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PlayerEngine.js
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511 lines (433 loc) · 19 KB
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"use strict";
/*
* The PlayerEngine is intended to contain logic relating to the things that
* the character can do, such as: walking, turning, pushing/rotating tetris
* pieces, viewing their overlay, and getting smashed.
*
* Its public interface includes all the actions the user can do and interacts
* with the TetrisEngine as necessary.
*/
function PlayerEngine(raycastingEngine, tetrisEngine) {
var self = this;
//////////////////////////////
// PRIVATE MEMBER CONSTANTS //
//////////////////////////////
var TICK_DELAY = 1000 / MAX_FRAMERATE;
//////////////////////////////
// PRIVATE MEMBER VARIABLES //
//////////////////////////////
var isMovingForward = false;
var isMovingBackward = false;
var isSidesteppingLeft = false;
var isSidesteppingRight = false;
var isTurningLeft = false;
var isTurningRight = false;
var isDropping = false;
var velocityX = 0;
var velocityY = 0;
//////////////////////////
// PUBLIC FUNCTIONALITY //
//////////////////////////
self.tryTurnLeft = function (radians) {
playerA += radians;
normalizePlayerA();
};
self.tryLookUp = function (radians) {
playerVerticalA += radians;
normalizePlayerVerticalA();
};
self.tryPullPiece = function () {
if (raycastingEngine.getWallType(playerA, playerVerticalA) === WALL_TYPE_PIECE_ACTIVE) {
if (isFacingRight()) {
tetrisEngine.moveLeft();
pushPlayerRightIfNecessary();
}
else {
tetrisEngine.moveRight();
pushPlayerLeftIfNecessary();
}
}
};
self.tryPushPiece = function () {
if (raycastingEngine.getWallType(playerA, playerVerticalA) === WALL_TYPE_PIECE_ACTIVE) {
if (isFacingRight()) {
tetrisEngine.moveRight();
pushPlayerRightIfNecessary();
}
else {
tetrisEngine.moveLeft();
pushPlayerLeftIfNecessary();
}
}
};
self.tryRotatePieceClockwise = function () {
if (raycastingEngine.getWallType(playerA, playerVerticalA) === WALL_TYPE_PIECE_ACTIVE) {
tetrisEngine.rotate(-1);
pushPlayerToClosestAdjacentIfNecessary();
}
};
self.tryRotatePieceCounterClockwise = function () {
if (raycastingEngine.getWallType(playerA, playerVerticalA) === WALL_TYPE_PIECE_ACTIVE) {
tetrisEngine.rotate(1);
pushPlayerToClosestAdjacentIfNecessary();
}
};
self.tryStartDroppingPiece = function () {
isDropping = true;
};
self.tryStopDroppingPiece = function () {
isDropping = false;
};
self.tryStartMovingForward = function () {
isMovingForward = true;
};
self.tryStopMovingForward = function () {
isMovingForward = false;
};
self.tryStartMovingBackwards = function () {
isMovingBackward = true;
};
self.tryStopMovingBackwards = function () {
isMovingBackward = false;
};
self.tryStartSidesteppingLeft = function () {
isSidesteppingLeft = true;
};
self.tryStopSidesteppingLeft = function () {
isSidesteppingLeft = false;
};
self.tryStartSidesteppingRight = function () {
isSidesteppingRight = true;
};
self.tryStopSidesteppingRight = function () {
isSidesteppingRight = false;
};
self.tryStartTurningLeft = function () {
isTurningLeft = true;
