301 lines
8.3 KiB
JavaScript
301 lines
8.3 KiB
JavaScript
var angularVelocityConst = 4;
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function Block(lane, color, iter, distFromHex, settled) {
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this.settled = (settled === undefined) ? 0 : 1;
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this.height = settings.blockHeight;
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this.fallingLane = lane;
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this.angle = 90 - (30 + 60 * lane);
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this.angularVelocity = 0;
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this.targetAngle = this.angle;
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this.color = color;
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this.deleted = 0;
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this.removed = 0;
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this.tint = 0;
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this.opacity = 1;
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this.initializing = 1;
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this.ct = 0;
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this.parentArr;
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this.iter = iter;
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this.initLen = settings.creationDt;
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this.attachedLane;
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if (distFromHex) {
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this.distFromHex = distFromHex;
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} else {
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this.distFromHex = settings.startDist * settings.scale;
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}
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this.incrementOpacity = function() {
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if (this.deleted) {
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this.opacity = this.opacity - 0.1;
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if (this.opacity <= 0) {
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this.opacity = 0;
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this.deleted = 2;
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}
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}
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if(!this.deleted && this.opacity < 1){
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this.opacity = this.opacity + 0.05;
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}
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};
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this.getIndex = function (){
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for (var i = 0; i < this.parentArr.length; i++) {
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if (this.parentArr[i] == this) {
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return i;
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}
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}
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};
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this.draw = function(attached, index) {
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this.height = settings.blockHeight;
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if (Math.abs(settings.scale - settings.prevScale) > .000000001) {
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debugger;
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this.distFromHex *= (settings.scale/settings.prevScale);
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}
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this.incrementOpacity();
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if(attached === undefined)
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attached = false;
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if(this.angle > this.targetAngle) {
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this.angularVelocity -= angularVelocityConst;
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}
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else if(this.angle < this.targetAngle) {
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this.angularVelocity += angularVelocityConst;
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}
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if (Math.abs(this.angle - this.targetAngle + this.angularVelocity) <= Math.abs(this.angularVelocity)) { //do better soon
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this.angle = this.targetAngle;
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this.angularVelocity = 0;
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}
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else {
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this.angle += this.angularVelocity;
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}
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this.width = 2 * this.distFromHex / Math.sqrt(3);
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this.widthWide = this.width + this.height + 3;
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var p1;
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var p2;
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var p3;
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var p4;
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if (this.initializing) {
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this.ct++;
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var rat = (this.ct/this.initLen);
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p1 = rotatePoint((-this.width / 2) * rat, this.height / 2, this.angle);
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p2 = rotatePoint((this.width / 2) * rat, this.height / 2, this.angle);
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p3 = rotatePoint((this.widthWide / 2) * rat, -this.height / 2, this.angle);
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p4 = rotatePoint((-this.widthWide / 2) * rat, -this.height / 2, this.angle);
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if (this.ct == this.initLen) {
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this.initializing = 0;
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}
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} else {
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p1 = rotatePoint(-this.width / 2, this.height / 2, this.angle);
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p2 = rotatePoint(this.width / 2, this.height / 2, this.angle);
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p3 = rotatePoint(this.widthWide / 2, -this.height / 2, this.angle);
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p4 = rotatePoint(-this.widthWide / 2, -this.height / 2, this.angle);
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}
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ctx.fillStyle = this.color;
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ctx.globalAlpha = this.opacity;
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var baseX = trueCanvas.width / 2 + Math.sin((this.angle) * (Math.PI / 180)) * (this.distFromHex + this.height / 2) + gdx;
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var baseY = trueCanvas.height / 2 - Math.cos((this.angle) * (Math.PI / 180)) * (this.distFromHex + this.height / 2) + gdy;
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ctx.beginPath();
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ctx.moveTo(baseX + p1.x, baseY + p1.y);
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ctx.lineTo(baseX + p2.x, baseY + p2.y);
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ctx.lineTo(baseX + p3.x, baseY + p3.y);
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ctx.lineTo(baseX + p4.x, baseY + p4.y);
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ctx.lineTo(baseX + p1.x, baseY + p1.y);
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ctx.closePath();
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ctx.fill();
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if (this.tint) {
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if (this.opacity < 1) {
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this.tint = 0;
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}
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ctx.fillStyle = "#FFFFFF";
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ctx.globalAlpha = this.tint;
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ctx.beginPath();
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ctx.moveTo(baseX + p1.x, baseY + p1.y);
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ctx.lineTo(baseX + p2.x, baseY + p2.y);
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ctx.lineTo(baseX + p3.x, baseY + p3.y);
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ctx.lineTo(baseX + p4.x, baseY + p4.y);
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ctx.lineTo(baseX + p1.x, baseY + p1.y);
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ctx.closePath();
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ctx.fill();
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this.tint -= 0.02;
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if (this.tint < 0) {
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this.tint = 0;
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}
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}
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ctx.globalAlpha = 1;
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};
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}
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// t: current time, b: begInnIng value, c: change In value, d: duration
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function easeOutCubic(t, b, c, d) {
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return c*((t=t/d-1)*t*t + 1) + b;
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}
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var colorSounds = {"#e74c3c": new Audio("../sounds/lowest.ogg"),
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"#f1c40f":new Audio("../sounds/highest.ogg"),
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"#3498db":new Audio("../sounds/middle.ogg"),
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"#2ecc71":new Audio("../sounds/highest.ogg") //fix this later
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};
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function Clock(sideLength) {
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this.fillColor = '#2c3e50';
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this.angularVelocity = 0;
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this.position = 0;
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this.dy = 0;
