*cat eating food should take its place
*parade must be at least 4 *cat can only eat food once, but can eat multiple foods in one go *dont let chomp lines change dir (but parades can) *allow reversing a line *draw arrow for lines *llama *cats next to it can't move *cat parades can include one (but only one). *draw cats in centre of grid squares, not top left
This commit is contained in:
parent
a73ff6ce6d
commit
12f79e8b45
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@ -0,0 +1,19 @@
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*.app
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*.zip
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.bash_history
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.svn
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*.dSYM
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*.swp
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*.sw*
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.DS_Store
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scripts/level*.png
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*~
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# Local work dirs
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staging/
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orig/
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# test files
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orig.html
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480
cat.html
480
cat.html
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@ -17,6 +17,7 @@ var things = [];
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var myScore;
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var curpath = [];
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var pathdir = -1;
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var pathvalid = false;
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var MAXDIRS = 4;
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@ -27,11 +28,18 @@ var GRAVITY = 0.5;
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var GRIDSIZE = 80;
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var THINGSIZE = 64;
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var LINEWIDTH=2;
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var CROSSWIDTH=2;
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var GRIDW = 5;
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var GRIDH = 5;
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var PARADELENGTH = 3;
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function getgridthing(gridx, gridy) {
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var i;
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if (things == undefined) return null;
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for (i = 0; i < things.length; i += 1) {
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if ((things[i].gridx == gridx) && (things[i].gridy == gridy)) {
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return things[i];
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@ -55,17 +63,70 @@ function getthingxy(x, y) {
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function clearpath() {
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curpath = [];
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pathdir = -1;
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pathvalid = false;
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}
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function pathcomplete() {
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// get path type
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switch(getpathtype()) {
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case "chomp":
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if ((curpath.length >= 2) &&
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(curpath[0].type == "cat") &&
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(curpath[0].eaten == false)) {
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var i;
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var ok = true;
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// everything else is food?
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for (i = 1; i < curpath.length; i++) {
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if (curpath[i].type != "food") {
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ok = false;
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break;
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}
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}
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if (ok) {
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return true;
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}
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}
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break;
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case "parade":
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// long enough?
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if (curpath.length >= PARADELENGTH) {
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var count = 0;
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var i;
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// includes <= 1 llama?
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for (i = 1; i < curpath.length; i++) {
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if (curpath[i].type == "llama") {
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count++;
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}
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}
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if (count <= 1) {
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return true;
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}
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}
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break;
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}
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return false;
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}
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function backspacepath() {
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// remove last thing in path
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curpath.splice(curpath.length-1, 1);
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validatepath();
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dumppath("Reduced path to: ",curpath);
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}
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function addtopath(what) {
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console.log("addpath() " + what.name);
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dumppath("addpath pre: ", curpath);
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//dumppath("addpath pre: ", curpath);
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curpath.push(what);
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pathvalid = true;
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validatepath();
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if (curpath.length == 1) {
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console.log("Starting path with " + what.name);
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} else {
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@ -73,6 +134,18 @@ function addtopath(what) {
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}
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}
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function validatepath() {
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if (pathcomplete()) {
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pathvalid = true;
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} else {
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pathvalid = false;
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}
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if (curpath.length == 2) {
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pathdir = getdir(curpath[0], curpath[1]);
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}
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}
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function pathcontains(what) {
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var i;
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if (curpath == undefined) return false;
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@ -87,6 +160,10 @@ function pathcontains(what) {
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function isvalidpath(mypath) {
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var valid = true;
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var firstcat = false;
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var fcount = false;
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var lcount = 0;
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var i;
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for (i = 0; i < mypath.length - 1; i++) {
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var thisone,nextone;
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@ -100,18 +177,36 @@ function isvalidpath(mypath) {
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*/
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nextone = mypath[i+1];
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if (thisone.type == "food") {
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fcount++;
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}
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if (thisone.type == "llama") {
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lcount++;
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}
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if ((thisone.type == "cat") && nextone.type == "cat") {
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// lines of cats are ok
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} else if ((thisone.type == "cat") && nextone.type == "llama") {
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// cat -> llama is only okay if there are no other llamas or food in the path
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if (lcount >= 1) {
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return false;
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}
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if (fcount >= 1) {
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return false;
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}
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} else if ((thisone.type == "llama") && nextone.type == "cat") {
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// ok
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} else if ((i == 0) && (thisone.type == "cat") && (nextone.type == "food")) {
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// first cat -> food is ok
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firstcat = true;
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} else if ((i != 0) && firstcat && (thisone.type == "food")) {
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// not the first one, first one was a cat, this one is food
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} else {
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// not ok
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valid = false;
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break;
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}
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}
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//var pr = "isvalidpath()? " + valid + " ";
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//dumppath(pr, mypath);
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return valid;
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}
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@ -119,9 +214,10 @@ function isvalidpath(mypath) {
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function canextendpath(overthing) {
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if (!overthing) return false;
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if (overthing &&
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isadjacent(overthing, curpath[curpath.length-1]) && // adjacent to last thing in path?
