hextris/js/entities.js
2014-05-25 22:29:34 -04:00

320 lines
9.3 KiB
JavaScript

var angularVelocityConst = 4;
function Block(fallingLane, color, iter, distFromHex, settled) {
// whether or not a block is rested on the center clock or another block
this.settled = (settled === undefined) ? 0 : 1;
this.height = settings.blockHeight;
//the lane which the block was shot from
this.fallingLane = fallingLane;
//the angle at which the block falls
this.angle = 90 - (30 + 60 * fallingLane);
//for calculating the rotation of blocks attached to the center clock
this.angularVelocity = 0;
this.targetAngle = this.angle;
this.color = color;
//blocks that are slated to be deleted after a valid score has happened
this.deleted = 0;
//blocks slated to be removed from falling and added to the clock
this.removed = 0;
//value for the opacity of the white blcok drawn over falling block to give it the glow as it attaches to the clock
this.tint = 0;
//value used for deletion animation
this.opacity = 1;
//boolean for when the block is expanding
this.initializing = 1;
this.ct = 0;
//speed of block
this.iter = iter;
//number of iterations before starting to drop
this.initLen = settings.creationDt;
//side which block is attached too
this.attachedLane;
//distance from center clock
this.distFromHex = distFromHex || settings.startDist * settings.scale ;
this.incrementOpacity = function() {
if (this.deleted) {
//add shakes
if (this.opacity >= .925) {
var tLane = this.attachedLane - MainClock.position;
tLane = MainClock.sides - tLane;
while (tLane < 0) {
tLane += MainClock.sides;
}
tLane %= MainClock.sides;
MainClock.shakes.push({lane:tLane, magnitude:3});
}
//fade out the opacity
this.opacity = this.opacity - 0.075;
if (this.opacity <= 0) {
//slate for final deletion
this.opacity = 0;
this.deleted = 2;
}
}
};
this.getIndex = function (){
//get the index of the block in its stack
var parentArr = MainClock.blocks[this.attachedLane]
for (var i = 0; i < parentArr.length; i++) {
if (parentArr[i] == this) {
return i;
}
}
};
this.draw = function(attached, index) {
this.height = settings.blockHeight;
if (Math.abs(settings.scale - settings.prevScale) > .000000001) {
this.distFromHex *= (settings.scale/settings.prevScale);
}
this.incrementOpacity();
if(attached === undefined)
attached = false;
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;
}
this.width = 2 * this.distFromHex / Math.sqrt(3);
this.widthWide = this.width + this.height + 3;
var p1;
var p2;
var p3;
var p4;
if (this.initializing) {
this.ct++;
var rat = (this.ct/this.initLen);
p1 = rotatePoint((-this.width / 2) * rat, this.height / 2, this.angle);
p2 = rotatePoint((this.width / 2) * rat, this.height / 2, this.angle);
p3 = rotatePoint((this.widthWide / 2) * rat, -this.height / 2, this.angle);
p4 = rotatePoint((-this.widthWide / 2) * rat, -this.height / 2, this.angle);
if (this.ct == this.initLen) {
this.initializing = 0;
}
} else {
p1 = rotatePoint(-this.width / 2, this.height / 2, this.angle);
p2 = rotatePoint(this.width / 2, this.height / 2, this.angle);
p3 = rotatePoint(this.widthWide / 2, -this.height / 2, this.angle);
p4 = rotatePoint(-this.widthWide / 2, -this.height / 2, this.angle);
}
if (this.deleted) {
ctx.fillStyle = "#FFF";
} else {
ctx.fillStyle = this.color;
}
ctx.globalAlpha = this.opacity;
var baseX = trueCanvas.width / 2 + Math.sin((this.angle) * (Math.PI / 180)) * (this.distFromHex + this.height / 2) + gdx;
var baseY = trueCanvas.height / 2 - Math.cos((this.angle) * (Math.PI / 180)) * (this.distFromHex + this.height / 2) + gdy;
ctx.beginPath();
ctx.moveTo(baseX + p1.x, baseY + p1.y);
ctx.lineTo(baseX + p2.x, baseY + p2.y);
ctx.lineTo(baseX + p3.x, baseY + p3.y);
ctx.lineTo(baseX + p4.x, baseY + p4.y);
ctx.lineTo(baseX + p1.x, baseY + p1.y);
ctx.closePath();
ctx.fill();
if (this.tint) {
if (this.opacity < 1) {
this.tint = 0;
}
ctx.fillStyle = "#FFF";
ctx.globalAlpha = this.tint;
ctx.beginPath();
ctx.moveTo(baseX + p1.x, baseY + p1.y);
ctx.lineTo(baseX + p2.x, baseY + p2.y);
ctx.lineTo(baseX + p3.x, baseY + p3.y);
ctx.lineTo(baseX + p4.x, baseY + p4.y);
ctx.lineTo(baseX + p1.x, baseY + p1.y);
ctx.closePath();
ctx.fill();
this.tint -= 0.02;
if (this.tint < 0) {
this.tint = 0;
}
}
ctx.globalAlpha = 1;
};
}
// t: current time, b: begInnIng value, c: change In value, d: duration
function easeOutCubic(t, b, c, d) {
return c*((t=t/d-1)*t*t + 1) + b;
}
var colorSounds = {"#e74c3c": new Audio("../sounds/lowest.ogg"),
"#f1c40f":new Audio("../sounds/highest.ogg"),
"#3498db":new Audio("../sounds/middle.ogg"),
"#2ecc71":new Audio("../sounds/highest.ogg") //fix this later
};
function Clock(sideLength) {
this.fillColor = '#2c3e50';
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;
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) return;
block.settled = 1;
block.tint = 0.6;
var lane = this.sides - block.fallingLane;// -this.position;
this.shakes.push({lane:block.fallingLane, magnitude:3});
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.parentArr = this.blocks[lane];
consolidateBlocks(this, lane, this.blocks[lane].length - 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;
consolidateBlocks(this, block.attachedLane, block.getIndex());
} else {
block.settled = 0;
}
} 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;
consolidateBlocks(this, block.attachedLane, block.getIndex());
}
else {
block.settled = 0;
}
}
} 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 != -2) 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 == 1) {
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, this.fillColor, 0, 'rgba(0,0,0,0)');
};
}