2017-02-21 00:54:44 -05:00
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//Thanks to https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/random
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function getRandomInt(min, max) {
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min = Math.ceil(min);
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max = Math.floor(max);
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return Math.floor(Math.random() * (max - min)) + min;
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}
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/**
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* Provides requestAnimationFrame in a cross browser way.
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* @author paulirish / http://paulirish.com/
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*/
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if ( !window.requestAnimationFrame ) {
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window.requestAnimationFrame = ( function() {
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return window.webkitRequestAnimationFrame ||
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window.mozRequestAnimationFrame ||
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window.oRequestAnimationFrame ||
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window.msRequestAnimationFrame ||
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function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
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window.setTimeout( callback, 1000 / 60 );
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};
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})();
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}
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var Tail = (function() {
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var CELL_WIDTH = 30;
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var GRID_SIZE = 200;
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function TailMove(orientation)
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{
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this.move = 1;
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Object.defineProperty(this, "orientation", {
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value: orientation,
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enumerable: true
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});
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}
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function Tail(player)
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{
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var _this = this;
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var data = {
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tail: [],
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tailGrid: [],
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prev: null,
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startRow: 0,
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startCol: 0,
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prevRow: 0,
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prevCol: 0,
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player: player
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};
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this.addTail = addTail.bind(this, data);
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this.hitsTail = hitsTail.bind(this, data);
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this.render = render.bind(this, data);
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2017-02-21 00:54:44 -05:00
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this.move = move.bind(this, data);
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Object.defineProperty(this, "moves", {
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get: function() {return data.tail.slice(0);},
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enumerable: true
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});
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}
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//Instance methods.
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function addTail(data, orientation)
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{
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var prev = data.prev;
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if (!prev || prev.orientation !== orientation)
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{
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prev = data.prev = new TailMove(orientation);
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data.tail.push(prev);
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}
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else
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prev.move++;
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var r = data.prevRow, c = data.prevCol;
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if (!data.tailGrid[r])
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data.tailGrid[r] = [];
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data.tailGrid[r][c] = true;
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2017-02-21 17:17:06 -05:00
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var pos = walk([data.prevRow, data.prevCol], null, orientation, 1);
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data.prevRow = pos[0];
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data.prevCol = pos[1];
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2017-02-21 00:54:44 -05:00
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}
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function move(data, row, col)
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{
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data.prevRow = data.startRow = row;
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data.prevCol = data.startCol = col;
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if (data.tail.length === 0)
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return;
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else
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{
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var ret = data.tail;
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data.tail = [];
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data.tailGrid = [];
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return ret;
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}
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}
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2017-02-21 17:17:06 -05:00
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function render(data, ctx)
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2017-02-21 00:54:44 -05:00
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{
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ctx.fillStyle = data.player.tailColor;
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2017-02-21 17:17:06 -05:00
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var prevOrient = -1;
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var start = [data.startRow, data.startCol];
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2017-02-21 00:54:44 -05:00
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2017-02-21 17:17:06 -05:00
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fillTailRect(ctx, start, start);
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data.tail.forEach(function(tail) {
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var negDir = tail.orientation === 0 || tail.orientation === 3;
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var back = start;
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if (!negDir)
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start = walk(start, null, tail.orientation, 1);
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var finish = walk(start, null, tail.orientation, tail.move - 1);
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if (tail.move > 1)
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fillTailRect(ctx, start, finish);
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if (prevOrient !== -1)
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//Draw folding triangle.