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!pathcontains(overthing) ) { // path doesn't already contain this?
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if ( isadjacent(overthing, curpath[curpath.length-1]) && // adjacent to last thing in path?
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!pathcontains(overthing) && // path doesn't already contain this?
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(getpathtype() == "parade" || isinpathdir(overthing)) // path in a straight line
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) {
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// create a fake new path containing this.
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var fakepath = curpath.slice();
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fakepath.push(overthing);
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@ -136,6 +232,7 @@ function canextendpath(overthing) {
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function isadjacent(thing1, thing2) {
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// is thing1 adjacent to thing2?
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var newgridx,newgridy;
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var i;
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if (thing1 == thing2) return false;
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@ -149,19 +246,57 @@ function isadjacent(thing1, thing2) {
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return false;
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}
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function startGame() {
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var x,y;
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for (y = 0; y < GRIDH; y++) {
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for (x = 0; x < GRIDW; x++) {
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things.push(new thing(x, y, "random"));
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}
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function isinpathdir(what) {
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var thisdir;
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if (curpath.length <= 1) {
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return true;
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}
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myGameArea.start();
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// get dir from last cell to what
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thisdir = getdir(curpath[curpath.length - 1], what);
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if ((thisdir != -1) && (thisdir == pathdir)) {
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return true;
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}
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return false;
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}
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function getdir(thing1, thing2) {
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var i;
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for (i = 0; i < MAXDIRS; i++) {
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var newgx = thing1.gridx + DIRXMOD[i];
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var newgy = thing1.gridy + DIRYMOD[i];
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if ((thing2.gridx == newgx) && (thing2.gridy == newgy)) {
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return i;
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}
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}
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return -1;
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}
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function startGame() {
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game.start();
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}
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// valid types:
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// none
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// chomp
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// parade
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function getpathtype() {
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if (curpath.length <= 1) return "none"
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if (curpath[0].type == "cat") {
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if (curpath[1].type == "food") {
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return "chomp";
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} else if ((curpath[1].type == "cat") || (curpath[1].type == "llama")) {
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return "parade";
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}
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}
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return "none";
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}
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function dumppath(prefix,arr) {
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var str;
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var i;
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str = "";
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for (i = 0; i < arr.length; i++) {
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str = str + " " + arr[i].name;
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@ -170,6 +305,7 @@ function dumppath(prefix,arr) {
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}
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function thingsmoving() {
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var i;
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for (i = 0; i < things.length; i += 1) {
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if (things[i].state != "stop") {
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return true;
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@ -178,21 +314,97 @@ function thingsmoving() {
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return false;
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}
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var myGameArea = {
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function canstartpath(what) {
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if (what.type != "cat") {
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// only cats can start paths
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console.log("not a cat");
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return false;
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}
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if (isadjacenttotype(what, "llama")) {
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// cats adjacent to llamas are frozen
