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-rw-r--r--euler-golf/js/game.js276
1 files changed, 276 insertions, 0 deletions
diff --git a/euler-golf/js/game.js b/euler-golf/js/game.js
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+++ b/euler-golf/js/game.js
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+const DEFAULTS = {
+ max_rows: 80,
+ max_cols: 80,
+ min_gap: 30,
+ angle_multiplier: 10e-4,
+};
+const CANVAS = document.getElementById("canvas");
+
+let state = {
+ grid_padding: 30,
+ canvas: CANVAS,
+ ctx: CANVAS.getContext("2d"),
+ last_render: 0,
+ keys: {},
+ changes: {},
+};
+
+// Rendering
+CanvasRenderingContext2D.prototype.circle = function (x, y, r, color) {
+ this.beginPath();
+ this.arc(x, y, r, 0, Math.PI * 2);
+ this.fillStyle = color;
+ this.fill();
+ this.closePath();
+};
+
+CanvasRenderingContext2D.prototype.line = function (
+ { x_pos: x1, y_pos: y1 },
+ { x_pos: x2, y_pos: y2 },
+ width,
+ color,
+ cap = "round"
+) {
+ this.lineWidth = width;
+ this.strokeStyle = color;
+ this.lineCap = cap;
+
+ this.beginPath();
+ this.moveTo(x1, y1);
+ this.lineTo(x2, y2);
+ this.stroke();
+ this.closePath();
+};
+
+CanvasRenderingContext2D.prototype.draw_cartesian_path = function (
+ grid_spec,
+ cartesian_path,
+ width = 2,
+ color = "#000"
+) {
+ const path = cartesian_path.map((coord) => grid_to_canvas(coord, grid_spec));
+ path.slice(1).forEach((coord, i) => {
+ this.line(path[i], coord, width, color);
+ });
+};
+
+CanvasRenderingContext2D.prototype.do_grid = function (
+ rows,
+ cols,
+ draw_at_grid_pos = (ctx, x, y) => ctx.circle(x, y, 10, "#44ff44")
+) {
+ for (let y = 0; y < rows; y++) {
+ for (let x = 0; x < cols; x++) {
+ draw_at_grid_pos(this, x, y);
+ }
+ }
+};
+
+CanvasRenderingContext2D.prototype.cartesian_grid = function (
+ rows,
+ cols,
+ grid_spec,
+ circle_spec_at_coords = (_x, _y) => ({ radius: 5, color: "#000" })
+) {
+ this.do_grid(rows, cols, (ctx, x, y) => {
+ const { x_pos, y_pos } = grid_to_canvas({ x, y }, grid_spec);
+ const { radius, color } = circle_spec_at_coords(x, y);
+
+ ctx.circle(x_pos, y_pos, radius, color);
+ });
+};
+
+// Utilities
+const move = (prev, curr, c) => cx.add(prev, cx.mult(c, cx.sub(curr, prev)));
+
+const rand_between = (min, max) =>
+ Math.floor(Math.random() * (max - min + 1)) + min;
+
+const rand_target = (rows, cols) => {
+ const r = Math.floor(rows / 2);
+ const c = Math.floor(cols / 2);
+ const res = new cx(rand_between(-c, c), rand_between(-r, r));
+ if (!sol(res)) return rand_target(rows, cols);
+
+ return res;
+};
+
+const calculate_grid_spec = ({ rows, cols, width, height, grid_padding }) => {
+ const dx = (width - 2 * grid_padding) / cols;
+ const dy = (height - 2 * grid_padding) / rows;
+
+ return {
+ dx,
+ dy,
+ start_x: grid_padding + dx / 2,
+ start_y: grid_padding + dy / 2,
+ };
+};
+
+const grid_to_canvas = ({ x, y }, { dx, dy, start_x, start_y }) => ({
+ x_pos: x * dx + start_x,
+ y_pos: y * dy + start_y,
+});
+
+const complex_to_grid = (c, rows, cols) => {
+ const { re, im } = c;
+ return {
+ x: re + Math.floor(cols / 2),
+ y: Math.floor(rows / 2) - im,
+ };
+};
+
+// Game loop
+
+const maybe_add_state_angle_move = ({ angle } = state) => {
+ if (angle.im <= -1 || angle.im >= 1) {
+ angle.im = angle.im <= -1 ? -1 : 1;
+ state.path.push(move(state.path.at(-2), state.path.at(-1), angle));
+ state.angle = new cx(0, 0);
+ }
+ return state;
+};
+
+const handle_input = (state, dt) => {
+ if (state.keys.ArrowLeft) {
+ state.angle.im += DEFAULTS.angle_multiplier * dt;
