catparade/cat.html

505 lines
10 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<style>
canvas {
border:1px solid #d3d3d3;
background-color: #f1f1f1;
}
</style>
</head>
<body onload="startGame()">
<script>
var myGamePiece;
var things = [];
var myScore;
var curpath = [];
var pathvalid = false;
var MAXDIRS = 4;
var DIRXMOD = [ 0, 1, 0, -1 ];
var DIRYMOD = [ -1, 0, 1, 0 ];
var GRAVITY = 0.5;
var GRIDSIZE = 80;
var THINGSIZE = 64;
var GRIDW = 5;
var GRIDH = 5;
function getgridthing(gridx, gridy) {
var i;
for (i = 0; i < things.length; i += 1) {
if ((things[i].gridx == gridx) && (things[i].gridy == gridy)) {
return things[i];
}
}
return null;
}
function getthingxy(x, y) {
var i;
for (i = 0; i < things.length; i += 1) {
if ((x >= things[i].x) && (x <= things[i].x + THINGSIZE-1) &&
(y >= things[i].y) && (y <= things[i].y + THINGSIZE-1)) {
return things[i];
}
}
return null;
}
function clearpath() {
curpath = [];
pathvalid = false;
}
function addtopath(what) {
console.log("addpath() " + what.name);
dumppath("addpath pre: ", curpath);
curpath.push(what);
pathvalid = true;
if (curpath.length == 1) {
console.log("Starting path with " + what.name);
} else {
dumppath("Cur path is: ",curpath);
}
}
function pathcontains(what) {
var i;
if (curpath == undefined) return false;
for (i = 0; i < curpath.length; i += 1) {
if (curpath[i] == what) {
return true;
}
}
return false;
}
function isvalidpath(mypath) {
var valid = true;
for (i = 0; i < mypath.length - 1; i++) {
var thisone,nextone;
thisone = mypath[i];
/*
if (i == mypath.length - 1) { // last one
nextone = null;
} else {
nextone = mypath[i+1];
}
*/
nextone = mypath[i+1];
if ((thisone.type == "cat") && nextone.type == "cat") {
// lines of cats are ok
} else if ((i == 0) && (thisone.type == "cat") && (nextone.type == "food")) {
// first cat -> food is ok
} else {
// not ok
valid = false;
break;
}
}
//var pr = "isvalidpath()? " + valid + " ";
//dumppath(pr, mypath);
return valid;
}
// would adding 'overthing' to our existing path result in a valid path?
function canextendpath(overthing) {
if (!overthing) return false;
if (overthing &&
isadjacent(overthing, curpath[curpath.length-1]) && // adjacent to last thing in path?
!pathcontains(overthing) ) { // path doesn't already contain this?
// create a fake new path containing this.
var fakepath = curpath.slice();
fakepath.push(overthing);
if (isvalidpath(fakepath)) {
return true;
}
}
return false;
}
function isadjacent(thing1, thing2) {
// is thing1 adjacent to thing2?
var newgridx,newgridy;
if (thing1 == thing2) return false;
for (i = 0; i < MAXDIRS; i++) {
newgridx = thing1.gridx + DIRXMOD[i];
newgridy = thing1.gridy + DIRYMOD[i];
if ((thing2.gridx == newgridx) && (thing2.gridy == newgridy)) {
return true;
}
}
return false;
}
function startGame() {
var x,y;
for (y = 0; y < GRIDH; y++) {
for (x = 0; x < GRIDW; x++) {
things.push(new thing(x, y, "random"));
}
}
myGameArea.start();
}
function dumppath(prefix,arr) {
var str;
str = "";
for (i = 0; i < arr.length; i++) {
str = str + " " + arr[i].name;
}
console.log(prefix + str);
}
function thingsmoving() {
for (i = 0; i < things.length; i += 1) {
if (things[i].state != "stop") {
return true;
}
}
return false;
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
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);
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
},
draw : function() {
this.context.strokeStyle = "black";
this.context.beginPath();
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);
}
}
this.context.stroke();
},
/*
handleclick : function(event) {
// make sure nothing is moving
if (thingsmoving()) return;
// did you click on an object?
var clickedthing = getthingxy(event.pageX,event.pageY);
if (clickedthing) {
clickedthing.kill();
}
},
*/
handlemousedown : function(event) {
// make sure nothing is moving
if (thingsmoving()) return;
// clear existing path
clearpath();
// did you click on an object?
var onthing = getthingxy(event.pageX,event.pageY);
if (onthing) {
console.log("Initial click on " + onthing.name);
addtopath(onthing);
}
},
handlemousemove : function(event) {
// make sure nothing is moving
if (thingsmoving()) return;
// existing path?