};
self.tryStopTurningLeft = function () {
isTurningLeft = false;
};
self.tryStartTurningRight = function () {
isTurningRight = true;
};
self.tryStopTurningRight = function () {
isTurningRight = false;
};
self.tryMovePieceLeft = function () {
if (raycastingEngine.getWallType(playerA, playerVerticalA) === WALL_TYPE_PIECE_ACTIVE) {
if (isFacingUp()) {
tetrisEngine.moveLeft();
pushPlayerLeftIfNecessary();
}
else {
tetrisEngine.moveRight();
pushPlayerRightIfNecessary();
}
}
};
self.tryMovePieceRight = function () {
if (raycastingEngine.getWallType(playerA, playerVerticalA) === WALL_TYPE_PIECE_ACTIVE) {
if (isFacingUp()) {
tetrisEngine.moveRight();
pushPlayerRightIfNecessary();
}
else {
tetrisEngine.moveLeft();
pushPlayerLeftIfNecessary();
}
}
};
//////////////////////
// CONSTRUCTOR CODE //
//////////////////////
(function () {
tetrisEngine.pieceMovedDownCallback = pushPlayerDownIfNecessary;
tetrisEngine.playerLostCallback = playerLostTetris;
raycastingEngine.worldDrawnCallback = drawPlayerOverlay;
executeAndScheduleTick(new Date().valueOf());
})();
/////////////////////
// PRIVATE METHODS //
/////////////////////
function executeAndScheduleTick(lastTickTime) {
if (isGameInProgress) {
//Schedule next tick
var currentTickTime = new Date().valueOf();
setTimeout(function () {
executeAndScheduleTick(currentTickTime);
}, TICK_DELAY);
var elapsedTime = currentTickTime - lastTickTime;
//Do player actions
dropPieceIfNecessary();
movePlayer(elapsedTime);
}
}
function dropPieceIfNecessary() {
if (isDropping && raycastingEngine.getWallType(playerA, playerVerticalA) === WALL_TYPE_PIECE_ACTIVE)
tetrisEngine.drop();
else
tetrisEngine.cancelDrop();
}
function movePlayer(elapsedTime) {
//Turning
if (isTurningLeft)
playerA += KEYBOARD_TURNING_SPEED * elapsedTime;
if (isTurningRight)
playerA -= KEYBOARD_TURNING_SPEED * elapsedTime;
normalizePlayerA();
//Decelerate
var ratioToDecelerate = 1 - PLAYER_ACCELERATION / Math.sqrt(velocityX * velocityX + velocityY * velocityY);
if (ratioToDecelerate > 0) {
velocityX *= ratioToDecelerate;
velocityY *= ratioToDecelerate;
}
else {
velocityX = 0;
velocityY = 0;
}
//Accelerating
if (isMovingForward) {
velocityY += 2 * PLAYER_ACCELERATION * Math.sin(playerA);
velocityX += 2 * PLAYER_ACCELERATION * Math.cos(playerA);
}
if (isMovingBackward) {
velocityY -= 2 * PLAYER_ACCELERATION * Math.sin(playerA);
velocityX -= 2 * PLAYER_ACCELERATION * Math.cos(playerA);
}
if (isSidesteppingLeft) {
velocityY += 2 * PLAYER_ACCELERATION * Math.sin(playerA + Math.PI / 2);
velocityX += 2 * PLAYER_ACCELERATION * Math.cos(playerA + Math.PI / 2);
}
if (isSidesteppingRight) {
velocityY -= 2 * PLAYER_ACCELERATION * Math.sin(playerA + Math.PI / 2);
velocityX -= 2 * PLAYER_ACCELERATION * Math.cos(playerA + Math.PI / 2);
}
//Calculate speed (with capping)
var movementV = Math.sqrt(velocityX * velocityX + velocityY * velocityY);
if (movementV > PLAYER_WALKING_SPEED) {
var ratioToCapSpeed = PLAYER_WALKING_SPEED / movementV;
velocityX *= ratioToCapSpeed;
velocityY *= ratioToCapSpeed;
movementV = Math.sqrt(velocityX * velocityX + velocityY * velocityY);
