274 lines
11 KiB
JavaScript
274 lines
11 KiB
JavaScript
import {Game} from "./Game.js";
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import {directions} from "./Snake.js";
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export class Tile {
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/**
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* A tile of the game grid
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* @param {int} x
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* @param {int} y
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* @param {tiles} type
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* @param {Game} game
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*/
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constructor(x, y, type = tiles.EMPTY, game) {
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if (typeof x === "number" && x >= 0 && x % 1 === 0)
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this.x = x;
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else
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throw new InvalidTileOption("x");
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if (typeof y === "number" && y >= 0 && y % 1 === 0)
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this.y = y;
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else
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throw new InvalidTileOption("y");
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if (type && Object.values(tiles).find(t => t === type))
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this.type = type;
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else
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throw new InvalidTileOption("type");
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if (game && game instanceof Game)
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this.game = game;
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else
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throw new InvalidTileOption("game");
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}
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/**
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* Draw the tile on the grid
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*/
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draw() {
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const canvasPos = this.getCanvasPos(), size = this.getSize();
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this.game.ctx.beginPath();
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this.game.ctx.globalCompositeOperation = "destination-out";
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this.game.ctx.fillRect(...canvasPos, ...size);
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this.game.ctx.globalCompositeOperation = "source-over";
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const pxsize = Math.round(size[0]/12);
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const width = canvasPos[0];
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const height = canvasPos[1];
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switch (this.type) {
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case tiles.EMPTY:
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this.game.ctx.strokeStyle = "#999999";
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this.game.ctx.rect(...canvasPos, ...size);
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break;
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case tiles.APPLE:
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if (!pxsize) {
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this.game.ctx.fillStyle = "#ff0000";
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this.game.ctx.fillRect(...canvasPos, ...size);
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} else {
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this.game.ctx.fillStyle = "#00ffff";
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this.game.ctx.fillRect(width+pxsize, height+pxsize, 10*pxsize, 10*pxsize);
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this.game.ctx.fillStyle = "#000000";
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this.game.ctx.fillRect(width+4*pxsize, height, pxsize*4, pxsize);
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this.game.ctx.fillRect(width+4*pxsize, height+11*pxsize, pxsize*4, pxsize);
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for (const i of [2,5,8])
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this.game.ctx.fillRect(width+i*pxsize, height+pxsize, pxsize*2, pxsize);
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for (const i of [1,4,7,10])
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this.game.ctx.fillRect(width+i*pxsize, height+2*pxsize, pxsize, pxsize*2);
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this.game.ctx.fillRect(width, height+4*pxsize, pxsize, pxsize*4);
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this.game.ctx.fillRect(width+11*pxsize, height+4*pxsize, pxsize, pxsize*4);
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for (const i of [1,5,6,10])
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this.game.ctx.fillRect(width+i*pxsize, height+8*pxsize, pxsize, pxsize*2);
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for (const i of [2,5,8])
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this.game.ctx.fillRect(width+i*pxsize, height+10*pxsize, pxsize*2, pxsize);
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for (const i of [3,8,2,9])
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this.game.ctx.fillRect(width+i*pxsize, height+4*pxsize, pxsize, pxsize);
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for (const i of [1,3,8,10])
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this.game.ctx.fillRect(width+i*pxsize, height+6*pxsize, pxsize, pxsize);
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for (const i of [4,7])
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this.game.ctx.fillRect(width+i*pxsize, height+7*pxsize, pxsize, pxsize);
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this.game.ctx.globalCompositeOperation = "destination-out";
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for (const [i,j] of [[1,1],[10,1],[1,10],[10,10]])
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this.game.ctx.fillRect(width+i*pxsize, height+j*pxsize, pxsize, pxsize);
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this.game.ctx.globalCompositeOperation = "source-over";
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}
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break;
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case tiles.HEAD:
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if (!pxsize) {
