Initialized eslint and fixed linting issues
This commit is contained in:
parent
1f055471d3
commit
98462b4c3f
34
.eslintrc.js
Normal file
34
.eslintrc.js
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@ -0,0 +1,34 @@
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module.exports = {
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"env": {
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"browser": true,
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"commonjs": true,
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"es6": true,
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"node": true
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},
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"extends": "eslint:recommended",
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"globals": {
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"Atomics": "readonly",
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"SharedArrayBuffer": "readonly"
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},
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"parserOptions": {
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"ecmaVersion": 2018
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},
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"rules": {
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"indent": [
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"error",
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2
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],
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"linebreak-style": [
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"error",
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"unix"
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],
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"quotes": [
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"error",
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"double"
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],
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"semi": [
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"error",
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"always"
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]
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}
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};
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32
main.js
32
main.js
@ -1,8 +1,8 @@
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const { app, BrowserWindow, ipcMain } = require('electron')
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const path = require('path')
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const { app, BrowserWindow, ipcMain } = require("electron");
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const path = require("path");
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require('electron-reload')(__dirname, {
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electron: path.join(__dirname, 'node_modules', '.bin', 'electron')
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require("electron-reload")(__dirname, {
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electron: path.join(__dirname, "node_modules", ".bin", "electron")
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});
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function createWindow () {
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@ -10,7 +10,7 @@ function createWindow () {
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const win = new BrowserWindow({
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width: 640,
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height: 320,
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backgroundColor: '#111',
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backgroundColor: "#111",
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resizable: false,
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frame: false,
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webPreferences: {
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@ -18,7 +18,7 @@ function createWindow () {
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}
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});
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ipcMain.on('resize', function (event, window) {
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ipcMain.on("resize", function (event, window) {
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win.setSize( window.w, window.h);
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});
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@ -26,33 +26,33 @@ function createWindow () {
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win.removeMenu();
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// and load the index.html of the app.
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win.loadFile(path.join('index.html'))
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win.loadFile(path.join("index.html"));
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// Open the DevTools.
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win.webContents.openDevTools()
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win.webContents.openDevTools();
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}
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// This method will be called when Electron has finished
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// initialization and is ready to create browser windows.
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// Some APIs can only be used after this event occurs.
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app.whenReady().then(createWindow)
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app.whenReady().then(createWindow);
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// Quit when all windows are closed.
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app.on('window-all-closed', () => {
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app.on("window-all-closed", () => {
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// On macOS it is common for applications and their menu bar
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// to stay active until the user quits explicitly with Cmd + Q
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if (process.platform !== 'darwin') {
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app.quit()
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if (process.platform !== "darwin") {
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app.quit();
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}
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})
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});
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app.on('activate', () => {
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app.on("activate", () => {
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// On macOS it's common to re-create a window in the app when the
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// dock icon is clicked and there are no other windows open.
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if (BrowserWindow.getAllWindows().length === 0) {
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createWindow()
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createWindow();
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}
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})
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});
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// In this file you can include the rest of your app's specific main process
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// code. You can also put them in separate files and require them here.
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1015
package-lock.json
generated
1015
package-lock.json
generated
File diff suppressed because it is too large
Load Diff
@ -4,7 +4,8 @@
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"description": "",
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"main": "main.js",
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"scripts": {
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"start": "electron ."
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"start": "npm run lint && electron .",
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"lint": "eslint ."