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console.log("next to a llama");
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return false;
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}
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return true;
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}
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function isadjacenttotype(what, wanttype) {
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var newgridx,newgridy;
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var i;
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for (i = 0; i < MAXDIRS; i++) {
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newgridx = what.gridx + DIRXMOD[i];
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newgridy = what.gridy + DIRYMOD[i];
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if (isonscreen(newgridx,newgridy)) {
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adjthing = getgridthing(newgridx, newgridy);
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if ((adjthing != undefined) && (adjthing.type == wanttype)) {
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return true;
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}
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}
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}
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return false;
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}
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function drawarrowhead(ctx, x1, y1, x2, y2, col) {
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var startrads,endrads;
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startrads = Math.atan((y2 - y1) / (x2 - x1));
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if (x2 >= x1) {
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startrads += -90*Math.PI/180;
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} else {
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startrads += 90*Math.PI/180;
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}
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endrads = Math.atan((y2 - y1) / (x2 - x1));
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if (x2 >= x1) {
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endrads += 90 * Math.PI / 180;
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} else {
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endrads += -90 * Math.PI / 180;
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}
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ctx.strokeStyle = col;
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ctx.fillStyle = col;
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ctx.save();
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ctx.beginPath();
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ctx.translate(x2,y2);
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ctx.rotate(endrads);
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ctx.moveTo(0,0);
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ctx.lineTo(10,15);
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ctx.lineTo(-10,15);
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ctx.closePath();
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ctx.restore();
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ctx.fill();
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}
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var game = {
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canvas : document.createElement("canvas"),
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start : function() {
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this.canvas.width = 480;
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||||
this.canvas.height = 640;
|
||||
this.context = this.canvas.getContext("2d");
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document.body.insertBefore(this.canvas, document.body.childNodes[0]);
|
||||
this.frameNo = 0;
|
||||
this.interval = setInterval(updateGameArea, 20);
|
||||
|
||||
this.canvas.addEventListener('click', this.handleclick, false);
|
||||
this.canvas.addEventListener('mousedown', this.handlemousedown, false);
|
||||
this.canvas.addEventListener('mouseup', this.handlemouseup, false);
|
||||
this.canvas.addEventListener('mousemove', this.handlemousemove, false);
|
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},
|
||||
var x,y;
|
||||
this.canvas.width = 480;
|
||||
this.canvas.height = 640;
|
||||
this.context = this.canvas.getContext("2d");
|
||||
document.body.insertBefore(this.canvas, document.body.childNodes[0]);
|
||||
this.frameNo = 0;
|
||||
this.interval = setInterval(updateGameArea, 20);
|
||||
|
||||
this.canvas.addEventListener('click', this.handleclick, false);
|
||||
this.canvas.addEventListener('mousedown', this.handlemousedown, false);
|
||||
this.canvas.addEventListener('mouseup', this.handlemouseup, false);
|
||||
this.canvas.addEventListener('mousemove', this.handlemousemove, false);
|
||||
|
||||
// populate inital things
|
||||
for (y = 0; y < GRIDH; y++) {
|
||||
for (x = 0; x < GRIDW; x++) {
|
||||
// start off above the grid
|
||||
things.push(new thing(x, y - GRIDH, "random"));
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
clear : function() {
|
||||
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
@ -201,6 +413,7 @@ var myGameArea = {
|
|||
draw : function() {
|
||||
this.context.strokeStyle = "black";
|
||||
this.context.beginPath();
|
||||
// draw grid
|
||||
for (y = 0; y < GRIDH*GRIDSIZE; y += GRIDSIZE) {
|
||||
for (x = 0; x < GRIDW*GRIDSIZE; x += GRIDSIZE) {
|
||||
this.context.rect(x, y, GRIDSIZE-1, GRIDSIZE-1);
|
||||
|
@ -210,6 +423,43 @@ var myGameArea = {
|
|||
this.context.stroke();
|
||||
},
|
||||
|
||||
drawpath : function() {
|
||||
var ctx = this.context;
|
||||
var col;
|
||||
var i;
|
||||
|
||||
if ((curpath == undefined) || (curpath.length < 1)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (pathvalid) {
|
||||
col = "green";
|
||||
} else {
|
||||
col = "red";
|
||||
}
|
||||
ctx.strokeStyle = col;
|
||||
ctx.lineWidth = LINEWIDTH;
|
||||
|
||||
// draw line
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(curpath[0].x + THINGSIZE/2, curpath[0].y + THINGSIZE/2);
|
||||
for (i = 1; i < curpath.length; i++) {
|
||||
ctx.lineTo(curpath[i].x + THINGSIZE/2, curpath[i].y + THINGSIZE/2);
|
||||
}
|
||||
ctx.stroke();
|
||||
|
||||
if (curpath.length >= 2) {
|
||||
x1 = curpath[curpath.length-2].x + (THINGSIZE/2);
|
||||
y1 = curpath[curpath.length-2].y + (THINGSIZE/2);
|
||||
|
||||
x2 = curpath[curpath.length-1].x + (THINGSIZE/2);
|
||||
y2 = curpath[curpath.length-1].y + (THINGSIZE/2);
|
||||
|
||||
drawarrowhead(ctx, x1, y1, x2, y2, col);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/*
|
||||
handleclick : function(event) {
|
||||
// make sure nothing is moving
|
||||
|
@ -232,7 +482,7 @@ var myGameArea = {
|
|||
|
||||
// did you click on an object?
