/*******************************************************************************
*
* @file mode-debug-tank.js A file to test tank controls
*
* @author Omar Essilfie-Quaye <omareq08+githubio@gmail.com>
* @version 1.0
* @date 12-February-2025
* @link https://omareq.github.io/tanks/
* @link https://omareq.github.io/tanks/docs/
*
*******************************************************************************
*
* GNU General Public License V3.0
* --------------------------------
*
* Copyright (C) 2025 Omar Essilfie-Quaye
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*
*****************************************************************************/
"use strict";
/**
* Class Debug Tank to test the tank controls.
*
* @see TankGame.Mode
*/
TankGame.ModeList.DebugTank = class extends TankGame.Mode {
/**
* Constructor for the Debug Tank mode.
*/
constructor() {
super();
console.debug("Start the Debug Tank Mode");
this.mode = "testFalling";
this.increaseAngle = true;
this.lastTankPosY = 0;
this.driveLeft = true;
};
/**
* Startup actions that require access to the game engine
*/
startup() {
this.gameEngine.reset();
this.createTerrain();
this.createTanks();
}
/**
* Create the terrain
*/
createTerrain() {
const ground = new TankGame.World.Terrain(
this.gameEngine.screenWidth,
0.75 * this.gameEngine.screenHeight,
0.90 * this.gameEngine.screenHeight,
0.009);
this.gameEngine.addTerrain(ground);
}
/**
* Create the tanks for testing
*/
createTanks() {
const tankWidth = width * 0.035;
const tankPos = createVector(width / 2, height / 2);
this.tank = new TankGame.Tank(tankWidth, tankPos);
this.gameEngine.addTank(this.tank);
};
/**
* Update the projectile debug mode - adds new projectile if there are none
* currently in the screen
*
* @param {number} dt - The time between the current frame and the previous frame.
*/
update(dt) {
if(this.mode == "testFalling") {
if(this.tank.pos.y == this.lastTankPosY) {
this.mode = "testGunAngle";
this.lastTankPosY = 0;
}
this.lastTankPosY = this.tank.pos.y;
} else if(this.mode == "testGunAngle") {
if(this.increaseAngle) {
this.tank.increaseGunAngle();
if(this.tank.getGunAngle() == 180) {
this.increaseAngle = false;
}
} else {
this.tank.decreaseGunAngle();
if(this.tank.getGunAngle() == 135) {
this.increaseAngle = true;
this.mode = "testDriving";
}
}
} else if(this.mode == "testDriving") {
if(this.driveLeft) {
this.tank.moveLeft();
if(this.tank.pos.x < 0) {
this.driveLeft = false;
}
} else {
this.tank.moveRight();
if(this.tank.pos.x > 0.5 * this.gameEngine.screenWidth) {
this.mode = "testShooting";
this.driveLeft = true;
}
}
} else if(this.mode == "testShooting") {
if(this.gameEngine.projectiles.length == 0) {
if(this.tank.getGunAngle() <= 45) {
this.mode = "testFalling";
this.createTerrain();
this.createTanks();
return;
}
const shot = this.tank.shootProjectile(TankGame.ProjectileParamList.LargeAirBurst);
if(shot) {
this.tank.setGunAngle(this.tank.getGunAngle() - 5);
}
}
if(this.gameEngine.tanks.length == 0 && this.gameEngine.projectiles.length == 0) {
this.mode = "testFalling";
this.createTanks();
this.createTerrain();
}
}
};
/**
* exits immediately
*/
draw() {
background(126, 204, 239);
};
};