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this.game.ctx.fillStyle = "#00ff5f";
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this.game.ctx.fillRect(...canvasPos, ...size);
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} else {
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this.rotate(canvasPos, size);
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this.game.ctx.fillStyle = "#FF4294";
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this.game.ctx.fillRect(width + 6 * pxsize, height + pxsize, 6 * pxsize, 10 * pxsize);
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this.game.ctx.fillRect(width + 4 * pxsize, height + 2 * pxsize, 6 * pxsize, 8 * pxsize);
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this.game.ctx.fillRect(width + 2 * pxsize, height + 3 * pxsize, 6 * pxsize, 6 * pxsize);
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this.game.ctx.fillRect(width + pxsize, height + 5 * pxsize, pxsize, 2 * pxsize);
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this.game.ctx.fillStyle = "#000000";
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this.game.ctx.fillRect(width + 6 * pxsize, height, pxsize * 6, pxsize);
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this.game.ctx.fillRect(width + 6 * pxsize, height + 11 * pxsize, pxsize * 6, pxsize);
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this.game.ctx.fillRect(width + 4 * pxsize, height + pxsize, pxsize * 2, pxsize);
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this.game.ctx.fillRect(width + 4 * pxsize, height + 10 * pxsize, pxsize * 2, pxsize);
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this.game.ctx.fillRect(width + 2 * pxsize, height + 2 * pxsize, pxsize * 2, pxsize);
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this.game.ctx.fillRect(width + 2 * pxsize, height + 9 * pxsize, pxsize * 2, pxsize);
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this.game.ctx.fillRect(width + pxsize, height + 7 * pxsize, pxsize, pxsize * 2);
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this.game.ctx.fillRect(width + pxsize, height + 3 * pxsize, pxsize, pxsize * 2);
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this.game.ctx.fillRect(width, height + 5 * pxsize, pxsize, pxsize * 2);
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this.game.ctx.fillRect(width + 6 * pxsize, height + 4 * pxsize, pxsize * 4, pxsize);
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this.game.ctx.fillRect(width + 6 * pxsize, height + 7 * pxsize, pxsize * 4, pxsize);
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this.game.ctx.setTransform(1, 0, 0, 1, 0, 0);
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}
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break;
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case tiles.BODY:
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if (!pxsize) {
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this.game.ctx.fillStyle = "#0d5317";
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this.game.ctx.fillRect(...canvasPos, ...size);
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} else {
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this.rotate(canvasPos, size);
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this.game.ctx.fillStyle = "#FF4294";
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this.game.ctx.fillRect(width, height, 12*pxsize, 12*pxsize);
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this.game.ctx.fillStyle = "#000000";
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this.game.ctx.fillRect(width, height, pxsize*12, pxsize);
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this.game.ctx.fillRect(width, height+11*pxsize, pxsize*12, pxsize);
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for (const [i,j] of [[1,1],[1,9],[2,3],[2,7],[3,5],[5,1],[5,9],[6,3],[6,7],[7,5],[9,1],[9,9],[10,3],[10,7],[11,5]])
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this.game.ctx.fillRect(width+i*pxsize, height+j*pxsize, pxsize, pxsize*2);
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this.game.ctx.setTransform(1, 0, 0, 1, 0, 0);
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}
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break;
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case tiles.TAIL:
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if (!pxsize) {
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this.game.ctx.fillStyle = "#efff00";
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this.game.ctx.fillRect(...canvasPos, ...size);
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} else {
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this.rotate(canvasPos, size);
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this.game.ctx.fillStyle = "#FF4294";
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this.game.ctx.fillRect(width, height+pxsize, pxsize, 10*pxsize);
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this.game.ctx.fillRect(width+pxsize, height+2*pxsize, pxsize, 8*pxsize);
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this.game.ctx.fillRect(width+2*pxsize, height+3*pxsize, 2*pxsize, 6*pxsize);
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this.game.ctx.fillRect(width+4*pxsize, height+4*pxsize, 3*pxsize, 4*pxsize);
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this.game.ctx.fillRect(width+7*pxsize, height+5*pxsize, 4*pxsize, 2*pxsize);
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this.game.ctx.fillStyle = "#000000";
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this.game.ctx.fillRect(width, height, pxsize, pxsize);
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this.game.ctx.fillRect(width, height+11*pxsize, pxsize, pxsize);
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this.game.ctx.fillRect(width+pxsize, height+pxsize, pxsize, pxsize);
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this.game.ctx.fillRect(width+pxsize, height+10*pxsize, pxsize, pxsize);
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this.game.ctx.fillRect(width+2*pxsize, height+2*pxsize, 2*pxsize, pxsize);
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this.game.ctx.fillRect(width+2*pxsize, height+9*pxsize, 2*pxsize, pxsize);
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this.game.ctx.fillRect(width+4*pxsize, height+3*pxsize, 3*pxsize, pxsize);
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this.game.ctx.fillRect(width+4*pxsize, height+8*pxsize, 3*pxsize, pxsize);
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this.game.ctx.fillRect(width+7*pxsize, height+4*pxsize, 4*pxsize, pxsize);
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this.game.ctx.fillRect(width+7*pxsize, height+7*pxsize, 4*pxsize, pxsize);
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this.game.ctx.fillRect(width+11*pxsize, height+5*pxsize, pxsize, 2*pxsize);
