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Copy pathindex.js
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398 lines (353 loc) · 11.7 KB
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//set scale of sprites
let SCALE = 2;
let tileSize = 16*SCALE;
//-----------------------------Map Generator Canvas------------------------------//
//Set onscreen canvas and its context
let onScreenCVS = document.querySelector(".generator");
let onScreenCTX = onScreenCVS.getContext("2d");
//Create an offscreen canvas. This is where we will actually be drawing,
//in order to keep the image consistent and free of distortions.
let offScreenCVS = document.createElement('canvas');
let offScreenCTX = offScreenCVS.getContext("2d");
//Set the dimensions of the drawing canvas
offScreenCVS.width = 32;
offScreenCVS.height = 20;
//Create an Image with a default source of the existing onscreen canvas
let img = new Image;
let source = offScreenCVS.toDataURL();
//Add event listeners for the mouse moving, downclick, and upclick
onScreenCVS.addEventListener('mousemove', handleMouseMove);
onScreenCVS.addEventListener('mousedown', handleMouseDown);
onScreenCVS.addEventListener('mouseup', handleMouseUp);
//We only want the mouse to move if the mouse is down, so we need a
//variable to disable drawing while the mouse is not clicked.
let clicked = false;
function handleMouseMove(e) {
if (clicked) {
draw(e)
generateMap();
}
}
function handleMouseDown(e) {
clicked = true;
draw(e);
generateMap();
}
function handleMouseUp() {
clicked = false;
}
//Helper functions
//Draw a single pixel on the canvas. Get the ratio of the difference in
//size of the on and offscreen canvases to calculate where to draw on the
//offscreen canvas based on the coordinates of clicking on the onscreen canvas.
function draw(e) {
let ratio = onScreenCVS.width/offScreenCVS.width;
if (offScreenCTX.fillStyle === "rgba(0, 0, 0, 0)") {
offScreenCTX.clearRect(Math.floor(e.offsetX/ratio),Math.floor(e.offsetY/ratio),1,1);
} else if (offScreenCTX.fillStyle === "#ffa500") {
//Prevent multiple players
let imageData = offScreenCTX.getImageData(0,0,offScreenCVS.width,offScreenCVS.height);
for (let i=0; i<imageData.data.length; i+=4) {
let x = i/4%offScreenCVS.width, y = (i/4-x)/offScreenCVS.width;
let color = `rgba(${imageData.data[i]}, ${imageData.data[i+1]}, ${imageData.data[i+2]}, ${imageData.data[i+3]})`
//Clear other pixels of same color
if (color === "rgba(255, 165, 0, 255)") {
offScreenCTX.clearRect(x,y,1,1);
}
}
offScreenCTX.fillRect(Math.floor(e.offsetX/ratio),Math.floor(e.offsetY/ratio),1,1);
} else {
offScreenCTX.fillRect(Math.floor(e.offsetX/ratio),Math.floor(e.offsetY/ratio),1,1);
}
//Set the source of the image to the offscreen canvas
source = offScreenCVS.toDataURL();
renderImage(img, onScreenCVS, onScreenCTX);
}
//Once the image is loaded, draw the image onto the onscreen canvas.