}
//Calculate angle
if (velocityX === 0 && velocityY >= 0)
var movementA = Math.PI / 2;
else if (velocityX === 0 && velocityY < 0)
var movementA = 3 * Math.PI / 2;
else if (velocityX >= 0)
var movementA = Math.atan(velocityY / velocityX);
else
var movementA = Math.atan(velocityY / velocityX) + Math.PI;
//Move
tryMove(movementA, movementV * elapsedTime);
}
function tryMove(angle, walkDistance) {
//Get distances
var distX = Math.cos(angle) * walkDistance;
var distY = Math.sin(angle) * walkDistance;
//Get hits
var hitX = raycastingEngine.getFirstHitForDirection(angle, false);
var hitY = raycastingEngine.getFirstHitForDirection(angle, true);
//Try move straight
if (hitX.dist > walkDistance && hitY.dist > walkDistance) {
playerX += distX;
playerY += distY;
}
//Try move along wall
else if (hitX.dist < hitY.dist) {
if (distY > 0)
tryMove(Math.PI / 2, distY);
else if (distY < 0)
tryMove(3 * Math.PI / 2, -distY);
}
else if (hitX.dist > hitY.dist) {
if (distX > 0)
tryMove(0, distX);
else if (distX < 0)
tryMove(Math.PI, -distX);
}
}
function pushPlayerDownIfNecessary() {
if (Math.floor(playerX) !== playerX) {
if ( world[Math.floor(playerY)][Math.floor(playerX)] === WALL_TYPE_PIECE_ACTIVE
|| world[Math.floor(playerY - PLAYER_PUSHED_BUFFER)][Math.floor(playerX)] === WALL_TYPE_PIECE_ACTIVE)
playerY = Math.floor(playerY - PLAYER_PUSHED_BUFFER) - PLAYER_PUSHED_BUFFER;
}
else if (Math.floor(playerX) === playerX) {
if ( world[Math.floor(playerY)][Math.floor(playerX)] === WALL_TYPE_PIECE_ACTIVE
|| world[Math.floor(playerY)][Math.floor(playerX) - 1] === WALL_TYPE_PIECE_ACTIVE
|| world[Math.floor(playerY - PLAYER_PUSHED_BUFFER)][Math.floor(playerX)] === WALL_TYPE_PIECE_ACTIVE
|| world[Math.floor(playerY - PLAYER_PUSHED_BUFFER)][Math.floor(playerX) - 1] === WALL_TYPE_PIECE_ACTIVE)
playerY = Math.floor(playerY - PLAYER_PUSHED_BUFFER) - PLAYER_PUSHED_BUFFER;
}
handleSmashIfNecessary();
}
function pushPlayerLeftIfNecessary() {
if (Math.floor(playerY) !== playerY) {
if ( world[Math.floor(playerY)][Math.floor(playerX)] === WALL_TYPE_PIECE_ACTIVE
|| world[Math.floor(playerY)][Math.floor(playerX - PLAYER_PUSHED_BUFFER)] === WALL_TYPE_PIECE_ACTIVE)
playerX = Math.floor(playerX - PLAYER_PUSHED_BUFFER) - PLAYER_PUSHED_BUFFER;
}
else if (Math.floor(playerY) === playerY) {
if ( world[Math.floor(playerY)][Math.floor(playerX)] === WALL_TYPE_PIECE_ACTIVE
|| world[Math.floor(playerY) - 1][Math.floor(playerX)] === WALL_TYPE_PIECE_ACTIVE
|| world[Math.floor(playerY)][Math.floor(playerX - PLAYER_PUSHED_BUFFER)] === WALL_TYPE_PIECE_ACTIVE
|| world[Math.floor(playerY) - 1][Math.floor(playerX - PLAYER_PUSHED_BUFFER)] === WALL_TYPE_PIECE_ACTIVE)
playerX = Math.floor(playerX - PLAYER_PUSHED_BUFFER) - PLAYER_PUSHED_BUFFER;
}
handleSmashIfNecessary();
}
function pushPlayerRightIfNecessary() {
if (Math.floor(playerY) !== playerY) {
if ( world[Math.floor(playerY)][Math.floor(playerX)] === WALL_TYPE_PIECE_ACTIVE
|| world[Math.floor(playerY)][Math.floor(playerX - PLAYER_PUSHED_BUFFER)] === WALL_TYPE_PIECE_ACTIVE)
playerX = Math.ceil(playerX + PLAYER_PUSHED_BUFFER) + PLAYER_PUSHED_BUFFER;
