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map.js
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map.js
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/**
* Represents the game Map.
*/
$.Map = {
/**
* Canvas for the Map.
*/
canvas: null,
/**
* 2D context for the Map canvas.
*/
context: null,
/**
* Initialises the Map state for the start of a game.
*/
init: function() {
this.data = this.map.split('');
this.canvas = document.createElement('canvas');
this.canvas.width = 152 * $.Constants.CELL_WIDTH * 2;
this.canvas.height = 104 * $.Constants.CELL_WIDTH * 2;
this.context = this.canvas.getContext('2d');
this.draw();
},
/**
* The actual raw map data for the game.
*
* # = Wall
* / = Rock
* * = Enemy positions
* 0-9 = Miner positions
*/
map: '//////////########################///////////////######////////######///////////########//////####////////////////#####///////////#########/////////####'
+ '///#######//////##////########////#### ##///##//## ####///##//# ###///##/////# #/////## #///#######///#//##########/////////////## ##/ ###'
+ '//######## /// ///////////##### ##////## #####//## ####/////## ##//### #//# ####////## ##//## # ### #//###'
+ '///####### ####////#### # ##//## * ### #### ###///### ##////### ##//# #######///### ##///# * ##//##'
+ '///######## #####///#### #### ##//## ### #### ######### ###/##### ##//##########///### #///# ###//##'
+ '//########## * ##////###### #### #///## ############* *###############2 ###//########///### ##//# ##////#'
+ '//########## ### ##/////###### ###### ###///### ############ ### #//# ###//#######///## #### #//# ##///#'
+ '//########### ##### ##//##################////#### ########## #//#* *##/////#######//# ##//## ##/##* ##//#'
+ '///########### ##### #/## #########/////####///## ######## #//# #///######## #/## ###//### #//# ## #/#'
+ '////########## ####### *#/# ##### ###//########/# ## #//# ### ##//## #/# ##////#### ## #### #//'
+ '/############ ###### #/# ### ###//# #//# ### ## #///#### #//## #/## ###///## ##//## #/'
+ '/ ######### #### #/# ## ##### #//# ## ##### ##//## #### ####/## ##///#### ###//##### /'
+ '/ ######## ## #/# ## #### ##// * ###### # #### # ###//## ##/////### ####////###* /'
+ '/# ## #### ### #/# ### #### #### ### #### * ## # ###/### ###//##### ####////### /'
+ '/# * ##### #/## ### ### ##### * #### #### ## ### ##/## ##//##### ####//## /'
+ '/ ### #########//### ## ## ######## ######### #### # #### #/##* ##//## #///## #/'
+ '/# ####### ###///////////### ###//##### #///#### *#### # # ### #/# #//## ##//##3 #/#'
+ '///###### ##//////////////## ##//###### #///### #### # # ####### #/# #//# ###////# #//#'
+ '#///### ####//////////////## #//####### #///### ### ### ##////## #/# #//## #######//##//#'
+ '##//## ####///////////////######* ##//#### #//#### ## ### #### ##///#### #//# ####//### ### ##/////##'
+ '##//# *############/////////##### ###//### #//########### #### ####///## ## ##//## ##/////### ## ### #'
+ '#/## #### #####//////####### ##//### # ##//########## ##/# ###///#### #///### #####/////## ## #'
+ '//# ## ## ######///### ### # ##//## ### ##/######### ##/## ##///## ### ##//## ####///#### #### #'
+ '/# #/# ## ###////#### #### ## #///## ### #/## #### #//### ###### ## ##//## ##///############# ## ##'
+ '/#* #/# ## #####///########### ### ##///## #### ##/## #### ##//### ##### # #//## ##///## ###///## ########'
+ '/# #/####/# ########////////### ## ###//# #####//## ### ##///### # #//## ##///## ###////## ##########'
+ '/# # #/////# ### ####////#/### #### #//# ###///### #### ##//##### #///#########////## ###//////###########'
+ '/# ### ##//## ### ############ #### #//## * ###///#### ###### ###//######## ###############//## ######/////##########'
+ '/ #/## #### #### ########### ##########//#######////######### * ###///########## ### #### ##### ### ####///#### #####'
+ '/////## ### ##### ######## ###////////////////////////////### #####//########### ## ##### ## ###///### ####'
+ '#//#### ### ##### ####### ###############///##########//#### ######//########### #///#### ####//## ######'
