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<!-- Please carefully review the rules about academic integrity found in the academicIntegrity.md file found at the root of this project. -->
<!doctype html>
<html>
<head>
<title>Test Aspect Ratios</title>
<style>
/* Engine-Specific */
* {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="canv"></canvas>
<script src="./engine/Engine.js"></script>
<script src="./engine/Scene.js"></script>
<script src="./engine/GameObject.js"></script>
<script src="./engine/Component.js"></script>
<script src="./engine/Input.js"></script>
<script src="./engine/Vector2.js"></script>
<script src="./engine/Time.js"></script>
<script src="./engine/Collisions.js"></script>
<script src="./engine/SceneManager.js"></script>
<script src="./engine/Mathf.js"></script>
<script src="./engine/components/Transform.js"></script>
<script src="./engine/components/TextLabel.js"></script>
<script src="./engine/components/Polygon.js"></script>
<script src="./engine/components/Collider.js"></script>
<script src="./engine/components/RigidBody.js"></script>
<script src="./engine/components/Camera.js"></script>
<script>
const square = [new Vector2(-10, -10), new Vector2(10, -10), new Vector2(10, 10), new Vector2(-10, 10)]
class MainScene extends Scene {
constructor() {
super("gray")
this.instantiate(new HorizontalWallGameObject(), new Vector2(200, 200))
this.instantiate(new HorizontalWallGameObject(), new Vector2(400, 200))
this.instantiate(new HorizontalWallGameObject(), new Vector2(200, 600))
this.instantiate(new VerticalWallGameObject(), new Vector2(100, 300))
this.instantiate(new VerticalWallGameObject(), new Vector2(100, 500))
this.instantiate(new VerticalWallGameObject(), new Vector2(500, 300))
this.instantiate(new VerticalWallGameObject(), new Vector2(500, 500))
this.instantiate(new HeroGameObject(), new Vector2(400, 300))
const text = this.instantiate(new GameObject("Text Game Object", { layer: "UI" }), new Vector2(50, 50))
text.addComponent(new TextLabel(), { text: "Points" })
const label = this.instantiate(new GameObject("Label Game Object", { layer: "UI" }), new Vector2(50, 10))
label.addComponent(new TextLabel(), { text: "Hero" })
const button = this.instantiate(new GameObject("Button Game Object", {layer: "UI"}), new Vector2(100, 100));
button.addComponent(new Polygon(), {points: square, fillStyle: "blue"})
button.addComponent(new Collider())
button.addComponent(new ButtonComponent())
}
}
class HorizontalWallGameObject extends GameObject {
constructor() {
super("HorizontalWallGameObject")
this.addComponent(new Polygon(), { points: [new Vector2(-100, -10), new Vector2(100, -10), new Vector2(100, 10), new Vector2(-100, 10)] })
this.addComponent(new Collider(),)
}
}
class VerticalWallGameObject extends GameObject {
constructor() {
super("VerticalWallGameObject")
this.addComponent(new Polygon(), { points: [new Vector2(-10, -100), new Vector2(10, -100), new Vector2(10, 100), new Vector2(-10, 100)] })
this.addComponent(new Collider())
}
}
class HeroGameObject extends GameObject {
constructor() {
super("HeroGameObject")
this.addComponent(new Polygon(), { points: square, fillStyle: "red" })
this.addComponent(new Collider())
this.addComponent(new RigidBody())
this.addComponent(new HeroController())
}
}
class ButtonComponent extends Component{
onMouseOver(){
console.log("Over Button")
}
}
class HeroController extends Component {
speed = 100
onMouseOver() {
console.log("Mouse Over")
}
fixedUpdate() {
let offset = new Vector2(0, 0)
if (Input.keysDown.includes("ArrowRight")) offset = offset.add(new Vector2(1, 0))
if (Input.keysDown.includes("ArrowLeft")) offset = offset.add(new Vector2(-1, 0))
if (Input.keysDown.includes("ArrowUp")) offset = offset.add(new Vector2(0, -1))
if (Input.keysDown.includes("ArrowDown")) offset = offset.add(new Vector2(0, 1))
let c = offset
let a = c.normalized()
let b = offset.times(Time.deltaTime * this.speed)
this.transform.position = this.transform.position.add(b)
if (Camera.main.transform.position.x - this.transform.position.x > 25) {
Camera.main.transform.position.x = this.transform.position.x + 25
}
if (Camera.main.transform.position.x - this.transform.position.x < -25) {
Camera.main.transform.position.x = this.transform.position.x - 25
}
Camera.main.transform.position.y = this.transform.position.y
Camera.main.transform.scale = new Vector2(1, 1)
Camera.main.transform.position.x = Mathf.clamp(Camera.main.transform.position.x, 0, 600)
// Camera.main.transform.scale = new Vector2(.5, .5)
// const p = this.transform.position
// const cp = Camera.main.transform.position
// const q = 100
// if (p.x - cp.x > q) cp.x = Mathf.lerp(p.x - q, cp.x, .9)
// if (p.x - cp.x < -q) cp.x = Mathf.lerp(p.x + q, cp.x, .9)
// if (p.y - cp.y > q) cp.y = Mathf.lerp(p.y - q, cp.y, .9)
// if (p.y - cp.y < -q) cp.y = Mathf.lerp(p.y + q, cp.y, .9)
// const labelGameObject = GameObject.find("Label Game Object")
// labelGameObject.transform.position = Camera.worldPointToScreenPoint(this.transform.position)
// labelGameObject.transform.position.y -= 20
}
}
SceneManager.currentScene = new MainScene()
Engine.start({ aspectRatio: 2, cameraWidth : 1000})
</script>
</body>
</html>