}
else if (Math.floor(playerY) === playerY) {
if ( world[Math.floor(playerY)][Math.floor(playerX)] === WALL_TYPE_PIECE_ACTIVE
|| world[Math.floor(playerY) - 1][Math.floor(playerX)] === WALL_TYPE_PIECE_ACTIVE
|| world[Math.floor(playerY)][Math.floor(playerX - PLAYER_PUSHED_BUFFER)] === WALL_TYPE_PIECE_ACTIVE
|| world[Math.floor(playerY) - 1][Math.floor(playerX - PLAYER_PUSHED_BUFFER)] === WALL_TYPE_PIECE_ACTIVE)
playerX = Math.ceil(playerX + PLAYER_PUSHED_BUFFER) + PLAYER_PUSHED_BUFFER;
}
handleSmashIfNecessary();
}
function pushPlayerToClosestAdjacentIfNecessary() {
if (world[Math.floor(playerY)][Math.floor(playerX)] === WALL_TYPE_PIECE_ACTIVE) {
var pushOptions = [];
//Add side directions
var pushOption = new PushOption(Math.floor(playerX) + 1 + PLAYER_PUSHED_BUFFER, playerY);
if (pushOption.wallType === WALL_TYPE_NONE)
pushOptions[pushOptions.length] = pushOption;
pushOption = new PushOption(Math.floor(playerX) - 1 - PLAYER_PUSHED_BUFFER, playerY);
if (pushOption.wallType === WALL_TYPE_NONE)
pushOptions[pushOptions.length] = pushOption;
pushOption = new PushOption(playerX, Math.floor(playerY) + 1 + PLAYER_PUSHED_BUFFER);
if (pushOption.wallType === WALL_TYPE_NONE)
pushOptions[pushOptions.length] = pushOption;
pushOption = new PushOption(playerX, Math.floor(playerY) - 1 - PLAYER_PUSHED_BUFFER);
if (pushOption.wallType === WALL_TYPE_NONE)
pushOptions[pushOptions.length] = pushOption;
//Add diagonal directions
pushOption = new PushOption(Math.floor(playerX) + 1 + PLAYER_PUSHED_BUFFER, Math.floor(playerY) + 1 + PLAYER_PUSHED_BUFFER);
if (pushOption.wallType === WALL_TYPE_NONE)
pushOptions[pushOptions.length] = pushOption;
pushOption = new PushOption(Math.floor(playerX) + 1 + PLAYER_PUSHED_BUFFER, Math.floor(playerY) - 1 - PLAYER_PUSHED_BUFFER);
if (pushOption.wallType === WALL_TYPE_NONE)
pushOptions[pushOptions.length] = pushOption;
pushOption = new PushOption(Math.floor(playerX) - 1 - PLAYER_PUSHED_BUFFER, Math.floor(playerY) + 1 + PLAYER_PUSHED_BUFFER);
if (pushOption.wallType === WALL_TYPE_NONE)
pushOptions[pushOptions.length] = pushOption;
pushOption = new PushOption(Math.floor(playerX) - 1 - PLAYER_PUSHED_BUFFER, Math.floor(playerY) - 1 - PLAYER_PUSHED_BUFFER);
if (pushOption.wallType === WALL_TYPE_NONE)
pushOptions[pushOptions.length] = pushOption;
//Sort
pushOptions.sort(function (a, b) { return a.getDistanceToPlayer() - b.getDistanceToPlayer(); } );
//Move player
if (pushOptions.length > 0) {
playerX = pushOptions[0].x;
playerY = pushOptions[0].y;
}
}
function PushOption(x, y) {
//Set coordinates
this.x = x;
this.y = y;
//Ensure bounds
if (this.x < 0)
this.x = PLAYER_PUSHED_BUFFER;
if (this.x >= world[0].length)
this.x = world[0].length - PLAYER_PUSHED_BUFFER;
if (this.y < 0)
this.y = PLAYER_PUSHED_BUFFER;
if (this.y >= world.length)
this.y = world.length - PLAYER_PUSHED_BUFFER;
this.wallType = world[Math.floor(this.y)][Math.floor(this.x)];
this.getDistanceToPlayer = function () { return Math.sqrt(Math.pow(this.x - x, 2) + Math.pow(this.y - y, 2)); };
}
}
function handleSmashIfNecessary() {
//Is player smashed?
