var Stack; if (!Stack) throw new Error("Require stack.js"); var Color; if (!Color) throw new Error("Requre color.js"); 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 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.fillTail = fillTail.bind(this, data); this.render = render.bind(this, data); this.move = move.bind(this, data); Object.defineProperty(this, "moves", { get: function() {return data.tail.slice(0);}, enumerable: true }); } //Instance methods. function setTailGrid(data, tailGrid, r, c) { if (!tailGrid[r]) tailGrid[r] = []; tailGrid[r][c] = true; } function addTail(data, orientation) { 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); } else prev.move++; 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 move(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); } } function render(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); } //TODO: fade in colors using grid property-getters/setters function fillTail(data, grid) { if (data.tail.length === 0) return; function onTail(c) { return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]]; } 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) { var coords = []; var filled = new Stack(40000); var surrounded = true; function onTail(c) { return data.tailGrid[c[0]] && data.tailGrid[c[0]][c[1]]; } coords.push([row, col]); 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.tailGrid[other.row] && data.tailGrid[other.row][other.col]); } return Tail; }()); this.Player = (function() { var CELL_WIDTH = 30; var SPEED = 5; var SHADOW_OFFSET = 10; function Player(socket, grid, num, row, col) { var data = {}; //TODO: load player data and color. var hue = Math.random(); var base = new Color(hue, .8, .5); this.baseColor = base; this.shadowColor = base.deriveLumination(-.3); this.tailColor = base.deriveLumination(.2).deriveAlpha(.5); this.name = 'Player ' + (num + 1); data.grid = grid; data.curHeading = 2; data.row = row || 0; data.col = col || 0; 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); this.die = function() {data.dead = true;}; //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. this.tail.render(ctx); //Render player. ctx.fillStyle = this.shadowColor.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.rgbString()); grd.addColorStop(1, "white"); ctx.fillStyle = grd; 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.ceil(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.floor(this.posX / CELL_WIDTH); } //Update front position. data.row = row; data.col = col; if (data.grid.isOutOfBounds(row, col)) { data.dead = true; return; } if (data.grid.get(row, col) === this) { //Safe zone! this.tail.fillTail(data.grid); this.tail.move(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); } data.curHeading = heading; } //Helper methods. function defineGetter(getter) { return { get: getter, enumerable: true }; } return Player; })();