import {Tank} from "./tank.mjs" const Millisecond = 1 const Second = 1000 * Millisecond const FPS = 12 export class Player { constructor(ctx) { this.ctx = ctx } load(game) { this.ctx.canvas.width = game.field[0] this.ctx.canvas.height = game.field[1] this.tanks = [] for (let tankDef of game.tanks) { let tank = new Tank(this.ctx, tankDef.color, tankDef.sensors) this.tanks.push(tank) } this.rounds = game.rounds this.start() } start(frameno = 0) { if (!this.loop_id) { this.loop_id = setInterval( () => this.update(), Second / FPS, ) } this.frameno = frameno } stop() { if (this.loop_id) { clearInterval(this.loop_id) this.loop_id = null } } update() { let frame = this.rounds[this.frameno] if (!frame) { this.stop() setTimeout( () => { this.start() }, 4 * Second, ) return } this.ctx.clearRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height) // Update and draw craters first for (let i in frame) { let tank = this.tanks[i] tank.set_state(...frame[i]) tank.draw_crater() } // Then sensors for (let tank of this.tanks) { tank.draw_wrap_sensors() } // Then tanks for (let tank of this.tanks) { tank.draw_tank() } this.frameno += 1 } }