function renderImage(image, cvs, ctx) {
image.onload = () => {
//Prevent blurring
ctx.imageSmoothingEnabled = false;
ctx.clearRect(0,0,cvs.width,cvs.height);
ctx.drawImage(img,0,0,cvs.width,cvs.height)
}
image.src = source;
}
//-------------------------------ToolBox----------------------------------//
let palette = document.querySelector('.color-select');
palette.addEventListener('click', selectColor)
function selectColor(e) {
offScreenCTX.fillStyle = e.target.id;
palette.childNodes.forEach(c => {
if (c.childNodes[1]) {
if (c.childNodes[1].id === e.target.id) {
c.childNodes[1].className = "swatch-selected";
} else {
c.childNodes[1].className = "swatch";
}
}
});
}
//----------------------------Pathfinding---------------------------------//
//set calc precision
let decPlace = 1000;
let cornerBuffer = true;
//********* Calculate Cost ***********//
//Calc path distance
function calcGCost(node) {
let curr = node;
let cost = 0;
while(curr.parent) {
let step = Math.floor(euclid(curr,curr.parent)*decPlace)/decPlace;
cost += step;
curr = curr.parent;
}
cost = Math.floor(cost*decPlace)/decPlace;
return cost;
}
//Calc heuristic distance (octile distance)
function calcHCost(currNode, endNode) {
let a = Math.abs(currNode.x - endNode.x);
let b = Math.abs(currNode.y - endNode.y);
function leastSide() {
if (a > b) {return b;} else {return a;}
}
let diagonalCost = leastSide()*Math.sqrt(2);
let horizontalCost = Math.abs(b-a);
let sum = diagonalCost+horizontalCost;
return Math.floor(sum*decPlace)/decPlace;
}
//Euclidean Distance
function euclid(node1, node2) {
let distance = Math.hypot(node1.x - node2.x,node1.y - node2.y);
return Math.floor(distance*decPlace)/decPlace;
}
//Tie Breakers
function tieBreak() {noBreak()};
//Tiebreak with cross product to favor paths closer to a straight line to the goal
function crossBreak(currNode, startNode, endNode) {
let dx1 = currNode.x - endNode.x;
let dy1 = currNode.y - endNode.y;
let dx2 = startNode.x - endNode.x;
let dy2 = startNode.y - endNode.y;
let cross = Math.abs(dx1*dy2 - dx2*dy1);
let breaker = cross*(1/decPlace)
return breaker;
}
//Prioritize closest to goal
function proximBreak(currNode, startNode, endNode) {
//dwarf gCost
let breaker = euclid(currNode, endNode)*(1/decPlace);
return breaker;
}
//No Tie Break
function noBreak(currNode, startNode, endNode) {
return 0;
}
//Calc fCost
function calcFCost(g, h) {
return Math.floor((g + h)*decPlace)/decPlace;
}
//Rank by fCost, then hCost if equal.
function compareFCost(obj1,obj2) {
if (obj1.fCost === obj2.fCost) {
if (obj1.hCost > obj2.hCost) {
return 1;
} else {
return -1;
}
} else if (obj1.fCost > obj2.fCost) {
return 1;
} else if (obj1.fCost < obj2.fCost) {
return -1;
}
return 0;
}
//---------------------------Running the game-----------------------------//
//Game Map Canvas (offscreen)
let mapCanvas = document.createElement('canvas');
let mapCtx = mapCanvas.getContext('2d');
mapCanvas.width = offScreenCVS.width*tileSize;
mapCanvas.height = offScreenCVS.height*tileSize;
mapCtx.imageSmoothingEnabled = false;
//Game Canvas (onscreen)
let gameCanvas = document.querySelector('.game');
let gameCtx = gameCanvas.getContext('2d');
gameCtx.imageSmoothingEnabled = false;
//coordinates of mouse
let mouseX;
let mouseY;
//coordinates of viewport
let viewX = 0;
let viewY = 0;
//start with mouse outside of gameCanvas
let mousePresent = false;
//collision code. obj1 is main object
function collide(obj1,obj2) {
let yOverlap = !!((obj1.yMin < obj2.yMax)&&(obj1.yMax > obj2.yMin));
let xOverlap = !!((obj1.xMin < obj2.xMax)&&(obj1.xMax > obj2.xMin));
let leftOf2 = !!(obj1.centerX<obj2.centerX);
let rightOf2 = !!(obj1.centerX>obj2.centerX);
let upOf2 = !!(obj1.centerY<obj2.centerY);
let downOf2 = !!(obj1.centerY>obj2.centerY);
let checkEast = !!((obj1.xMax+Math.sign(obj1.xD)*obj1.speed*SCALE >= obj2.xMin)&&yOverlap&&leftOf2);
let checkWest = !!((obj1.xMin+Math.sign(obj1.xD)*obj1.speed*SCALE <= obj2.xMax)&&yOverlap&&rightOf2);
let checkSouth = !!((obj1.yMax+Math.sign(obj1.yD)*obj1.speed*SCALE >= obj2.yMin)&&xOverlap&&upOf2);
let checkNorth = !!((obj1.yMin+Math.sign(obj1.yD)*obj1.speed*SCALE <= obj2.yMax)&&xOverlap&&downOf2);