+ } else if (state.keys.ArrowRight) {
+ state.angle.im -= DEFAULTS.angle_multiplier * dt;
+ }
+ state = maybe_add_state_angle_move(state);
+};
+
+const render = ({ width, height, ctx, rows, cols, target } = state) => {
+ ctx.clearRect(0, 0, width, height);
+ ctx.fillStyle = "rgba(0, 0, 0, 0)";
+ ctx.fillRect(0, 0, width, height);
+
+ const grid_spec = calculate_grid_spec(state);
+
+ const curr = state.path.at(-1);
+ const prev = state.path.at(-2);
+
+ const v_diff = cx.sub(curr, prev);
+ const theta = (state.angle.im * Math.PI) / 2;
+
+ const angle_re = Math.cos(theta) * v_diff.re - Math.sin(theta) * v_diff.im;
+ const angle_im = Math.sin(theta) * v_diff.re + Math.cos(theta) * v_diff.im;
+
+ ctx.draw_cartesian_path(grid_spec, [
+ ...state.path.map((c) => complex_to_grid(c, rows, cols)),
+ complex_to_grid(cx.add(new cx(angle_re, angle_im), prev), rows, cols),
+ ]);
+
+ if (!(state.angle.im == state.angle.re && state.angle.re == 0)) {
+ // Draw path to next player's target
+ const [a, b] = [
+ curr,
+ move(prev, curr, new cx(0, state.angle.im < 0 ? -1 : 1)),
+ ].map((c) => grid_to_canvas(complex_to_grid(c, rows, cols), grid_spec));
+
+ ctx.line(a, b, 6, "#aaa");
+ }
+
+ const grid_target = complex_to_grid(target, rows, cols);
+
+ ctx.cartesian_grid(rows, cols, grid_spec, (x, y) => {
+ if (x == Math.floor(cols / 2) && y == Math.floor(rows / 2)) {
+ return {
+ radius: 7,
+ color: "#2f9c94",
+ };
+ } else if (x == grid_target.x && y == grid_target.y) {
+ return {
+ radius: 8,
+ color: "#00ff00",
+ };
+ } else {
+ return {
+ radius: 3,
+ color: `rgb(${255 * (x / cols)}, 100, 100)`, // todo: animate with last_render
+ };
+ }
+ });
+};
+
+const loop = (now) => {
+ const dt = now - state.last_render;
+ state.changes.last_render = now;
+
+ if (Object.keys(state.changes).length > 0) {
+ if (state.changes.width || state.changes.height) {
+ state.changes.rows = Math.floor(
+ Math.min(DEFAULTS.max_rows, state.changes.height / DEFAULTS.min_gap)
+ );
+ state.changes.cols = Math.floor(
+ Math.min(DEFAULTS.max_cols, state.changes.width / DEFAULTS.min_gap)
+ );
+ }
+
+ state = { ...state, ...state.changes };
+
+ state.changes = {};
+ }
+
+ if (!state.target) {
+ state.target = rand_target(state.rows, state.cols);
+ }
+
+ if (!state.solution) {
+ handle_input(state, dt);
+ } else {
+ if (!state?.solution.length) {
+ delete state.solution;
+ } else {
+ state.angle.im +=
+ (state.solution[0] === "-" ? 1 : -1) * DEFAULTS.angle_multiplier * dt;
+
+ state = maybe_add_state_angle_move(state);
+
+ if (cx.eq(state.angle, new cx(0, 0))) state.solution.shift();
+ }
+ }
+ render(state);
+ requestAnimationFrame(loop);
+};
+
+const reset_state = ({ rows, cols } = state) => ({
+ ...state,
+ solution: null,
+ path: [new cx(0, 0), new cx(1, 0)],
+ angle: new cx(0, 0),
+});
+
+// DOM
+const on_resize = () => {
+ CANVAS.width = document.body.clientWidth;
+ CANVAS.height = document.body.clientHeight;
+ state.changes.width = CANVAS.width;
+ state.changes.height = CANVAS.height;
+};
+
+const on_keyup = (e) => {
+ delete state.keys[e.key];
+};
+
+const on_keydown = (e) => {
+ state.keys[e.key] = true;
+};
+
+window.addEventListener("resize", on_resize);
+window.addEventListener("keydown", on_keydown);
+window.addEventListener("keyup", on_keyup);
+
+// main
+on_resize();
+state = reset_state(state);
+
+if (!sessionStorage.getItem("seen-instructions")) {
+ new Modal({
+ el: document.getElementById("directions-modal"),
+ }).show();
+
+ sessionStorage.setItem("seen-instructions", true);
+}
+
+requestAnimationFrame(loop);