+ '#///### ### ##### #### ### ###//###### ## ###### ###//////########## #//##### ###///#####//##'
+ '##//## ## # ** ###//////## 0###### ###//##///####### # #///### ####///////###'
+ '##//# #### ##########/### ###### ##///###//## ### ### # ##//## #############'
+ '///## #####1 #### ####/### ##//### ##//######//# # # ## ### #//# ######### ##'
+ '/ ## * # ############ #####/## ##/////##########//## #### ### ## # #//## ######## #'
+ '/ ### ##### ### ######### #### ##/######/###////########//## ## #### #//# ####### #'
+ '/ ########## # ##### ### #### ## ## ##//////# ####///////////### #### # #//# ## ##### #'
+ '/# ######### ############ * ### ###///## #####///####### #### ### ##// ## #'
+ '/# ####### ############# ## #### ### ##/###* *#####//####### ### ### /#### #'
+ '/# ############# ##### ##### ## ##### ##### #//### ##### ### #### # #///## #'
+ '//# ########### ##### ######### #### ## #//## ## ###### ######////# ## ##//### ####### #'
+ '#// # ########## ################# # #//# #### ###### ##////###//## #//# ###//### ###///## ##'
+ '#// ######### # ###### ######## #//## ###### ######### ##### ##/## #//# ##///### ###//#######'
+ '#//########## ### ##### ######## ## ## #//# ################ ### #///####///## #////## ##///////##'
+ '##///////##### ### ##### ######## ### #/# #//# ############### ## ####//////////# #///## #//####///#'
+ '#####/////#### #### ##### ######## ### #/## #//## ## ##### ##### ## ### ##////###//# #//## #//# ##/##'
+ '#######//##### #### #######///## #/## ######//## ### ### #### ### ## #//## 4 #//////# #/# #//#'
+ '########////##* ##//## ###////#### #/# ##/////## ###//# ## #### ### #//## #//### #/# ##/#'
+ '##########//# #///## #####//### #//# ##///## ###//# #### ###### #// ##//# /# ###'
+ '###### #//# *##///## ######### #//# ##///## ##///# ### ## ###### /# #//## ### #/# ##'
+ '##### #//## ###//## ### #### ##//# ##////## ##///### # ######## ###### #/# #### #### #/# ##'
+ '##### #//# 8#####////## ### ### ##////## ###//##### ##/////### ### ####### ##### #//## ### ###//## #//## ###'
+ '###### #//##* ##/////##### #### ## ######//# ##//### #####////### ## #### ######## ##### ##///## * ###//####///## ####'
+ '########//## ###//############ ### ## ##//# ##///## ##//////### ### ##### ######### #### ##/////# ###////###////////##'
+ '########///### ###///##### #### ### ##//////////## #//#####//## #### ##### ######## ## #//###### * ###///////#########'
+ '#########///######/////##### ### ### #########///###//# #///# ##//# #### ######## ##/## ##### ###///###### ####'
+ '## ######//////////########## ### ####///###/# ##//# #####//## #### ######## ##/# # #####/////#### ###'
+ '# ########////############# ### # ######///## #//####//////####### ######### #/ ###//////####### ###'
+ '# ########////############# ###### ###///#### ##////##//########### ####### #/ #######////###### ##'
+ '##############///############ ######## ## ###//##### ###///////## ############## ## ##########/////#### #'
+ '############////###### #### ## #### #### ###//## #########//# ########## # ### ## ######///###////### ##'
+ '##############////### ### ######### ##### ### #### ######### ### #### ## ####////#######//#####'
+ '## ##########//##### ##/////## ### ### ### ####### #### #### # ## ########## ####/////##'
+ '# #########//##### ###///### # ####### ## ###### ##//## ## ## #### ######## ##////####'
+ '# ## ####### ## ##/////### ####/### ### ##//## ### ##### ### ##//////###'
+ '# ## ########### ### #####//#### ####//## ### ##///### ##### ######### ###//##///#'
+ '# * #####///## #####////////### ##////## ### ##### ##////## #///# ########## ###//####/#'
+ '# ## ###//## ####///########## #### ##///### ###### ###### #///### ##//########//###### ## #### ##//'
+ '# ### ##//## ##//## ####### ###### ####//### ##### ####### #/# * ######//#####////####### ### ## #/'
+ '# ### ##//## ##//# ##### #########////### ## ######## #/# ##########///////#### #### #### #/'
+ '# ##///### #/# ### ####/////////### ####### #/# #########/////###### ### ##### #/'