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this.game.ctx.fillRect(width+5*pxsize, height+5*pxsize, pxsize, 2*pxsize);
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this.game.ctx.fillRect(width, height+4*pxsize, pxsize, 4*pxsize);
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this.game.ctx.fillRect(width+pxsize, height+3*pxsize, pxsize, pxsize);
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this.game.ctx.fillRect(width+pxsize, height+8*pxsize, pxsize, pxsize);
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this.game.ctx.fillRect(width+4*pxsize, height+4*pxsize, pxsize, pxsize);
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this.game.ctx.fillRect(width+4*pxsize, height+7*pxsize, pxsize, pxsize);
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this.game.ctx.setTransform(1, 0, 0, 1, 0, 0);
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}
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break;
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case tiles.LIFE:
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this.game.ctx.fillStyle = "#e400ff";
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this.game.ctx.fillRect(...canvasPos, ...size);
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break;
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case tiles.ORANGE:
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this.game.ctx.fillStyle = "#ff7500";
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this.game.ctx.fillRect(...canvasPos, ...size);
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break;
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}
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this.game.ctx.stroke();
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}
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/**
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* Get the direction of a sprite depending of the next sprite
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* @returns {directions}
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*/
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getDirection() {
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const np = this.game.snake.body[this.game.snake.body.findIndex(([x,y]) => x === this.x && y === this.y)-1];
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const d = [this.x, this.y].map((n, i) => -(n - np[i]));
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return Object.values(directions).find(([x, y]) => d[0] === x && d[1] === y);
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}
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/**
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* Rotate a sprite depending of the input direction or the next sprite
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* @param {[int, int]} canvasPos
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* @param {[int, int]} size
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*/
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rotate(canvasPos, size) {
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const cx = canvasPos[0] + 0.5 * size[0];
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const cy = canvasPos[1] + 0.5 * size[1];
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this.game.ctx.translate(cx, cy);
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switch (this.type === tiles.HEAD? this.game.lastDirection : this.getDirection()) {
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case directions.UP:
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this.game.ctx.rotate(Math.PI / 2);
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break;
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case directions.DOWN:
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this.game.ctx.rotate(-Math.PI / 2);
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break;
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case directions.RIGHT:
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this.game.ctx.rotate(-Math.PI);
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break;
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case directions.LEFT:
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break;
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}
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this.game.ctx.translate(-cx, -cy);
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}
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/**
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* Get the tile position on the canvas
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* @returns {[int, int]}
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*/
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getCanvasPos() {
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return [this.getSize()[0]*this.x, this.getSize()[1]*this.y]
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}
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/**
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* Get the tile size on the canvas
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* @returns {[int, int]}
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*/
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getSize() {
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const s = Math.min(Math.round(this.game.ctx.canvas.width/this.game.size[0]), Math.round(this.game.ctx.canvas.height/this.game.size[1]));
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return [s, s]
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}
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}
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export class InvalidTileOption extends Error {
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/**
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* @param {string} name
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*/
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constructor(name) {
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super(`Invalid Tile option: ${name}`);
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}
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}
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export const tiles = {
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EMPTY: "empty",
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APPLE: "apple",
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HEAD: "head",
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BODY: "body",
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TAIL: "tail",
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LIFE: "life",
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ORANGE: "orange"
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};
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