mirror of
https://github.com/NohamR/Pocket-Bird.git
synced 2026-05-24 19:59:36 +00:00
Add frames and animations
This commit is contained in:
205
birb.js
205
birb.js
@@ -10,35 +10,114 @@
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// @ts-check
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const idle = [
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 3, 4, 4, 4, 0, 0, 0, 0, 0, 0],
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[0, 2, 3, 1, 4, 4, 5, 5, 0, 0, 0, 0],
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[0, 0, 3, 3, 4, 5, 5, 5, 5, 5, 0, 0],
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[0, 0, 0, 3, 3, 2, 5, 5, 5, 0, 0, 0],
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[0, 0, 0, 3, 3, 3, 2, 2, 2, 0, 0, 0],
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[0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 0],
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[0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0]
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];
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class Frame {
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/**
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* @param {number[][]} pixels
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*/
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constructor(pixels) {
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this.pixels = pixels;
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}
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/**
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* @param {CanvasRenderingContext2D} ctx
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* @param {number} direction
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*/
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draw(ctx, direction) {
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for (let y = 0; y < this.pixels.length; y++) {
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const row = this.pixels[y];
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for (let x = 0; x < this.pixels[y].length; x++) {
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const cell = direction === Directions.LEFT ? row[x] : row[this.pixels[y].length - x - 1];
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ctx.fillStyle = colors[cell];
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ctx.fillRect(x * CANVAS_PIXEL_SIZE, y * CANVAS_PIXEL_SIZE, CANVAS_PIXEL_SIZE, CANVAS_PIXEL_SIZE);
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};
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};
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}
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}
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class Anim {
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/**
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* @param {Frame[]} frames
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* @param {number[]} durations
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* @param {boolean} loop
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*/
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constructor(frames, durations, loop = true) {
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this.frames = frames;
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this.durations = durations;
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this.loop = loop;
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}
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getAnimationDuration() {
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return this.durations.reduce((a, b) => a + b, 0);
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}
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/**
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* @param {CanvasRenderingContext2D} ctx
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* @param {number} direction
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* @param {number} timeStart The start time of the animation in milliseconds
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* @returns {boolean} Whether the animation is complete
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*/
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draw(ctx, direction, timeStart) {
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let time = Date.now() - timeStart;
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const duration = this.getAnimationDuration();
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if (this.loop) {
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time %= duration;
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}
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let totalDuration = 0;
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for (let i = 0; i < this.durations.length; i++) {
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totalDuration += this.durations[i];
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if (time < totalDuration) {
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this.frames[i].draw(ctx, direction);
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return false;
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}
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}
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// Draw the last frame if the animation is complete
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this.frames[this.frames.length - 1].draw(ctx, direction);
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return true;
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}
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}
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const sharedFrames = {
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base: new Frame([
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 3, 4, 4, 4, 0, 0, 0, 0, 0, 0],
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[0, 2, 3, 1, 4, 4, 5, 5, 0, 0, 0, 0],
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[0, 0, 3, 3, 4, 5, 5, 5, 5, 5, 0, 0],
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[0, 0, 0, 3, 3, 2, 5, 5, 5, 0, 0, 0],
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[0, 0, 0, 3, 3, 3, 2, 2, 2, 0, 0, 0],
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[0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 0],
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[0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0]
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]),
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headDown: new Frame([
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 3, 4, 4, 4, 5, 5, 0, 0, 0, 0],
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[0, 2, 3, 1, 4, 5, 5, 5, 5, 5, 0, 0],
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[0, 0, 3, 3, 3, 2, 5, 5, 5, 0, 0, 0],
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[0, 0, 0, 3, 3, 3, 2, 2, 2, 0, 0, 0],
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[0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 0],
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[0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0]
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]),
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};
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const Animations = {
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STILL: new Anim([sharedFrames.base], [1000]),
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IDLE: new Anim([
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sharedFrames.base,
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sharedFrames.headDown
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], [
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750,
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250
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]),
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};
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const bob = [
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 0, 0],
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[0, 0, 3, 4, 4, 4, 5, 5, 0, 0, 0, 0],
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[0, 2, 3, 1, 4, 5, 5, 5, 5, 5, 0, 0],
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[0, 0, 3, 3, 3, 2, 5, 5, 5, 0, 0, 0],
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[0, 0, 0, 3, 3, 3, 2, 2, 2, 0, 0, 0],
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[0, 0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 0],
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[0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0]
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];
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const colors = {