|
||||
var onthing = getthingxy(event.pageX,event.pageY);
|
||||
if (onthing) {
|
||||
if (onthing && canstartpath(onthing)) {
|
||||
console.log("Initial click on " + onthing.name);
|
||||
addtopath(onthing);
|
||||
}
|
||||
|
@ -245,17 +495,25 @@ console.log("Initial click on " + onthing.name);
|
|||
// existing path?
|
||||
if (curpath != undefined && curpath.length > 0) {
|
||||
var overthing = getthingxy(event.pageX,event.pageY);
|
||||
var lastinpath;
|
||||
var lastinpath,secondlast;
|
||||
|
||||
if (curpath == undefined) {
|
||||
lastinpath = null;
|
||||
} else {
|
||||
lastinpath = curpath[curpath.length-1];
|
||||
if (curpath.length >= 2) {
|
||||
secondlast = curpath[curpath.length-2];
|
||||
} else {
|
||||
secondlast = null;
|
||||
}
|
||||
}
|
||||
|
||||
if (canextendpath(overthing)) {
|
||||
if ((secondlast != undefined) && (overthing == secondlast)) {
|
||||
backspacepath();
|
||||
} else if (canextendpath(overthing)) {
|
||||
// add it to the path
|
||||
addtopath(overthing);
|
||||
} else if (pathcontains(overthing)) {
|
||||
} else if (pathcontains(overthing) && pathcomplete()) {
|
||||
pathvalid = true;
|
||||
} else {
|
||||
pathvalid = false;
|
||||
|
@ -266,12 +524,20 @@ console.log("Initial click on " + onthing.name);
|
|||
handlemouseup : function(event) {
|
||||
var ok = true;
|
||||
var overthing = getthingxy(event.pageX,event.pageY);
|
||||
if (thingsmoving()) {
|
||||
var ptype = getpathtype();
|
||||
|
||||
if ((curpath == undefined) || (curpath.length == 0)) {
|
||||
console.log("mouseup() - no path");
|
||||
ok = false;
|
||||
} else if (thingsmoving()) {
|
||||
console.log("mouseup() - things are moving");
|
||||
ok = false;
|
||||
} else if (!isvalidpath(curpath)) {
|
||||
console.log("mouseup() - path isn't valid");
|
||||
ok = false;
|
||||
} else if (!pathcomplete(curpath)) {
|
||||
console.log("mouseup() - path ("+ ptype + ") isn't complete");
|
||||
ok = false;
|
||||
} else if ((overthing == undefined) || !pathcontains(overthing)) {
|
||||
console.log("mouseup() - not over something in path");
|
||||
ok = false;
|
||||
|
@ -282,11 +548,29 @@ console.log("Initial click on " + onthing.name);
|
|||
return;
|
||||
}
|
||||
|
||||
// kill all in path
|
||||
while (curpath != undefined && curpath.length > 0) {
|
||||
curpath[0].kill();
|
||||
curpath.splice(0, 1);
|
||||
// figure out path type
|
||||
switch(ptype) {
|
||||
case "chomp":
|
||||
// killall except first and last
|
||||
if (curpath.length > 2) {
|
||||
var i;
|
||||
for (i = 1; i < curpath.length - 1; i++) {
|
||||
curpath[i].kill();
|
||||
}
|
||||
}
|
||||
|
||||
// first one chomps last one
|
||||
curpath[0].chomp(curpath[curpath.length - 1]);
|
||||
break;
|
||||
case "parade":
|
||||
// kill all in path
|
||||
while (curpath != undefined && curpath.length > 0) {
|
||||
curpath[0].kill();
|
||||
curpath.splice(0, 1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
clearpath();
|
||||
},
|
||||
}
|
||||
|
@ -310,13 +594,22 @@ function getrandomname() {
|
|||
return name;
|
||||
}
|
||||
|
||||
function isonscreen(x,y) {
|
||||
if ((x < 0) || (y < 0) || (x >= GRIDW) || (y >= GRIDH)) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
function getrandomtype() {
|
||||
var pct,type;
|
||||
pct = Math.random() * 100;
|
||||
if ( pct < 50) {
|
||||
if ( pct < 45) {
|
||||
type = "cat";
|
||||
} else {
|
||||
} else if ( pct < 90) {
|
||||
type = "food";
|
||||
} else {
|
||||
type = "llama";
|
||||
}
|
||||
return type;
|
||||
}
|
||||
|
@ -330,18 +623,26 @@ function thing(gridx, gridy, type) {
|
|||
}
|
||||
|
||||
this.type = type;
|
||||
if (this.type == "cat") {
|
||||
this.color = "#b5dea8";
|
||||
} else if (type == "food") {
|
||||
this.color = "#d8db03";
