Sound & collision fix, wall render 2
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@@ -101,9 +101,12 @@ export default {
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}
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}
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if (player.state === 'DEAD') this.context.globalAlpha = 0.1
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if (player.state === 'DEAD') this.context.globalAlpha = 0.1
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render.walls(this.context, this.canvas, this.camera, this.settings, player)
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render.wallsBezier(this.context, this.canvas, this.camera, this.settings, player)
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if (player.name === 'e' || player.name === 'q' || player.name === 'r' || player.name === 't') render.playerFace(this.context, this.canvas, this.camera, this.settings, player, player.name)
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if (player.name === 'e' || player.name === 'q' || player.name === 'r' || player.name === 't') render.playerFace(this.context, this.canvas, this.camera, this.settings, player, player.name)
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else render.player(this.context, this.canvas, this.camera, this.settings, player)
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else render.player(this.context, this.canvas, this.camera, this.settings, player)
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if (player.state === 'DEAD') this.context.globalAlpha = 1
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if (player.state === 'DEAD') this.context.globalAlpha = 1
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this.stats.totalWalls += player.walls.length
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this.stats.totalWalls += player.walls.length
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@@ -64,6 +64,40 @@ export const render = {
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context.lineTo(canvas.width / 2 + player.x - camera.x, canvas.height / 2 + player.y - camera.y)
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context.lineTo(canvas.width / 2 + player.x - camera.x, canvas.height / 2 + player.y - camera.y)
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context.stroke()
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context.stroke()
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},
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},
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wallsBezier (context, canvas, camera, settings, player) {
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if (player.walls.length === 0) return
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context.beginPath()
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context.lineWidth = settings.wallSize
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context.strokeStyle = player.color
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var canvasX1, canvasY1, canvasX2, canvasY2
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canvasX1 = canvas.width / 2 + player.walls[0].x - camera.x
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canvasY1 = canvas.height / 2 + player.walls[0].y - camera.y
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context.moveTo(canvasX1, canvasY1)
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for (var i = 1; i < player.walls.length - 1; i++) {
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canvasX1 = canvas.width / 2 + player.walls[i].x - camera.x
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canvasY1 = canvas.height / 2 + player.walls[i].y - camera.y
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canvasX2 = canvas.width / 2 + player.walls[i + 1].x - camera.x
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canvasY2 = canvas.height / 2 + player.walls[i + 1].y - camera.y
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context.quadraticCurveTo(canvasX1, canvasY1, canvasX2, canvasY2)
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}
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canvasX1 = canvas.width / 2 + player.walls[player.walls.length - 1].x - camera.x
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canvasY1 = canvas.height / 2 + player.walls[player.walls.length - 1].y - camera.y
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canvasX2 = canvas.width / 2 + player.x - camera.x
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canvasY2 = canvas.height / 2 + player.y - camera.y
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context.quadraticCurveTo(canvasX1, canvasY1, canvasX2, canvasY2)
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context.stroke()
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},
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debug (context, camera, mouse, canvas, stats) {
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debug (context, camera, mouse, canvas, stats) {
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const canvasX = canvas.width / 2
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const canvasX = canvas.width / 2
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const canvasY = canvas.height / 2
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const canvasY = canvas.height / 2
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@@ -1,29 +1,27 @@
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const music1 = new Audio(require('@/assets/sound/revengeOfCats.mp3'))
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const music1 = new Audio(require('@/assets/sound/revengeOfCats.mp3'))
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const music2 = new Audio(require('@/assets/sound/1992.mp3'))
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const music2 = new Audio(require('@/assets/sound/1992.mp3'))
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const music3 = new Audio()
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// const motor = new Audio(require('@/assets/sound/motor.mp3'))
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// const motor = new Audio(require('@/assets/sound/motor.mp3'))
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const explosion = new Audio(require('@/assets/sound/explosion.mp3'))
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const explosion = new Audio(require('@/assets/sound/explosion.mp3'))
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const taunt = new Audio(require('@/assets/sound/tmauvais.mp3'))
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const taunt = new Audio(require('@/assets/sound/tmauvais.mp3'))
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taunt.volume = 0.2
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explosion.volume = 0.2
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music1.loop = true
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music1.volume = 0.2
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music2.loop = true
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music2.volume = 0.2
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export const sound = {
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export const sound = {
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startBackgroundMusic (n) {
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startBackgroundMusic (n) {
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music1.loop = true
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music1.volume = 0.5
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music2.loop = true
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music2.volume = 0.5
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music3.loop = true
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music3.volume = 0.5
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switch (n) {
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switch (n) {
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case '1': music1.play(); break
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case '1': music1.play(); break
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case '2': music2.play(); break
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case '2': music2.play(); break
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case '3': music3.play(); break
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}
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}
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},
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},
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stopBackgroundMusic () {
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stopBackgroundMusic () {
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music1.pause()
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music1.pause()
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music2.pause()
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music2.pause()
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music3.pause()
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},
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},
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explosion () {
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explosion () {
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if (Math.floor(Math.random() * Math.floor(10)) === 0) taunt.play()
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if (Math.floor(Math.random() * Math.floor(10)) === 0) taunt.play()
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@@ -94,7 +94,7 @@ public class GameManager implements IGameManager {
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for (var i = 0; i < player2.getWalls().size() - 2; i++) {
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for (var i = 0; i < player2.getWalls().size() - 2; i++) {
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// Pour evité la collision avec un mur venant d'être placé par le même joueur
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// Pour evité la collision avec un mur venant d'être placé par le même joueur
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if (id.equals(id2) && i >= player2.getWalls().size() - 2) break;
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if (id.equals(id2) && i >= player2.getWalls().size() - 1) break;
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Wall wallA = player2.getWalls().get(i);
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Wall wallA = player2.getWalls().get(i);
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Wall wallB = player2.getWalls().get(i + 1);
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Wall wallB = player2.getWalls().get(i + 1);
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