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0: "transparent",
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@@ -50,7 +129,8 @@ const colors = {
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};
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// Number of pixels per unit
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const PIXEL_SIZE = 4;
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const CANVAS_PIXEL_SIZE = 6;
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const WINDOW_PIXEL_SIZE = CANVAS_PIXEL_SIZE / 2;
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const styles = `
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canvas {
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@@ -69,8 +149,8 @@ document.head.appendChild(styleElement);
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// Insert a canvas element into the body with the same dimensions as the 2D array
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const canvas = document.createElement("canvas");
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canvas.width = idle[0].length * PIXEL_SIZE;
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canvas.height = idle.length * PIXEL_SIZE;
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canvas.width = sharedFrames.base.pixels[0].length * CANVAS_PIXEL_SIZE;
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canvas.height = sharedFrames.base.pixels.length * CANVAS_PIXEL_SIZE;
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document.body.appendChild(canvas);
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/** @type {CanvasRenderingContext2D} */
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@@ -87,14 +167,15 @@ const States = {
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HOP: "hop",
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};
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const HOP_HEIGHT = PIXEL_SIZE * 3;
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const HOP_HEIGHT = CANVAS_PIXEL_SIZE * 2;
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const MAX_HOP_TICKS = 24;
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let direction = Directions.RIGHT;
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let state = States.IDLE;
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let ticks = 0;
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let hopTicks = 0;
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let sprite = idle;
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let animStart = Date.now();
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let currentAnimation = Animations.IDLE;
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let modY = 0;
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let modX = 0;
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@@ -104,23 +185,18 @@ function update() {
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if (state === States.IDLE) {
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if (Math.random() < 0.0025) {
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state = States.HOP;
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sprite = idle;
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setAnimation(Animations.STILL);
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console.log("Hopping");
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} else if (ticks % 60 < 12) {
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sprite = bob;
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} else {
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sprite = idle;
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}
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} else if (state === States.HOP) {
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hopTicks++;
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if (hopTicks >= MAX_HOP_TICKS) {
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state = States.IDLE;
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hopTicks = 0;
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setAnimation(Animations.IDLE);
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}
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modX += 1.4 * direction;
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modY = Math.sin(hopTicks / MAX_HOP_TICKS * Math.PI) * HOP_HEIGHT;
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// Round to the nearest scale
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modY = Math.round(modY / PIXEL_SIZE) * PIXEL_SIZE;
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}
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}
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@@ -131,17 +207,10 @@ function draw() {
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// Clear the canvas
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// Draw the bird
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for (let y = 0; y < sprite.length; y++) {
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const row = sprite[y];
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for (let x = 0; x < sprite[y].length; x++) {
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const cell = direction === Directions.LEFT ? row[x] : row[sprite[y].length - x - 1];
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ctx.fillStyle = colors[cell];
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ctx.fillRect(x * PIXEL_SIZE, y * PIXEL_SIZE, PIXEL_SIZE, PIXEL_SIZE);
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};
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};
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// Modify canvas position by modY
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canvas.style.bottom = `${modY}px`;
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canvas.style.left = `${modX}px`;
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currentAnimation.draw(ctx, direction, animStart);
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// Update position
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setX(modX);
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setY(roundToPixel(modY));
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}
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draw();
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@@ -149,7 +218,37 @@ draw();
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canvas.addEventListener("click", () => {
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if (state === States.IDLE) {
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state = States.HOP;
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sprite = idle;
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setAnimation(Animations.STILL);
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hopTicks = 0;
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}
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});
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});
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/**
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* Set the current animation and reset the animation timer
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* @param {Anim} animation
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*/
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function setAnimation(animation) {
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currentAnimation = animation;
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animStart = Date.now();
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}
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/**
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* @param {number} value
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*/
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function roundToPixel(value) {
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return Math.round(value / WINDOW_PIXEL_SIZE) * WINDOW_PIXEL_SIZE;
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}
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/**
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* @param {number} x
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*/
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function setX(x) {
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canvas.style.left = `${x}px`;
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}
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/**
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* @param {number} y
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*/
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function setY(y) {
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canvas.style.bottom = `${y}px`;
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}
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