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kaboom.game.js
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kaboom.game.js
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/**
* Created by JetBrains WebStorm.
* User: dylanbeattie
* Date: 04/06/2011
* Time: 15:07
* To change this template use File | Settings | File Templates.
*/
if (typeof require == "function") {
var KaboomPlayer = require("./kaboom.player").KaboomPlayer;
var Position = require("./kaboom.player").Position;
};
var KaboomGame = function (levelMap) {
this.level = new KaboomLevel(levelMap);
this.players = [];
this.DISTANCE = 5;
this.TILE_SIZE = 48;
};
KaboomGame.prototype = {
copyStateFrom : function(gameState) {
this.DISTANCE = gameState.DISTANCE;
this.TILE_SIZE = gameState.TILE_SIZE;
this.level = this.level || new KaboomLevel();
this.level.copyStateFrom(gameState.level);
for (var i = 0; i < gameState.players.length; i++) {
var sourcePlayer = gameState.players[i];
if (sourcePlayer) {
var targetPlayer = this.findPlayer(gameState.players[i]) || this.addPlayer(new KaboomPlayer());
targetPlayer.copyStateFrom(gameState.players[i]);
}
}
},
/* Finds the player instance within THIS game representing the same player as the supplied player */
findPlayer : function(player) {
for (var i = 0; i < this.players.length; i++) {
if (this.players[i].name == player.name) return(this.players[i]);
}
},
playerChangedVelocity : function(player) {
/* TODO: find the GAME player matching the supplied player and
update their position and velocity with those from the
supplied player.
*/
},
addPlayer : function(player) {
this.players.push(player);
return(player);
},
removePlayer: function(player) {
/* TODO: Find and free the player slot used by the specified player */
/* TODO: remember to set the corresponding spawn point.player back to null */
},
createPlayer : function() {
var spawn = this.level.getFirstEmptySpawnPoint();
var that = this;
if (spawn == null) return(null);
var player = new KaboomPlayer(spawn.number, "Player " + spawn.number, that.tilesToPixels(spawn.position));
console.log(player);
this.players[spawn.number - 1] = player;
console.log(spawn.number, this.players);
spawn.player = player;
return player;
},
tilesToPixels : function(position) {
var pixelX = position.x * this.TILE_SIZE;
var pixelY = position.y * this.TILE_SIZE;
return new Position(pixelX, pixelY);
},
pixelsToTiles : function(position) {
var tileX = Math.floor(position.x / this.TILE_SIZE);
var tileY = Math.floor(position.y / this.TILE_SIZE);
return new Position(tileX, tileY);
},
update: function() {
var game = this;
/* For each player, assume they have moved DISTANCE in their own velocity */
this.players.forEach(function(p, idx) {
if (!p) return;
if (p.velocity.dx == 0 && p.velocity.dy == 0) return;
var playerRect = p
.getBounds(game)
.translate({
x: game.DISTANCE * p.velocity.dx,
y: game.DISTANCE * p.velocity.dy
});
// We need to handle horizontal and vertical collision detection separately
// so that Marvin can run ALONG walls but not run THROUGH them
var verticalHitTestRect = playerRect.contract(4);
verticalHitTestRect.left += 8;
verticalHitTestRect.width -= 16;
var horizontalHitTestRect = playerRect.contract(4);
horizontalHitTestRect.top += 8;
horizontalHitTestRect.height -= 16;
var canMoveVertically = true;
var canMoveHorizontally = true;
game.level.forEachIntersectingTile(verticalHitTestRect, game, function(tile) {
if (tile.solid) canMoveVertically = false;
});
game.level.forEachIntersectingTile(horizontalHitTestRect, game, function(tile) {
if (tile.solid) canMoveHorizontally = false;
});
if (canMoveHorizontally) p.position.x = playerRect.x;
if (canMoveVertically) p.position.y = playerRect.y;
});
}
};
if (typeof exports == "object") {
exports.KaboomGame = KaboomGame;
}