|
||||
} else {
|
||||
this.color = getrandomcolour();
|
||||
switch (this.type) {
|
||||
case "cat":
|
||||
this.color = "#b5dea8";
|
||||
break;
|
||||
case "food":
|
||||
this.color = "#d8db03";
|
||||
break;
|
||||
case "llama":
|
||||
this.color = "#cccccc";
|
||||
break;
|
||||
default: // should never happen
|
||||
this.color = getrandomcolour();
|
||||
break;
|
||||
}
|
||||
|
||||
this.name = type + "-" + getrandomname();
|
||||
|
||||
this.gridx = gridx;
|
||||
if (gridy == "top") {
|
||||
var i;
|
||||
highest = 999;
|
||||
// find highest
|
||||
for (i = 0; i < things.length; i += 1) {
|
||||
|
@ -356,33 +657,58 @@ function thing(gridx, gridy, type) {
|
|||
this.gridy = gridy;
|
||||
this.yspeed = 0;
|
||||
this.state = "stop";
|
||||
this.x = gridx * GRIDSIZE;
|
||||
this.y = gridy * GRIDSIZE;
|
||||
|
||||
this.x = gridx * GRIDSIZE + (GRIDSIZE/2) - (THINGSIZE/2);
|
||||
this.y = gridy * GRIDSIZE + (GRIDSIZE/2) - (THINGSIZE/2);
|
||||
this.eaten = false;
|
||||
|
||||
this.draw = function() {
|
||||
var yoff;
|
||||
var inpath = false;
|
||||
|
||||
ctx = myGameArea.context;
|
||||
ctx.fillStyle = this.color;
|
||||
ctx = game.context;
|
||||
|
||||
// draw myself
|
||||
ctx.fillStyle = this.color;
|
||||
ctx.fillRect(this.x, this.y, this.width, this.height);
|
||||
|
||||
// frozen cat?
|
||||
if (this.type == "cat") {
|
||||
if (isadjacenttotype(this, "llama")) {
|
||||
// cross out
|
||||
ctx.fillStyle = "red";
|
||||
ctx.lineWidth = CROSSWIDTH;
|
||||
ctx.strokeStyle = "red";
|
||||
// NW -> SE
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.x, this.y);
|
||||
ctx.lineTo(this.x + THINGSIZE - 1, this.y + THINGSIZE - 1);
|
||||
ctx.stroke();
|
||||
|
||||
// SW -> NE
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.x, this.y + THINGSIZE - 1);
|
||||
ctx.lineTo(this.x + THINGSIZE - 1, this.y);
|
||||
ctx.stroke();
|
||||
}
|
||||
}
|
||||
|
||||
// highlight?
|
||||
if (pathcontains(this)) {
|
||||
inpath = true;
|
||||
}
|
||||
|
||||
|
||||
// draw text
|
||||
ctx.fillStyle = "black";
|
||||
ctx.fillText(this.name, this.x + 10, this.y + (THINGSIZE/2));
|
||||
ctx.fillText(this.state, this.x + 10, this.y + (THINGSIZE/2) + 10);
|
||||
ctx.fillText(this.eaten ? "FULL" : "", this.x + 10, this.y + (THINGSIZE/2) + 10);
|
||||
|
||||
// path outline
|
||||
if (inpath) {
|
||||
ctx.beginPath();
|
||||
ctx.fillText("PATH", this.x + 10, this.y + (THINGSIZE/2) + 20);
|
||||
ctx.lineWidth = 1;
|
||||
ctx.fillStyle = "black";
|
||||
// outline it
|
||||
if (pathvalid) {
|
||||
ctx.strokeStyle = "green";
|
||||
} else {
|
||||
|
@ -401,8 +727,8 @@ function thing(gridx, gridy, type) {
|
|||
}
|
||||
|
||||
this.snaptogrid = function() {
|
||||
if (this.y % GRIDSIZE != 0) {
|
||||
this.y = this.gridy * GRIDSIZE;
|
||||
if (this.y % (GRIDSIZE + (GRIDSIZE/2) - (THINGSIZE/2)) != 0) {
|
||||
this.y = this.gridy * GRIDSIZE + (GRIDSIZE/2) - (THINGSIZE/2);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -425,6 +751,39 @@ function thing(gridx, gridy, type) {
|
|||
things.splice(idx, 1);
|
||||
}
|
||||
|
||||
this.updatexy = function() {
|
||||
this.x = this.gridx * GRIDSIZE + (GRIDSIZE/2) - (THINGSIZE/2);
|
||||
this.y = this.gridy * GRIDSIZE + (GRIDSIZE/2) - (THINGSIZE/2);
|
||||
}
|
||||
|
||||
this.setgridxy = function(x,y) {
|
||||
this.gridx = x;
|
||||
this.gridy = y;
|
||||
this.updatexy();
|
||||
}
|
||||
|
||||
this.chomp = function(food) {
|
||||
var origgx,origgy;
|
||||
// remember cat loc
|
||||
origgx = this.gridx;
|
||||
origgy = this.gridy;
|
||||
|
||||
// move cat to food location
|
||||
this.setgridxy(food.gridx,food.gridy);
|
||||
|
||||
// move food to cat location (so new object will
|
||||
// be added in the correct column.