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renderCorner(ctx, back, prevOrient, tail.orientation);
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start = finish;
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if (negDir)
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walk(start, start, tail.orientation, 1);
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prevOrient = tail.orientation;
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});
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2017-02-21 00:54:44 -05:00
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2017-02-21 17:17:06 -05:00
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var curOrient = data.player.currentHeading;
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if (prevOrient === curOrient)
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2017-02-21 00:54:44 -05:00
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{
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fillTailRect(ctx, start, start);
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2017-02-21 00:54:44 -05:00
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}
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2017-02-21 17:17:06 -05:00
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else
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renderCorner(ctx, start, prevOrient, curOrient);
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}
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function renderCorner(ctx, cornerStart, dir1, dir2)
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{
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if (dir1 === 0 || dir2 === 0)
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walk(cornerStart, cornerStart, 2, 1);
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if (dir1 === 3 || dir2 === 3)
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walk(cornerStart, cornerStart, 1, 1);
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var a = walk(cornerStart, null, dir2, 1);
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var b = walk(a, null, dir1, 1);
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var triangle = new Path2D();
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triangle.moveTo(cornerStart[1] * CELL_WIDTH, cornerStart[0] * CELL_WIDTH);
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triangle.lineTo(a[1] * CELL_WIDTH, a[0] * CELL_WIDTH);
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triangle.lineTo(b[1] * CELL_WIDTH, b[0] * CELL_WIDTH);
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triangle.closePath();
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for (var i = 0; i < 2; i++)
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ctx.fill(triangle);
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}
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function walk(from, ret, orient, dist)
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{
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ret = ret || [];
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ret[0] = from[0];
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ret[1] = from[1];
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switch (orient)
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{
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case 0: ret[0] -= dist; break; //UP
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case 1: ret[1] += dist; break; //RIGHT
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case 2: ret[0] += dist; break; //DOWN
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case 3: ret[1] -= dist; break; //LEFT
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2017-02-21 00:54:44 -05:00
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}
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2017-02-21 17:17:06 -05:00
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return ret;
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2017-02-21 00:54:44 -05:00
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}
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2017-02-21 17:17:06 -05:00
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function fillTailRect(ctx, start, end)
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{
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2017-02-21 17:17:06 -05:00
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var x = start[1] * CELL_WIDTH;
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var y = start[0] * CELL_WIDTH;
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var width = (end[1] - start[1]) * CELL_WIDTH;
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var height = (end[0] - start[0]) * CELL_WIDTH;
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if (width === 0)
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width += CELL_WIDTH;
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if (height === 0)
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height += CELL_WIDTH;
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2017-02-21 00:54:44 -05:00
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if (width < 0)
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{
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x += width;
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width = -width;
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}
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if (height < 0)
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{
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y += height;
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height = -height;
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}
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ctx.fillRect(x, y, width, height);
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}
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function hitsTail(data, other)
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{
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return !!(data.tailGrid[other.row] && data.tailGrid[other.row][other.col]);
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}
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function VOID()
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{
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return {shortCircuit: false, value: undefined};
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}
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return Tail;
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}());
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var Player = (function() {
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var CELL_WIDTH = 30;
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var SPEED = 5;
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var SHADOW_OFFSET = 10;
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function Player(socket, grid, num) {
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var _this = this;
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2017-02-21 00:54:44 -05:00
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var data = {};
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//TODO: load player data and color.
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var hue = Math.random();
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var base = hslToRgb(hue, .8, .5);
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this.baseColor = rgbString(base);
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this.shadowColor = rgbString(hslToRgb(hue, .8, .2));
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base[3] = .5;
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this.tailColor = rgbaString(base);
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this.name = 'Player ' + (num + 1);
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data.grid = grid;
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2017-02-21 17:17:06 -05:00
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data.curHeading = 2;
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data.row = Math.floor(Math.random() * 10) + 10;
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data.col = 10;//num;
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2017-02-21 00:54:44 -05:00
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data.dead = false;
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data.tail = new Tail(this);
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data.tail.move(data.row, data.col);
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//Positions
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this.heading = 0; //0 is up, 1 is right, 2 is down, 3 is left.
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this.posX = data.col * CELL_WIDTH;
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this.posY = data.row * CELL_WIDTH;
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this.move = move.bind(this, data);
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2017-02-21 17:17:06 -05:00
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this.die = function() {data.dead = true;}
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2017-02-21 00:54:44 -05:00
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//Properties.
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Object.defineProperties(this, {
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currentHeading: defineGetter(function() {return data.curHeading;}),
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dead: defineGetter(function() {return !!data.dead;}),
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row: defineGetter(function() {return data.row;}),
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col: defineGetter(function() {return data.col;}),
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num: defineGetter(function() {return num;}),
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2017-02-21 17:17:06 -05:00
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tail: defineGetter(function() {return data.tail;}),
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2017-02-21 00:54:44 -05:00
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});
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}
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//Instance methods
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Player.prototype.render = function(ctx)
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{
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//Render tail.
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2017-02-21 17:17:06 -05:00
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this.tail.render(ctx);
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2017-02-21 00:54:44 -05:00
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//Render player.
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ctx.fillStyle = this.shadowColor;
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ctx.fillRect(this.posX, this.posY, CELL_WIDTH, CELL_WIDTH);
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ctx.fillStyle = this.baseColor;
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ctx.fillRect(this.posX, this.posY - SHADOW_OFFSET, CELL_WIDTH, CELL_WIDTH);
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}
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function move(data)
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{
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//Move to new position.