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this.sides = 6;
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this.blocks = [];
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this.angle = 180 / this.sides;
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this.targetAngle = this.angle;
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this.shakes = [];
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this.sideLength = sideLength;
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this.strokeColor = 'blue';
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this.x = trueCanvas.width / 2;
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this.y = trueCanvas.height / 2;
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for (var i = 0; i < this.sides; i++) {
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this.blocks.push([]);
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}
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this.shake = function(obj) { //lane as in particle lane
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var angle = 30 + obj.lane * 60;
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angle *= Math.PI / 180;
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var dx = Math.cos(angle) * obj.magnitude;
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var dy = Math.sin(angle) * obj.magnitude;
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gdx -= dx;
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gdy += dy;
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obj.magnitude /= 2;
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if (obj.magnitude < 1) {
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for (var i = 0; i < this.shakes.length; i++) {
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if (this.shakes[i] == obj) {
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this.shakes.splice(i, 1);
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}
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}
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}
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};
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this.addBlock = function(block) {
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if (gameState != 1) return;
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block.settled = 1;
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block.tint = 0.6;
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var lane = this.sides - block.fallingLane;// -this.position;
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this.shakes.push({lane:block.fallingLane, magnitude:2});
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lane += this.position;
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lane = (lane+this.sides) % this.sides;
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block.distFromHex = MainClock.sideLength / 2 * Math.sqrt(3) + block.height * this.blocks[lane].length;
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this.blocks[lane].push(block);
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block.attachedLane = lane;
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block.parentArr = this.blocks[lane];
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consolidateBlocks(this, lane, this.blocks[lane].length - 1);
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};
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this.doesBlockCollide = function(block, position, tArr) {
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if (block.settled) {
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return;
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}
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if (position !== undefined) {
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arr = tArr;
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if (position <= 0) {
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if (block.distFromHex - block.iter * settings.scale - (this.sideLength / 2) * Math.sqrt(3) <= 0) {
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block.distFromHex = (this.sideLength / 2) * Math.sqrt(3);
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block.settled = 1;
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consolidateBlocks(this, block.attachedLane, block.getIndex());
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} else {
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block.settled = 0;
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}
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} else {
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if (arr[position - 1].settled && block.distFromHex - block.iter * settings.scale - arr[position - 1].distFromHex - arr[position - 1].height <= 0) {
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block.distFromHex = arr[position - 1].distFromHex + arr[position - 1].height;
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block.settled = 1;
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consolidateBlocks(this, block.attachedLane, block.getIndex());
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}
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else {
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block.settled = 0;
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}
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}
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} else {
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var lane = this.sides - block.fallingLane;// -this.position;
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lane += this.position;
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lane = (lane+this.sides) % this.sides;
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var arr = this.blocks[lane];
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if (arr.length > 0) {
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if (block.distFromHex + block.iter * settings.scale - arr[arr.length - 1].distFromHex - arr[arr.length - 1].height <= 0) {
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block.distFromHex = arr[arr.length - 1].distFromHex + arr[arr.length - 1].height;
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this.addBlock(block);
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}
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} else {
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if (block.distFromHex + block.iter * settings.scale - (this.sideLength / 2) * Math.sqrt(3) <= 0) {
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block.distFromHex = (this.sideLength / 2) * Math.sqrt(3);
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this.addBlock(block);
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}
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}
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}
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};
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this.rotate = function(steps) {
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if (gameState != 1 && gameState != -2) return;
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this.position += steps;
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if (!history[count]) {
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history[count] = {};
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}
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if (!history[count].rotate) {
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history[count].rotate = steps;
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}
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else {
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history[count].rotate += steps;
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}
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while (this.position < 0) {
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this.position += 6;
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}
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this.position = this.position % this.sides;
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this.blocks.forEach(function(blocks) {
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blocks.forEach(function(block) {
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block.targetAngle = block.targetAngle - steps * 60;
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});
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});
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this.targetAngle = this.targetAngle - steps * 60;
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};
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this.draw = function() {
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this.x = trueCanvas.width/2;
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if (gameState == 1) {
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this.y = trueCanvas.height/2;
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}
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this.sideLength = settings.hexWidth;
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gdx = 0;
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gdy = 0;
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for (var i = 0; i < this.shakes.length; i++) {
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this.shake(this.shakes[i]);
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}
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if (this.angle > this.targetAngle) {
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this.angularVelocity -= angularVelocityConst;
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}
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else if(this.angle < this.targetAngle) {
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this.angularVelocity += angularVelocityConst;
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}
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if (Math.abs(this.angle - this.targetAngle + this.angularVelocity) <= Math.abs(this.angularVelocity)) { //do better soon
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this.angle = this.targetAngle;
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this.angularVelocity = 0;
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}
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else {
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this.angle += this.angularVelocity;
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}
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debugger;
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drawPolygon(this.x + gdx, this.y + gdy + this.dy, this.sides, this.sideLength, this.angle, this.fillColor, 0, 'rgba(0,0,0,0)');
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};
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}
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