168 lines
4.6 KiB
JavaScript
168 lines
4.6 KiB
JavaScript
function Clock(sideLength) {
|
|
this.playThrough = 0;
|
|
this.fillColor = [44,62,80];
|
|
this.tempColor = [44,62,80];
|
|
this.angularVelocity = 0;
|
|
this.position = 0;
|
|
this.dy = 0;
|
|
this.sides = 6;
|
|
this.blocks = [];
|
|
this.angle = 180 / this.sides;
|
|
this.targetAngle = this.angle;
|
|
this.shakes = [];
|
|
this.sideLength = sideLength;
|
|
this.strokeColor = 'blue';
|
|
this.x = trueCanvas.width / 2;
|
|
this.y = trueCanvas.height / 2;
|
|
this.ct = 0;
|
|
this.lastCombo = this.ct - settings.comboMultiplier;
|
|
this.lastColorScored = "#000";
|
|
this.comboMultiplier = 1;
|
|
this.texts = [];
|
|
|
|
for (var i = 0; i < this.sides; i++) {
|
|
this.blocks.push([]);
|
|
}
|
|
|
|
this.shake = function(obj) { //lane as in particle lane
|
|
var angle = 30 + obj.lane * 60;
|
|
angle *= Math.PI / 180;
|
|
var dx = Math.cos(angle) * obj.magnitude;
|
|
var dy = Math.sin(angle) * obj.magnitude;
|
|
gdx -= dx;
|
|
gdy += dy;
|
|
obj.magnitude /= 2;
|
|
if (obj.magnitude < 1) {
|
|
for (var i = 0; i < this.shakes.length; i++) {
|
|
if (this.shakes[i] == obj) {
|
|
this.shakes.splice(i, 1);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
this.addBlock = function(block) {
|
|
if (!(gameState == 1 || gameState === 0)) return;
|
|
block.settled = 1;
|
|
block.tint = 0.6;
|
|
var lane = this.sides - block.fallingLane;// -this.position;
|
|
this.shakes.push({lane:block.fallingLane, magnitude:4.5 * (window.devicePixelRatio ? window.devicePixelRatio : 1) * (settings.scale)});
|
|
lane += this.position;
|
|
lane = (lane + this.sides) % this.sides;
|
|
block.distFromHex = MainClock.sideLength / 2 * Math.sqrt(3) + block.height * this.blocks[lane].length;
|
|
this.blocks[lane].push(block);
|
|
block.attachedLane = lane;
|
|
block.checked = 1;
|
|
};
|
|
|
|
this.doesBlockCollide = function(block, position, tArr) {
|
|
if (block.settled) {
|
|
return;
|
|
}
|
|
|
|
if (position !== undefined) {
|
|
arr = tArr;
|
|
if (position <= 0) {
|
|
if (block.distFromHex - block.iter * settings.scale - (this.sideLength / 2) * Math.sqrt(3) <= 0) {
|
|
block.distFromHex = (this.sideLength / 2) * Math.sqrt(3);
|
|
block.settled = 1;
|
|
block.checked = 1;
|
|
} else {
|
|
block.settled = 0;
|
|
block.iter = 1.5 + (waveone.difficulty/15) * 3;
|
|
}
|
|
} else {
|
|
if (arr[position - 1].settled && block.distFromHex - block.iter * settings.scale - arr[position - 1].distFromHex - arr[position - 1].height <= 0) {
|
|
block.distFromHex = arr[position - 1].distFromHex + arr[position - 1].height;
|
|
block.settled = 1;
|
|
block.checked = 1;
|
|
}
|
|
else {
|
|
block.settled = 0;
|
|
block.iter = 1.5 + (waveone.difficulty/15) * 3;
|
|
}
|
|
}
|
|
} else {
|
|
var lane = this.sides - block.fallingLane;// -this.position;
|
|
lane += this.position;
|
|
|
|
lane = (lane+this.sides) % this.sides;
|
|
var arr = this.blocks[lane];
|
|
|
|
if (arr.length > 0) {
|
|
if (block.distFromHex + block.iter * settings.scale - arr[arr.length - 1].distFromHex - arr[arr.length - 1].height <= 0) {
|
|
block.distFromHex = arr[arr.length - 1].distFromHex + arr[arr.length - 1].height;
|
|
this.addBlock(block);
|
|
}
|
|
} else {
|
|
if (block.distFromHex + block.iter * settings.scale - (this.sideLength / 2) * Math.sqrt(3) <= 0) {
|
|
block.distFromHex = (this.sideLength / 2) * Math.sqrt(3);
|
|
this.addBlock(block);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
this.rotate = function(steps) {
|
|
if (!(gameState === 1 || gameState === 0)) return;
|
|
this.position += steps;
|
|
if (!history[count]) {
|
|
history[count] = {};
|
|
}
|
|
|
|
if (!history[count].rotate) {
|
|
history[count].rotate = steps;
|
|
}
|
|
else {
|
|
history[count].rotate += steps;
|
|
}
|
|
|
|
while (this.position < 0) {
|
|
this.position += 6;
|
|
}
|
|
|
|
this.position = this.position % this.sides;
|
|
this.blocks.forEach(function(blocks) {
|
|
blocks.forEach(function(block) {
|
|
block.targetAngle = block.targetAngle - steps * 60;
|
|
});
|
|
});
|
|
|
|
this.targetAngle = this.targetAngle - steps * 60;
|
|
};
|
|
|
|
this.draw = function() {
|
|
this.x = trueCanvas.width/2;
|
|
|
|
if (gameState != -2) {
|
|
this.y = trueCanvas.height/2;
|
|
}
|
|
this.sideLength = settings.hexWidth;
|
|
gdx = 0;
|
|
gdy = 0;
|
|
for (var i = 0; i < this.shakes.length; i++) {
|
|
this.shake(this.shakes[i]);
|
|
}
|
|
if (this.angle > this.targetAngle) {
|
|
this.angularVelocity -= angularVelocityConst;
|
|
}
|
|
else if(this.angle < this.targetAngle) {
|
|
this.angularVelocity += angularVelocityConst;
|
|
}
|
|
|
|
if (Math.abs(this.angle - this.targetAngle + this.angularVelocity) <= Math.abs(this.angularVelocity)) { //do better soon
|
|
this.angle = this.targetAngle;
|
|
this.angularVelocity = 0;
|
|
}
|
|
else {
|
|
this.angle += this.angularVelocity;
|
|
}
|
|
|
|
drawPolygon(this.x + gdx, this.y + gdy + this.dy, this.sides, this.sideLength, this.angle,arrayToColor(this.fillColor) , 0, 'rgba(0,0,0,0)');
|
|
};
|
|
}
|
|
|
|
function arrayToColor(arr){
|
|
return 'rgb(' + arr[0]+ ','+arr[1]+','+arr[2]+')';
|
|
}
|
|
|