+ '# ## ###////## #/# #####////########## ####### #//# #########///####### ##### #///'
+ '## # ####//### #/# ####///######## * ## ########//## * #########///####### ### ##//#'
+ '## ##### ###### ####//# ###//####### #### #///## ### ########/////####### ##//#'
+ '## ##### ## ####//#### ## # ##///### * ## #//# ### #####/////######### # #///#'
+ '### ###//#### ###/////############ ##//## ######## #/# ### ######//########### ### ##//#'
+ '######////#### ###///###//////### ######## ########## #/ ##########////########### ### ##//#'
+ '##//////###### # ####//////######## # ####### ############# #//# #####////////////## ########## #///#'
+ '###//######### ## ######//##### ### ### #### ############## ### ##//## 9 #///////#######///## ##/////## ## ##///#'
+ '#///#### ## ### ### ### ##///#### # #### ##### ##### #### ##//#####//##############//## ##//########## ##///#'
+ '##//### #### #### ### ##///## ##### #### ### ##### ###///##///## # ##### ###//## ##### ##//##'
+ '##//## ######### ### ##//## ######## ####* ### #### ####///////## ## ## ##//# #### ###//##'
+ '#//## ######### ### ##//#### ## ##### #### #### ### ## #####//####### ### # ##//### ## ####//##'
+ '#//# ######## # ###///######## ### #### ###### #### ######////###### ###### # ##### ##///## #### /#'
+ '#//##### ###### ##//////######## #### ##//### #### # #######///######## ##//## ### # ##//## ##### /#'
+ '#////#### ### #//#####//# ##### ### ##//### ###### #####///////####### #//## ### #//### ##////////'
+ '##//######* ### #### ##///#7 #//# ###### #### #///## ###### ###///##///# ### ##//# ##///# * * #//#####///'
+ '#//### ## ##############//## #/######## #### #//# ####### ####6 #/# * ##//##* #//### ###* ##//#'
+ '##/## #############///# ##///####### * ###### #/## #########* # #/# *#///## *#////# ### #/#'
+ '#//### ##### #### ###///########## ###//#####/## ########## # #/# #/# ##//##* * # 5#/#'
+ '#////##### ## * ##////### ###### ####////////### ######### #/#/## ##//# # ##//## ####### #/#'
+ '###////##### ###////## #### ###///##/////### ####### #///# ##//## ######///### #####//## #//'
+ '####//####### ### *##///////## ### ##########////#### ##### ## ## #//## ###////////## #### #//## #//#'
+ '##///### #### ###### ##//##///### ##### ############///#### #### ## ##### #####///////### ### #/////##'
+ '##///## ####//### #/######////######## ### #####////### #### ## ##### #######//###/# ##///////#'
+ '###//## ###////### #/# ######////////## ###//### ##/## * ##//## ### #//## #### ###////##'
+ '###///## ######/////# // # ####/////#### ##//## #/# #### ####//#### # #/# #### ###//####'
+ '####///## ###########//##### ### #####///### ##/## #/# ##### #/////### ##/# ###### ##///##'
+ '#####///## ######### #/////# ### ######//## #/# #/# ####### #//###### # #///# ######## ##//##'
+ '## #######* ####### ###//# ## ########## ### /# ##/# ####### #//# ###//############ ##//##'
+ '# ##### ##### #### ### ##### #### #/####///## ####////# #//# ###///////######## // ###//##'
+ '# #### ### # ############ ##/////#//######///////##########//# #########////###### //////#///###'
+ '#############################################################################////////////////////////##############################/////////////////####',
/**
* An array of the raw map data. Populated initially from the string above.
*/
data: [],
/**
* Gets the Block at the given x and y pixel position (i.e. not column and row). The
* x/y pixel position will value within a block in the map grid.
*
* @param {number} x The x pixel position to get the Block for.
* @param {number} y The y pixel position to get the Block for.
*
* @returns {$.Block}
*/
getBlockAt: function(x, y) {
var col = (~~(((x + $.Constants.ROOM_X_PIXELS) % $.Constants.ROOM_X_PIXELS) / $.Constants.CELL_WIDTH));
var row = (~~(((y + $.Constants.ROOM_Y_PIXELS) % $.Constants.ROOM_Y_PIXELS) / $.Constants.CELL_WIDTH));
var type = this.data[row * 152 + col];
return new $.Block(col, row, type);
},
/**
* Is the circle at position x,y of radius r blocked by a wall block?
