programming guidelines
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5
docs/assets/js/constants.js
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docs/assets/js/constants.js
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var constants = {
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testOrganizer: {
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EXAMPLE_DELETE_ME_LATER : 1277336
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}
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};
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@ -1,4 +1,3 @@
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// Handle starting the pre-load animation
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// Handle starting the pre-load animation
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var page_preloader = new Preloader();
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var page_preloader = new Preloader();
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page_preloader.show(true);
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page_preloader.show(true);
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@ -11,8 +10,38 @@ audio = [
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""
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""
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];
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];
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function update() {
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var globalStates = {
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titleScreen:0,
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starting:1,
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playing:2,
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paused:3,
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end:4
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};
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var globalState = globalStates.titleScreen;
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function update() {
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switch(globalState) {
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// title screen
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case globalStates.titleScreen:
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break;
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// starting
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case globalStates.starting:
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break;
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// playing
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case globalStates.playing:
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break;
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// paused
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case globalStates.paused:
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break;
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// end
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case globalStates.end:
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break;
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}
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}
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}
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function input() {
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function input() {
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docs/assets/js/utils.js
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docs/assets/js/utils.js
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// clamps a value between min and max
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function clamp(value, min, max) {
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return Math.min(max, Math.max(min, value));
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}
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// linear interpolation towards somewhere
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function lerp(start, end, amt) { return (1 - amt) * start + amt * end; }
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// returns a new value with friction applied
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function friction(value, amount) {
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if (value > 0) { value -= amount; }
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if (value < 0) { value += amount; }
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if (Math.abs(value) < amount * 2) { value = 0; }
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return value;
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}
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var tau = Math.PI * 2;
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var pi = Math.PI;
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// returns a new angle that gets closer to the target angle
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function turn(cur, target, speed) {
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if (target < 0) { target = tau + target; }
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if ((cur % tau) > target) {
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if ((cur % tau) - target > pi) {
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cur += speed;
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} else {
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cur -= speed;
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}
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} else {
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if (target - (cur % tau) > pi) {
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cur -= speed;
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} else {
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cur += speed;
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}
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}
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if (Math.abs(cur - target) < speed * 1.1) {
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cur = target;
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}
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if (cur > tau) { cur = cur - tau; }
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if (cur < 0) { cur = tau + cur; }
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return cur;
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}
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@ -21,6 +21,8 @@
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<body>
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<body>
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<canvas width="1000" height="800" id="game"></canvas>
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<canvas width="1000" height="800" id="game"></canvas>
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<script src="assets/js/game.js"></script>
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<script src="assets/js/game.js"></script>
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<script src="assets/js/constants.js"></script>
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<script src="assets/js/utils.js"></script>
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<script src="assets/js/preloader/preloader.js"></script>
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<script src="assets/js/preloader/preloader.js"></script>
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<script src="assets/js/index.js"></script>
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<script src="assets/js/index.js"></script>
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</body>
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</body>
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17
programmingGuide.md
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17
programmingGuide.md
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# guide for how we should program
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## states
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every separate of the game (title, transition, paused, etc.) should have a separate spot in a main switch statement, and have a separate folder where all code relating to that state should be
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## magic numbers
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no magic numbers, numbers that potentially might need to be changed should be a constant in constants.js
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## comments
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I don't care how you comment, just make sure we can all understand your code
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## source control
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Work on your own branch, which should be named what you are working on. Master should always be working
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