Prototype

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zenoamaro committed 2019-06-26 03:04:23 +02:00
commit 49591cbea3
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import {splitWords} from './utils.js';
import {parable} from './math.js';
export function createCanvas(width, height) {
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
canvas.width = width; canvas.height = height
return ctx;
}
export function loadImage(src) {
return new Promise((resolve, reject) => {
const img = document.createElement('img');
img.onload = (e) => resolve(img);
// @ts-ignore
img.onerror = (e) => reject(e.error);
img.src = src;
});
}
export function clipCanvas(ctx, fn) {
ctx.globalCompositeOperation = 'destination-out';
fn(ctx);
ctx.globalCompositeOperation = 'source-over';
}
export function plot(ctx, x, y, color) {
ctx.fillStyle = color;
ctx.fillRect(x, y, 1, 1);
}
export function drawLine(ctx, x1, y1, x2, y2, color) {
const steep = Math.abs(y2 - y1) > Math.abs(x2 - x1);
if (steep) [x1, y1, x2, y2] = [y1, x1, y2, x2];
if (x1 > x2) [x1, y1, x2, y2] = [x2, y2, x1, y1];
const dX = (x2 - x1);
const dY = Math.abs(y2 - y1);
const ystep = (y1 < y2 ? 1 : -1);
let err = (dX / 2);
let y = y1;
for (let x = x1; x <= x2; ++x) {
if (steep) plot(ctx, y, x, color); else plot(ctx, x, y, color);
err = err - dY; if (err < 0) { y += ystep; err += dX }
}
}
export function drawRect(ctx, x, y, w, h, color) {
ctx.fillStyle = color;
ctx.fillRect(x, y, w, h);
}
export function strokeRect(ctx, x, y, w, h, color) {
if (w === 1 || h === 1) return drawRect(x, y, w, h, color);
ctx.lineWidth = 1;
ctx.strokeStyle = color;
ctx.strokeRect(x+0.5, y+0.5, w-1, h-1);
}
export function drawCircle(ctx, x, y, r, color) {
for (let cy = -r; cy <= r; cy++) {
for (let cx = -r; cx <= r; cx++) {
if (cx*cx + cy*cy <= r*r + r*0.85) {
plot(ctx, x+cx, y+cy, color);
}
}
}
}
export function plotParable(ctx, x, y, a, v, g) {
for (let t=0; t<1000; t+=0.01) {
const [fx, fy] = parable(t, x, y, a, v, g);
plot(ctx, (fx), (fy), 'white');
}
}
/** @param align {CanvasTextAlign} */
/** @param baseline {CanvasTextBaseline} */
export function drawText(ctx, text, x, y, color, align='left', baseline='top') {
ctx.font = '5px text';
ctx.textBaseline = baseline;
ctx.textAlign = align;
ctx.fillStyle = color;
ctx.strokeStyle = 'black';
ctx.strokeText(text, x, y);
ctx.fillText(text, x, y);
}
export function drawParagraph(ctx, text, x, y, w, h, color) {
let tx = 0;
let ty = 0;
// FIXME: Handle unbreakable words longer than width
const words = splitWords(text);
for (let word of words) {
const wordLength = word.length * 4;
if (word === '\n') { tx = 0; ty += 6; continue }
else if (tx + wordLength > w) { tx = 0; ty += 6 }
if (ty+6 > h) return;
for (let char of word) {
drawText(ctx, char, x+tx, y+ty, color);
tx += 4;
}
}
}
export function loop(fn) {
(function looped() {
requestAnimationFrame(looped);
fn();
})();
}
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Scorched Earth</title>
<style>
* {box-sizing: border-box}
html, body {padding: 0; margin: 0}
body {background: black; height:100vh; overflow: hidden;
display:flex; align-items:center; justify-content:center;}
canvas {image-rendering: pixelated}
@font-face { font-family: 'text'; src:url(font.ttf) }
</style>
</head>
<body>
<script type="module" src="main.js"></script>
</body>
</html>
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const input = {};
document.addEventListener('keydown', ({key}) => input[key] = true);
document.addEventListener('keyup', ({key}) => input[key] = false);
export function key(key) {return input[key]}
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import {key} from './input.js';
import {createTerrain, clipTerrain, isTerrain} from './terrain.js';
import {createCanvas, drawCircle, drawLine, plot, drawParagraph, loop, drawText} from './gfx.js';
import {wrap, clamp, parable, deg2rad, vec} from './math.js';
import {drawExplosion, WEAPONS} from './weapons.js';
const W = 384; const H = 240; const Z = 3;
let state = 'aim';
const players = [];
let currentPlayer = 0;
let projectile = null;
// Init canvas
const fb = createCanvas(W, H);
fb.canvas.style.width = `${W * Z}px`;
fb.canvas.style.height = `${H * Z}px`;
document.body.appendChild(fb.canvas);
// Init terrain
const terrain = createTerrain(W, H);
// Init projectiles
const projectiles = createCanvas(W, H);
// Init players
