Bridge belt implementation added.

master
sigonasr2 4 years ago
parent 1c239be7d1
commit e1c006da3f
  1. 60
      game.js

@ -137,6 +137,8 @@ var BOT_PREVX = BOT_X
var BOT_PREVY = BOT_Y var BOT_PREVY = BOT_Y
var LASTPOSITIONUPDATE = 0 var LASTPOSITIONUPDATE = 0
var BRIDGEDBELT = false
var MOBILE = false var MOBILE = false
var BELTDOWN = {type:"BELT",direction:DOWN/*,direction2 - defines a secondary direction. For two belts at once.*/} var BELTDOWN = {type:"BELT",direction:DOWN/*,direction2 - defines a secondary direction. For two belts at once.*/}
@ -194,6 +196,7 @@ var KEY_ROTATION_RIGHT = ["D","L","d","l","6","ArrowRight"]
var KEY_ROTATION_LEFT = ["A","G","a","h","4","ArrowLeft"] var KEY_ROTATION_LEFT = ["A","G","a","h","4","ArrowLeft"]
var KEY_ROTATION_UP = ["W","K","w","k","8","ArrowUp"] var KEY_ROTATION_UP = ["W","K","w","k","8","ArrowUp"]
var KEY_ROTATION_DOWN = ["S","J","s","j","2","ArrowDown"] var KEY_ROTATION_DOWN = ["S","J","s","j","2","ArrowDown"]
var KEY_BRIDGED_BELT = ["Shift"]
var CONVEYOR_BUILD_BUTTON = {img:ID_CONVEYOR,x:-1,y:-1,w:-1,h:-1,lastselected:DEF_CONVEYOR} var CONVEYOR_BUILD_BUTTON = {img:ID_CONVEYOR,x:-1,y:-1,w:-1,h:-1,lastselected:DEF_CONVEYOR}
var BRANCH_BUILD_BUTTON = {img:ID_BRANCH,x:-1,y:-1,w:-1,h:-1,submenu_buttons:[DEF_BRANCHUP_RB,DEF_BRANCHUP_BR,DEF_BRANCHUP_GY,DEF_BRANCHUP_YG,DEF_BRANCHUP_PPI,DEF_BRANCHUP_PIP,DEF_BRANCHUP_BLGR,DEF_BRANCHUP_GRBL],lastselected:undefined,default:DEF_BRANCHUP_RB} var BRANCH_BUILD_BUTTON = {img:ID_BRANCH,x:-1,y:-1,w:-1,h:-1,submenu_buttons:[DEF_BRANCHUP_RB,DEF_BRANCHUP_BR,DEF_BRANCHUP_GY,DEF_BRANCHUP_YG,DEF_BRANCHUP_PPI,DEF_BRANCHUP_PIP,DEF_BRANCHUP_BLGR,DEF_BRANCHUP_GRBL],lastselected:undefined,default:DEF_BRANCHUP_RB}
@ -228,6 +231,7 @@ function saveLevelData() {
function goHome() { function goHome() {
saveLevelData() saveLevelData()
MENU.visible=false MENU.visible=false
BRIDGEDBELT=false
ITEM_SELECTED=undefined ITEM_SELECTED=undefined
for (var button of MENU.buttons) { for (var button of MENU.buttons) {
if (button.submenu_buttons) { if (button.submenu_buttons) {
@ -664,28 +668,28 @@ function runBot(testing) {
case UP:{ case UP:{
nextSquare = setNextSquare(0,-1) nextSquare = setNextSquare(0,-1)
if (nextSquare!==undefined) { if (nextSquare!==undefined) {
BOT_DIR=(nextSquare.direction2 && BOT_DIR=(nextSquare.direction2!==undefined &&
(nextSquare.direction2===UP||nextSquare.direction2===DOWN))?nextSquare.direction2:nextSquare.direction (nextSquare.direction2===UP||nextSquare.direction2===DOWN))?nextSquare.direction2:nextSquare.direction
} }
}break; }break;
case LEFT:{ case LEFT:{
nextSquare = setNextSquare(-1,0) nextSquare = setNextSquare(-1,0)
if (nextSquare!==undefined) { if (nextSquare!==undefined) {
BOT_DIR=(nextSquare.direction2 && BOT_DIR=(nextSquare.direction2!==undefined &&
