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// Utility library
"use strict";
// ===== Mouse ============================================================= //
// Get mouse position
const getMousePos = function (e, transform) {
const rect = info.canvas.getBoundingClientRect();
// Get normal position
let x = e.clientX - rect.left,
y = e.clientY - rect.top;
// Transform if needed
if (transform) {
// Translate
x -= EngineConfig.origin[0];
y -= EngineConfig.origin[1];
// Rotate
const transMatrix = [
0.7071067811865476, 0.7071067811865476,
-0.7071067811865476, 0.7071067811865476,
];
const newX = x * transMatrix[0] + y * transMatrix[1],
newY = x * transMatrix[2] + y * transMatrix[3];
// Return
return [newX, newY];
} else {
// Simply return normal mouse position if we are not transforming
return [x, y];
}
};
// Check if mouse is inside the canvas (takes in normal mouse position)
const isMouseInside = function (pos) {
return (
pos[0] >= 0 && pos[0] <= EngineConfig.size[0] &&
pos[1] >= 0 && pos[1] <= EngineConfig.size[1]
);
};
// ===== Conversion and Compare ============================================ //
// Convert (transformed) position to grid and grid to (transformed) position
const PosToGrid = function (pos) {
const x = Math.floor((pos[0] - gridStart) / gridSide),
y = Math.floor((pos[1] - gridStart) / gridSide);
return [x, y];
};
const GridToPos = function (grid) {
const x = gridStart + grid[0] * gridSide,
y = gridStart + grid[1] * gridSide;
// Note: Grid start at 0, terrain goes from 0 to 33 (total 34 squares)
return [x, y];
};
// Compare grids
const gridCmp = function (grid1, grid2) {
return (grid1[0] === grid2[0] && grid1[1] === grid2[1]);
};
// ===== Item Object ======================================================= //
// Object canvas item object
let objID = 0; // objectID used to remove them
const ObjectItem = function (grid, width, height, backColor, text) {
// Get position
const pos = GridToPos(grid);
// ID used for removal
this.ID = objID;
objID++;
// Initialize objects
this.rect = new Drawable.Rect(
["#000000", backColor, 1.5, this.ID],
pos[0], pos[1], gridSide * width, gridSide * height, 2,
);
this.text = new Drawable.Text(
["#000000", "#ffffff", 1, this.ID],
text, pos[0], pos[1] + 10, "10px Comic Sans MS", "left", 2,
);
// Put objects into canvas
objects.add(this.rect, this.text);
};
/*
// We do not need this for now
ObjectItem.prototype.update = function (grid) {
const pos = GridToPos(grid);
this.rect.data[1] = pos[0];
this.rect.data[2] = pos[1];
// Redraw
objects.clear();
objects.draw();
};
*/
ObjectItem.prototype.remove = function () {
objects.drawArray = objects.drawArray.filter(function (x) {
return x.common[3] === this.ID;
});
};
// ===== Logic ============================================================= //
// If we are in drag mode
const isDragMode = function () {
return (currentItem === "Road" || currentItem === "Wall");
};
// Show hover tooltip
const showHoverTooltip = function (grid, e) {
infoText.data[1] = "";
// Update position
const mousePos = getMousePos(e);
infoText.data[2] = mousePos[0];
infoText.data[3] = mousePos[1] - 15;
// Road exits
for (let i = 0; i < gridRoads.length; i++) {
if (gridCmp(gridRoads[i], grid)) {
// Update text
infoText.data[1] = "Road Exit - Connect for Daily Gold";
}
}
// Building
if (getGridData(grid) !== "" && getGridData(grid) !== "OutOfRange") {
// Normal buildings
infoText.data[1] = getGridData(grid);
}
if (infoText.data[1] === "KeepDoor") {
// Keep door
infoText.data[1] += " - Drag to build Road";
}
// Redraw canvas
info.clear();
info.draw();
};
// Show item placement
const showItemPlacement = function (grid) {
mouse.drawArray = [];
// ===== Placement Rectangle =========================================== //
// Top left square will follow the mouse, except if width or hight is
// larger than 2, then the 2nd square will follow
if (buildData[currentItem][0] > 2) {
grid[0]--;
}
if (buildData[currentItem][1] > 2) {
grid[1]--;
}
// Check if grid is inside the terrain
for (let i = 0; i < grid.length; i++) {
if (grid[i] < 0) {
grid[i] = 0;
} else if (grid[i] + buildData[currentItem][i] >= gridCount) {
grid[i] = 34 - buildData[currentItem][i];
}
}
// Place the placement rectangle
const pos = GridToPos(grid);
itemPlacementRect.data[1] = pos[0];
itemPlacementRect.data[2] = pos[1];
// Set size
itemPlacementRect.data[3] = buildData[currentItem][0] * gridSide;
itemPlacementRect.data[4] = buildData[currentItem][1] * gridSide;
// Save which grid it is in
itemPlacementRect.common[3] = grid;
// Add to canvas
mouse.add(itemPlacementRect);
// ===== Place Free Check ============================================== //
// Subroutine
const notFree = function (grid) {
itemPlaceFree = false;
placeNotEmpty.push(grid);
};
// Check loop
itemPlaceFree = true;
let placeNotEmpty = [];
for (let i = 0; i < buildData[currentItem][0]; i++) {
for (let ii = 0; ii < buildData[currentItem][1]; ii++) {
// newGrid will be scoped to the loop, so we don't need to slice
// it in notFree()
const newGrid = [grid[0] + i, grid[1] + ii];
if (currentItem === "WallTroop") {
if (getGridData(newGrid) !== "Wall") {
