papercats/game.js

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var Player;
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if (!Player)
throw new Error("Requires player.js");
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//Thanks to https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/random
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min)) + min;
}
/**
* Provides requestAnimationFrame in a cross browser way.
* @author paulirish / http://paulirish.com/
*/
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window.requestAnimationFrame = function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
window.setTimeout( callback, 1000 / 60 );
};
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if ( !window.requestAnimationFrame ) {
window.requestAnimationFrame = ( function() {
return window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
window.setTimeout( callback, 1000 / 60 );
};
})();
}
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$(function() {
var GRID_SIZE = 200;
var CELL_WIDTH = 30;
var SPEED = 5;
var SHADOW_OFFSET = 5;
var canvas = $("#main-ui")[0];
var ctx = canvas.getContext('2d');
var width = canvas.width = window.innerWidth - 20;
var height = canvas.height = window.innerHeight - 20;
var players = [];
var grid = [];
//Load players.
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for (var p = 0; p < 1; p++)
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{
//TODO: socket loading.
players[p] = new Player(null, grid, p);
}
//Load grid.
for (var r = 0; r < GRID_SIZE; r++)
{
grid[r] = [];
for (var c = 0; c < GRID_SIZE; c++)
{
//TODO: load data.
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if (Math.random() < .9)
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grid[r][c] = -1;
else
grid[r][c] = players[getRandomInt(0, players.length)];
}
}
var frameCount = 0;
var animateTo = [0, 0];
var offset = [0, 0];
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//TODO: current player index
var user = players[0];
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function update()
{
//Change grid offsets.
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for (var i = 0; i <= 1; i++)
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{
if (animateTo[i] !== offset[i])
{
var delta = animateTo[i] - offset[i];
var dir = Math.sign(delta);
var mag = Math.min(SPEED, Math.abs(delta));
offset[i] += dir * mag;
}
}
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//Move players.
var dead = [];
players = players.filter(function(val) {
val.move();
if (val.dead)
dead.push(val);
return !val.dead;
});
//Remove players with collisions.
var removing = [];
for (var i = 0; i < players.length; i++)
{
for (var j = i; j < players.length; j++)
{
//Remove those players when other players have hit their tail.
if (!removing[j] && players[j].tail.hitsTail(players[i]))
removing[j] = true;
if (!removing[i] && players[i].tail.hitsTail(players[j]))
removing[i] = true;
//Remove players with collisons...
if (i !== j && squaresIntersect(players[i].startX, players[j].startX) &&
squaresIntersect(players[i].startY, players[j].startY))
{
//...if one player is own his own territory, the other is out.
if (grid[players[i].row][players[i].col] === players[i])
removing[j] = true;
else if (grid[players[j].row][players[j].col] === players[j])
removing[i] = true;
else
{
//...otherwise, the one that sustains most of the collision will be removed.
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var areaI = area(players[i]);
var areaJ = area(players[j]);
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if (areaI === areaJ)
removing[i] = removing[j] = true;
else if (areaI > areaJ)
removing[i] = true;
else
removing[j] = true;
}
}
}
}
players = players.filter(function(val, i) {
if (removing[i])
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{
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dead.push(val);
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val.die();
}
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return !removing[i];
});
dead.forEach(function(val) {
console.log(val.name + " is dead");
});
//TODO: animate dead, and if this player is dead.
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var xOff = Math.floor(user.posX - (width - CELL_WIDTH) / 2);
var yOff = Math.floor(user.posY - (height - CELL_WIDTH) / 2);
animateTo[0] = Math.min(Math.max(xOff, 0), GRID_SIZE * CELL_WIDTH);
animateTo[1] = Math.min(Math.max(yOff, 0), GRID_SIZE * CELL_WIDTH);
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}
function area(player)
{
var xDest = player.col * CELL_WIDTH;
var yDest = player.row * CELL_WIDTH;
if (player.startX === xDest)
return Math.abs(player.startY - yDest);
else
return Math.abs(player.startX - xDest);
}
function squaresIntersect(a, b)
{
if (a < b)
return b < a + CELL_WIDTH;
else
return a < b + CELL_WIDTH;
}
function paintGrid()
{
//Paint bottom grid lines.
//ctx.fillStyle = 'lightgray';
//ctx.beginPath();
//for (var x = modRotate(-offset[0], CELL_WIDTH); x < width; x += CELL_WIDTH)
//{
// ctx.moveTo(x, 0);
// ctx.lineTo(x, height);
//}
//for (var y = modRotate(-offset[1], CELL_WIDTH); y < height; y+= CELL_WIDTH)
//{
// ctx.moveTo(0, y);
// ctx.lineTo(width, y);
//}
//ctx.stroke();
//Paint occupied areas.
for (var r = Math.floor(offset[1] / CELL_WIDTH); r * CELL_WIDTH - offset[1] < height; r++)
{
for (var c = Math.floor(offset[0] / CELL_WIDTH); c * CELL_WIDTH - offset[0] < width; c++)
{
if (grid[r][c] !== -1)
{
var x = c * CELL_WIDTH,
y = r * CELL_WIDTH,
p = grid[r][c];
ctx.fillStyle = p.shadowColor;
ctx.fillRect(x, y + SHADOW_OFFSET, CELL_WIDTH, CELL_WIDTH);
ctx.fillStyle = p.baseColor;
ctx.fillRect(x, y, CELL_WIDTH, CELL_WIDTH);
}
}
}
}
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function paintLoop()
{
ctx.fillStyle = 'whitesmoke';
ctx.fillRect(0, 0, width, height);
ctx.translate(-offset[0], -offset[1]);
paintGrid();
players.forEach(function (p) {
p.render(ctx);
});
ctx.setTransform(1, 0, 0, 1, 0, 0); //Reset transform.
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if (user.dead)
{
console.log("You died!");
return;
}
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//TODO: sync each loop with server. (server will give frame count.)
frameCount++;
update();
requestAnimationFrame(paintLoop);
}
paintLoop();
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//Event listeners
$(document).keydown(function(e) {
var newHeading = -1;
switch (e.which)
{
case 37: newHeading = 3; break; //LEFT
case 38: newHeading = 0; break; //UP
case 39: newHeading = 1; break; //RIGHT
case 40: newHeading = 2; break; //DOWN
default: return; //exit handler for other keys.
}
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if (newHeading === user.currentHeading || ((newHeading % 2 === 0) ^
(user.currentHeading % 2 === 0)))
{
//TODO: notify server.
user.heading = newHeading;
}
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e.preventDefault();
});
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});