(nextSquare.direction2===RIGHT||nextSquare.direction2===LEFT))?nextSquare.direction2:nextSquare.direction (nextSquare.direction2===RIGHT||nextSquare.direction2===LEFT))?nextSquare.direction2:nextSquare.direction
} }
}break; }break;
case RIGHT:{ case RIGHT:{
nextSquare = setNextSquare(1,0); nextSquare = setNextSquare(1,0);
if (nextSquare!==undefined) { if (nextSquare!==undefined) {
BOT_DIR=(nextSquare.direction2 && BOT_DIR=(nextSquare.direction2!==undefined &&
(nextSquare.direction2===RIGHT||nextSquare.direction2===LEFT))?nextSquare.direction2:nextSquare.direction (nextSquare.direction2===RIGHT||nextSquare.direction2===LEFT))?nextSquare.direction2:nextSquare.direction
} }
}break; }break;
case DOWN:{ case DOWN:{
nextSquare = setNextSquare(0,1) nextSquare = setNextSquare(0,1)
if (nextSquare!==undefined) { if (nextSquare!==undefined) {
BOT_DIR=(nextSquare.direction2 && BOT_DIR=(nextSquare.direction2!==undefined &&
(nextSquare.direction2===UP||nextSquare.direction2===DOWN))?nextSquare.direction2:nextSquare.direction (nextSquare.direction2===UP||nextSquare.direction2===DOWN))?nextSquare.direction2:nextSquare.direction
} }
}break; }break;
@ -755,6 +759,7 @@ function setupGame() {
canvas.addEventListener("touchstart",clickEvent) canvas.addEventListener("touchstart",clickEvent)
canvas.addEventListener("touchend",releaseEvent) canvas.addEventListener("touchend",releaseEvent)
document.addEventListener("keydown",keydownEvent) document.addEventListener("keydown",keydownEvent)
document.addEventListener("keyup",keyupEvent)
try { try {
completedStages = JSON.parse(localStorage.getItem("game")) completedStages = JSON.parse(localStorage.getItem("game"))
if (!completedStages) { if (!completedStages) {
@ -795,6 +800,15 @@ function keydownEvent(e) {
if (CheckKeys(e,KEY_ROTATION_DOWN)) { if (CheckKeys(e,KEY_ROTATION_DOWN)) {
ITEM_DIRECTION=DOWN ITEM_DIRECTION=DOWN
} }
if (CheckKeys(e,KEY_BRIDGED_BELT)) {
BRIDGEDBELT=true
}
}
function keyupEvent(e) {
if (CheckKeys(e,KEY_BRIDGED_BELT)) {
BRIDGEDBELT=false
}
} }
function mouseOverButton(canvas,e,button) { function mouseOverButton(canvas,e,button) {
@ -897,8 +911,13 @@ function deleteObject(coords,def) {
} }
function placeObject(coords,def) { function placeObject(coords,def) {
if (notAForbiddenObject(coords)) { if (notAForbiddenObject(coords)) {
var newObj={...def,direction:ITEM_DIRECTION} if (gameGrid[coords.y][coords.x].direction!==undefined&&gameGrid[coords.y][coords.x].type&&gameGrid[coords.y][coords.x].type==="BELT"&&BRIDGEDBELT) {
gameGrid[coords.y][coords.x]=newObj gameGrid[coords.y][coords.x]={...gameGrid[coords.y][coords.x],direction2:ITEM_DIRECTION}
console.log(gameGrid)
} else {
var newObj={...def,direction:ITEM_DIRECTION}
gameGrid[coords.y][coords.x]=newObj
}
gameState=WAITING gameState=WAITING
endARound() endARound()
} }
@ -1476,10 +1495,16 @@ function createHorizontalGradient(x,y,right,ctx,scale) {
return gradient return gradient
} }