let horC = false;
let verC = false;
if (checkEast || checkWest) {
horC = true;
}
if (checkSouth || checkNorth) {
verC = true;
}
return [horC,verC];
}
Player.all = [];
Skeleton.all = [];
Wall.all = [];
let view = new Viewport();
let s = new Skeleton(32,32,0.5,0,0);
let wall = new Wall(16,16,170,175);
let char = new Player(32,32,0.5,0,0);
//**** Controller ****//
let buttonMap = {right: false, down: false, left: false, up: false};
//Listen for arrow press
window.addEventListener('keydown', keyDownListener);
function keyDownListener(e) {
e.preventDefault();
switch(e.key) {
case "ArrowUp":
buttonMap.up = true;
break;
case "ArrowRight":
buttonMap.right = true;
break;
case "ArrowDown":
buttonMap.down = true;
break;
case "ArrowLeft":
buttonMap.left = true;
break;
case " ":
Skeleton.all.forEach(s => s.changeState());
break;
}
}
window.addEventListener('keyup', keyUpListener);
function keyUpListener(e) {
e.preventDefault();
switch(e.key) {
case "ArrowUp":
buttonMap.up = false;
break;
case "ArrowRight":
buttonMap.right = false;
break;
case "ArrowDown":
buttonMap.down = false;
break;
case "ArrowLeft":
buttonMap.left = false;
break;
}
}
//Listen for mouse movement
gameCanvas.addEventListener('mousemove', mouseMoveListener);
function mouseMoveListener(e) {
// //get mouse coordinates within the gameCanvas
mouseX=e.offsetX+view.xMin;
mouseY=e.offsetY+view.yMin;
mouseX*=2
mouseY*=2
// Skeleton.all.forEach(s => s.updateVectors());
// moveView();
}
//Listen for mouse presence
gameCanvas.addEventListener('mouseover', mouseOverListener)
function mouseOverListener(e) {
mousePresent=true;
}
gameCanvas.addEventListener('mouseout', mouseOutListener)
function mouseOutListener(e) {
mousePresent=false;
}
//Listen for clicking
// gameCanvas.addEventListener('click', clickListener)
// function clickListener(e) {
// Skeleton.all.forEach(s => s.changeState());
// }
function compareZAxis(obj1,obj2) {
if (obj1.z > obj2.z) {
return 1;
} else if (obj1.z === obj2.z) {
if (obj1.centerX <= obj2.centerX) {
return 1;
} else {
return -1;
}
} else {
return -1;
}
}
function drawObjects(array) {
for (let i=0; i<array.length; i++) {
array[i].draw();
}
}
function renderView(img) {
gameCtx.drawImage(img, view.xMin, view.yMin, view.width, view.height, 0, 0, gameCanvas.width, gameCanvas.height);
}
let objects = [];
function drawLoop() {
mapCtx.clearRect(0, 0, mapCanvas.width, mapCanvas.height);
//Draw Cursor
// mapCtx.fillStyle = "red";
// mapCtx.fillRect(Math.floor(mouseX/tileSize)*tileSize,Math.floor(mouseY/tileSize)*tileSize,tileSize,tileSize);
objects.sort(compareZAxis);
drawObjects(objects);
//Render view of game onscreen
gameCtx.clearRect(0, 0, gameCanvas.width, gameCanvas.height);
renderView(mapCanvas);
window.requestAnimationFrame(drawLoop);
}
window.requestAnimationFrame(drawLoop);
//---------------------------Generate the map-----------------------------//
let generateBtn = document.querySelector(".generate-btn")
generateBtn.addEventListener("click", generateMap);
//Define the empty 2D Array
// let gameGrid = [];
function generateMap(e) {
let imageData = offScreenCTX.getImageData(0,0,offScreenCVS.width,offScreenCVS.height);
//reset objects on map
objects = [];
Player.all = [];
Skeleton.all = [];
Wall.all = [];
//Iterate through pixels and make objects each time a color matches
for (let i=0; i<imageData.data.length; i+=4) {
let x = i/4%offScreenCVS.width, y = (i/4-x)/offScreenCVS.width;
let color = `rgba(${imageData.data[i]}, ${imageData.data[i+1]}, ${imageData.data[i+2]}, ${imageData.data[i+3]})`
switch(true) {
case (color === "rgba(255, 165, 0, 255)"):
//orange pixel
objects.push(new Player(32,32,2,x*tileSize-tileSize+(tileSize/2),y*tileSize-SCALE*tileSize+(tileSize/2)));
break;
case (color === "rgba(0, 0, 0, 255)"):
//black pixel
objects.push(new Wall(16,16,x*tileSize,y*tileSize,x,y));
break;
case (color === "rgba(255, 255, 255, 255)"):
//white pixel
objects.push(new Skeleton(32,32,0.5,x*tileSize-tileSize+(tileSize/2),y*tileSize-SCALE*tileSize+(tileSize/2)));
break;
default:
//transparent pixel
}
}
//Set the sprite for each wall upon generation.
Wall.all.forEach(w => {
w.findNeighbors();
})
}