawCanvas();
}, [resolvedTheme, getGame]);
}
Comment on lines 12 to 17
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📝 NOTE
This review was outside the diff hunks, and no overlapping diff hunk was found. Original lines [7-7]

Regarding the TODO comment about using CSS variables for theming, consider exploring CSS-in-JS libraries or custom hooks that synchronize theme changes with the CSS/DOM more reliably.

Would you like me to explore solutions or open a GitHub issue to address this?

14 changes: 7 additions & 7 deletions frontend/app/pong/[id]/Ball.ts
Original file line number Diff line number Diff line change
Expand Up @@ -49,7 +49,7 @@ export class Ball {
};

// 0.4 ~ 2.5
generate_random_scale = () => {
generateRandomScale = () => {
// 0.2 ~ 1.0
let scale = 0.4 + Math.random() * 0.6;
// 50% chance to be 1 / scale
Expand All @@ -60,7 +60,7 @@ export class Ball {
}
};

fluctuate_velocity_vector = () => {
fluctuateVelocityVector = () => {
let radian = Math.atan2(this.vy, this.vx);
// Add random fluctuation (5 degree)
radian += ((Math.random() - 0.5) * 5 * Math.PI) / 180;
Expand All @@ -75,7 +75,7 @@ export class Ball {

let speed = this.speed();
speed = clamp(
speed * this.generate_random_scale(),
speed * this.generateRandomScale(),
this.canvasWidth / 100,
this.canvasWidth / 10,
);
Expand All @@ -90,21 +90,21 @@ export class Ball {
this.vy = 0;
};

bounce_off_paddle = (paddle: Paddle) => {
bounceOffPaddle = (paddle: Paddle) => {
this.x = clamp(
this.x,
paddle.width,
this.canvasWidth - paddle.width - this.radius * 2,
);
this.vx = -this.vx;
// this.fluctuate_velocity_vector();
// this.fluctuateVelocityVector();
};

collide_with_top_bottom = () => {
collideWithTopBottom = () => {
return this.y < 0 || this.y + this.radius * 2 > this.canvasHeight;
};

bounce_off_top_bottom = () => {
bounceOffTopBottom = () => {
this.y = clamp(this.y, 0, this.canvasHeight - this.radius * 2);
this.vy = -this.vy;
};
Expand Down
6 changes: 3 additions & 3 deletions frontend/app/pong/[id]/Paddle.ts
Original file line number Diff line number Diff line change
Expand Up @@ -33,19 +33,19 @@ export class Paddle {
ctx.fillRect(this.x, this.y, this.width, this.height);
};

move_top = () => {
moveTop = () => {
this.y -= (CANVAS_HEIGHT / 100) * 3;
this.y = Math.round(this.y);
this.y = clamp(this.y, 0, CANVAS_HEIGHT - this.height);
};

move_down = () => {
moveDown = () => {
this.y += (CANVAS_HEIGHT / 100) * 3;
this.y = Math.round(this.y);
this.y = clamp(this.y, 0, CANVAS_HEIGHT - this.height);
};

collide_with = (ball: Ball) => {
collideWith = (ball: Ball) => {
// Ball is in the same y-axis
if (ball.y >= this.y && ball.y + ball.radius * 2 <= this.y + this.height) {
// Ball is actually colliding with paddle
Expand Down
76 changes: 38 additions & 38 deletions frontend/app/pong/[id]/PongGame.ts
Original file line number Diff line number Diff line change
Expand Up @@ -21,11 +21,11 @@ export class PongGame {
private player2: Paddle;
private ball: Ball;
private score: { player1: number; player2: number };
private updated_at: number;
private fps_updated_at: number;
private updatedAt: number;
private fpsUpdatedAt: number;
private elapsed: number;
private frame_count: number;
private is_playing: boolean;
private frameCount: number;
private isPlaying: boolean;
private movingDirection: movingDirectionType = "none";

onAction: onActionType | undefined;
Expand Down Expand Up @@ -58,38 +58,38 @@ export class PongGame {
player1: 0,
player2: 0,
};
this.updated_at = Date.now();
this.fps_updated_at = Date.now();
this.updatedAt = Date.now();
this.fpsUpdatedAt = Date.now();
this.elapsed = 0;
this.frame_count = 0;
this.is_playing = false;
this.frameCount = 0;
this.isPlaying = false;
this.userMode = userMode;
}

