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survivors: adding simple drops
moving size to world object adding dying for enemies and projectiles and theoretically for players adding pull range for player adding money stat display made pistol homing
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@@ -17,14 +17,8 @@ let ctx: CanvasRenderingContext2D;
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let canvas;
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export class Config {
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private _size: Vector = new Vector(window.innerWidth, window.innerHeight)
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private _fps: number = 60;
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get size(): Vector {
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return this._size;
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}
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get fps(): number {
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return this._fps;
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}
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@@ -41,7 +35,7 @@ export class WorldState {
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function updateCanvas() {
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ctx.clearRect(0, 0, config.size.x, config.size.y);
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ctx.clearRect(0, 0, world.size.x, world.size.y);
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hud.draw(ctx)
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if(!state.ended) {
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world.enemiesAct()
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@@ -101,23 +95,22 @@ document.onkeydown = keyDown;
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docReady(function () {
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canvas = document.getElementById('canvas');
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config = new Config();
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canvas.width = config.size.x;
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canvas.width = window.innerWidth;
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canvas.height = config.size.y;
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canvas.height = window.innerHeight;
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ctx = canvas.getContext("2d");
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config = new Config();
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let player = Player.generatePlayer();
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world = new World(player, ctx);
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world = new World(player, ctx, new Vector(window.innerWidth, window.innerHeight));
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state = new WorldState();
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world.addEnemy(BasicEnemy.generateBasicEnemy(world))
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world.addEnemy(ShootingEnemy.generateShootingEnemy(world, new Vector(350, 350)))
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setInterval(() => {
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world.addEnemy(ShootingEnemy.generateShootingEnemy(world, new Vector(Math.random() * config.size.x, Math.random() * config.size.y)))
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world.addEnemy(ShootingEnemy.generateShootingEnemy(world, new Vector(Math.random() * world.size.x, Math.random() * world.size.y)))
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}, 1000)
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player.addWeapon(Pistol.spawnPistol(world))
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let secondPistol = Pistol.spawnPistol(world, new Vector(-5, -5));
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