diff --git a/js/Core/physics/collision.js b/js/Core/physics/collision.js deleted file mode 100644 index e69de29..0000000 diff --git a/js/Core/physics/movement.js b/js/Core/physics/movement.js index 94d2ef2..62b5444 100644 --- a/js/Core/physics/movement.js +++ b/js/Core/physics/movement.js @@ -1,5 +1,6 @@ -export function input(game, gameLoop = null) { + +export function input(game, spawn, gameLoop = null) { // faire que le personnage ne puisse pas sortir de la map if (game.character.inputs.z) { if (game.character.object.targetY > 0) { @@ -42,8 +43,12 @@ export function input(game, gameLoop = null) { allowEscapeKey: false, allowEnterKey: false, }).then((result) => { + game.animationFrameId = requestAnimationFrame(gameLoop); + game.spawnProcess.forEach((intervalId) => { + clearInterval(intervalId) + }); if (result.isConfirmed) { - game.animationFrameId = requestAnimationFrame(gameLoop); + console.log("reprendre"); } else { location.reload(); } @@ -55,6 +60,7 @@ export function input(game, gameLoop = null) { export function keyDownListener(event, game) { game.character.inputs[event.key] = true; } + export function keyUpListener(event, game) { game.character.inputs[event.key] = false; } diff --git a/js/Core/physics/shoot.js b/js/Core/physics/shoot.js deleted file mode 100644 index d39e6b1..0000000 --- a/js/Core/physics/shoot.js +++ /dev/null @@ -1,5 +0,0 @@ - -export function shoot(mousePos, game, projectileClass) { - -} - diff --git a/js/Core/vars/game.js b/js/Core/vars/game.js index 4168d66..5fa4631 100644 --- a/js/Core/vars/game.js +++ b/js/Core/vars/game.js @@ -37,8 +37,8 @@ export const game = { gui: { playerStats: null, }, - intervalInstances: [], - process: [], + spawnProcess: [], + autofireProcess: [], mousePos: { x: 0, y: 0 diff --git a/js/main.js b/js/main.js index 144f2e3..2b70b16 100644 --- a/js/main.js +++ b/js/main.js @@ -5,7 +5,6 @@ import Projectile from "./Entities/Projectile.js"; import {game, characterSprites, lootSprites} from "./Core/vars/game.js"; import {drawCharacterHpBar, drawHealthBar, drawPlayerStats, drawXpBar} from "./Core/ui/drawUI.js"; import {spawnEnemies} from "./Core/physics/spawn.js"; -import {shoot} from "./Core/physics/shoot.js"; import {keyDownListener, keyUpListener, input} from "./Core/physics/movement.js"; import {loadImages} from "./Core/loader.js"; @@ -55,7 +54,6 @@ let potion, coin, pile, bag; let quiPlayerStats; [quiPlayerStats] = await loadImages(["assets/img/gui/uu.png"]); game.gui.playerStats = quiPlayerStats; -console.log("Sprites chargés"); game.character.sprites = { up: up, upLeft: upLeft, @@ -85,7 +83,7 @@ startButton.addEventListener("click", () => { gameLoop(); game.isLooping = true; // Apparition des ennemis - game.intervalInstances.push(spawnEnemies(canvas, game, Enemy)); + game.spawnProcess.push(spawnEnemies(canvas, game, Enemy)); // On ajoute des évènements sur les touches du clavier window.onmousemove = (e) => game.isLooping ? updateMousePos(e, game) : null; window.addEventListener('keydown', (e) => game.isLooping ? keyDownListener(e, game) : null); @@ -97,7 +95,7 @@ startButton.addEventListener("click", () => { let idInterval = setInterval(() => { game.character.object.shoot(game, Projectile); }, 40000 / game.character.object.fireRate); - game.process.push(idInterval); + game.autofireProcess.push(idInterval); } } }); @@ -105,10 +103,10 @@ startButton.addEventListener("click", () => { game.character.inputs.click = false; if (game.isLooping) { game.character.inputs.click = false; - game.process.forEach((idInterval) => { + game.autofireProcess.forEach((idInterval) => { clearInterval(idInterval); }); - game.process = []; + game.autofireProcess = []; } }); }) @@ -120,7 +118,7 @@ function gameLoop() { game.animationFrameId = requestAnimationFrame(gameLoop); clearCanvas(context, canvas); // On ajoute l'événement de déplacement du personnage - input(game, gameLoop); + input(game, canvas, gameLoop); // On actualise le personnage game.character.object.update(context, game); // On actualise les projectiles