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var heading = this.heading;
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var row = Math.floor(this.posY / CELL_WIDTH);
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var col = Math.floor(this.posX / CELL_WIDTH);
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if (this.posX % CELL_WIDTH !== 0 || this.posY % CELL_WIDTH !== 0)
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heading = data.curHeading;
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switch (heading)
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{
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case 0: //UP
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this.posY -= SPEED;
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row = Math.floor(this.posY / CELL_WIDTH);
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break;
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case 1: //RIGHT
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this.posX += SPEED;
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col = Math.floor(this.posX / CELL_WIDTH);
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break;
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case 2: //DOWN
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this.posY += SPEED;
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row = Math.ceil(this.posY / CELL_WIDTH);
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break;
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case 3: //LEFT
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this.posX -= SPEED;
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col = Math.ceil(this.posX / CELL_WIDTH);
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}
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//Update front position.
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data.row = row;
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data.col = col;
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if (row < 0 || row > data.grid.length || col < 0 || col > data.grid[row].length)
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{
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data.dead = true;
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return;
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}
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if (data.grid[row][col] === this)
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{
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//Safe zone!
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var tail = this.tail.move(row, col);
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if (tail)
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{
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//TODO: floodfill area.
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}
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}
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//If we are completely in a new cell (not in our safe zone), we add to the tail.
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else if (this.posX % CELL_WIDTH === 0 && this.posY % CELL_WIDTH === 0)
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this.tail.addTail(heading);
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data.curHeading = heading;
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}
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//Helper methods.
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function defineGetter(getter) {
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return {
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get: getter,
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enumerable: true
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};
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}
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//http://stackoverflow.com/a/9493060/7344257
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function hslToRgb(h, s, l){
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var r, g, b;
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if(s == 0){
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r = g = b = l; // achromatic
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}else{
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var hue2rgb = function hue2rgb(p, q, t){
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if(t < 0) t += 1;
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if(t > 1) t -= 1;
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if(t < 1/6) return p + (q - p) * 6 * t;
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if(t < 1/2) return q;
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if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;
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return p;
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};
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var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
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var p = 2 * l - q;
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r = hue2rgb(p, q, h + 1/3);
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g = hue2rgb(p, q, h);
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b = hue2rgb(p, q, h - 1/3);
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}
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return [Math.round(r * 255), Math.round(g * 255), Math.round(b * 255)];
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}
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function rgbString(rgb) {
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return 'rgb(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ')';
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}
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function rgbaString(rgb) {
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return 'rgba(' + rgb[0] + ', ' + rgb[1] + ', ' + rgb[2] + ', ' + rgb[3] + ')';
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}
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return Player;
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})();
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$(function() {
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var GRID_SIZE = 200;
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var CELL_WIDTH = 30;
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var SPEED = 5;
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var SHADOW_OFFSET = 5;
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var canvas = $("#main-ui")[0];
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var ctx = canvas.getContext('2d');
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var width = canvas.width = window.innerWidth - 20;
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var height = canvas.height = window.innerHeight - 20;
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var players = [];
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var grid = [];
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//Load players.
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2017-02-21 17:17:06 -05:00
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for (var p = 0; p < 1; p++)
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2017-02-21 00:54:44 -05:00
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{
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//TODO: socket loading.
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players[p] = new Player(null, grid, p);
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}
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//Load grid.
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for (var r = 0; r < GRID_SIZE; r++)
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{
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grid[r] = [];
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for (var c = 0; c < GRID_SIZE; c++)
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{
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//TODO: load data.
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if (Math.random() < 1)
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grid[r][c] = -1;
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else
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grid[r][c] = players[getRandomInt(0, players.length)];
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}
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}
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var frameCount = 0;
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var animateTo = [0, 0];
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var offset = [0, 0];
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function update()
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{
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//Change grid offsets.
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for (var i = 0; i < 1; i++)
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{
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if (animateTo[i] !== offset[i])
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{
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var delta = animateTo[i] - offset[i];
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var dir = Math.sign(delta);
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var mag = Math.min(SPEED, Math.abs(delta));
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offset[i] += dir * mag;
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}
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}
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//Move players.
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var dead = [];
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players = players.filter(function(val) {
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val.move();
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if (val.dead)
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dead.push(val);
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return !val.dead;
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});
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//Remove players with collisions.
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var removing = [];
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for (var i = 0; i < players.length; i++)
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{
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for (var j = i; j < players.length; j++)
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{
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//Remove those players when other players have hit their tail.
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if (!removing[j] && players[j].tail.hitsTail(players[i]))
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removing[j] = true;
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if (!removing[i] && players[i].tail.hitsTail(players[j]))
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removing[i] = true;
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//Remove players with collisons...
