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car.js
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car.js
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class Car {
constructor(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.speed = 0;
this.acceleration = 0.2;
this.maxSpeed = 3;
this.friction = 0.05;
this.angle = 0;
this.sensor = new Sensor(this);
this.controls = new Controls();
}
update(roadBorders) {
this.#move();
this.sensor.update(roadBorders);
}
#move() {
if(this.controls.forward) {
this.speed+=this.acceleration;
}
if(this.controls.reverse) {
this.speed-=this.acceleration;
}
if(this.controls.left) {
this.angle+=0.03;
}
if(this.controls.right) {
this.angle-=0.03;
}
if (this.speed > this.maxSpeed) {
this.speed = this.maxSpeed;
}
if (this.speed<-this.maxSpeed / 2) {
this.speed = -this.maxSpeed /2;
}
if (this.speed>0) {
this.speed-=this.friction;
}
if (this.speed<0) {
this.speed+=this.friction;
}
if (Math.abs(this.speed)<this.friction) {
this.speed = 0;
}
if(this.speed != 0 ) {
const flip = this.speed > 0 ? 1:-1;
if (this.controls.left) {
this.angle+=0.03 * flip
}
if(this.controls.right) {
this.angle-=0.03 * flip;
}
}
this.x-= Math.sin(this.angle) * this.speed;
this.y-= Math.cos(this.angle) * this.speed;
}
draw(ctx) {
ctx.save();
ctx.translate(this.x, this.y)
ctx.rotate(-this.angle)
ctx.beginPath();
ctx.rect(
-this.width / 2,
-this.height / 2,
this.width,
this.height
);
ctx.fill();
ctx.restore();
this.sensor.draw(ctx);
}
}