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VladDotH
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Файл:курсовая работа / engine / game_objects / Bonus
.js import { GameObject } from "./GameObject.js";
import { ObjectTypes } from "./index.js";
/** @enum {number} */
export const BonusEffects = {
HEAL: "heal",
};
export class Bonus extends GameObject {
/** @override */
update(engine) {
super.update(engine);
let receiver = engine.objects
.filter((o) => o.type === ObjectTypes.ENTITY)
.filter((o) => o.shape.inside(this.pos))
.at(0);
if (receiver) {
engine.playSound(engine.sm.sounds.drink, this.pos);
switch (this.props.effect) {
case BonusEffects.HEAL:
receiver.props.hp += this.props.value;
engine.destroy(this);
break;
}
}
}
}
import { ObjectTypes } from "./index.js";
/** @enum {number} */
export const BonusEffects = {
HEAL: "heal",
};
export class Bonus extends GameObject {
/** @override */
update(engine) {
super.update(engine);
let receiver = engine.objects
.filter((o) => o.type === ObjectTypes.ENTITY)
.filter((o) => o.shape.inside(this.pos))
.at(0);
if (receiver) {
engine.playSound(engine.sm.sounds.drink, this.pos);
switch (this.props.effect) {
case BonusEffects.HEAL:
receiver.props.hp += this.props.value;
engine.destroy(this);
break;
}
}
}
}