|
||||
food.setgridxy(origgx, origgy);
|
||||
|
||||
// kill food
|
||||
food.kill();
|
||||
|
||||
// mark that we've eaten something
|
||||
this.eaten = true;
|
||||
|
||||
console.log("chomp");
|
||||
}
|
||||
|
||||
this.move = function() {
|
||||
// not at bottom and nothing fixed below us?
|
||||
var dofall = false;
|
||||
|
@ -475,22 +834,25 @@ function thing(gridx, gridy, type) {
|
|||
|
||||
function updateGameArea() {
|
||||
var x, height, gap, minHeight, maxHeight, minGap, maxGap;
|
||||
var i;
|
||||
|
||||
myGameArea.clear();
|
||||
myGameArea.draw();
|
||||
myGameArea.frameNo += 1;
|
||||
game.clear();
|
||||
game.draw();
|
||||
game.frameNo += 1;
|
||||
for (i = 0; i < things.length; i += 1) {
|
||||
things[i].draw();
|
||||
things[i].move();
|
||||
things[i].draw();
|
||||
}
|
||||
//myScore.text="SCORE: " + myGameArea.frameNo;
|
||||
game.drawpath();
|
||||
|
||||
//myScore.text="SCORE: " + game.frameNo;
|
||||
//myScore.draw();
|
||||
//myGamePiece.move();
|
||||
//myGamePiece.update();
|
||||
}
|
||||
|
||||
function everyinterval(n) {
|
||||
if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
|
||||
if ((game.frameNo / n) % 1 == 0) {return true;}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
60
todo
60
todo
|
@ -77,8 +77,64 @@ start:
|
|||
*click one, rest fall down and a new one is generated
|
||||
*drag across multi, all disappear, rest fall, new are generated
|
||||
*don't allow clicks until all grid locations are full
|
||||
|
||||
*allow cat->food or cat->...->cat
|
||||
|
||||
cat eating food should take its place
|
||||
*cat eating food should take its place
|
||||
*parade must be at least 4
|
||||
*cat can only eat food once, but can eat multiple foods in one go
|
||||
*dont let chomp lines change dir (but parades can)
|
||||
*allow reversing a line
|
||||
*draw arrow for lines
|
||||
|
||||
*llama
|
||||
*cats next to it can't move
|
||||
*cat parades can include one (but only one).
|
||||
*draw cats in centre of grid squares, not top left
|
||||
|
||||
offset entire grid downwards to allow space for a header
|
||||
|
||||
add pictures of:
|
||||
cat
|
||||
fat cat
|
||||
scared cat
|
||||
llama
|
||||
food
|
||||
|
||||
|
||||
make path part of game object
|
||||
make things part of game object
|
||||
|
||||
ideas:
|
||||
llamas don't appear after the start, you just have to get rid of them all?
|
||||
|
||||
ensure that start of game has at least one valid move!
|
||||
|
||||
show score up the top
|
||||
Score: (+20) 100
|
||||
points for chomp
|
||||
points for parade
|
||||
points for each empty cat
|
||||
points for each full cat
|
||||
extra points for llama
|
||||
length 3 = 1x
|
||||
length 4 = 2x
|
||||
length 5 = 3x
|
||||
multiplier for length
|
||||
|
||||
animated points gaining
|
||||
text fading out
|
||||
|
||||
|
||||
animate parades
|
||||
animate chomps
|
||||
|
||||
end if no valid moves
|
||||
after each move:
|
||||
|
||||
are all cats locked? if so, game over.
|
||||
|
||||
for each cell,
|
||||
for each dir,
|
||||
check paths for all lengths
|
||||
if none found, game over
|
||||
|
||||
|
|
Loading…
Reference in New Issue