mirror of https://github.com/dirtbags/moth.git
214 lines
5.4 KiB
JavaScript
214 lines
5.4 KiB
JavaScript
function dbg(o) {
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e = document.getElementById("debug");
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e.innerHTML = o;
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}
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function torgba(color, alpha) {
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var r = parseInt(color.substring(1,3), 16);
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var g = parseInt(color.substring(3,5), 16);
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var b = parseInt(color.substring(5,7), 16);
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return "rgba(" + r + "," + g + "," + b + "," + alpha + ")";
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}
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function Tank(ctx, width, height, color, sensors) {
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var craterStroke = torgba(color, 0.5);
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var craterFill = torgba(color, 0.2);
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var sensorStroke = torgba(color, 0.4);
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var maxlen = 0;
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this.x = 0;
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this.y = 0;
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this.rotation = 0;
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this.turret = 0;
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// Do all the yucky math up front
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this.sensors = new Array();
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for (i in sensors) {
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s = sensors[i];
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// r, angle, width, turret
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this.sensors[i] = new Array();
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this.sensors[i][0] = s[0];
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this.sensors[i][1] = s[1] - (s[2]/2);
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this.sensors[i][2] = s[1] + (s[2]/2);
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this.sensors[i][3] = s[3]?1:0;
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if (s[0] > maxlen) {
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maxlen = s[0];
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}
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}
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// Set up our state, for later interleaved draw requests
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this.set_state = function(x, y, rotation, turret, flags, sensor_state) {
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this.x = x;
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this.y = y;
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this.rotation = rotation;
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this.turret = turret;
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this.fire = flags & 1;
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this.led = flags & 2;
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this.sensor_state = sensor_state;
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}
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this.draw_crater = function() {
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var points = 7;
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var angle = Math.PI / points;
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ctx.save();
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ctx.translate(this.x, this.y);
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ctx.rotate(this.rotation);
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ctx.lineWidth = 2;
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ctx.strokeStyle = craterStroke;
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ctx.fillStyle = craterFill;
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ctx.beginPath();
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ctx.moveTo(12, 0);
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for (i = 0; i < points; i += 1) {
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ctx.rotate(angle);
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ctx.lineTo(6, 0);
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ctx.rotate(angle);
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ctx.lineTo(12, 0);
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}
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ctx.closePath()
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ctx.stroke();
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ctx.fill();
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ctx.restore();
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}
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this.draw_sensors = function() {
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ctx.save();
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ctx.translate(this.x, this.y);
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ctx.rotate(this.rotation);
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ctx.lineWidth = 1;
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for (i in this.sensors) {
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var s = this.sensors[i];
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var adj = this.turret * s[3];
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if (self.sensor_state & (1 << i)) {
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// Sensor is triggered
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ctx.strokeStyle = "#000";
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} else {
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ctx.strokeStyle = sensorStroke;
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}
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ctx.beginPath();
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ctx.moveTo(0, 0);
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ctx.arc(0, 0, s[0], s[1] + adj, s[2] + adj, false);
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ctx.closePath();
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ctx.stroke();
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}
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ctx.restore();
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}
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this.draw_tank = function() {
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ctx.save();
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ctx.translate(this.x, this.y);
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ctx.rotate(this.rotation);
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ctx.fillStyle = color;
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ctx.fillRect(-5, -4, 10, 8);
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ctx.fillStyle = "#777";
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ctx.fillRect(-7, -9, 15, 5);
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ctx.fillRect(-7, 4, 15, 5);
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ctx.rotate(this.turret);
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if (this.fire) {
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ctx.fillStyle = color;
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ctx.fillRect(0, -1, 45, 2);
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} else {
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if (this.led) {
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ctx.fillStyle = "#f00";
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} else {
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ctx.fillStyle = "#000";
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}
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ctx.fillRect(0, -1, 10, 2);
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}
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ctx.restore();
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}
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this.draw_wrap_sensors = function() {
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var orig_x = this.x;
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var orig_y = this.y;
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for (x = this.x - width; x < width + maxlen; x += width) {
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for (y = this.y - height; y < height + maxlen; y += height) {
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if ((-maxlen < x) && (x < width + maxlen) &&
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(-maxlen < y) && (y < height + maxlen)) {
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this.x = x;
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this.y = y;
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this.draw_sensors();
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}
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}
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}
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this.x = orig_x;
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this.y = orig_y;
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}
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}
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function start(game) {
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var canvas = document.getElementById('battlefield');
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var ctx = canvas.getContext('2d');
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var loop_id;
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canvas.width = game[0];
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canvas.height = game[1];
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// game[2] is tank descriptions
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var turns = game[3];
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// Set up tanks
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var tanks = new Array();
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for (i in game[2]) {
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var desc = game[2][i];
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tanks[i] = new Tank(ctx, game[0], game[1], desc[0], desc[1]);
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}
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var frame = 0;
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var lastframe = 0;
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var fps = document.getElementById('fps');
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function update_fps() {
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fps.innerHTML = (frame - lastframe);
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lastframe = frame;
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}
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function update() {
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var idx = frame % (turns.length + 20);
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var turn;
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frame += 1;
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if (idx >= turns.length) {
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return;
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}
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canvas.width = canvas.width;
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turn = turns[idx];
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// Draw craters first
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for (i in turn) {
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t = turn[i];
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if (! t) {
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tanks[i].draw_crater();
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}
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}
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// Then sensors
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for (i in turn) {
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t = turn[i];
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if (t) {
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// Surely there's a better way to do this.
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tanks[i].set_state(t[0], t[1], t[2], t[3], t[4], t[5]);
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tanks[i].draw_wrap_sensors();
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}
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}
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// Then tanks
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for (i in turn) {
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t = turn[i];
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if (t) {
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tanks[i].draw_tank()
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}
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}
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}
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loop_id = setInterval(update, 66);
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setInterval(update_fps, 1000);
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}
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