*/
circleIsBlocked: function(x, y, r) {
var bottomRightBlock = $.Map.getBlockAt(x + r, y + r);
var topRightBlock = $.Map.getBlockAt(x + r, y - r);
var topLeftBlock = $.Map.getBlockAt(x - r, y - r);
var bottomLeftBlock = $.Map.getBlockAt(x - r, y + r);
if ((bottomRightBlock.type == '#') && (this.blockCircleColliding(x, y, r, bottomRightBlock))) {
return true;
} else if ((topRightBlock.type == '#') && (this.blockCircleColliding(x, y, r, topRightBlock))) {
return true;
} else if ((topLeftBlock.type == '#') && (this.blockCircleColliding(x, y, r, topLeftBlock))) {
return true;
} else if ((bottomLeftBlock.type == '#') && (this.blockCircleColliding(x, y, r, bottomLeftBlock))) {
return true;
} else {
return false;
}
},
/**
*
*/
getCircleHitBlock: function(x, y, r) {
var hitBlocks = [];
var bottomRightBlock = $.Map.getBlockAt(x + r, y + r);
var topRightBlock = $.Map.getBlockAt(x + r, y - r);
var topLeftBlock = $.Map.getBlockAt(x - r, y - r);
var bottomLeftBlock = $.Map.getBlockAt(x - r, y + r);
if ((bottomRightBlock.type != ' ') && (this.blockCircleColliding(x, y, r, bottomRightBlock))) {
hitBlocks.push(bottomRightBlock);
}
if ((topRightBlock.type != ' ') && (this.blockCircleColliding(x, y, r, topRightBlock))) {
hitBlocks.push(topRightBlock);
}
if ((topLeftBlock.type != ' ') && (this.blockCircleColliding(x, y, r, topLeftBlock))) {
hitBlocks.push(topLeftBlock);
}
if ((bottomLeftBlock.type != ' ') && (this.blockCircleColliding(x, y, r, bottomLeftBlock))) {
hitBlocks.push(bottomLeftBlock);
}
return hitBlocks;
},
/**
*
*/
blockCircleColliding: function(circleX, circleY, radius, block) {
var rectW = $.Constants.CELL_WIDTH;
var rectH = $.Constants.CELL_WIDTH;
var rectX = block.col * $.Constants.CELL_WIDTH;
var rectY = block.row * $.Constants.CELL_WIDTH;
var distX = Math.abs(circleX - rectX-rectW/2);
var distY = Math.abs(circleY - rectY-rectH/2);
if (distX > (rectW/2 + radius)) { return false; }
if (distY > (rectH/2 + radius)) { return false; }
if (distX <= (rectW/2)) { return true; }
if (distY <= (rectH/2)) { return true; }
var dx = distX-rectW/2;
var dy = distY-rectH/2;
return (dx*dx + dy*dy <= (radius * radius));
},
/**
* Updates the map array using the information in the given Block. It contains the
* column and row to update, and the block type to set that position to.
*
* @param {$.Block} block The Block to get the details from to use in the update.
*/
putBlock: function(block) {
this.data[block.row * 152 + block.col] = block.type;
},
/**
* @returns The currently active canvas.
*/
getCanvas: function() {
return this.canvas;
},
/**
* Clears map grid position identified by the given Block.
*
* @param {$.Block} block The Block that identifies the map position to clear.
