Initial Release
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@@ -0,0 +1,67 @@
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const soundActive = document.querySelector<HTMLAudioElement>('audio#active')!
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const soundBounce = document.querySelector<HTMLAudioElement>('audio#bounce')!
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const canvas = document.querySelector<HTMLCanvasElement>('canvas#sprites')!
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if (canvas && soundActive && soundBounce) {
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const C = {
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TEXTURE_WIDTH: 68,
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TEXTURE_HEIGHT: 78,
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TEXTURE_SCALE: 0.5,
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RENDER_WIDTH: 256,
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RENDER_HEIGHT: 256,
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GRAVITY: 0.67,
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BOUNCE: 0.75,
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JUMP: 8,
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COUNT: 3,
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}
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const TEXTURE = new Image()
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const SPRITES = new Array()
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const OFFSET = (C.RENDER_WIDTH - C.COUNT * (C.TEXTURE_WIDTH * C.TEXTURE_SCALE)) / C.COUNT
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for (let i = 0; i < C.COUNT; i++) {
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SPRITES.push({
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x: OFFSET / 2 + OFFSET * i + C.TEXTURE_WIDTH * C.TEXTURE_SCALE * i,
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v: 0,
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y: 0,
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})
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}
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const ctx = canvas.getContext('2d')!
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TEXTURE.src = document.querySelector<HTMLLinkElement>('link[rel=texture')!.href
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canvas.style.imageRendering = 'pixelated'
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canvas.style.width = `${C.RENDER_WIDTH}px`
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canvas.style.height = `${C.RENDER_HEIGHT}px`
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canvas.width = C.RENDER_WIDTH
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canvas.height = C.RENDER_HEIGHT
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soundBounce.playbackRate = 2
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soundBounce.volume = 0.5
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canvas.addEventListener('click', () => {
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for (let i = 0; i < C.COUNT; i++) {
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SPRITES[i].v += C.JUMP + Math.random() * (C.JUMP / 2)
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}
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})
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setInterval(() => {
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ctx.clearRect(0, 0, C.RENDER_WIDTH, C.RENDER_HEIGHT)
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for (let i = 0; i < SPRITES.length; i++) {
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let oy = C.RENDER_HEIGHT - C.TEXTURE_HEIGHT * C.TEXTURE_SCALE
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let s = SPRITES[i]
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s.v -= C.GRAVITY
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s.y += s.v
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if (s.y < 0) {
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s.y = 0
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s.v = -s.v * C.BOUNCE
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if (Math.abs(s.v) < 0.8) {
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s.v = 0
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} else {
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soundBounce.currentTime = 0
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soundBounce.play()
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}
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}
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ctx.drawImage(TEXTURE, s.x, oy - s.y, C.TEXTURE_WIDTH * C.TEXTURE_SCALE, C.TEXTURE_HEIGHT * C.TEXTURE_SCALE)
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}
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}, 1000 / 60)
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}
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