var Stack = require("./stack.js"); var Color = require("./color.js"); var Grid = require("./grid.js"); var consts = require("./game-consts.js"); var GRID_SIZE = consts.GRID_SIZE; var CELL_WIDTH = consts.CELL_WIDTH; var NEW_PLAYER_LAG = 60; //wait for a second at least. function defineGetter(getter) { return { get: getter, enumerable: true }; } function defineInstanceMethods(thisobj, data /*, methods...*/) { for (var i = 2; i < arguments.length; i++) thisobj[arguments[i].name] = arguments[i].bind(this, data); } function defineAccessorProperties(thisobj, data /*, names...*/) { var descript = {}; function getAt(name) { return function() {return data[name] } } for (var i = 2; i < arguments.length; i++) descript[arguments[i]] = defineGetter(getAt(arguments[i])); Object.defineProperties(thisobj, descript); } function TailMove(orientation) { this.move = 1; Object.defineProperty(this, "orientation", { value: orientation, enumerable: true }); } function Tail(player, sdata) { var data = { tail: [], tailGrid: [], prev: null, startRow: 0, startCol: 0, prevRow: 0, prevCol: 0, player: player }; if (sdata) { data.startRow = data.prevRow = sdata.startRow || 0; data.startCol = data.prevCol = sdata.startCol || 0; sdata.tail.forEach(function(val) { addTail(data, val.orientation, val.move); }); } data.grid = player.grid; defineInstanceMethods(this, data, addTail, hitsTail, fillTail, renderTail, reposition, serialData); Object.defineProperty(this, "moves", { get: function() {return data.tail.slice(0);}, enumerable: true }); } //Instance methods. function serialData(data) { return { tail: data.tail, startRow: data.startRow, startCol: data.startCol }; } function setTailGrid(data, tailGrid, r, c) { if (!tailGrid[r]) tailGrid[r] = []; tailGrid[r][c] = true; } function addTail(data, orientation, count) { if (count === undefined) count = 1; if (!count || count < 0) return; var prev = data.prev; var r = data.prevRow, c = data.prevCol; if (data.tail.length === 0) setTailGrid(data, data.tailGrid, r, c); if (!prev || prev.orientation !== orientation) { prev = data.prev = new TailMove(orientation); data.tail.push(prev); prev.move += count - 1; } else prev.move += count; for (var i = 0; i < count; i++) { var pos = walk([data.prevRow, data.prevCol], null, orientation, 1); data.prevRow = pos[0]; data.prevCol = pos[1]; setTailGrid(data, data.tailGrid, pos[0], pos[1]); } } function reposition(data, row, col) { data.prevRow = data.startRow = row; data.prevCol = data.startCol = col; data.prev = null; if (data.tail.length === 0) return; else { var ret = data.tail; data.tail = []; data.tailGrid = []; return ret; } } /* function render2(data, ctx) { ctx.fillStyle = data.player.tailColor.rgbString(); for (var r = 0; r < data.tailGrid.length; r++) { if (!data.tailGrid[r]) continue; for (var c = 0; c < data.tailGrid[r].length; c++) if (data.tailGrid[r][c]) ctx.fillRect(c * CELL_WIDTH, r * CELL_WIDTH, CELL_WIDTH, CELL_WIDTH); } } */ //Helper methods. function renderTail(data, ctx) { if (data.tail.length === 0) return; ctx.fillStyle = data.player.tailColor.rgbString(); var prevOrient = -1; var start = [data.startRow, data.startCol]; //fillTailRect(ctx, start, start); data.tail.forEach(function(tail) { var negDir = tail.orientation === 0 || tail.orientation === 3; var back = start; if (!negDir) start = walk(start, null, tail.orientation, 1); var finish = walk(start, null, tail.orientation, tail.move - 1); if (tail.move > 1) fillTailRect(ctx, start, finish); if (prevOrient !