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car.js
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98 lines (75 loc) · 2.03 KB
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class Car{
constructor(x,y,width,height) {
this.x=x;
this.y=y;
this.width=width;
this.height=height;
this.speed = 0;
this.maxForwardSpeed = 3;
this.maxReverseSpeed = 1;
this.aceleration = 0.2;
this.friction = 0.1;
this.angle = 0;
this.controls = new Controls()
}
update(){
this.#move();
}
draw(ctx){
ctx.save();
ctx.translate(this.x, this.y)
ctx.rotate(-this.angle)
ctx.beginPath();
ctx.rect(
-this.width/2,
-this.height/2,
this.width,
this.height
);
ctx.fill();
ctx.restore()
}
//----------------------------------------
#move(){
// Incorporating friction
if(this.speed > 0){
this.speed -= this.friction;
}
if(this.speed < 0){
this.speed += this.friction;
}
if (Math.abs(this.speed)<this.friction){
this.speed = 0;
}
// Speed control
if(this.speed > this.maxSpeed){
this.speed = this.maxSpeed;
}
if(this.speed < -this.maxReverseSpeed){
this.speed = -this.maxReverseSpeed;
}
// Move instructions
if (this.speed != 0){
const flip = this.speed > 0 ? 1:-1;
//Left Instruccion
if(this.controls.left){
this.angle += 0.03*flip
}
//Right Instruccion
if(this.controls.right){
this.angle -= 0.03*flip
}
}
//Forward Instruccion
if(this.controls.forward){
this.speed += this.aceleration;
}
//Reverse Instruccion
if(this.controls.reverse){
this.speed -= this.aceleration;
}
// Total movements
this.y -= Math.cos(this.angle)*this.speed
this.x -= Math.sin(this.angle)*this.speed
}
}