clean client code

This commit is contained in:
Asraelite 2016-03-24 13:26:35 +00:00
parent f3619ba891
commit 21a30ad212
18 changed files with 294 additions and 268 deletions

View file

@ -1,4 +1,4 @@
function renderAsteroid(pallet, body) {
Renderer.prototype.renderAsteroid = (pallet, body) => {
var pos = body.getPos();
var x = pos.x * SCALE;
var y = pos.y * SCALE;
@ -16,7 +16,9 @@ function renderAsteroid(pallet, body) {
}
context.closePath();
context.strokeStyle = '#fff';
context.fillStyle = '#090909';
context.fill();
context.stroke();
pallet.restore();
}
};

View file

@ -1,23 +1,30 @@
function Renderer() {
var self = this;
//@10
var s = SCALE;
class Renderer {
constructor() {
let pallet = new Pallet();
let canvas = pallet.canvas;
let context = pallet.context;
var pallet = new Pallet();
var canvas = pallet.canvas;
var context = pallet.context;
this.pallet = pallet;
this.canvas = canvas;
this.context = context;
this.pallet = pallet;
this.canvas = canvas;
this.context = context;
pallet.fillScreen();
window.addEventListener('resize', pallet.fillScreen);
}
this.render = function(state) {
var ship = game.world.playerShip;
var cpos = game.world.getCenter();
var cx = -cpos.x;
var cy = -cpos.y;
var cw = canvas.width;
var ch = canvas.height;
render(state) {
let canvas = this.canvas;
let context = this.context;
let pallet = this.pallet;
let ship = game.world.playerShip;
let cpos = game.world.getCenter();
let cx = -cpos.x;
let cy = -cpos.y;
let cw = canvas.width;
let ch = canvas.height;
if (state == 'connecting' || state == 'disconnected') {
pallet.clear();
@ -40,9 +47,14 @@ function Renderer() {
// Grid
var gridx = cx % 50;
var gridy = cy % 50;
for (var x = gridx - cw / 2 - 50; x < cx + cw + 50; x += 50) {
for (var y = gridy - ch / 2 - 50; y < cy + ch + 50; y += 50) {
pallet.outline('#0a0a0a', x, y, 51, 51, 1);
for (var x = gridx - cw / 2 - 50; x < cw + 50; x += 50) {
for (var y = gridy - ch / 2 - 50; y < ch + 50; y += 50) {
var wx = (-cx + x) / SCALE;
var wy = (-cy + y) / SCALE;
var b = game.world.bounds;
if (wx > b.right || wx < b.left || wy > b.bottom || wy < b.top)
pallet.outline('#141424', x, y, 51, 51, 1);
else pallet.outline('#0a0a0a', x, y, 51, 51, 1);
}
}
@ -50,9 +62,9 @@ function Renderer() {
var body = game.world.bodies[id];
if (body.bodyType == 'ship') {
renderShip(pallet, body);
this.renderShip(pallet, body);
} else if (body.bodyType == 'asteroid') {
renderAsteroid(pallet, body);
this.renderAsteroid(pallet, body);
} else {
// Render structures, projectiles etc..
}
@ -61,9 +73,7 @@ function Renderer() {
pallet.restore();
}
this.renderGrid = function() {
}
renderGrid() {
pallet.fillScreen();
window.addEventListener('resize', pallet.fillScreen);
}
}

View file

@ -1,30 +1,29 @@
function renderShip(pallet, ship) {
var img = game.assets.images.ships[ship.hull].hull;
var teama = game.assets.images.ships[ship.hull].teama;
var teamb = game.assets.images.ships[ship.hull].teamb;
var thr0 = game.assets.images.ships[ship.hull].thrust0;
var thr5 = game.assets.images.ships[ship.hull].thrust5;
var thr8 = game.assets.images.ships[ship.hull].thrust8;
var turr = game.assets.images.turrets['01'].small;
Renderer.prototype.renderShip = (pallet, ship) => {
let img = game.assets.images.ships[ship.hull].hull;
let teama = game.assets.images.ships[ship.hull].teama;
let teamb = game.assets.images.ships[ship.hull].teamb;
let thr0 = game.assets.images.ships[ship.hull].thrust0;
let thr5 = game.assets.images.ships[ship.hull].thrust5;
let thr8 = game.assets.images.ships[ship.hull].thrust8;
let turr = game.assets.images.turrets['01'].small;
//pallet.view(ship.x, ship.y, false, ship.r);
var pos = ship.getPos();
var x = pos.x * SCALE;
var y = pos.y * SCALE;
var vx = -game.world.getCenter().x;
var vy = -game.world.getCenter().y;
let pos = ship.getPos();
let x = pos.x * SCALE;
let y = pos.y * SCALE;
let vx = -game.world.getCenter().x;
let vy = -game.world.getCenter().y;
pallet.view(x + vx, y + vy, false, pos.r);
var ts = ship.size / 2;
for (var i = 0; i < ship.mounts.length; i++) {
let ts = ship.size / 2;
for (let i = 0; i < ship.mounts.length; i++) {
if (ship.turrets[i]) {
pallet.image(turr, ship.mounts[i][0] - ts, ship.mounts[i][1] - ts, 0);
}
}
pallet.image(ship.team == 'a' ? teama : teamb, 0, 0, 0);
pallet.image(ship.move[0] ? thr8 : thr0, 0, 0, 0);
pallet.image(img, 0, 0, 0);
pallet.image(ship.move[0] ? thr8 : thr0, 0, 0, 0);
pallet.image(ship.thrust.forward ? thr8 : thr0, 0, 0, 0);
pallet.restore();