papercats/game.js

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JavaScript
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2017-02-21 00:54:44 -05:00
//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/
*/
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 );
};
})();
}
var Tail = (function() {
var CELL_WIDTH = 30;
var GRID_SIZE = 200;
function TailMove(orientation)
{
this.move = 1;
Object.defineProperty(this, "orientation", {
value: orientation,
enumerable: true
});
}
function Tail(player)
{
var _this = this;
var data = {
tail: [],
tailGrid: [],
prev: null,
startRow: 0,
startCol: 0,
prevRow: 0,
prevCol: 0,
player: player
};
this.addTail = addTail.bind(this, data);
this.hitsTail = hitsTail.bind(this, data);
this.render = function(ctx) {var prev = []; iterate(data, render.bind(_this, data, prev, ctx), VOID); };
this.move = move.bind(this, data);
Object.defineProperty(this, "moves", {
get: function() {return data.tail.slice(0);},
enumerable: true
});
}
//Instance methods.
function addTail(data, orientation)
{
var prev = data.prev;
var tail = data.tail;
if (!prev || prev.orientation !== orientation)
{
prev = data.prev = new TailMove(orientation);
data.tail.push(prev);
}
else
prev.move++;
var r = data.prevRow, c = data.prevCol;
if (!data.tailGrid[r])
data.tailGrid[r] = [];
data.tailGrid[r][c] = true;
switch (orientation)
{
case 0: data.prevRow--; break; //UP
case 1: data.prevCol++; break; //RIGHT
case 2: data.prevRow++; break; //DOWN
case 3: data.prevCol--; break; //LEFT
}
}
function iterate(data, callback, reducer)
{
var r = data.startRow;
var c = data.startCol;
var other;
var val;
for (var i = 0; i < data.tail.length; i++) {
var sr = r;
var sc = c;
switch (data.tail[i].orientation)
{
case 0: r -= data.tail[i].move; break; //UP
case 1: c += data.tail[i].move; break; //RIGHT
case 2: r += data.tail[i].move; break; //DOWN
case 3: c -= data.tail[i].move; break; //LEFT
}
if (i === 0)
val = {shortCircuit: false, value: callback(sr, sc, r - sr, c - sc)};
else
val = reducer(val, callback(sr, sc, r - sr, c - sc));
if (val.shortCircuit)
return val.value;
else
val = val.value;
}
return val;
}
function move(data, row, col)
{
data.prevRow = data.startRow = row;
data.prevCol = data.startCol = col;
if (data.tail.length === 0)
return;
else
{
var ret = data.tail;
data.tail = [];
data.tailGrid = [];
return ret;
}
}
function render(data, prev, ctx, srow, scol, drow, dcol)
{
if (drow === 0 && dcol === 0)
return;
if (drow !== 0 && dcol !== 0)
throw new Error("Invalid tail path.");
ctx.fillStyle = data.player.tailColor;
var startPos = [
{x: scol * CELL_WIDTH, y: srow * CELL_WIDTH},
{x: scol * CELL_WIDTH, y: srow * CELL_WIDTH}
];
var finishPos = [
{x: (scol + dcol) * CELL_WIDTH, y: (srow + drow) * CELL_WIDTH},
{x: (scol + dcol) * CELL_WIDTH, y: (srow + drow) * CELL_WIDTH}
];
if (drow === 0)
{
startPos[1].y += CELL_WIDTH;
startPos[0].x += CELL_WIDTH * Math.sign(dcol);
startPos[1].x += CELL_WIDTH * Math.sign(dcol);
finishPos[1].y += CELL_WIDTH;
}
else
{
startPos[1].x += CELL_WIDTH;
startPos[0].y += CELL_WIDTH * Math.sign(drow);
startPos[1].y += CELL_WIDTH * Math.sign(drow);
finishPos[1].x += CELL_WIDTH;
}
if (prev.length != 0)
{
//Draw the fold triangle.
var coords = [];
var ind = 0;
for (var i = 0; i < startPos.length; i++)
for (var j = 0; j < prev.length; j++)
if (startPos[i].x === prev[j].x || startPos[i].y === prev[j].y)
coords = [startPos[i], startPos[(i == 0 ? 1 : 0)], prev[(j == 0 ? 1 : 0)]];
for (i = 0; i < 2; i++)
{
ctx.moveTo(coords[0].x, coords[0].y);
ctx.lineTo(coords[1].x, coords[1].y);
ctx.lineTo(coords[2].x, coords[2].y);
ctx.closePath();
ctx.fill();
}
}
else
{
//Draw starting rectangle.
fillNegRect(ctx, scol * CELL_WIDTH, srow * CELL_WIDTH,
CELL_WIDTH * (dcol >= 0 ? 1 : 0), CELL_WIDTH * (drow >= 0 ? 1 : 0));
}
//Draw main tail line.
var x = startPos[0].x, y = startPos[0].y;
fillNegRect(ctx, x, y, finishPos[1].x - x, finishPos[1].y - y);
prev[0] = finishPos[0];
prev[1] = finishPos[1];
}
function fillNegRect(ctx, x, y, width, height)
{
if (width < 0)
{
x += width;
width = -width;
}
if (height < 0)
{
y += height;
height = -height;
}
ctx.fillRect(x, y, width, height);
}
function hitsTail(data, other)
{
var r = data.prevRow;
var c = data.prevCol;
return !!(data.tailGrid[other.row] && data.tailGrid[other.row][other.col]);
}
function VOID()
{
return {shortCircuit: false, value: undefined};
}
//Helper methods.
