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car.js
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class Car {
constructor(x, y, width, height){
this.x = x;
this.y = y;
this.height = height;
this.width = width;
this.speed = 0;
this.acceleration = 0.2;
this.maxSpeed = 3;
this.friction = 0.05;
this.angle = 0;
this.controls = new Controls();
}
update(){
if(this.controls.forward){
this.speed += this.acceleration;
}
if(this.controls.reverse){
this.speed -= this.acceleration;
}
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.right){
this.angle -= 0.03 * flip;
}
if(this.controls.left){
this.angle += 0.03 *flip;
}
}
//this.y -= this.speed;
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.fillRect(
- this.width / 2,
- this.height / 2,
this.width,
this.height
);
ctx.restore();
}
}