papercats/game.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/
*/
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);
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this.render = render.bind(this, data);
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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;
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;
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var pos = walk([data.prevRow, data.prevCol], null, orientation, 1);
data.prevRow = pos[0];
data.prevCol = pos[1];
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}
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;
}
}
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function render(data, ctx)
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{
ctx.fillStyle = data.player.tailColor;
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var prevOrient = -1;
var start = [data.startRow, data.startCol];
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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;
});
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var curOrient = data.player.currentHeading;
if (prevOrient === curOrient)
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{
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fillTailRect(ctx, start, start);
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}
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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)
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{
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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
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}
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return ret;
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}
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function fillTailRect(ctx, start, end)
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{
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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;
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if (width < 0)
{
x += width;
width = -width;
}
if (height < 0)
{
y += height;
height = -height;
}
ctx.fillRect(x, y, width, height);
}
function hitsTail(data, other)
{
return !!(data.tailGrid[other.row] && data.tailGrid[other.row][other.col]);
}
function VOID()
{
return {shortCircuit: false, value: undefined};
}
return Tail;
}());
var Player = (function() {
var CELL_WIDTH = 30;
var SPEED = 5;
var SHADOW_OFFSET = 10;
function Player(socket, grid, num) {
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var _this = this;
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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;
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data.curHeading = 2;
data.row = Math.floor(Math.random() * 10) + 10;
data.col = 10;//num;
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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);
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this.die = function() {data.dead = true;}
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//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;}),
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tail: defineGetter(function() {return data.tail;}),
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});
}
//Instance methods
Player.prototype.render = function(ctx)
{
//Render tail.
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this.tail.render(ctx);
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//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;
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};
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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.
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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.
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.
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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.
//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);
}
}
}
}
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//TODO: current player index
var user = players[0];
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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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});