notFree(newGrid);
}
} else if (
currentItem === "Caltrops" ||
currentItem === "FireTrap" ||
currentItem === "EngineerTrap"
) {
if (
!(
getGridData(newGrid) === "" ||
getGridData(newGrid) === "Road"
)
) {
notFree(newGrid);
}
} else {
if (getGridData(newGrid) !== "") {
notFree(newGrid);
}
}
}
}
for (let i = 0; i < placeNotEmpty.length; i++) {
const pos = GridToPos(placeNotEmpty[i]);
mouse.add(new Drawable.Rect(
["#000000", "#660000", 1],
pos[0], pos[1], gridSide, gridSide, 1,
));
}
// Redraw canvas
mouse.clear();
mouse.draw();
};
// Place item
const placeItem = function (e) {
// Check if we can place item
if (
isMouseInside(getMousePos(e)) &&
currentItem !== "" &&
itemPlaceFree
) {
if (currentItem === "WallTroop") {
// TODO
console.warn("Not implemented");
} else if (
currentItem === "Caltrops" ||
currentItem === "FireTrap" ||
currentItem === "EngineerTrap"
) {
// TODO
console.warn("Not implemented");
} else {
const grid = itemPlacementRect.common[3];
// Save rebuild data
rebuildData.push([currentItem, grid[0], grid[1]]);
// Put in grid matrix
for (let i = 0; i < buildData[currentItem][0]; i++) {
for (let ii = 0; ii < buildData[currentItem][1]; ii++) {
const newGrid = [grid[0] + i, grid[1] + ii];
setGridData(newGrid, currentItem, false);
// Keep doors
if (currentItem === "Keep") {
if (
(i === 2 && (ii === 0 || ii === 3)) ||
(ii === 2 && (i === 0 || i === 3))
) {
setGridData(newGrid, "Door", true);
}
}
}
}
// Add controller object
const rD = rebuildData[rebuildData.length - 1],
bD = buildData[currentItem];
rD.push(new ObjectItem([rD[1], rD[2]], bD[0], bD[1], bD[2], bD[3]));
// Update counter
sidebarRows[currentItem].update(true);
// Redraw
objects.clear();
objects.draw();
}
}
};
// ===== Sidebar Related =================================================== //
// Row constructor
const BuildingRow = function (name, max) {
// Initialize variables
this.name = name;
this.max = max;
this.built = 0;
this.left = max;
// DOM objects
this.maxObj = $("<td>").html(max.toString()).css("width", "15%");
this.builtObj = $("<td>").html("0").css("width", "15%");
this.leftObj = $("<td>").html(max.toString()).css("width", "15%");
this.rowObj = $("<tr>").addClass("clickable-row").append(
$("<td>").html(name).css("width", "55%"),
this.builtObj,
this.leftObj,
this.maxObj
).attr("id", name);
// Put row into table
$("#buildingTable").append(this.rowObj);
};
// Place and remove
BuildingRow.prototype.update = function (isPlacing) {
if (isPlacing) {
this.built++;
this.left--;
} else {
this.built--;
this.left++;
}
// Update html
this.builtObj.html(this.built.toString());
this.leftObj.html(this.left.toString());
// Update color and select MovingTool if we don't have anything left
if (this.left <= 0) {
this.leftObj.css("color", "red");
this.rowObj.addClass("active");
MovingTool.rowObj.trigger("click");
} else {
this.leftObj.css("color", "inherit");
this.rowObj.removeClass("active");
}
};
// ===== Safe Data Access ================================================== //
const isInGrid = function (grid) {
return (
grid[0] >= 0 && grid[0] < gridCount &&
grid[1] >= 0 && grid[1] < gridCount
);
};
// Safely set and update gridData item from grid
const getGridData = function (grid) {
if (isInGrid(grid)) {
return gridData[grid[0]][grid[1]];
} else {
return "OutOfRange";
}
};
const setGridData = function (grid, data, append) {
if (isInGrid(grid)) {
if (append) {
gridData[grid[0]][grid[1]] += data;
} else {
gridData[grid[0]][grid[1]] = data;
}
return true;
} else {
return false;
}
};
// ===== Color and Animation =============================================== //
// Custom color converter based on HSLtoRGB from Stackoverflow
const HSVtoHEX = function (h, s, v) {
// RGB to HEX
const RGBtoHEX = function (r, g, b) {
let tempStr = "#";
for (let i = 0; i < arguments.length; i++) {
const temp = arguments[i].toString(16);
if (temp.length === 1) {
tempStr += "0" + temp;
} else {
tempStr += temp;
}
}
return tempStr;
};
// Converting algorithm from Stackoverflow
let r, g, b, i, f, p, q, t;
i = Math.floor(h * 6);
f = h * 6 - i;
p = v * (1 - s);
q = v * (1 - f * s);
t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0: r = v, g = t, b = p; break;
case 1: r = q, g = v, b = p; break;
case 2: r = p, g = v, b = t; break;
case 3: r = p, g = q, b = v; break;
case 4: r = t, g = p, b = v; break;
case 5: r = v, g = p, b = q; break;
}
r = Math.round(r * 255);
g = Math.round(g * 255);
b = Math.round(b * 255);
// Return formated color string
return RGBtoHEX(r, g, b);
};
// Item placement animation, rely on a few variables defined in index.js
const itemPlacementAnimation = function () {
// Update color
currentColor += deltaColor;
if (currentColor >= 250 || currentColor <= 150) {
deltaColor *= -1;
}
let color = currentColor.toString(16);
if (color.length === 1) {
color = "0" + color;
}
// Set color
if (itemPlaceFree) {
// Free, change to green
itemPlacementRect.data[0][1] = "#00" + color + "00";
} else {
// Not free, change to red (cells that are not free will be a darker red)
itemPlacementRect.data[0][1] = "#" + color + "0000";
}
// Redraw canvas
mouse.clear();
mouse.draw();
};