if (curpath != undefined && curpath.length > 0) {
var overthing = getthingxy(event.pageX,event.pageY);
var lastinpath;
if (curpath == undefined) {
lastinpath = null;
} else {
lastinpath = curpath[curpath.length-1];
}
if (canextendpath(overthing)) {
// add it to the path
addtopath(overthing);
} else if (pathcontains(overthing)) {
pathvalid = true;
} else {
pathvalid = false;
}
}
},
handlemouseup : function(event) {
var ok = true;
var overthing = getthingxy(event.pageX,event.pageY);
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 ((overthing == undefined) || !pathcontains(overthing)) {
console.log("mouseup() - not over something in path");
ok = false;
}
if (!ok) {
clearpath();
return;
}
// kill all in path
while (curpath != undefined && curpath.length > 0) {
curpath[0].kill();
curpath.splice(0, 1);
}
clearpath();
},
}
function getrandomcolour() {
var letters = '0123456789ABCDEF';
var col = '#';
for (var i = 0; i < 6; i++ ) {
col += letters[Math.floor(Math.random() * 16)];
}
return col;
}
function getrandomname() {
var letters = '0123456789';
var name = "";
for (var i = 0; i < 3; i++ ) {
name += letters[Math.floor(Math.random() * 10)];
}
return name;
}
function getrandomtype() {
var pct,type;
pct = Math.random() * 100;
if ( pct < 50) {
type = "cat";
} else {
type = "food";
}
return type;
}
function thing(gridx, gridy, type) {
this.width = THINGSIZE;
this.height = THINGSIZE;
if (type == "random") {
type = getrandomtype();
}
this.type = type;
if (this.type == "cat") {
this.color = "#b5dea8";
} else if (type == "food") {
this.color = "#d8db03";
} else {
this.color = getrandomcolour();
}
this.name = type + "-" + getrandomname();
this.gridx = gridx;
if (gridy == "top") {
highest = 999;
// find highest
for (i = 0; i < things.length; i += 1) {
if ((things[i].gridx == gridx) &&
(things[i].gridy <= highest)) {
highest = things[i].gridy-1;
}
}
gridy = highest;
//console.log("adding thing at gridy = " + gridy);
}
this.gridy = gridy;
this.yspeed = 0;
this.state = "stop";
this.x = gridx * GRIDSIZE;
this.y = gridy * GRIDSIZE;
this.draw = function() {
var yoff;
var inpath = false;
ctx = myGameArea.context;
ctx.fillStyle = this.color;
// draw myself
ctx.fillRect(this.x, this.y, this.width, this.height);
// 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);
if (inpath) {
ctx.beginPath();
ctx.fillText("PATH", this.x + 10, this.y + (THINGSIZE/2) + 20);
if (pathvalid) {
ctx.strokeStyle = "green";
} else {
ctx.strokeStyle = "red";
}
ctx.rect(this.x, this.y, this.width, this.height);
ctx.stroke();
}
}
this.issametype = function(otherthing) {
if (otherthing == undefined) return false;
if (otherthing.type == this.type) return true;
return false;
}
this.snaptogrid = function() {
if (this.y % GRIDSIZE != 0) {
this.y = this.gridy * GRIDSIZE;
}
}
this.getstoppedbelowthing = function() {
var bt;
bt = getgridthing(this.gridx, this.gridy + 1);
if (bt && bt.state != "fall") {
return bt;
}
return null;
}
this.kill = function() {
// add a new cat above us
things.push(new thing(this.gridx, "top", "random"));
// kill ourselves
var idx = things.indexOf(this);
things.splice(idx, 1);
}
this.move = function() {
// not at bottom and nothing fixed below us?
var dofall = false;
var belowthing = null,atbottom = false;
if ((this.gridy >= GRIDH-1)) {
atbottom = true;
}
if (!atbottom && !this.getstoppedbelowthing()) {
// accelerate
this.yspeed += GRAVITY;
// move
this.y += this.yspeed;
// don't go below bottom of screen
this.hitBottom();
// calc new gridx / gridy
this.gridx = Math.floor(this.x / GRIDSIZE);
this.gridy = Math.floor(this.y / GRIDSIZE);
this.state = "fall";
}
// hit something?
if (atbottom || this.getstoppedbelowthing()) {
// something below us.
// stop
this.yspeed = 0;
// snap to grid
this.snaptogrid();
this.state = "stop";
}
}
this.hitBottom = function() {
var rockbottom = GRIDSIZE * GRIDH;
if (this.y > rockbottom) {
this.y = rockbottom;
this.yspeed = 0;
}
}
}
function updateGameArea() {
var x, height, gap, minHeight, maxHeight, minGap, maxGap;
myGameArea.clear();
myGameArea.draw();
myGameArea.frameNo += 1;
for (i = 0; i < things.length; i += 1) {
things[i].draw();
things[i].move();
}
//myScore.text="SCORE: " + myGameArea.frameNo;
//myScore.draw();
//myGamePiece.move();
//myGamePiece.update();
}
function everyinterval(n) {
if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
return false;
}
//<button onmousedown="accelerate(-0.2)" onmouseup="accelerate(0.05)">ACCELERATE</button>
</script>
<br>
<p>Test game</p>
</body>
</html>