players.push({x:100, y:H-80, a:0, p:100, c:'red', weapon:WEAPONS[0]});
players.push({x:220, y:H-80, a:0, p:100, c:'blue', weapon:WEAPONS[1]});
function update() {
if (state === 'aim') {
const player = players[currentPlayer];
const {x, y, a, p} = player;
if (key('ArrowLeft')) {
player.a = wrap(0, a -1, 180);
} else if (key('ArrowRight')) {
player.a = wrap(0, a +1, 180);
} else if (key('ArrowUp')) {
player.p = clamp(100, p +5, 1000);
} else if (key('ArrowDown')) {
player.p = clamp(100, p -5, 1000);
} else if (key(' ')) {
state = 'fire';
fadeProjectiles();
const [px, py] = vec(x, y, a+180, 10);
projectile = {
player: player,
weapon: player.weapon,
ox:px, oy:py, a, p,
x:0, y:0, t: 0,
};
}
}
else if (state === 'fire') {
for (let i=0; i<10; i++) {
const {weapon, ox, oy, a, p, t} = projectile;
const [x, y] = parable(t, ox, oy, deg2rad(180+a), p/10, 9.8);
projectile.t += 0.01;
projectile.x = Math.round(x);
projectile.y = Math.round(y);
if (y > H || isTerrain(terrain, x, y)) {
clipTerrain(terrain, (ctx) => drawExplosion(ctx, projectile.x, projectile.y, weapon.xr));
currentPlayer = wrap(0, currentPlayer+1, players.length);
projectile = null;
state = 'aim';
return;
}
}
}
}
function draw() {
fb.clearRect(0, 0, W, H);
fb.drawImage(terrain.canvas, 0, 0);
if (projectile) drawProjectile();
fb.drawImage(projectiles.canvas, 0, 0);
for (let tank of players) drawPlayer(tank);
}
function drawPlayer(player) {
const {x, y, a, c} = player;
const [px, py] = vec(x, y, a+180, 10);
drawLine(fb, x, y, Math.round(px), Math.round(py), c);
drawStatus();
}
function drawProjectile() {
const {x, y, player} = projectile;
plot(projectiles, x, y, player.c);
}
function fadeProjectiles() {
const imageData = projectiles.getImageData(0, 0, W, H);
for (let i=0; i<imageData.data.length; i+=4) imageData.data[i+3] -= 25;
projectiles.clearRect(0, 0, W, H);
projectiles.putImageData(imageData, 0, 0);
}
function drawStatus() {
const player = players[currentPlayer];
const {weapon} = player;
drawText(fb, `AIM=${player.a} PWR=${player.p}`, 8, 8, player.c, 'left');
drawText(fb, `${weapon.name}`, W-8, 8, player.c, 'right');
}
loop(() => {
update();
draw();
});
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export function coords(width, i) {
return [i%width, Math.floor(i/width)];
}
export function index(width, x, y) {
return y * width + x;
}
export function random(min, max) {
return min + Math.random() * (max-min);
}
export function randomInt(min, max) {
return Math.round(random(min, max));
}
export function sample(arr) {
return arr[randomInt(0, arr.length-1)];
}
export function clamp(min, x, max) {
return Math.max(min, Math.min(x, max));
}
export function wrap(min, x, max) {
return ((x-min + max-min) % (max-min)) + min;
}
export function parable(t, x, y, a, v, g) {
const fx = x + t * v * Math.cos(a);
const fy = y + t * v * Math.sin(a) - 0.5 * -g * t*t;
return [fx, fy];
}
export function vec(x, y, a, l) {
a = a * Math.PI / 180;
return [x+Math.cos(a)*l, y+Math.sin(a)*l];
}
export function deg2rad(a) { return a * Math.PI/180 }
export function rad2deg(a) { return a * 180/Math.PI }
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import {createCanvas, drawRect, clipCanvas} from './gfx.js';
export function createTerrain(width, height) {
const terrain = createCanvas(width, height);
generateTerrain(terrain, width, height);
return terrain;
}
export function generateTerrain(ctx, width, height) {
drawRect(ctx, 0, height-80, width, 80, 'burlywood');
}
export function isTerrain(ctx, x, y) {
const imageData = ctx.getImageData(x, y, 1, 1);
return imageData.data[3] > 0;
}
export function clipTerrain(ctx, fn) {
return clipCanvas(ctx, fn);
}
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export function nextId() {
// @ts-ignore
const id = nextId.id || 0;
// @ts-ignore
nextId.id = id + 1;
return id;
}
export function splitWords(text) {
let words = [''];
for (let char of text) {
if ([' ', '\n'].includes(char)) words.push(char, '');
else words[words.length-1] += char;
}
if (words[words.length-1] === '') words = words.slice(0, words.length-1);
return words;
}
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import {drawCircle} from './gfx.js';
export const WEAPONS = [
{id:'baby-missile', name:'Baby Missile', xr:5},
{id:'missile', name:'Missile', xr:10},
];
export function drawExplosion(ctx, x, y, r) {
drawCircle(ctx, x, y, r, 'white');
}