Update docstring
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2 changed files with 9 additions and 1 deletions
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@ -155,7 +155,6 @@ export class Game {
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/**
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/**
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* Update the snake on the world and check for collision
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* Update the snake on the world and check for collision
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*/
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*/
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updateSnake() {
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updateSnake() {
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this.snake.body.forEach(([x,y], i) => {
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this.snake.body.forEach(([x,y], i) => {
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if (!(x in this.world) || !(y in this.world[x]))
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if (!(x in this.world) || !(y in this.world[x]))
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@ -191,6 +191,10 @@ export class Tile {
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this.game.ctx.stroke();
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this.game.ctx.stroke();
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}
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}
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/**
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* Get the direction of a sprite depending of the next sprite
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* @returns {directions}
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*/
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getDirection() {
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getDirection() {
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const np = this.game.snake.body[this.game.snake.body.findIndex(([x,y]) => x === this.x && y === this.y)-1];
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const np = this.game.snake.body[this.game.snake.body.findIndex(([x,y]) => x === this.x && y === this.y)-1];
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const d = [this.x, this.y].map((n, i) => -(n - np[i]));
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const d = [this.x, this.y].map((n, i) => -(n - np[i]));
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@ -198,6 +202,11 @@ export class Tile {
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return Object.values(directions).find(([x, y]) => d[0] === x && d[1] === y);
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return Object.values(directions).find(([x, y]) => d[0] === x && d[1] === y);
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}
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}
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/**
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* Rotate a sprite depending of the input direction or the next sprite
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* @param {[int, int]} canvasPos
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* @param {[int, int]} size
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*/
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rotate(canvasPos, size) {
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rotate(canvasPos, size) {
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const cx = canvasPos[0] + 0.5 * size[0];
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const cx = canvasPos[0] + 0.5 * size[0];
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const cy = canvasPos[1] + 0.5 * size[1];
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const cy = canvasPos[1] + 0.5 * size[1];
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