2021-06-30 23:16:45 +00:00
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import { Juego } from "./main";
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import { Sprite } from "./sprite";
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import { Box, boxCollision, drawText, randomFromArray } from "./utils";
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const ENEMIES_NUM = 12;
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const SEED_COOLDOWN = 300;
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const MAP_MIN = 1000;
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const MAP_MAX = 5000;
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const MAP_SIZE = MAP_MAX - MAP_MIN;
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const TREES_TO_WIN = 30;
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const TIME = 2 * 60 * 1000;
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2021-06-28 19:20:41 +00:00
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2021-06-28 18:01:45 +00:00
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export type State = {
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2021-06-30 23:16:45 +00:00
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current: "jugando";
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pos: { x: number };
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view: { x: number };
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side: "left" | "right";
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2021-07-01 20:45:37 +00:00
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enemies: { x: number; sprite: Sprite }[];
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2021-06-30 23:16:45 +00:00
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seeds: { x: number; velocity: { x: number } }[];
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trees: { x: number; sprite: Sprite }[];
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time: number;
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seedCooldown: number;
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};
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2021-06-28 18:01:45 +00:00
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export function createJugandoState(): State {
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2021-06-30 23:16:45 +00:00
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return {
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current: "jugando",
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pos: { x: MAP_MIN + MAP_SIZE / 2 },
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view: { x: 0 },
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side: "right",
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enemies: [],
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seeds: [],
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trees: [],
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time: TIME,
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seedCooldown: 0,
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};
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2021-06-28 18:01:45 +00:00
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}
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export function update(juego: Juego<State>, dt: number) {
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2021-06-30 23:16:45 +00:00
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juego.state.time -= dt;
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if (juego.state.time < 0) {
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(juego as Juego<any>).state = { current: "lose" };
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return;
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}
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const playerSpeed = juego.canvas.width * 0.15;
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const enemySpeed = juego.canvas.width * 0.05;
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if (juego.keyboard.keys.d || juego.keyboard.keys.ArrowRight) {
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juego.state.side = "right";
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juego.state.pos.x += (dt / 1000) * playerSpeed;
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}
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if (juego.keyboard.keys.a || juego.keyboard.keys.ArrowLeft) {
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juego.state.side = "left";
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juego.state.pos.x -= (dt / 1000) * playerSpeed;
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}
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if (juego.state.pos.x < MAP_MIN) juego.state.pos.x = MAP_MIN;
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if (juego.state.pos.x > MAP_MAX) juego.state.pos.x = MAP_MAX;
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juego.state.seedCooldown -= dt;
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if (juego.keyboard.keys[" "] && juego.state.seedCooldown < 0) {
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const seedSpeed = juego.canvas.width * 0.7;
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juego.state.seeds.push({
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x: juego.state.pos.x,
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velocity: { x: juego.state.side === "left" ? -seedSpeed : seedSpeed },
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});
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juego.state.seedCooldown = SEED_COOLDOWN;
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}
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for (const seed of juego.state.seeds) {
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seed.x += (dt / 1000) * seed.velocity.x;
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seed.velocity.x *= 0.97;
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2021-06-28 19:26:27 +00:00
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for (const enemy of juego.state.enemies) {
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if (
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boxCollision(
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{
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x: seed.x,
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y: getFloorY(juego) - juego.sprites.semilla.getHeight(juego),
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width: juego.sprites.semilla.getWidth(juego),
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height: juego.sprites.semilla.getHeight(juego),
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},
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{
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x: enemy.x,
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y: getFloorY(juego) - juego.sprites.larreta.getHeight(juego),
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width: juego.sprites.larreta.getWidth(juego),
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height: juego.sprites.larreta.getHeight(juego),
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}
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)
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) {
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juego.state.seeds = juego.state.seeds.filter((s) => s.x !== seed.x);
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juego.state.enemies = juego.state.enemies.filter(
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(e) => e.x !== enemy.x
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);
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juego.state.trees.push({
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x: enemy.x,
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sprite: randomFromArray([juego.sprites.arbol1, juego.sprites.arbol2]),
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});
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}
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2021-06-28 19:26:27 +00:00
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}
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2021-06-30 23:16:45 +00:00
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if (Math.abs(seed.velocity.x) < 100)
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juego.state.seeds = juego.state.seeds.filter(
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(s) => s.velocity.x !== seed.velocity.x
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);
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}
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if (juego.state.trees.length >= TREES_TO_WIN) {
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(juego as Juego<any>).state = { current: "win" };
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return;
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}
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while (juego.state.enemies.length < ENEMIES_NUM) {
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const x = Math.random() * MAP_SIZE + MAP_MIN;
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// Don't spawn enemies too close
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if (Math.abs(juego.state.pos.x - x) < 300) continue;
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2021-07-01 20:45:37 +00:00
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juego.state.enemies.push({
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x,
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sprite: randomFromArray([
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juego.sprites.larreta,
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juego.sprites.millonarioMalo,
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]),
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});
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2021-06-30 23:16:45 +00:00
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}
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for (const enemy of juego.state.enemies) {
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const distance = enemy.x - juego.state.pos.x;
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if (distance < 0) {
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enemy.x += (dt / 1000) * enemySpeed;
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} else {
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enemy.x -= (dt / 1000) * enemySpeed;
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}
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}