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if (i !== j && squaresIntersect(players[i].startX, players[j].startX) &&
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squaresIntersect(players[i].startY, players[j].startY))
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{
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//...if one player is own his own territory, the other is out.
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if (grid[players[i].row][players[i].col] === players[i])
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removing[j] = true;
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else if (grid[players[j].row][players[j].col] === players[j])
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removing[i] = true;
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else
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{
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//...otherwise, the one that sustains most of the collision will be removed.
|
2017-02-21 17:17:06 -05:00
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var areaI = area(players[i]);
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var areaJ = area(players[j]);
|
2017-02-21 00:54:44 -05:00
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if (areaI === areaJ)
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removing[i] = removing[j] = true;
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else if (areaI > areaJ)
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removing[i] = true;
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else
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removing[j] = true;
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}
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}
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}
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}
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players = players.filter(function(val, i) {
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if (removing[i])
|
2017-02-21 17:17:06 -05:00
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{
|
2017-02-21 00:54:44 -05:00
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dead.push(val);
|
2017-02-21 17:17:06 -05:00
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val.die();
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}
|
2017-02-21 00:54:44 -05:00
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return !removing[i];
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});
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dead.forEach(function(val) {
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|
console.log(val.name + " is dead");
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});
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//TODO: animate dead, and if this player is dead.
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//TODO: Center on player.
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}
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function area(player)
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{
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var xDest = player.col * CELL_WIDTH;
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var yDest = player.row * CELL_WIDTH;
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if (player.startX === xDest)
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return Math.abs(player.startY - yDest);
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else
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return Math.abs(player.startX - xDest);
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}
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function modRotate(val, mod)
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{
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|
var res = val % mod;
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if (res >= 0)
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return res;
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else
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return mod + res;
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}
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function squaresIntersect(a, b)
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{
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|
|
if (a < b)
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return b < a + CELL_WIDTH;
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|
else
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|
return a < b + CELL_WIDTH;
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}
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|
function paintGrid()
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{
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|
//Paint bottom grid lines.
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|
//ctx.fillStyle = 'lightgray';
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|
//ctx.beginPath();
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|
//for (var x = modRotate(-offset[0], CELL_WIDTH); x < width; x += CELL_WIDTH)
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|
//{
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|
// ctx.moveTo(x, 0);
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|
|
// ctx.lineTo(x, height);
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|
//}
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|
//for (var y = modRotate(-offset[1], CELL_WIDTH); y < height; y+= CELL_WIDTH)
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|
//{
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|
|
// ctx.moveTo(0, y);
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|
|
// ctx.lineTo(width, y);
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|
|
//}
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|
|
//ctx.stroke();
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|
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|
|
//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,
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|
|
|
y = r * CELL_WIDTH,
|
|
|
|
p = grid[r][c];
|
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|
|
ctx.fillStyle = p.shadowColor;
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|
|
ctx.fillRect(x, y + SHADOW_OFFSET, CELL_WIDTH, CELL_WIDTH);
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|
|
ctx.fillStyle = p.baseColor;
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|
|
ctx.fillRect(x, y, CELL_WIDTH, CELL_WIDTH);
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|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-02-21 17:17:06 -05:00
|
|
|
//TODO: current player index
|
|
|
|
var user = players[0];
|
|
|
|
|
2017-02-21 00:54:44 -05:00
|
|
|
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.
|
|
|
|
|
2017-02-21 17:17:06 -05:00
|
|
|
if (user.dead)
|
|
|
|
{
|
|
|
|
console.log("You died!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2017-02-21 00:54:44 -05:00
|
|
|
//TODO: sync each loop with server. (server will give frame count.)
|
|
|
|
frameCount++;
|
|
|
|
update();
|
|
|
|
requestAnimationFrame(paintLoop);
|
|
|
|
}
|
|
|
|
paintLoop();
|
|
|
|
|
2017-02-21 17:17:06 -05:00
|
|
|
|
2017-02-21 00:54:44 -05:00
|
|
|
//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.
|
|
|
|
}
|
|
|
|
|
2017-02-21 17:17:06 -05:00
|
|
|
if (newHeading === user.currentHeading || ((newHeading % 2 === 0) ^
|
|
|
|
(user.currentHeading % 2 === 0)))
|
|
|
|
{
|
|
|
|
//TODO: notify server.
|
|
|
|
user.heading = newHeading;
|
|
|
|
}
|
2017-02-21 00:54:44 -05:00
|
|
|
e.preventDefault();
|
|
|
|
});
|
2017-02-21 17:17:06 -05:00
|
|
|
});
|