function dbg(o) { e = document.getElementById("debug"); e.innerHTML = o; } function torgba(color, alpha) { var r = parseInt(color.substring(1,3), 16); var g = parseInt(color.substring(3,5), 16); var b = parseInt(color.substring(5,7), 16); return "rgba(" + r + "," + g + "," + b + "," + alpha + ")"; } function Tank(ctx, width, height, color, sensors) { var craterStroke = torgba(color, 0.5); var craterFill = torgba(color, 0.2); var sensorStroke = torgba(color, 0.4); var maxlen = 0; this.x = 0; this.y = 0; this.rotation = 0; this.turret = 0; // Do all the yucky math up front this.sensors = new Array(); for (i in sensors) { var s = sensors[i]; // r, angle, width, turret this.sensors[i] = new Array(); this.sensors[i][0] = s[0]; this.sensors[i][1] = s[1] - s[2]/2; this.sensors[i][2] = s[1] + s[2]/2; this.sensors[i][3] = s[3]?1:0; if (s[0] > maxlen) { maxlen = s[0]; } } // Set up our state, for later interleaved draw requests this.set_state = function(x, y, rotation, turret, flags, sensor_state) { this.x = x; this.y = y; this.rotation = rotation; this.turret = turret; if (flags & 1) { this.fire = 5; } this.led = flags & 2; this.sensor_state = sensor_state; } this.draw_crater = function() { var points = 7; var angle = Math.PI / points; ctx.save(); ctx.translate(this.x, this.y); ctx.rotate(this.rotation); ctx.lineWidth = 2; ctx.strokeStyle = craterStroke; ctx.fillStyle = craterFill; ctx.beginPath(); ctx.moveTo(12, 0); for (i = 0; i < points; i += 1) { ctx.rotate(angle); ctx.lineTo(6, 0); ctx.rotate(angle); ctx.lineTo(12, 0); } ctx.closePath() ctx.stroke(); ctx.fill(); ctx.restore(); } this.draw_sensors = function() { ctx.save(); ctx.translate(this.x, this.y); ctx.rotate(this.rotation); ctx.lineWidth = 1; for (i in this.sensors) { var s = this.sensors[i]; var adj = this.turret * s[3]; if (this.sensor_state & (1 << i)) { // Sensor is triggered ctx.strokeStyle = "#000"; } else { ctx.strokeStyle = sensorStroke; } ctx.beginPath(); ctx.moveTo(0, 0); ctx.arc(0, 0, s[0], s[1] + adj, s[2] + adj, false); ctx.closePath(); ctx.stroke(); } ctx.restore(); } this.draw_tank = function() { ctx.save(); ctx.translate(this.x, this.y); ctx.rotate(this.rotation); ctx.fillStyle = color; ctx.fillRect(-5, -4, 10, 8); ctx.fillStyle = "#777"; ctx.fillRect(-7, -9, 15, 5); ctx.fillRect(-7, 4, 15, 5); ctx.rotate(this.turret); if (this.fire) { ctx.fillStyle = ("rgba(68,204,68," + this.fire/5 +")"); ctx.fillRect(0, -1, 45, 2); this.fire -= 1; } else { if (this.led) { ctx.fillStyle = "#f00"; } else { ctx.fillStyle = "#000"; } ctx.fillRect(0, -1, 10, 2); } ctx.restore(); } this.draw_wrap_sensors = function() { var orig_x = this.x; var orig_y = this.y; for (x = this.x - width; x < width + maxlen; x += width) { for (y = this.y - height; y < height + maxlen; y += height) { if ((-maxlen < x) && (x < width + maxlen) && (-maxlen < y) && (y < height + maxlen)) { this.x = x; this.y = y; this.draw_sensors(); } } } this.x = orig_x; this.y = orig_y; } } function start(game) { var canvas = document.getElementById('battlefield'); var ctx = canvas.getContext('2d'); var loop_id; canvas.width = game[0][0]; canvas.height = game[0][1]; // game[2] is tank descriptions var turns = game[2]; // Set up tanks var tanks = new Array(); for (i in game[1]) { var desc = game[1][i]; tanks[i] = new Tank(ctx, game[0][0], game[0][1], desc[0], desc[1]); } var frame = 0; var lastframe = 0; var fps = document.getElementById('fps'); function update_fps() { fps.innerHTML = (frame - lastframe); lastframe = frame; } function update() { var idx = frame % (turns.length + 20); var turn; frame += 1; if (idx >= turns.length) { return; } canvas.width = canvas.width; turn = turns[idx]; // Draw craters first for (i in turn) { t = turn[i]; if (! t) { tanks[i].draw_crater(); } } // Then sensors for (i in turn) { t = turn[i]; if (t) { // Surely there's a better way to do this. tanks[i].set_state(t[0], t[1], t[2], t[3], t[4], t[5]); tanks[i].draw_wrap_sensors(); } } // Then tanks for (i in turn) { t = turn[i]; if (t) { tanks[i].draw_tank() } } } //loop_id = setInterval(update, 66); loop_id = setInterval(update, 200); if (fps) { setInterval(update_fps, 1000); } }