function DrawSingleConveyor(x,y,dir,ctx,scale) { function DrawSingleConveyor(x,y,dir,ctx,scale,ghost=false) {
ctx.lineWidth = 16*scale; ctx.lineWidth = 16*scale;
ctx.lineCap = "square" ctx.lineCap = "square"
ctx.strokeStyle="rgb(124,162,157)" if (ghost) {
ctx.globalAlpha=0.6
ctx.strokeStyle="rgb(0,255,0)"
} else {
ctx.globalAlpha=1
ctx.strokeStyle="rgb(124,162,157)"
}
ctx.setLineDash([]) ctx.setLineDash([])
if (dir===LEFT||dir===RIGHT) { if (dir===LEFT||dir===RIGHT) {
ctx.beginPath() ctx.beginPath()
@ -1509,6 +1534,7 @@ function DrawSingleConveyor(x,y,dir,ctx,scale) {
ctx.lineTo(x+16*scale,y+30*scale) ctx.lineTo(x+16*scale,y+30*scale)
ctx.stroke() ctx.stroke()
} }
ctx.globalAlpha=1
} }
function GetOppositeDirection(dir) { function GetOppositeDirection(dir) {
@ -1605,9 +1631,12 @@ function DrawConnectedConveyor(x,y,ctx,connections,dir,scale,pass=0) {
function HasRelativeConnection(x,y,dir) { function HasRelativeConnection(x,y,dir) {
return (gameGrid[y][x].direction===dir || return (gameGrid[y][x].direction===dir ||
(gameGrid[y][x].direction2!==undefined&&gameGrid[y][x].direction2===dir) ||
( (
gameGrid[y][x].type==="BRANCH" && gameGrid[y][x].type==="BRANCH" &&
(gameGrid[y][x].direction===getClockwiseDirection(dir) || gameGrid[y][x].direction===getCounterClockwiseDirection(dir)) (gameGrid[y][x].direction===getClockwiseDirection(dir) || gameGrid[y][x].direction===getCounterClockwiseDirection(dir) ||
(gameGrid[y][x].direction2!==undefined&&gameGrid[y][x].direction2===getClockwiseDirection(dir)) ||
(gameGrid[y][x].direction2!==undefined&&gameGrid[y][x].direction2===getCounterClockwiseDirection(dir)))
) || ) ||
( (
x===gameStage.start.x&&y===gameStage.start.y x===gameStage.start.x&&y===gameStage.start.y
@ -1617,8 +1646,19 @@ function HasRelativeConnection(x,y,dir) {
function RenderConveyor(x,y,ctx,icon_definition,dir=0,background=undefined,grid=undefined,scale) { function RenderConveyor(x,y,ctx,icon_definition,dir=0,background=undefined,grid=undefined,scale) {
if (grid===undefined) { if (grid===undefined) {
//This is the button version.
if (BRIDGEDBELT) {
DrawSingleConveyor(x,y,dir+1,ctx,scale,true)
DrawSingleConveyor(x,y,dir,ctx,scale)
} else {
DrawSingleConveyor(x,y,dir,ctx,scale)
}
} else
if (gameGrid[grid.y][grid.x].direction2!==undefined) {
DrawSingleConveyor(x,y,dir,ctx,scale) DrawSingleConveyor(x,y,dir,ctx,scale)
} else { DrawSingleConveyor(x,y,gameGrid[grid.y][grid.x].direction2,ctx,scale)
} else
{
var connections = {} var connections = {}
if (grid.x>0) {if (HasRelativeConnection(grid.x-1,grid.y+0,RIGHT)){connections[LEFT]=true}} if (grid.x>0) {if (HasRelativeConnection(grid.x-1,grid.y+0,RIGHT)){connections[LEFT]=true}}
if (grid.x<gameGrid[grid.y].length-1) {if (HasRelativeConnection(grid.x+1,grid.y+0,LEFT)){connections[RIGHT]=true}} if (grid.x<gameGrid[grid.y].length-1) {if (HasRelativeConnection(grid.x+1,grid.y+0,LEFT)){connections[RIGHT]=true}}

Loading…
Cancel
Save