Game project I am working on for #olcCodeJam2020!
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TheGreatConversion/game.js

347 lines
7.9 KiB

var canvas;
const WAITING = 0;
const RUNNING = 1;
const REVIEWING = 2;
const TESTING = 3;
const FINISH = 4;
const UP = 0;
const RIGHT = 1;
const DOWN = 2;
const LEFT = 3;
const RED = "R";
const BLUE = "B";
const GREEN = "G";
const YELLOW = "Y";
const PURPLE = "P";
const PINK = "PI";
const BLACK = "BL";
const GRAY = "GR";
const ALIVE = 0;
const DEAD = 1;
const DONE = 2;
var BOT_X = -1
var BOT_Y = -1
var BOT_DIR = RIGHT
var BOT_STATE = ALIVE
var BOT_TAPE = "RB"
var BOT_QUEUE = []
var BELTDOWN = {type:"BELT",direction:DOWN/*,direction2 - defines a secondary direction. For two belts at once.*/}
var BELTRIGHT = {type:"BELT",direction:RIGHT}
var BELTUP = {type:"BELT",direction:UP}
var BELTLEFT = {type:"BELT",direction:LEFT}
var BRANCHDOWN = {type:"BRANCH",direction:DOWN,color1:RED,color2:BLUE} //color 1 points clockwise(right), color 2 points counter-clockwise(left)
var BRANCHLEFT = {type:"BRANCH",direction:LEFT,color1:RED,color2:BLUE}
var BRANCHRIGHT = {type:"BRANCH",direction:RIGHT,color1:RED,color2:BLUE}
var BRANCHUP = {type:"BRANCH",direction:UP,color1:RED,color2:BLUE}
var WRITERDOWN = {type:"WRITER",direction:DOWN,color:RED/*overwrite - if turned on, the writer overwrites the current tape position instead of appending.*/}
var WRITERLEFT = {type:"WRITER",direction:LEFT,color:RED}
var WRITERRIGHT = {type:"WRITER",direction:RIGHT,color:RED}
var WRITERUP = {type:"WRITER",direction:UP,color:RED}
var lastGameUpdate = 0;
var gameSpeed = 1000/1;
var gameState=RUNNING;
var gameStage=0;
var LEVEL0 = [
[{},{},{},{},{},],
[{},{},{},{},{},],
[{},{},{},{},{},],
[{},{},{},{},{},],
[{},{},{},{},{},],]
var LEVEL1 = [
[{},{},{...BELTDOWN},{...BELTLEFT},{...BELTLEFT},],
[{},{},{},{},{...BELTUP},],
[{},{...BELTDOWN},{},{},{...BELTUP},],
[{},{...BELTRIGHT},{...BELTRIGHT},{...BELTRIGHT},{...BELTUP},],
[{},{},{},{},{},],]
var LEVEL2 = [
[{},{},{},{},{},],
[{},{...BELTRIGHT},{},{},{},], //BLUE
[{},{...BRANCHRIGHT},{},{},{},],
[{},{...BELTRIGHT},{},{},{},], //RED
[{},{},{},{},{},],]
var LEVEL3 = [
[{},{},{},{},{},],
[{},{...WRITERUP,overwrite:true},{},{},{},],
[{},{...WRITERDOWN},{},{},{},],
[{},{...BELTRIGHT},{},{},{},],
[{},{},{},{},{},],]
var LEVEL4 = [
[{},{},{},{},{},],
[{},{},{},{},{},],
[{},{...BELTRIGHT,direction2:DOWN},{},{},{},],
[{},{},{...BELTUP,direction2:LEFT},{},{},],
[{},{},{},{},{},],]
var STAGE1 = {
name:"The First Stage!",
objective:"Accept all bots",
level:createGrid(5,5,4,2),
start:{x:0,y:2},
accept:(tape)=>true}
var STAGE2 = {
name:"Blue Blue",
objective:"Accept only Blue Bots",
level:createGrid(5,5,4,2),
start:{x:0,y:2},
accept:(tape)=>{
for (var i=0;i<tape.length;i++) {
if (tape[i]!=="B") {
return false;
}
}
return true;
}
}
var gameGrid= []
function createGrid(width=5,height=5,exitX=4,exitY=2) {
var grid = []
for (var i=0;i<width;i++) {
var row = []
for (var j=0;j<height;j++) {
row.push({})
}
grid.push(row)
}
grid[exitY][exitX]={type:"EXIT"}
return grid
}
function resetGame() {
gameGrid=[]
gameState=WAITING
BOT_X=-1
BOT_Y=-1
BOT_DIR=RIGHT
BOT_STATE=ALIVE
BOT_TAPE="RB"
BOT_QUEUE=[]
lastGameUpdate=0
}
function generateBotQueue() {
if (gameState===TESTING) {
//Iterate up to...15 RED/BLUE combinations.
var MAX_VALUE=1000
var startingValue=0
while (startingValue<MAX_VALUE) {
var tape=ConvertNumberToTape(startingValue++)
//console.log(tape)
var wrongBot=false //Set to true if a bot that's supposed to pass fails, or a bot that's supposed to fail passes.