TileType = {
Solid: 0,
Destroyable: 1,
Blank: 2
};
function KaboomLevel(initialTileMap) {
/*this.rows = 13;
this.cols = 17;*/
this.rows = [];
this.spawns = [];
this.copyStateFrom = function(that) {
this.rows = that.rows.map(function(row) {
return row.map(function(cell) {
return new Tile(cell.solid, cell.tileType, cell.row, cell.col);
});
});
this.spawns = that.spawns;
}
this.forEachIntersectingTile = function(rect, game, callback) {
$(this.rows).each(function(ri, row) {
$(row).each(function(ti, tile) {
tile.isIntersecting = false;
var bounds = tile.getBounds(game);
if (bounds.intersects(rect)) {
tile.isIntersecting = true;
callback(tile);
}
});
});
};
this.parseLevel = function(tileMap) {
var r, c;
var entry;
var index;
var spawn, spawnNum = 0;
var solid, tileType;
var row = [];
for (var i = 0; i < tileMap.length; i++) {
var tileChar = tileMap[i];
switch (tileChar) {
case '\n':
this.rows.push(row);
row = [];
continue;
case "*":
tileType = TileType.Solid;
solid = true;
spawn = false;
break;
case "-":
tileType = TileType.Destroyable;
solid = true;
spawn = false
break;
case " ":
tileType = TileType.Blank;
solid = false;
spawn = false;
break;
case "1":
tileType = TileType.Blank;
solid = false;
spawn = true;
spawnNum = 1;
break;
case "2":
tileType = TileType.Blank;
solid = false;
spawn = true;
spawnNum = 2;
break;
case "3":
tileType = TileType.Blank;
solid = false;
spawn = true;
spawnNum = 3;
break;
case "4":
tileType = TileType.Blank;
solid = false;
spawn = true;
spawnNum = 4;
break;
default:
console.log(entry);
}
if (spawn) {
this.spawns.push(new Spawn(spawnNum, row.length, this.rows.length));
}
row.push(new Tile(solid, tileType, this.rows.length, row.length));
}
;
if (row.length > 0) {
this.rows.push(row);
}
}
if (initialTileMap) {
this.parseLevel(initialTileMap);
}
this.getFirstEmptySpawnPoint = function() {
for (var i = 0; i < this.spawns.length; i++) {
var spawn = this.spawns[i];
if (spawn.player == null) return(spawn);
}
}
}
function Tile (solid, tileType, row, col) {
this.solid = solid;
this.tileType = tileType;
this.row = row;
this.col = col;
}
Tile.prototype = {
getBounds: function(game) {
return new Rectangle(this.col * game.TILE_SIZE, this.row * game.TILE_SIZE, game.TILE_SIZE, game.TILE_SIZE);
}
};
function Spawn(num, x, y) {
this.number = num;
this.position = new Position(x, y);
this.player = null;
}
function Rectangle(x, y, width, height) {
this.x = this.left = x;
this.y = this.top = y;
this.width = width;
this.height = height;
this.right = this.left + width;
this.bottom = this.top + height;
this.topLeft = { x: this.left, y: this.top };
this.topRight = { x: this.right, y: this.top};
this.bottomLeft = { x: this.left, y: this.bottom };
this.bottomRight = { x: this.right, y: this.bottom};
};
Rectangle.prototype = {
pointIntersects: function(point) {
return point.x > this.left && point.x < this.right &&
point.y > this.top && point.y < this.bottom;
},
intersects: function(that) {
return this.pointIntersects(that.topLeft) ||
this.pointIntersects(that.topRight) ||
this.pointIntersects(that.bottomLeft) ||
this.pointIntersects(that.bottomRight);
},
translate: function(point) {
return new Rectangle(this.x + point.x, this.y + point.y, this.width, this.height);
},
contract: function(amount) {
return new Rectangle(this.x + amount, this.y + amount, this.width - (amount * 2), this.height - (amount * 2));
},
// debug function to display a rect on the screen as a green div
drawToScreen: function() {
var div = window.DEBUG_RECTANGLE || null;
if (div == null) {
div = window.DEBUG_RECTANGLE = $('<div style="background: rgba(0, 255, 0, 0.5)" />');
$('#playerLayer').append(div);
}
div.css({
position: 'absolute',
top: this.top + 'px',
left: this.left + 'px',
width: this.width + 'px',
height: this.height + 'px'
});
}
};