import Anime from "./Animation"; import Bullet from "./drawables/Bullet"; import { BULLET_VEL, ctx, FIRE_DELAY, PLAYER_SIZE, PLAYER_VEL } from "./consts"; import Drawable, { Rectangle } from "./Drawable"; import { keys } from "./Events"; import { IMGS } from "./Images"; export default class Player extends Drawable { static startx = 250; static starty = 100; width = PLAYER_SIZE; height = PLAYER_SIZE; sprite = IMGS.empty; xvel = 0; yvel = 0; lastShoot = 0; stopAtBorder = true; squares: Rectangle[] = [new Rectangle(this)] lifes = 3; constructor() { super(Player.startx, Player.starty) } shoot(bullet: Bullet[]) { if (!keys.fire || keys.repeat) return; if (Date.now() - this.lastShoot < FIRE_DELAY) return; this.lastShoot = Date.now() bullet.push(new Bullet(this.x + (this.width / 2) - Bullet.width / 2, this.y - Bullet.height, 0, -BULLET_VEL, true)) } move() { if (+keys.right ^ +keys.left) { keys.right ? this.xvel = PLAYER_VEL : this.xvel = -PLAYER_VEL; } else { this.xvel = 0 } if (+keys.up ^ +keys.down) { keys.down ? this.yvel = PLAYER_VEL : this.yvel = -PLAYER_VEL; } else { this.yvel = 0 } if (keys.left && keys.right) this.sprite = IMGS.playerUp else if (keys.right) this.sprite = IMGS.playerRight else if (keys.left) this.sprite = IMGS.playerLeft else this.sprite = IMGS.playerUp this.x += this.xvel; this.y += this.yvel; // this.squares[0].x = this.x // this.squares[0].y = this.y // this.squares[0].width = this.sprite.width // this.squares[0].height = this.sprite.height return true; } draw() { this.sprite = this.sprite ?? IMGS.playerUp; try { ctx.drawImage(this.sprite, this.x, this.y) } catch (error) { console.log(error); } } get deathAnimation() { return new Anime(this, ["red", "green", "blue"]) } }