*/
clearBlock: function(block) {
var ctx = this.context;
ctx.clearRect(block.col * $.Constants.CELL_WIDTH, block.row * $.Constants.CELL_WIDTH, $.Constants.CELL_WIDTH, $.Constants.CELL_WIDTH);
ctx.clearRect(block.col * $.Constants.CELL_WIDTH, (block.row + 104) * $.Constants.CELL_WIDTH, $.Constants.CELL_WIDTH, $.Constants.CELL_WIDTH);
ctx.clearRect((block.col + 152) * $.Constants.CELL_WIDTH, block.row * $.Constants.CELL_WIDTH, $.Constants.CELL_WIDTH, $.Constants.CELL_WIDTH);
ctx.clearRect((block.col + 152) * $.Constants.CELL_WIDTH, (block.row + 104) * $.Constants.CELL_WIDTH, $.Constants.CELL_WIDTH, $.Constants.CELL_WIDTH);
block.type = ' ';
this.putBlock(block);
this.updateSideBlocks(block);
},
updateSideBlocks: function(block) {
var ctx = this.context;
for (var col = block.col; col <= (block.col + 152); col += 152) {
for (var row = block.row; row <= (block.row + 104); row += 104) {
this.drawBlock(ctx, (col == 0? 151 : col - 1), row);
this.drawBlock(ctx, col, (row == 0? 103 : row - 1));
this.drawBlock(ctx, (col + 1) % 304, row);
this.drawBlock(ctx, col, ((row + 1) % 208));
}
}
},
drawBlock: function(ctx, xx, yy) {
var dataX = (xx % 152);
var dataY = (yy % 104);
var block = this.data[dataY * 152 + dataX];
if ((block == '#') || (block == '/')) {
if (block == '#') {
ctx.fillStyle = '#22160B';
ctx.strokeStyle = '#22160B';
} else {
ctx.fillStyle = 'rgba(30, 30, 30, 1)';
ctx.strokeStyle = 'rgba(30, 30, 30, 1)';
}
ctx.beginPath();
ctx.rect(xx * $.Constants.CELL_WIDTH, yy * $.Constants.CELL_WIDTH, $.Constants.CELL_WIDTH - 1, $.Constants.CELL_WIDTH - 1);
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.strokeStyle = 'rgba(100, 100, 100, 1)';
if (this.data[(((dataY + 104) - 1) % 104) * 152 + dataX] == ' ') {
ctx.beginPath();
ctx.moveTo(xx * $.Constants.CELL_WIDTH, yy * $.Constants.CELL_WIDTH + 1);
ctx.lineTo((xx * $.Constants.CELL_WIDTH + $.Constants.CELL_WIDTH), yy * $.Constants.CELL_WIDTH + 1);
ctx.closePath();
ctx.stroke();
}
if (this.data[dataY * 152 + ((dataX + 1) % 152)] == ' ') {
ctx.beginPath();
ctx.moveTo((xx * $.Constants.CELL_WIDTH + $.Constants.CELL_WIDTH) - 1, yy * $.Constants.CELL_WIDTH);
ctx.lineTo((xx * $.Constants.CELL_WIDTH + $.Constants.CELL_WIDTH) - 1, (yy * $.Constants.CELL_WIDTH + $.Constants.CELL_WIDTH) - 1);
ctx.closePath();
ctx.stroke();
}
if (this.data[((dataY + 1) % 104) * 152 + dataX] == ' ') {
ctx.beginPath();
ctx.moveTo((xx * $.Constants.CELL_WIDTH + $.Constants.CELL_WIDTH) - 1, (yy * $.Constants.CELL_WIDTH + $.Constants.CELL_WIDTH) - 1);
ctx.lineTo(xx * $.Constants.CELL_WIDTH, (yy * $.Constants.CELL_WIDTH + $.Constants.CELL_WIDTH) - 1);
ctx.closePath();
ctx.stroke();
}
if (this.data[dataY * 152 + (((dataX + 152) - 1) % 152)] == ' ') {
ctx.beginPath();
ctx.moveTo(xx * $.Constants.CELL_WIDTH + 1, (yy * $.Constants.CELL_WIDTH + $.Constants.CELL_WIDTH));
ctx.lineTo(xx * $.Constants.CELL_WIDTH + 1, yy * $.Constants.CELL_WIDTH);
ctx.closePath();
ctx.stroke();
}
} else if (block == '*') {
var enemy = $.Game.getEnemy(dataX, dataY);
if (!enemy) {
enemy = new $.Enemy(dataX, dataY);
$.Game.addEnemy(enemy);
}
enemy.draw(ctx, xx, yy);
} else if ((block >= '0') && (block <= '9')) {
var minerNum = parseInt(block);
if ((xx < 152) && (yy < 104)) {
// Reset the miner's initial position.
miner = $.Game.miners[minerNum];
miner.reset();
miner.setPosition(
(xx % 152) * $.Constants.CELL_WIDTH + ($.Constants.CELL_WIDTH / 2),
(yy % 104) * $.Constants.CELL_WIDTH + ($.Constants.CELL_WIDTH / 2)
);
this.data[dataY * 152 + dataX] = ' ';
}
}
},
/**
* Uses the map data array to render the Map to the given canvas.
*/
draw: function() {
var xx, yy;
for (xx = 0; xx < 304; xx++) {
for (yy = 0; yy < 208; yy++) {
this.drawBlock(this.context, xx, yy);
}
}
}
};