var isSupposedToBeAccepted=gameStage.accept(tape)
var result=getSimulatedBotResult(tape)
if (result===isSupposedToBeAccepted) {
wrongBot=false;
} else {
wrongBot=true;
}
if (wrongBot) {
BOT_QUEUE.push(tape)
}
if (BOT_QUEUE.length===3) {
break;
}
}
}
}
function getSimulatedBotResult(tape) {
var simulatedBoard = deepCopy(gameGrid)
resetBot(gameStage.start.x,gameStage.start.y,TESTING,tape)
const MAX_ITERATIONS=10000
var iterations=0
while (iterations<MAX_ITERATIONS) {
runBot(true)
//renderGame()
if (gameState===REVIEWING) {
//console.log("Rejected")
return false
}
if (gameState===FINISH) {
//console.log("Accepted")
return true
}
iterations++
}
return false
}
function ConvertNumberToTape(val) {
var remainingVal = val
var tape = ""
while (remainingVal>0) {
var mask = remainingVal&1
if (mask===1) {
tape="B"+tape
} else {
tape="R"+tape
}
remainingVal=remainingVal>>>1
}
return tape;
}
function runBot(testing) {
//console.log(new Date().getTime())
if (lastGameUpdate<new Date().getTime()||testing) {
lastGameUpdate=new Date().getTime()+gameSpeed
//console.log("Update")
var nextSquare = {}
switch (BOT_DIR) {
case UP:{
nextSquare = gameGrid[--BOT_Y][BOT_X];
BOT_DIR=(nextSquare.direction2 &&
(nextSquare.direction2===UP||nextSquare.direction2===DOWN))?nextSquare.direction2:nextSquare.direction
}break;
case LEFT:{
nextSquare = gameGrid[BOT_Y][--BOT_X];
BOT_DIR=(nextSquare.direction2 &&
(nextSquare.direction2===RIGHT||nextSquare.direction2===LEFT))?nextSquare.direction2:nextSquare.direction
}break;
case RIGHT:{
nextSquare = gameGrid[BOT_Y][++BOT_X];
BOT_DIR=(nextSquare.direction2 &&
(nextSquare.direction2===RIGHT||nextSquare.direction2===LEFT))?nextSquare.direction2:nextSquare.direction
}break;
case DOWN:{
nextSquare = gameGrid[++BOT_Y][BOT_X];
BOT_DIR=(nextSquare.direction2 &&
(nextSquare.direction2===UP||nextSquare.direction2===DOWN))?nextSquare.direction2:nextSquare.direction
}break;
}
if (nextSquare.direction!==undefined||nextSquare.type==="EXIT") {
switch (nextSquare.type) {
case "BRANCH":{
//console.log("Branch found")
if (BOT_TAPE[0]===nextSquare.color1) {
//console.log("Matches color1")
//Move towards left side of the branch.
BOT_DIR = LeftOf(nextSquare.direction)
ConsumeTape()
} else
if (BOT_TAPE[0]===nextSquare.color2) {
//console.log("Matches color2")
//Move towards left side of the branch.
BOT_DIR = RightOf(nextSquare.direction)
ConsumeTape()
}
}break;
case "WRITER":{
if (nextSquare.overwrite) {
OverwriteTape(nextSquare.color)
} else {
AppendTape(nextSquare.color)
}
BOT_DIR = nextSquare.direction
}break;
case "EXIT":{
gameState=FINISH
BOT_STATE=DONE
}break;
}
//console.log("Direction is now "+BOT_DIR)
} else {
gameState = REVIEWING
BOT_STATE = DEAD
}
if (!testing){renderGame()}
}
}
function resetBot(x,y,state,tape) {
gameState=state
BOT_STATE = ALIVE
BOT_DIR = RIGHT
BOT_TAPE=tape
placeBot(x,y)
}
function placeBot(x,y) {
BOT_X = x
BOT_Y = y
}
function setupGame() {
canvas = document.createElement("CANVAS");
canvas.style.width="100%"
canvas.style.height="100%"
document.getElementById("game").appendChild(canvas)
//gameGrid = [...createGrid(5,5)]
}
function loadLevel(level,botx,boty) {
placeBot(botx,boty)
gameGrid = deepCopy(level)
}
function loadStage(stage) {
//gameGrid=deepCopy(stage.level)
loadLevel(stage.level,stage.start.x,stage.start.y)
gameStage=stage
}
function deepCopy(arr) {
var newarr = []
for (var i=0;i<arr.length;i++) {
newarr[i] = []
for (var j=0;j<arr[i].length;j++) {
newarr[i][j]={...arr[i][j]}
}
}
return newarr
}
function step() {
if (gameState===RUNNING) {
runBot()
}
}
function renderGame() {
var displayGrid = []
displayGrid = deepCopy(gameGrid)
if (BOT_X!==-1&&BOT_Y!==-1) {
displayGrid[BOT_Y][BOT_X]["BOT"]=true
}
console.log("Tape: "+BOT_TAPE)
console.log(displayGrid)
}
function draw() {
var ctx = canvas.getContext("2d")
ctx.fillStyle="#FFF"
ctx.fillRect(0,0,canvas.width,canvas.height)
ctx.beginPath();
ctx.stroke();
}
function ConsumeTape() {
BOT_TAPE=BOT_TAPE.substring(1)
}
function AppendTape(col) {
BOT_TAPE+=col
}
function OverwriteTape(col) {
BOT_TAPE=col+BOT_TAPE.substring(1)
}
function LeftOf(dir) {
return (dir+1)%4
}
function RightOf(dir) {
if (dir===0) {dir=4}
return (dir-1)%4
}