feat(#15): add basic animations implementation
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parent
36bebe5237
commit
9403de1042
2 changed files with 105 additions and 19 deletions
19
index.js
19
index.js
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@ -50,6 +50,21 @@ const foregroundCollisionMaps = [
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const clicableObjects = ["debug", "level1", "level2"];
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const playerAnimations = {
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idle: {
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left: [51],
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right: [17],
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top: [34],
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bottom: [0],
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},
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walk: {
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left: [51, 52, 53, 54],
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right: [17, 18, 19, 20],
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top: [34, 35, 36, 37],
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bottom: [0, 1, 2, 3],
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},
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};
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class Game extends GameObject {
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constructor({ canvas }) {
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super();
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@ -63,11 +78,11 @@ class Game extends GameObject {
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const player = new Player({
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speed: 1,
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gameObjects: [new SpriteSheet({ imageId: "character", tileHeight: 32 })],
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animations: playerAnimations,
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x: 6 * TILE_SIZE,
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y: 4 * TILE_SIZE,
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width: TILE_SIZE,
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height: 2 * TILE_SIZE,
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debug: true,
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});
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const camera = new Camera({
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gameObjects: [
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@ -78,7 +93,7 @@ class Game extends GameObject {
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],
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target: player,
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});
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const fpsCounter = new FpsCounter({ debug: false });
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const fpsCounter = new FpsCounter();
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this.gameObjects = [canvasResizer, camera, fpsCounter];
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this.canvas = canvas;
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@ -1,26 +1,40 @@
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import { GAME_HEIGHT, GAME_WIDTH, TILE_SIZE } from "../constants.js";
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import { TILE_SIZE } from "../constants.js";
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import { GameObject } from "./game-object.js";
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export class Animation extends GameObject {
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constructor({ frames = [], name, x = 0, y = 0 }) {
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super({ x, y });
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this.frames = frames;
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this.name = name;
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}
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}
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export class Sprite extends GameObject {
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constructor({ image, x = 0, y = 0, width = 0, height = 0 }) {
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constructor({ image, x = 0, y = 0, width = 0, height = 0, index = 0 }) {
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super({ x, y, height, width });
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this.index = index;
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this.image = image;
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this.imageWidth = this.image.width;
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this.imageHeight = this.image.height;
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}
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render(ctx, sourceX, sourceY) {
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render(ctx, destinationX, destinationY) {
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ctx.drawImage(
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this.image,
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this.x,
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this.y,
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this.width,
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this.height,
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sourceX,
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sourceY,
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destinationX,
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destinationY,
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this.width,
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this.height
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);
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if (this.debug) {
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ctx.fillStyle = "Red";
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ctx.font = "normal 8pt Pixelify Sans";
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ctx.fillText(this.index, destinationX, destinationY + 8);
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}
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}
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}
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@ -29,8 +43,8 @@ export class SpriteSheet extends GameObject {
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imageId,
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x = 0,
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y = 0,
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tileWidth = 16,
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tileHeight = 16,
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tileWidth = TILE_SIZE,
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tileHeight = TILE_SIZE,
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offsetX = 0,
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offsetY = 0,
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}) {
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@ -42,31 +56,44 @@ export class SpriteSheet extends GameObject {
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this.tileHeight = tileHeight;
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this.offsetX = offsetX;
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this.offsetY = offsetY;
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this.sprites = this._getSprites();
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}
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_getSprites() {
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get sprites() {
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if (this.gameObjects?.length) {
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return this.gameObjects;
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}
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const sprites = [];
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let index = 0;
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for (let row = 0; row < this.imageHeight; row += this.tileHeight) {
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for (let col = 0; col < this.imageWidth; col += this.tileHeight) {
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for (let col = 0; col < this.imageWidth; col += this.tileWidth) {
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sprites.push(
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new Sprite({
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image: this.image,
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index,
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x: col + this.offsetX,
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y: row + this.offsetY,
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width: this.tileWidth,
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height: this.tileHeight,
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})
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);
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index++;
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}
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}
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return sprites;
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return (this.gameObjects = sprites);
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}
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}
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export class Player extends GameObject {
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constructor({ gameObjects = [], x = 0, y = 0, speed = 1, ...args }) {
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super({ x, y, gameObjects, ...args });
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constructor({
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gameObjects = [],
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animations = {},
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defaultAnimation = { idle: "bottom" },
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x = 0,
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y = 0,
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speed = 1,
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}) {
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super({ x, y, gameObjects });
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this.speed = speed;
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this.keys = [
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{ key: "ArrowUp", pressed: false, value: [0, -1] },
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@ -82,14 +109,26 @@ export class Player extends GameObject {
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this.x = x;
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this.y = y;
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});
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// TODO: Decouple animation into animation class
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this.animations = animations;
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this.defaultAnimation = defaultAnimation;
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this.currentAnimation = defaultAnimation;
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this.currentAnimationFrame = 0;
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}
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update(delta) {
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let idle = true;
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this.keys.forEach((item) => {
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if (item.pressed) {
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this.moveCharacter(...item.value, delta);
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this.moveCharacter(delta, ...item.value);
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this.updateAnimation(delta, "walk", ...item.value);
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idle = false;
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}
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});
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if (idle) {
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this.updateAnimation(delta, "idle");
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}
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}
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onKeyPressed(key) {
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@ -103,16 +142,48 @@ export class Player extends GameObject {
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}
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render(ctx, ...args) {
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// TODO: Decouple animation into animation class
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const [x, y] = args;
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const [spriteSheet] = this.gameObjects;
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const [item] = spriteSheet.sprites;
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item.render(ctx, this.x - x, this.y - y);
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if (this.debug) {
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spriteSheet.sprites.forEach((item, index) => {
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item.render(ctx, this.x - x + index * TILE_SIZE, this.y - y);
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});
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} else {
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const [currentAnimationKey] = Object.keys(this.currentAnimation);
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const currentAnimationDirection =
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this.currentAnimation[currentAnimationKey];
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const frames =
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this.animations[currentAnimationKey][currentAnimationDirection];
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if (!frames) {
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throw Error("No animation defined for " + this.currentAnimation);
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}
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const item = frames.map((frame) => spriteSheet.sprites[frame])[
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Math.floor(this.currentAnimationFrame) % frames.length
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];
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item.render(ctx, this.x - x, this.y - y);
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}
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}
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moveCharacter(dx, dy, delta) {
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moveCharacter(delta, dx, dy) {
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const speed = Math.floor(delta * this.speed * 100);
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this.x = this.x + dx * speed;
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this.y = this.y + dy * speed;
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// TODO: Check for collisions and stop movement if needed
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}
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// TODO: Decouple animation into animation class
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updateAnimation(delta, animation, dx, dy) {
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if (animation === "idle") {
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const [value] = Object.values(this.currentAnimation);
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this.currentAnimation = { [animation]: value };
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return;
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}
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if (dx !== 0) {
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this.currentAnimation = { [animation]: dx > 0 ? "right" : "left" };
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} else if (dy !== 0) {
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this.currentAnimation = { [animation]: dy > 0 ? "bottom" : "top" };
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}
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this.currentAnimationFrame += 10 * delta;
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}
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}
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