== -1) //Draw folding triangle. renderCorner(ctx, back, prevOrient, tail.orientation); start = finish; if (negDir) walk(start, start, tail.orientation, 1); prevOrient = tail.orientation; }); var curOrient = data.player.currentHeading; if (prevOrient === curOrient) { fillTailRect(ctx, start, start); } else renderCorner(ctx, start, prevOrient, curOrient); } function renderCorner(ctx, cornerStart, dir1, dir2) { if (dir1 === 0 || dir2 === 0) walk(cornerStart, cornerStart, 2, 1); if (dir1 === 3 || dir2 === 3) walk(cornerStart, cornerStart, 1, 1); var a = walk(cornerStart, null, dir2, 1); var b = walk(a, null, dir1, 1); var triangle = new Path2D(); triangle.moveTo(cornerStart[1] * CELL_WIDTH, cornerStart[0] * CELL_WIDTH); triangle.lineTo(a[1] * CELL_WIDTH, a[0] * CELL_WIDTH); triangle.lineTo(b[1] * CELL_WIDTH, b[0] * CELL_WIDTH); triangle.closePath(); for (var i = 0; i < 2; i++) ctx.fill(triangle); } function walk(from, ret, orient, dist) { ret = ret || []; ret[0] = from[0]; ret[1] = from[1]; switch (orient) { case 0: ret[0] -= dist; break; //UP case 1: ret[1] += dist; break; //RIGHT case 2: ret[0] += dist; break; //DOWN case 3: ret[1] -= dist; break; //LEFT } return ret; } function fillTailRect(ctx, start, end) { var x = start[1] * CELL_WIDTH; var y = start[0] * CELL_WIDTH; var width = (end[1] - start[1]) * CELL_WIDTH; var height = (end[0] - start[0]) * CELL_WIDTH; if (width === 0) width += CELL_WIDTH; if (height === 0) height += CELL_WIDTH; if (width < 0) { x += width; width = -width; } if (height < 0) { y += height; height = -height; } ctx.fillRect(x, y, width, height); } function fillTail(data) { if (data.tail.length === 0) return; function onTail(c) { return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]]; } var grid = data.grid; var start = [data.startRow, data.startCol]; var been = new Grid(grid.size); var coords = []; coords.push(start); while (coords.length > 0) //BFS for all tail spaces. { var coord = coords.shift(); var r = coord[0]; var c = coord[1]; if (grid.isOutOfBounds(r, c)) continue; if (been.get(r, c)) continue; if (onTail(coord)) //on the tail. { been.set(r, c, true); grid.set(r, c, data.player); //Find all spots that this tail encloses. floodFill(data, grid, r + 1, c, been); floodFill(data, grid, r - 1, c, been); floodFill(data, grid, r, c + 1, been); floodFill(data, grid, r, c - 1, been); coords.push([r + 1, c]); coords.push([r - 1, c]); coords.push([r, c + 1]); coords.push([r, c - 1]); } } } function floodFill(data, grid, row, col, been) { function onTail(c) { return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]]; } var start = [row, col]; if (grid.isOutOfBounds(row, col) || been.get(row, col) || onTail(start) || grid.get(row, col) === data.player) return; //Avoid allocating too many resources. var coords = []; var filled = new Stack(GRID_SIZE * GRID_SIZE + 1); var surrounded = true; coords.push(start); while (coords.length > 0) { var coord = coords.shift(); var r = coord[0]; var c = coord[1]; if (grid.isOutOfBounds(r, c)) { surrounded = false; continue; } //End this traverse on boundaries (where we been, on the tail, and when we enter our territory) if (been.get(r, c) || onTail(coord) || grid.get(r, c) === data.player) continue; been.set(r, c, true); if (surrounded) filled.push(coord); coords.push([r + 1, c]); coords.push([r - 1, c]); coords.push([r, c + 1]); coords.push([r, c - 1]); } if (surrounded) { while (!filled.isEmpty()) { coord = filled.pop(); grid.set(coord[0], coord[1], data.player); } } return surrounded; } function hitsTail(data, other) { return (data.prevRow !== other.row || data.prevCol !== other.col) && (data.startRow !== other.row || data.startCol !== other.col) && !!