Split loop into game update and render, separated graphics-related code

This commit is contained in:
Noah Moroze 2014-05-20 08:30:14 -04:00
parent 219106870a
commit 80d904cee6
3 changed files with 117 additions and 101 deletions

View file

@ -30,11 +30,11 @@
<script type = 'text/javascript' src="vendor/hammer.min.js"></script>
<script type = 'text/javascript' src="vendor/keypress.min.js"></script>
<script type = 'text/javascript' src="js/view.js"></script>
<script type = 'text/javascript' src="js/math.js"></script>
<script type = 'text/javascript' src="js/entities.js"></script>
<script type = 'text/javascript' src="js/input.js"></script>
<script type = 'text/javascript' src="js/checking.js"></script>
<script type = 'text/javascript' src="js/main.js"></script>
</body>
</html>

View file

@ -9,30 +9,33 @@ if (window.devicePixelRatio) {
ctx.scale(window.devicePixelRatio, window.devicePixelRatio);
}
var gameState = 0; // 0 - start, 1 - playing, 2 - end
var framerate = 60;
var score = 0;
var scoreScalar = 1;
ct = 0;
window.requestAnimFrame = (function() {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function(callback) {
window.setTimeout(callback, 1000 / framerate);
};
})();
var gameState = 0; // 0 - start, 1 - playing, 2 - end
var framerate = 60;
var score = 0;
var scoreScalar = 1;
var scoreAdditionCoeff = 1;
ct = 0;
var blocks = [];
var MainClock;
var iter;
var lastGen;
var prevScore;
var nextGen;
var spawnLane = 0;
function init() {
score = 0;
spawnLane = 0;
scoreScalar = 1;
gameState = 1;
ct = 0;
@ -45,19 +48,11 @@ function init() {
requestAnimFrame(animloop);
}
var colors = ["#e74c3c", "#f1c40f", "#3498db"];
var hexagonBackgroundColor = 'rgb(236, 240, 241)';
var hexagonBackgroundColorClear = 'rgba(236, 240, 241, 0.5)';
var centerBlue = '#2c3e50'; //tumblr?
var scoreAdditionCoeff = 1;
var x = 0;
function render() {
document.getElementById("score").innerHTML = score + " (x" + scoreScalar * scoreAdditionCoeff + ")";
function update() {
var now = Date.now();
if (now - lastGen > nextGen) {
blocks.push(new Block(x, colors[randInt(0, colors.length)]));
x++;
blocks.push(new Block(spawnLane, colors[randInt(0, colors.length)]));
spawnLane++;
lastGen = Date.now();
var minTime = 500 / iter;
if (minTime < 100) {
@ -72,21 +67,9 @@ function render() {
prevScore = now;
iter += 0.1;
}
ctx.clearRect(0, 0, canvas.originalWidth, canvas.originalHeight);
clearGameBoard();
var objectsToRemove = [];
var i;
for (i in MainClock.blocks) {
for (var j = 0; j < MainClock.blocks[i].length; j++) {
var block = MainClock.blocks[i][j];
MainClock.doesBlockCollide(block, iter, j, MainClock.blocks[i]);
if (!MainClock.blocks[i][j].settled) {
MainClock.blocks[i][j].distFromHex -= iter;
}
block.draw(true, j);
}
}
var i;
var objectsToRemove = [];
for (i in blocks) {
MainClock.doesBlockCollide(blocks[i], iter);
if (!blocks[i].settled) {
@ -94,12 +77,40 @@ function render() {
} else {
objectsToRemove.push(i);
}
blocks[i].draw();
}
for (i in MainClock.blocks) {
for (var j = 0; j < MainClock.blocks[i].length; j++) {
var block = MainClock.blocks[i][j];
MainClock.doesBlockCollide(block, iter, j, MainClock.blocks[i]);
if (!MainClock.blocks[i][j].settled) {
MainClock.blocks[i][j].distFromHex -= iter;
}
}
}
objectsToRemove.forEach(function(o) {
blocks.splice(o, 1);
});
}
function render() {
document.getElementById("score").innerHTML = score + " (x" + scoreScalar * scoreAdditionCoeff + ")";
ctx.clearRect(0, 0, canvas.originalWidth, canvas.originalHeight);
clearGameBoard();
var i;
for (i in MainClock.blocks) {
for (var j = 0; j < MainClock.blocks[i].length; j++) {
var block = MainClock.blocks[i][j];
block.draw(true, j);
}
}
for (i in blocks) {
blocks[i].draw();
}
MainClock.draw();
drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, 220, 30, '#95a5a6', false);
}
@ -110,6 +121,7 @@ function animloop() {
showModal('Start!', 'Press enter to start!');
} else if (gameState == 1) {
requestAnimFrame(animloop);
update();
render();
checkGameOver();
} else if (gameState == 2) {
@ -119,75 +131,10 @@ function animloop() {
}
requestAnimFrame(animloop);
function clearGameBoard() {
ctx.shadowColor = '#2980b9';
ctx.shadowBlur = 25;
drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, canvas.originalWidth / 2 - 25, 30, hexagonBackgroundColor);
clearShadows();
}
function drawPolygon(x, y, sides, radius, theta, color, fill) { // can make more elegant, reduce redundancy, fix readability
if (fill == undefined) {
fill = true;
}
if (fill) {
ctx.fillStyle = color;
} else {
// ctx.shadowColor = '#2980b9';
// ctx.shadowColor = color;
// ctx.shadowColor = '#2ecc71';
// ctx.shadowBlur = 10;
// ctx.strokeStyle = rgba(0,0,0,0);
ctx.lineWidth = 3;
ctx.strokeStyle = color;
}
ctx.beginPath();
var coords = rotatePoint(0, radius, theta);
ctx.moveTo(coords.x + x, coords.y + y);
var oldX = coords.x;
var oldY = coords.y;
for (var i = 0; i < sides; i++) {
coords = rotatePoint(oldX, oldY, 360 / sides);
ctx.lineTo(coords.x + x, coords.y + y);
// ctx.moveTo(coords.x + x, coords.y + y);
oldX = coords.x;
oldY = coords.y;
}
ctx.closePath();
if (fill) {
ctx.fill();
} else {
ctx.stroke();
}
};
function checkGameOver() { // fix font, fix size of hex
for (var i = 0; i < MainClock.sides; i++) {
if (MainClock.blocks[i].length > 8) {
gameState = 2;
}
}
}
function showModal(text, secondaryText) {
var buttonSize = 150;
var fontSizeLarge = 50;
var fontSizeSmall = 25;
drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, canvas.originalWidth / 2 - 25, 30, hexagonBackgroundColorClear);
// drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, buttonSize, 30, swegBlue);
ctx.font = fontSizeLarge + 'px Roboto'; // figure out what is not working
ctx.textAlign = 'center';
ctx.fillStyle = centerBlue;
// ctx.fillStyle = hexagonBackgroundColor;
ctx.fillText(text, canvas.originalWidth / 2, canvas.originalHeight / 2 + (fontSizeLarge / 4));
ctx.font = fontSizeSmall + 'px Roboto';
ctx.fillText(secondaryText, canvas.originalWidth / 2, canvas.originalHeight / 2 + fontSizeLarge / 4 + fontSizeSmall / 4 + 30);
}
function clearShadows() {
ctx.shadowColor = 0;
ctx.shadowBlur = 0;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
}
}