var isSmashed;
var playerXFloor = Math.floor(playerX);
var playerYFloor = Math.floor(playerY);
if (playerXFloor !== playerX) {
if (playerYFloor !== playerY) {
isSmashed = world[playerYFloor][playerXFloor] !== WALL_TYPE_NONE;
}
else if (playerYFloor === playerY) {
isSmashed = world[playerYFloor][playerXFloor] !== WALL_TYPE_NONE
&& world[playerYFloor - 1][playerXFloor] !== WALL_TYPE_NONE;
}
}
else if (playerXFloor === playerX) {
if (playerYFloor !== playerY) {
isSmashed = world[playerYFloor][playerXFloor] !== WALL_TYPE_NONE
&& world[playerYFloor][playerXFloor - 1] !== WALL_TYPE_NONE;
}
else if (playerYFloor === playerY) {
isSmashed = world[playerYFloor][playerXFloor] !== WALL_TYPE_NONE
&& world[playerYFloor][playerXFloor - 1] !== WALL_TYPE_NONE
&& world[playerYFloor - 1][playerXFloor] !== WALL_TYPE_NONE
&& world[playerYFloor - 1][playerXFloor - 1] !== WALL_TYPE_NONE;
}
}
//Handle smash
if (isSmashed) {
playerLostTetris();
}
}
function playerLostTetris() {
isGameInProgress = false;
}
function drawPlayerOverlay() {
//Draw crosshairs
raycastingEngine.drawLine(VIEWPORT_WIDTH_PIXELS / 2, VIEWPORT_HEIGHT_PIXELS / 2 - VIEWPORT_CROSSHAIR_SIZE_PIXELS / 2, VIEWPORT_WIDTH_PIXELS / 2, VIEWPORT_HEIGHT_PIXELS / 2 + VIEWPORT_CROSSHAIR_SIZE_PIXELS / 2, VIEWPORT_CROSSHAIR_COLOR);
raycastingEngine.drawLine(VIEWPORT_WIDTH_PIXELS / 2 - VIEWPORT_CROSSHAIR_SIZE_PIXELS / 2, VIEWPORT_HEIGHT_PIXELS / 2, VIEWPORT_WIDTH_PIXELS / 2 + VIEWPORT_CROSSHAIR_SIZE_PIXELS / 2, VIEWPORT_HEIGHT_PIXELS / 2, VIEWPORT_CROSSHAIR_COLOR);
//Draw next piece
var nextPiece = tetrisEngine.getNextPiece();
for (var row = 0; row < nextPiece.length; row++) {
for (var col = 0; col < nextPiece[0].length; col++) {
if (nextPiece[row][col] !== 0) {
var color = WALL_COLORS[nextPiece[row][col] - 1];
var heightOffset = nextPiece.length === 1 ? 20 : 10;
canvasContext.fillStyle = color;
canvasContext.fillRect(VIEWPORT_WIDTH_PIXELS + col * 20 - 100, heightOffset + row * 20, 20, 20);
canvasContext.stroke();
}
}
}
canvasContext.fillStyle = "black";
canvasContext.font = "bold 32px Arial";
canvasContext.fillText("Next: ", VIEWPORT_WIDTH_PIXELS - 200, 40);
//Draw lines and score
canvasContext.fillText("Lines: " + tetrisEngine.getNumberOfLines(), (VIEWPORT_WIDTH_PIXELS / 2) - 70, 40);
canvasContext.fillText("Score: " + tetrisEngine.getScore(), 50, 40);
//Draw game over screen
if (!isGameInProgress) {
canvasContext.fillStyle = "white";
canvasContext.font = "bold 64px Arial";
canvasContext.fillText("Game over!", (VIEWPORT_WIDTH_PIXELS / 2) - 150, (VIEWPORT_HEIGHT_PIXELS / 2) + 8);
}
}
function isFacingRight () {
return (playerA > (3/2)*Math.PI)
|| (playerA < (1/2)*Math.PI);
};
function isFacingUp () {
return playerA > Math.PI;
};
function normalizePlayerA () {
if (playerA < 0)
playerA += 2 * Math.PI;
playerA %= 2 * Math.PI;
}
function normalizePlayerVerticalA () {
if (playerVerticalA < -Math.PI)
playerVerticalA = -Math.PI;
else if (playerVerticalA > Math.PI)
playerVerticalA = Math.PI;
}
}