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2021-06-28 19:26:27 +00:00
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2021-06-30 23:16:45 +00:00
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juego.state.view.x =
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-juego.state.pos.x +
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juego.canvas.width / 2 -
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juego.sprites.jugadorx.getWidth(juego) / 2;
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2021-06-28 18:01:45 +00:00
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}
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2021-06-28 19:02:12 +00:00
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function drawJugadorx(juego: Juego<State>) {
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2021-06-30 23:16:45 +00:00
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const floorY = getFloorY(juego);
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juego.sprites.jugadorx.draw(
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juego,
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juego.state.pos.x + juego.state.view.x,
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floorY - juego.sprites.jugadorx.getHeight(juego),
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0,
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juego.state.side === "left"
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);
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2021-06-28 18:01:45 +00:00
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}
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2021-06-28 19:35:49 +00:00
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function drawTrees(juego: Juego<State>) {
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2021-06-30 23:16:45 +00:00
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const floorY = getFloorY(juego);
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for (const tree of juego.state.trees) {
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const height = tree.sprite.getHeight(juego);
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tree.sprite.draw(juego, tree.x + juego.state.view.x, floorY - height);
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}
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2021-06-28 19:35:49 +00:00
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}
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2021-06-28 19:02:12 +00:00
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function drawEnemies(juego: Juego<State>) {
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2021-06-30 23:16:45 +00:00
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const floorY = getFloorY(juego);
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for (const enemy of juego.state.enemies) {
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2021-07-01 20:45:37 +00:00
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const height = enemy.sprite.getHeight(juego);
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enemy.sprite.draw(juego, enemy.x + juego.state.view.x, floorY - height);
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2021-06-30 23:16:45 +00:00
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}
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2021-06-28 18:01:45 +00:00
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}
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2021-06-28 19:02:12 +00:00
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function drawSeeds(juego: Juego<State>) {
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2021-06-30 23:16:45 +00:00
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const height = juego.sprites.semilla.getHeight(juego);
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const floorY = getFloorY(juego);
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for (const seed of juego.state.seeds) {
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juego.sprites.semilla.draw(
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juego,
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seed.x + juego.state.view.x,
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floorY - height
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);
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}
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2021-06-28 19:02:12 +00:00
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}
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function getFloorY(juego: Juego<State>): number {
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2021-06-30 23:16:45 +00:00
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return (juego.canvas.height * 65) / 96;
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2021-06-28 19:02:12 +00:00
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}
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2021-06-30 22:58:55 +00:00
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function drawBackground(
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juego: Juego<State>,
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y: number,
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height: number,
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img: HTMLImageElement,
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sourceBox?: Box
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2021-06-30 22:58:55 +00:00
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) {
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const aspect = img.width / img.height;
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const width = height * aspect;
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for (let i = 0; i < 10; i++) {
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if (sourceBox) {
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juego.ctx.drawImage(
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img,
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sourceBox.x,
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sourceBox.y,
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sourceBox.width,
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sourceBox.height,
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i * (width - 1) + juego.state.view.x,
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y,
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width,
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height
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);
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} else {
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juego.ctx.drawImage(
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img,
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i * (width - 1) + juego.state.view.x,
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y,
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width,
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height
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);
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2021-06-30 22:58:55 +00:00
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}
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2021-06-30 23:16:45 +00:00
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}
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2021-06-30 22:58:55 +00:00
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}
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2021-06-28 18:01:45 +00:00
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2021-06-30 22:58:55 +00:00
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export function draw(juego: Juego<State>, timestamp: number) {
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2021-06-30 23:16:45 +00:00
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drawBackground(juego, 0, juego.canvas.height, juego.assets.fondo);
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drawBackground(juego, 0, getFloorY(juego), juego.assets.edificios, {
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x: 0,
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y: 0,
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width: 89,
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height: 48,
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});
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drawTrees(juego);
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drawEnemies(juego);
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drawJugadorx(juego);
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drawSeeds(juego);
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juego.ctx.fillStyle = "white";
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drawText(
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juego,
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'Usá las flechitas para moverte, y espacio para "disparar" semillas.',
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{ x: 0, y: 100 },
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{}
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);
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const arbolesBox = drawText(
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juego,
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`Arboles: ${juego.state.trees.length}/${TREES_TO_WIN}`,
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{ x: juego.canvas.width - 10, y: 10 },
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{ bold: true, align: "right" }
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);
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const tiempoBox = drawText(
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juego,
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`Tiempo restante`,
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{ x: 10, y: 10 },
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{ bold: false, align: "left" }
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);
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juego.ctx.fillRect(
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10,
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tiempoBox.y + tiempoBox.height,
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(juego.canvas.width - arbolesBox.width - 20) * (juego.state.time / TIME),
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30
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);
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2021-06-28 18:01:45 +00:00
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}
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