update_fps = () => {
this.frame_count++;
if (this.fps_updated_at === undefined) {
this.fps_updated_at = this.updated_at;
updateFps = () => {
this.frameCount++;
if (this.fpsUpdatedAt === undefined) {
this.fpsUpdatedAt = this.updatedAt;
}
const elapsed_since_last_update = this.updated_at - this.fps_updated_at;
const elapsed_since_last_update = this.updatedAt - this.fpsUpdatedAt;
if (elapsed_since_last_update > 500) {
const fps = Math.round(
this.frame_count / (elapsed_since_last_update / 1000),
this.frameCount / (elapsed_since_last_update / 1000),
);
this.frame_count = 0;
this.fps_updated_at = this.updated_at;
this.frameCount = 0;
this.fpsUpdatedAt = this.updatedAt;
}
};

draw_canvas = () => {
drawCanvas = () => {
// Clear objects
this.ctx.clearRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);

// Draw objects
this.ball.move(this.elapsed);
if (this.player1.collide_with(this.ball)) {
if (this.player1.collideWith(this.ball)) {
if (this.userMode === "player") {
this.ball.bounce_off_paddle(this.player1);
this.ball.bounceOffPaddle(this.player1);
this.onAction && this.onAction("bounce");
}
} else if (this.ball.x <= 0) {
Expand All @@ -98,8 +98,8 @@ export class PongGame {
this.score.player2++;
this.onAction && this.onAction("collide");
}
} else if (this.ball.collide_with_top_bottom()) {
this.ball.bounce_off_top_bottom();
} else if (this.ball.collideWithTopBottom()) {
this.ball.bounceOffTopBottom();
}
this.ball.draw(this.ctx);
this.player1.draw(this.ctx);
Expand All @@ -118,28 +118,28 @@ export class PongGame {

update = () => {
const now = Date.now();
this.elapsed = this.updated_at === undefined ? 0 : now - this.updated_at;
this.updated_at = now;
this.elapsed = this.updatedAt === undefined ? 0 : now - this.updatedAt;
this.updatedAt = now;
if (this.userMode === "player") {
if (this.movingDirection === "left") {
this.player1.clear(this.ctx);
this.player1.move_top();
this.player1.moveTop();
this.player1.draw(this.ctx);
this.onAction && this.onAction("left");
} else if (this.movingDirection === "right") {
this.player1.clear(this.ctx);
this.player1.move_down();
this.player1.moveDown();
this.player1.draw(this.ctx);
this.onAction && this.onAction("right");
}
}
if (this.is_playing) {
this.draw_canvas();
if (this.isPlaying) {
this.drawCanvas();
}
};

start = ({ vx, vy }: { vx: number | undefined; vy: number | undefined }) => {
this.is_playing = true;
this.isPlaying = true;
if (vx && vy) {
this.ball.vx = vx;
this.ball.vy = vy;
Expand All @@ -161,17 +161,17 @@ export class PongGame {
};

stop = () => {
this.updated_at = Date.now();
this.updatedAt = Date.now();
this.ball.vx = 0;
this.ball.vy = 0;
this.is_playing = false;
this.isPlaying = false;
};

resetPlayerPosition = () => {
const color = this.player1.color;
this.player1 = this.initPlayer1(color);
this.player2 = this.initPlayer2(color);
this.draw_canvas();
this.drawCanvas();
};

initPlayer1 = (paddleColor: string) =>
Expand All @@ -193,34 +193,34 @@ export class PongGame {
);

bounceOffPaddlePlayer1 = () => {
return this.ball.bounce_off_paddle(this.player1);
return this.ball.bounceOffPaddle(this.player1);
};

bounceOffPaddlePlayer2 = () => {
return this.ball.bounce_off_paddle(this.player2);
return this.ball.bounceOffPaddle(this.player2);
};

movePlayer1Left = () => {
this.player1.clear(this.ctx);
this.player1.move_top();
this.player1.moveTop();
this.player1.draw(this.ctx);
};

movePlayer1Right = () => {
this.player1.clear(this.ctx);
this.player1.move_down();
this.player1.moveDown();
this.player1.draw(this.ctx);
};

movePlayer2Left = () => {
this.player2.clear(this.ctx);
this.player2.move_top();
this.player2.moveTop();
this.player2.draw(this.ctx);
};

movePlayer2Right = () => {
this.player2.clear(this.ctx);
this.player2.move_down();
this.player2.moveDown();
this.player2.draw(this.ctx);
};

Expand All @@ -234,7 +234,7 @@ export class PongGame {

endRound = () => {
this.ball.reset();
this.draw_canvas();
this.drawCanvas();
};

setMovingDirection = (direction: movingDirectionType) => {
Expand Down
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