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December 27, 2017 13:26
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_onInterval () { | |
const now = Date.now() | |
this.setState((oldState) => { | |
let { score, level, lastLeft, obstacleIndex } = oldState | |
const { right, up, down } = this._controls | |
this._resetControls() | |
let obstacleSpeed = INITIAL_OBSTACLE_STEP + INITIAL_OBSTACLE_STEP * (0.2) * level | |
if (right) { | |
obstacleSpeed *= 1 * 6 * Math.min(right, 2) | |
} | |
let top = oldState.top + FALL_STEP | |
if (up) { | |
top -= JUMP_STEP * up | |
} | |
if (down) { | |
top += DROP_STEP * down | |
} | |
if (now - this._lastNewObstacles >= NEW_OBSTACLES_TIME) { | |
this._lastNewObstacles = now | |
const numOfObstacles = oldState.obstacles.length | |
if (numOfObstacles) { | |
lastLeft = oldState.obstacles[numOfObstacles - 1].left - INITIAL_OBSTACLE_STEP | |
if (lastLeft <= INITIAL_LEFT + PLAYER_WIDTH + OBSTACLE_MIN_DISTANCE) { | |
lastLeft = INITIAL_LEFT + PLAYER_WIDTH * 3 | |
} | |
} else { | |
lastLeft = INITIAL_OBSTACLE_STEP | |
} | |
for (let i = 0; i < 2; i++) { | |
const newObstacle = this._createObstacle(lastLeft, obstacleIndex++, level) | |
if (obstacleIndex % OBSTACLES_PER_INDEX === 0) { | |
// level++ | |
} | |
lastLeft = newObstacle.left | |
oldState.obstacles.push(newObstacle) | |
} | |
} | |
if (this._checkIfHit(top)) { | |
if (top >= (this._wrapper.offsetHeight - PLAYER_HEIGHT)) { | |
top = this._wrapper.offsetHeight - PLAYER_HEIGHT | |
} else if (top <= 0) { | |
top = 0 | |
} | |
return { ...this._gameOver(), top } | |
} | |
const obstacles = [] | |
let hasCollidedWithObstacle = false | |
oldState.obstacles.forEach((o) => { | |
if (o.left >= OBSTACLE_WIDTH * -1) { | |
const newLeft = o.left - obstacleSpeed | |
if (INITIAL_LEFT >= (newLeft + OBSTACLE_WIDTH)) { | |
o.scored = true | |
score += POINTS_PER_OBSTACLE | |
} | |
if (!hasCollidedWithObstacle) { | |
hasCollidedWithObstacle = this._checkColision(INITIAL_LEFT, top, o, newLeft) | |
} | |
o.left = newLeft | |
obstacles.push(o) | |
} else if (!o.scored) { | |
score += POINTS_PER_OBSTACLE | |
} | |
}) | |
if (hasCollidedWithObstacle) { | |
return { ...this._gameOver(), top, obstacles, score, obstacleIndex: 0 } | |
} | |
return { top, obstacles, score, level, lastLeft, obstacleIndex } | |
}) | |
} |
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