69
js/view.js Normal file
View file

@ -0,0 +1,69 @@
var colors = ["#e74c3c", "#f1c40f", "#3498db"];
var hexagonBackgroundColor = 'rgb(236, 240, 241)';
var hexagonBackgroundColorClear = 'rgba(236, 240, 241, 0.5)';
var centerBlue = '#2c3e50'; //tumblr?
function showModal(text, secondaryText) {
var buttonSize = 150;
var fontSizeLarge = 50;
var fontSizeSmall = 25;
drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, canvas.originalWidth / 2 - 25, 30, hexagonBackgroundColorClear);
// drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, buttonSize, 30, swegBlue);
ctx.font = fontSizeLarge + 'px Roboto'; // figure out what is not working
ctx.textAlign = 'center';
ctx.fillStyle = centerBlue;
// ctx.fillStyle = hexagonBackgroundColor;
ctx.fillText(text, canvas.originalWidth / 2, canvas.originalHeight / 2 + (fontSizeLarge / 4));
ctx.font = fontSizeSmall + 'px Roboto';
ctx.fillText(secondaryText, canvas.originalWidth / 2, canvas.originalHeight / 2 + fontSizeLarge / 4 + fontSizeSmall / 4 + 30);
}
function clearShadows() {
ctx.shadowColor = 0;
ctx.shadowBlur = 0;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
}
function clearGameBoard() {
ctx.shadowColor = '#2980b9';
ctx.shadowBlur = 25;
drawPolygon(canvas.originalWidth / 2, canvas.originalHeight / 2, 6, canvas.originalWidth / 2 - 25, 30, hexagonBackgroundColor);
clearShadows();
}
function drawPolygon(x, y, sides, radius, theta, color, fill) { // can make more elegant, reduce redundancy, fix readability
if (fill == undefined) {
fill = true;
}
if (fill) {
ctx.fillStyle = color;
} else {
// ctx.shadowColor = '#2980b9';
// ctx.shadowColor = color;
// ctx.shadowColor = '#2ecc71';
// ctx.shadowBlur = 10;
// ctx.strokeStyle = rgba(0,0,0,0);
ctx.lineWidth = 3;
ctx.strokeStyle = color;
}
ctx.beginPath();
var coords = rotatePoint(0, radius, theta);
ctx.moveTo(coords.x + x, coords.y + y);
var oldX = coords.x;
var oldY = coords.y;
for (var i = 0; i < sides; i++) {
coords = rotatePoint(oldX, oldY, 360 / sides);
ctx.lineTo(coords.x + x, coords.y + y);
// ctx.moveTo(coords.x + x, coords.y + y);
oldX = coords.x;
oldY = coords.y;
}
ctx.closePath();
if (fill) {
ctx.fill();
} else {
ctx.stroke();
}
};