function inRange(check, a, b)
{
if (a === b)
return a === check;
else if (a < b)
return a <= check && check < b;
else
return b <= check && check < a;
}
return Tail;
}());
var Player = (function() {
var CELL_WIDTH = 30;
var SPEED = 5;
var SHADOW_OFFSET = 10;
function Player(socket, grid, num) {
var data = {};
//TODO: load player data and color.
var hue = Math.random();
var base = hslToRgb(hue, .8, .5);
this.baseColor = rgbString(base);
this.shadowColor = rgbString(hslToRgb(hue, .8, .2));
base[3] = .5;
this.tailColor = rgbaString(base);
this.name = 'Player ' + (num + 1);
data.grid = grid;
data.curHeading = 0;
data.row = Math.floor(Math.random() * 20) + 10;
data.col = num;
data.dead = false;
data.tail = new Tail(this);
data.tail.move(data.row, data.col);
//Positions
this.heading = 0; //0 is up, 1 is right, 2 is down, 3 is left.
this.posX = data.col * CELL_WIDTH;
this.posY = data.row * CELL_WIDTH;
this.move = move.bind(this, data);
//Properties.
Object.defineProperties(this, {
currentHeading: defineGetter(function() {return data.curHeading;}),
dead: defineGetter(function() {return !!data.dead;}),
row: defineGetter(function() {return data.row;}),
col: defineGetter(function() {return data.col;}),
num: defineGetter(function() {return num;}),
tail: defineGetter(function() {return data.tail;})
});
}
//Instance methods
Player.prototype.render = function(ctx)
{
//Render tail.
function a() {};
this.tail.render({
moveTo: a, lineTo: a, closePath: a, fill: a, stroke: a, fillRect : a
}/*ctx*/);
//Render player.
ctx.fillStyle = this.shadowColor;
ctx.fillRect(this.posX, this.posY, CELL_WIDTH, CELL_WIDTH);
ctx.fillStyle = this.baseColor;
ctx.fillRect(this.posX, this.posY - SHADOW_OFFSET, CELL_WIDTH, CELL_WIDTH);
}
function move(data)
{
//Move to new position.
var heading = this.heading;
var row = Math.floor(this.posY / CELL_WIDTH);
var col = Math.floor(this.posX / CELL_WIDTH);
if (this.posX % CELL_WIDTH !== 0 || this.posY % CELL_WIDTH !== 0)
heading = data.curHeading;
switch (heading)
{
case 0: //UP
this.posY -= SPEED;
row = Math.floor(this.posY / CELL_WIDTH);
break;
case 1: //RIGHT
this.posX += SPEED;
col = Math.floor(this.posX / CELL_WIDTH);
break;
case 2: //DOWN
this.posY += SPEED;
row = Math.ceil(this.posY / CELL_WIDTH);
break;
case 3: //LEFT
this.posX -= SPEED;
col = Math.ceil(this.posX / CELL_WIDTH);
}
//Update front position.
data.row = row;
data.col = col;
if (row < 0 || row > data.grid.length || col < 0 || col > data.grid[row].length)
{
data.dead = true;
return;
}
if (data.grid[row][col] === this)
{
//Safe zone!
var tail = this.tail.move(row, col);
if (tail)
{
//TODO: floodfill area.
}
}
//If we are completely in a new cell (not in our safe zone), we add to the tail.
else if (this.posX % CELL_WIDTH === 0 && this.posY % CELL_WIDTH === 0)
this.tail.addTail(heading);
data.curHeading = heading;
}
//Helper methods.
function defineGetter(getter) {
return {
get: getter,
enumerable: true
};
}
//http://stackoverflow.com/a/9493060/7344257
function hslToRgb(h, s, l){
var r, g, b;
if(s == 0){
r = g = b = l; // achromatic
}else{
var hue2rgb = function hue2rgb(p, q, t){
if(t < 0) t += 1;
if(t > 1) t -= 1;
if(t < 1/6) return p + (q - p) * 6 * t;
if(t < 1/2) return q;
if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
}
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
r = hue2rgb(p, q, h + 1/3);
g = hue2rgb(p, q, h);
b = hue2rgb(p, q, h - 1/3);
}
return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
}
function rgbString(rgb) {
return 'rgb(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ')';
}
function rgbaString(rgb) {
return 'rgba(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ', ' + rgb[3] + ')';
}
return Player;
})();
$(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.
for (var p = 0; p < 9; p++)
{
//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.
if (Math.random() < 1)
grid[r][c] = -1;
else
grid[r][c] = players[getRandomInt(0, players.length)];
}
}
var frameCount = 0;
var animateTo = [0, 0];
var offset = [0, 0];
function update()
{
//Change grid offsets.
for (var i = 0; i < 1; i++)
{
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;
}
}
//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.
areaI = area(players[i]);
areaJ = area(players[j]);
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])
dead.push(val);
return !removing[i];
});
dead.forEach(function(val) {
console.log(val.name + " is dead");
});
//TODO: animate dead, and if this player is dead.
//TODO: Center on player.
}
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 modRotate(val, mod)
{
var res = val % mod;
if (res >= 0)
return res;
else
return mod + res;
}
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);
}
}
}
}
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.
//TODO: sync each loop with server. (server will give frame count.)
frameCount++;
update();
requestAnimationFrame(paintLoop);
}
paintLoop();
//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.
}
//TODO: current player index, and notify server.
players[0].heading = newHeading;
e.preventDefault();
});
});