(data.tailGrid[other.row] && data.tailGrid[other.row][other.col]); } var SPEED = 5; var SHADOW_OFFSET = 10; function Player(grid, sdata) { var data = {}; //Parameters data.num = sdata.num; data.name = sdata.name || ""; //|| "Player " + (data.num + 1); data.grid = grid; data.posX = sdata.posX; data.posY = sdata.posY; this.heading = data.currentHeading = sdata.currentHeading; //0 is up, 1 is right, 2 is down, 3 is left. data.waitLag = sdata.waitLag || 0; data.dead = false; //Only need colors for client side. var base; if (sdata.base) base = this.baseColor = sdata.base instanceof Color ? sdata.base : Color.fromData(sdata.base); else { var hue = Math.random(); this.baseColor = base = new Color(hue, .8, .5); } this.lightBaseColor = base.deriveLumination(.1); this.shadowColor = base.deriveLumination(-.3); this.tailColor = base.deriveLumination(.3).deriveAlpha(.5); //Tail requires special handling. this.grid = grid; //Temporary if (sdata.tail) data.tail = new Tail(this, sdata.tail); else { data.tail = new Tail(this); data.tail.reposition(calcRow(data), calcCol(data)); } //Instance methods. this.move = move.bind(this, data); this.die = function() { data.dead = true;}; this.serialData = function() { return { base: this.baseColor, num: data.num, name: data.name, posX: data.posX, posY: data.posY, currentHeading: data.currentHeading, tail: data.tail.serialData(), waitLag: data.waitLag }; }; //Read-only Properties. defineAccessorProperties(this, data, "currentHeading", "dead", "name", "num", "posX", "posY", "grid", "tail", "waitLag"); Object.defineProperties(this, { row: defineGetter(function() { return calcRow(data); }), col: defineGetter(function() { return calcCol(data); }) }); } //Gets the next integer in positive or negative direction. function nearestInteger(positive, val) { return positive ? Math.ceil(val) : Math.floor(val); } function calcRow(data) { return nearestInteger(data.currentHeading === 2 /*DOWN*/, data.posY / CELL_WIDTH); } function calcCol(data) { return nearestInteger(data.currentHeading === 1 /*RIGHT*/, data.posX / CELL_WIDTH); } //Instance methods Player.prototype.render = function(ctx, fade) { //Render tail. this.tail.renderTail(ctx); //Render player. fade = fade || 1; ctx.fillStyle = this.shadowColor.deriveAlpha(fade).rgbString(); ctx.fillRect(this.posX, this.posY, CELL_WIDTH, CELL_WIDTH); var mid = CELL_WIDTH / 2; var grd = ctx.createRadialGradient(this.posX + mid, this.posY + mid - SHADOW_OFFSET, 1, this.posX + mid, this.posY + mid - SHADOW_OFFSET, CELL_WIDTH); grd.addColorStop(0, this.baseColor.deriveAlpha(fade).rgbString()); grd.addColorStop(1, new Color(0, 0, 1, fade).rgbString()); ctx.fillStyle = grd; ctx.fillRect(this.posX - 1, this.posY - SHADOW_OFFSET, CELL_WIDTH + 2, CELL_WIDTH); //Render name ctx.fillStyle = this.shadowColor.deriveAlpha(fade).rgbString(); ctx.textAlign = "center"; var yoff = -SHADOW_OFFSET * 2; if (this.row === 0) yoff = SHADOW_OFFSET * 2 + CELL_WIDTH; ctx.font = "18px Changa"; ctx.fillText(this.name, this.posX + CELL_WIDTH / 2, this.posY + yoff); }; function move(data) { if (data.waitLag < NEW_PLAYER_LAG) { data.waitLag++; return; } //Move to new position. var heading = this.heading; if (this.posX % CELL_WIDTH !== 0 || this.posY % CELL_WIDTH !== 0) heading = data.currentHeading; else data.currentHeading = heading; switch (heading) { case 0: data.posY -= SPEED; break; //UP case 1: data.posX += SPEED; break; //RIGHT case 2: data.posY += SPEED; break; //DOWN case 3: data.posX -= SPEED; break; //LEFT } //Check for out of bounds. var row = this.row, col = this.col; if (data.grid.isOutOfBounds(row, col)) { data.dead = true; return; } //Update tail position. if (data.grid.get(row, col) === this) { //Safe zone! this.tail.fillTail(); this.tail.reposition(row, col); } //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); } module.exports = Player;