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},
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"author": "McArn",
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"license": "ISC",
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@ -13,6 +14,7 @@
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},
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"devDependencies": {
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"electron": "^8.0.2",
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"electron-reload": "^1.5.0"
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"electron-reload": "^1.5.0",
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"eslint": "^6.8.0"
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}
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}
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@ -1,81 +1,81 @@
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var asdf = require("asdf-games");
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const { math, KeyControls, Texture, Sprite, TileSprite } = asdf;
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const { Texture, TileSprite } = asdf;
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var texture = new Texture('./res/player.png');
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var texture = new Texture("./res/player.png");
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class Player extends TileSprite {
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constructor(keys, window) {
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super(texture, 24, 24);
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this.scale = { x: 2, y: 2 };
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constructor(keys, window) {
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super(texture, 24, 24);
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this.scale = { x: 2, y: 2 };
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this.window = window;
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this.window = window;
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// Rate walking = 0.4
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// Rate running = 0.08
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// Rate walking = 0.4
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// Rate running = 0.08
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this.rate = 1;
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this.direction = 1;
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this.frames = [
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{ x: 0, y: 1 },
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{ x: 1, y: 1 },
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{ x: 2, y: 1 },
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{ x: 3, y: 1 }
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];
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this.curTime = 0;
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this.curFrame = 0;
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this.frame = this.frames[this.curFrame];
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this.rate = 1;
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this.direction = 1;
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this.frames = [
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{ x: 0, y: 1 },
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{ x: 1, y: 1 },
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{ x: 2, y: 1 },
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{ x: 3, y: 1 }
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];
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this.curTime = 0;
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this.curFrame = 0;
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this.frame = this.frames[this.curFrame];
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this.pos.x = (this.window.w / 2) - (24 * this.scale.x / 2);
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this.pos.y = (this.window.h / 2) - (24 * this.scale.y / 2);
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this.pos.x = (this.window.w / 2) - (24 * this.scale.x / 2);
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this.pos.y = (this.window.h / 2) - (24 * this.scale.y / 2);
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this.keys = keys;
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}
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this.keys = keys;
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}
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update(dt, t) {
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const { rate, frames } = this;
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this.curTime += dt;
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update(dt) {
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const { rate, frames } = this;
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this.curTime += dt;
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// Change speed
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if (this.keys.x || this.keys.y) {
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// Walking
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this.rate = 0.35;
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} else {
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// Standstill
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this.curFrame = 0;
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}
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if (this.keys.action && (this.keys.x || this.keys.y)) {
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// Running
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this.rate = 0.08;
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}
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// Change walking direction
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if (this.keys.x == -1) {
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// Left
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this.direction = 3;
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}
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if (this.keys.x == 1) {
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// Right
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this.direction = 2;
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}
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if (this.keys.y == -1) {
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// Down
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this.direction = 0;
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}
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if (this.keys.y == 1) {
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// Up
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this.direction = 1;
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}
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this.frames.forEach(element => {
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element.y = this.direction;
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});
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// Animate
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if (this.curTime > rate) {
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this.frame = frames[this.curFrame++ % frames.length];
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this.curTime -= rate;
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}
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// Change speed
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if (this.keys.x || this.keys.y) {
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// Walking
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this.rate = 0.35;
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} else {
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// Standstill
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this.curFrame = 0;
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}
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if (this.keys.action && (this.keys.x || this.keys.y)) {
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// Running
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this.rate = 0.08;
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}
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// Change walking direction
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if (this.keys.x == -1) {
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// Left
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this.direction = 3;
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}
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if (this.keys.x == 1) {
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// Right
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this.direction = 2;
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}
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if (this.keys.y == -1) {
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// Down
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this.direction = 0;
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}
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if (this.keys.y == 1) {
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// Up
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this.direction = 1;
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}
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this.frames.forEach(element => {
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element.y = this.direction;
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});
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// Animate
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if (this.curTime > rate) {
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this.frame = frames[this.curFrame++ % frames.length];
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this.curTime -= rate;
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}
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}
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}
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module.exports = Player;
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28
src/game.js
28
src/game.js
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const { ipcRenderer, remote } = require('electron')
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const { ipcRenderer, remote } = require("electron");
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var asdf = require('asdf-games');
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const { Game, Container, math, KeyControls, MouseControls, Text, Texture, TileMap, Sprite, TileSprite } = asdf;
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var asdf = require("asdf-games");
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const { Game, KeyControls, MouseControls } = asdf;
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const window = { w: 640, h: 320 };
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const game = new Game(window.w, window.h, true);
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ipcRenderer.send('resize', window);
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ipcRenderer.send("resize", window);
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const { scene, w, h } = game;
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const { scene } = game;
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var Player = require("./src/entities/player.js")
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var Level = require("./src/levels/level.js")
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var Player = require("./src/entities/player.js");
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var Level = require("./src/levels/level.js");
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const mouseAim = new MouseControls(document.getElementById('board'));
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const mouseAim = new MouseControls(document.getElementById("board"));
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const keys = new KeyControls();
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var player = new Player(keys, window);
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@ -22,9 +22,9 @@ var level = new Level(window, keys, player);
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scene.add(level);
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scene.add(player);
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game.run((dt ,t) => {
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game.run(() => {
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if (mouseAim.isDown) {
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console.log('cliccccccccccc');
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console.log("cliccccccccccc");
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}
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// Check gamestate
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@ -36,17 +36,17 @@ game.run((dt ,t) => {
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********************************************************* */
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// Opening and closing of menu.
