hextris/entities.js
2014-05-17 16:53:14 -04:00

143 lines
3.6 KiB
JavaScript

//you can change these to sexier stuff
var colors = [
"black",
"orange",
"red",
"blue",
];
function Block(lane, color, distFromHex, settled) {
this.settled = (settled == undefined) ? 0 : 1;
this.height = 20;
this.width = 65;
this.lane = lane;
this.angle = 90 - (30 + 60 * lane);
if (this.angle < 0) {
this.angle += 360;
}
this.color = color;
if (distFromHex) {
this.distFromHex = distFromHex;
}
else {
this.distFromHex = 470;
}
this.draw = function() {
this.width = 2 * this.distFromHex / Math.sqrt(3);
this.widthswag = this.width + this.height + 5;
var p1 = rotatePoint(-this.width/2, this.height/2, this.angle);
var p2 = rotatePoint(this.width/2, this.height/2, this.angle);
var p3 = rotatePoint(this.widthswag/2, -this.height/2, this.angle);
var p4 = rotatePoint(-this.widthswag/2, -this.height/2, this.angle);
ctx.fillStyle=this.color;
var baseX = canvas.width/2 + Math.sin((this.angle) * (Math.PI/180)) * (this.distFromHex + this.height/2);
var baseY = canvas.height/2 - Math.cos((this.angle) * (Math.PI/180)) * (this.distFromHex + this.height/2);
ctx.beginPath();
ctx.moveTo(Math.round(baseX + p1.x), Math.round(baseY + p1.y));
ctx.lineTo(Math.round(baseX + p2.x), Math.round(baseY + p2.y));
ctx.lineTo(Math.round(baseX + p3.x), Math.round(baseY + p3.y));
ctx.lineTo(Math.round(baseX + p4.x), Math.round(baseY + p4.y));
ctx.lineTo(Math.round(baseX + p1.x), Math.round(baseY + p1.y));
ctx.closePath();
ctx.fill();
};
}
var Clock = function(sideLength) {
this.position = 0;
this.sides = 6;
this.blocks = [];
this.angle = 30;
this.sideLength = sideLength;
this.strokeColor = 'blue';
this.x = canvas.width / 2;
this.y = canvas.height / 2;
for(var i=0; i< this.sides; i++) {
this.blocks.push([]);
}
this.addBlock = function(block) {
block.settled = 1;
var lane = 0;
lane += this.position - block.lane;
while(lane < 0) {
lane = lane + this.sides;
}
lane = lane % this.sides;
block.distFromHex = MainClock.sideLength / 2 * Math.sqrt(3) + block.height * this.blocks[lane].length;
this.blocks[lane].push(block);
// consolidateBlocks(this,lane,this.blocks.length-1);
};
this.doesBlockCollide = function(block, iter) {
if (block.settled) return;
var lane = block.lane - this.position;
while (lane < 0) {
lane += 6;
}
lane = lane % this.sides;
var arr = this.blocks[lane];
if (arr.length > 0) {
if (block.distFromHex + iter - arr[arr.length - 1].distFromHex - arr[arr.length - 1].height <= 0) {
this.addBlock(block);
}
}
else {
if (block.distFromHex - (this.sideLength/2) * Math.sqrt(3) <= 0) {
this.addBlock(block);
}
}
};
this.rotate = function(steps) {
this.position += steps;
while (this.position < 0) {
this.position += 6;
}
this.position = this.position % this.sides;
this.blocks.forEach(function(blocks){
blocks.forEach(function(block){
block.angle = block.angle - steps * 60;
});
})
this.angle = this.angle + steps * 60;
};
this.draw = function() {
this.drawPolygon(this.x, this.y, this.sides, this.sideLength, this.angle);
};
this.drawPolygon = function(x, y, sides, radius, theta) { // can make more elegant, reduce redundancy, fix readability
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();
// ctx.fill();
ctx.strokeStyle = this.strokeColor;
ctx.stroke();
};
}