simponic.xyz/maize-maze/js/game.js
2024-01-12 19:13:13 -07:00

250 lines
6.6 KiB
JavaScript

let canvas,context;
const HEIGHT = 1000;
const WIDTH = 1000;
// Next assignment: don't use so much effing global data
let n = 10;
let maze;
let total_time;
let player_pos = [];
let goal_pos = [];
let myInput = input.Keyboard();
let show_player_path = false;
let player_path = [];
let show_next_move = false;
let show_shortest_path = false;
let shortest_path = [];
let do_score_update = false;
let scores = [];
let initial_shortest_path_length = 0;
let current_score;
let do_time_update = false;
let dom_time;
let elapsed_time;
let last_time;
function render_maze(maze, n, dx, dy) {
for (let i = 0; i < n; i++) {
for (let j = 0; j < n; j++) {
context.beginPath();
if (maze[i][j].left) {
context.moveTo(j * dx, i * dy);
context.lineTo(j * dx, (i + 1) * dy);
}
if (maze[i][j].right) {
context.moveTo((j + 1) * dx, i * dy);
context.lineTo((j + 1) * dx, (i + 1) * dy);
}
if (maze[i][j].top) {
context.moveTo(j * dx, i * dy);
context.lineTo((j + 1) * dx, i * dy);
}
if (maze[i][j].bottom) {
context.moveTo(j * dx, (i + 1) * dy);
context.lineTo((j + 1) * dx, (i + 1) * dy);
}
context.stroke();
}
}
}
function render_player(x, y, dx, dy) {
context.drawImage(PLAYER, x*dx, y*dy, dx, dy);
}
function render_scores(scores) {
let html = scores.sort((a,b) => a-b).map((x,i) => `${i+1}: ${x}`).join('<br>');
document.getElementById('scores').innerHTML = html;
}
function render_time(total_time) {
document.getElementById('elapsed-time').innerHTML = total_time;
}
function render_goal(x, y, dx, dy) {
context.drawImage(GOAL, x*dx, y*dy, dx, dy);
}
function render_background(n, dx, dy) {
for (let x = 0; x < WIDTH; x += WIDTH/n) {
for (let y = 0; y < HEIGHT; y += HEIGHT/n) {
context.drawImage(BACKGROUND, x, y, dx, dy);
}
}
}
function render_circle(x,y,r,color) {
context.beginPath();
context.fillStyle = color;
context.arc(x, y, r, 0, 2*Math.PI);
context.fill();
context.stroke();
}
function render_path(path, dx, dy, color) {
path.map((coord) => {
render_circle(coord[0]*dx + dx/2, coord[1]*dy + dy/2, Math.min(dx/4, dy/4), color);
});
}
function render(elapsed) {
const dx = WIDTH / n;
const dy = HEIGHT / n;
context.fillStyle = 'rgba(255,255,255,255)';
context.fillRect(0, 0, canvas.width, canvas.height);
context.rect(0, 0, canvas.width, canvas.height);
context.stroke();
render_background(n, dx, dy);
render_maze(maze, n, dx, dy);
if (show_player_path) {
render_path(player_path, dx, dy, 'rgba(255, 0, 0, 255)');
}
if (show_shortest_path) {
render_path(shortest_path, dx, dy, 'rgba(255, 255, 0, 255)');
}
if (show_next_move && shortest_path.length>1) {
render_path([shortest_path[1]], dx, dy, 'rgba(255, 255, 0, 255)');
}
if (do_score_update) {
render_scores(scores);
}
if (do_time_update) {
render_time(dom_time);
}
render_player(Math.floor(player_pos[0]), Math.floor(player_pos[1]), dx, dy);
render_goal(goal_pos[0], goal_pos[1], dx, dy);
}
let key_actions_down = {};
let key_actions = {
"move_up": ['ArrowUp', 'i', 'w'],
"move_right": ['ArrowRight', 'l', 'd'],
"move_down": ['ArrowDown', 'k', 's'],
"move_left": ['ArrowLeft', 'j', 'a'],
"breadcrumbs": ['b'],
"shortest_path": ['p'],
"hint": ['h']
};
function handle_input(input) {
if (input) {
if (any(key_actions['move_up'].map((x) => input.keys[x])) && !key_actions_down['move_up'] && player_pos[1] > 0) {
key_actions_down['move_up'] = true;
if (!maze[player_pos[1]][player_pos[0]].top) {
player_pos[1] -= 1;
}
}
if (any(key_actions['move_right'].map((x) => input.keys[x])) && !key_actions_down['move_right'] && player_pos[0] < n-1) {
key_actions_down['move_right'] = true;
if (!maze[player_pos[1]][player_pos[0]].right) {
player_pos[0] += 1;
}
}
if (any(key_actions['move_down'].map((x) => input.keys[x])) && !key_actions_down['move_down'] && player_pos[1] < n-1) {
key_actions_down['move_down'] = true;
if (!maze[player_pos[1]][player_pos[0]].bottom) {
player_pos[1] += 1;
}
}
if (any(key_actions['move_left'].map((x) => input.keys[x])) && !key_actions_down['move_left'] && player_pos[0] > 0) {
key_actions_down['move_left'] = true;
if (!maze[player_pos[1]][player_pos[0]].left) {
player_pos[0] -= 1;
}
}
if (input.keys['b'] && !key_actions_down['breadcrumbs']) {
key_actions_down['breadcrumbs'] = true;
show_player_path = !show_player_path;
}
if (input.keys['p'] && !key_actions_down['shortest_path']) {
key_actions_down['shortest_path'] = true;
show_shortest_path = !show_shortest_path;
}
if (input.keys['h'] && !key_actions_down['hint']) {
key_actions_down['hint'] = true;
show_next_move = !show_next_move;
}
Object.keys(key_actions).map((x) => {
if (key_actions_down[x] && !any(key_actions[x].map((y) => input.keys[y]))) {
key_actions_down[x] = false;
}
});
}
}
function update(elapsed) {
total_time += elapsed;
if (do_score_update) {
do_score_update = false;
}
if (do_time_update) {
do_time_update = false;
}
if (JSON.stringify(player_pos) !== JSON.stringify(player_path[player_path.length-1])) {
player_path.push([player_pos[0], player_pos[1]]);
shortest_path = solve_maze(maze, player_pos[0], player_pos[1], goal_pos[0], goal_pos[1]);
}
if (total_time / 1000 > dom_time) {
dom_time = Math.floor(total_time/1000);
}
do_time_update = true;
if (player_pos[0] == goal_pos[0] && player_pos[1] == goal_pos[1]) {
current_score = player_path.length - initial_shortest_path_length;
scores.push(current_score);
initialize();
do_score_update = true;
}
}
function initialize(new_n) {
if (new_n) {
n = new_n;
}
maze = generate_maze(n);
player_pos = [random_in_range(0, 2), random_in_range(0, 2)];
goal_pos = [random_in_range(n-2, n), random_in_range(n-2, n)];
player_path = [];
shortest_path = solve_maze(maze, player_pos[0], player_pos[1], goal_pos[0], goal_pos[1]);
initial_shortest_path_length = shortest_path.length;
total_time = 0;
current_score = 0;
dom_time = 0;
last_time = performance.now();
}
function game_loop(time_stamp) {
elapsed_time = time_stamp - last_time;
last_time = time_stamp;
handle_input(myInput);
update(elapsed_time);
render(elapsed_time);
// Wow! Tail call recursion! /sarcasm
requestAnimationFrame(game_loop);
}
window.onload = function() {
initialize();
canvas = document.getElementById('canvas');
context = canvas.getContext('2d');
game_loop(performance.now());
}