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document.getElementById('settings').addEventListener('click', () => {
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const menuRef = document.getElementById('menu');
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document.getElementById("settings").addEventListener("click", () => {
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const menuRef = document.getElementById("menu");
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menuRef.style.display = menuRef.style.display === "block" ? "none" : "block";
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});
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// Quit Game handling.
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document.getElementById('close').addEventListener('click', () => {
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document.getElementById("close").addEventListener("click", () => {
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remote.app.quit();
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});
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// Return to main menu button
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document.getElementById('mainmenu').addEventListener('click', () => {
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document.getElementById("mainmenu").addEventListener("click", () => {
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remote.getCurrentWindow().loadFile(__dirname + "/index.html");
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});
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document.addEventListener("DOMContentLoaded", () => {
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// Start game
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document.getElementById('resume').addEventListener("click", () => {
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document.getElementById("resume").addEventListener("click", () => {
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remote.getCurrentWindow().loadFile(__dirname + "/game.html");
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});
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// Quit game
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document.getElementById('quit').addEventListener("click", () => {
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document.getElementById("quit").addEventListener("click", () => {
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remote.app.quit();
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});
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});
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var asdf = require("asdf-games");
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const { math, KeyControls, Texture, Sprite, TileSprite, TileMap } = asdf;
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const { Texture, TileMap } = asdf;
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const texture = new Texture('./res/placeholder.png');
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const texture = new Texture("./res/placeholder.png");
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const levelSize = { w: 640, h: 320 };
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var levelData = [];
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for (let index = 0; index < ((levelSize.w / 32) * (levelSize.h / 32)); index++) {
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levelData.push({ x: 0, y: 0 });
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levelData.push({ x: 0, y: 0 });
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}
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class Level extends TileMap {
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constructor (window, keys, player) {
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super(levelData, levelSize.w / 32, levelSize.h / 32, 32, 32, texture);
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this.pos.x = (window.w / 2) - (levelSize.w / 2);
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this.pos.y = (window.h / 2) - (levelSize.h / 2);
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constructor (window, keys, player) {
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super(levelData, levelSize.w / 32, levelSize.h / 32, 32, 32, texture);
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this.pos.x = (window.w / 2) - (levelSize.w / 2);
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this.pos.y = (window.h / 2) - (levelSize.h / 2);
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this.keys = keys;
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this.player = player
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}
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this.keys = keys;
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this.player = player;
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}
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update(dt, t) {
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// Change walking direction
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if (this.keys.x == -1) {
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// Left
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this.pos.x = this.pos.x + dt * (1 / this.player.rate) * 10;
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}
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if (this.keys.x == 1) {
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// Right
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this.pos.x = this.pos.x - dt * (1 / this.player.rate) * 10;
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}
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if (this.keys.y == -1) {
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// Down
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this.pos.y = this.pos.y + dt * (1 / this.player.rate) * 10;
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}
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if (this.keys.y == 1) {
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// Up
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this.pos.y = this.pos.y - dt * (1 / this.player.rate) * 10;
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}
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update(dt) {
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// Change walking direction
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if (this.keys.x == -1) {
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// Left
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this.pos.x = this.pos.x + dt * (1 / this.player.rate) * 10;
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}
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if (this.keys.x == 1) {
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// Right
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this.pos.x = this.pos.x - dt * (1 / this.player.rate) * 10;
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}
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if (this.keys.y == -1) {
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// Down
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this.pos.y = this.pos.y + dt * (1 / this.player.rate) * 10;
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}
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if (this.keys.y == 1) {
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// Up
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this.pos.y = this.pos.y - dt * (1 / this.player.rate) * 10;
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}
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}
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}
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module.exports = Level;
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