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<!doctype html>
<html>
<head><title>GEOMETRY</title></head>
<style type="text/css">
body
{
background-color: #000;
overflow: hidden;
}
#frustrum
{
z-index: 666;
border: 1px solid red;
}
#player
{
z-index: 999;
background-color: #0f0;
}
#hud
{
font-size: 14px;
font-family: monospace;
background-color: #333;
z-index: 1000;
color: #fff;
opacity: 0.7;
white-space: pre;
}
#tests
{
position: fixed;
right: 400px;
z-index: 1001;
}
</style>
<body>
<!--
<div id="tests">
<button id="random_x">RANDOM X</button>
</div>
-->
</body>
<script type="text/javascript" src="/js/jquery.js"></script>
<script type="text/javascript">
var FRAME_RATE = 30
var ABOVE_SURFACE = 3
var ON_SURFACE = 2
var LANDING_ON_SURFACE = 1
var BELOW_SURFACE = 0
var BEYOND_SURFACE = -1
var OFF_MAP = -2
var ORIENTATION_RIGHT = 1
var ORIENTATION_LEFT = -1
var KEY_LEFT = 37
var KEY_UP = 38
var KEY_RIGHT = 39
var KEY_DOWN = 40
var KEYTRACK = {}
KEYTRACK[KEY_LEFT] = false
KEYTRACK[KEY_UP] = false
KEYTRACK[KEY_RIGHT] = false
KEYTRACK[KEY_DOWN] = false
function clamp (x, min, max)
{
return Math.max(min, Math.min(x, max))
}
var HUD =
{
div: document.createElement("div"),
surface: false,
update: function ()
{
var activity = Player.running ? "RUNNING" : ""
activity += Player.jumping ? " JUMPING" : ""
activity += Player.cannonball ? " CANNONBALL" : ""
activity += Player.underwater ? " UNDERWATER" : ""
var orientation = Player.orientation === ORIENTATION_RIGHT ? "RIGHT" : "LEFT"
HUD.div.innerHTML =
[
"",
"PLAYER", Player.x, Player.y, activity, orientation, "\n",
"SPEED ", Player.dx, Player.dy, HUD.surface, "\n",
"CANVAS", Canvas.x, Canvas.y, "\n",
"KEY_UP", KEYTRACK[KEY_UP], "\n",
"KEY_DOWN", KEYTRACK[KEY_DOWN], "\n",
"KEY_LEFT", KEYTRACK[KEY_LEFT], "\n",
"KEY_RIGHT", KEYTRACK[KEY_RIGHT], "\n",
].join(" ")
},
init: function ()
{
HUD.div.style.position = "fixed"
HUD.div.style.top = 0
HUD.div.style.right = 0
HUD.div.style.width = 300 + "px"
HUD.div.style.height = 300 + "px"
HUD.div.setAttribute("id", "hud")
document.body.appendChild(HUD.div)
},
}
var Canvas =
{
div: document.createElement("canvas"),
x: 0,
y: 0,
width: 500,
height: 320,
surfaces:
[
[0,50, 90,95],
[90,95, 110,110],
[110,110, 200,300],
[200,300, 220,300],
[220,300, 300,200],
[300,200, 400,95],
[400,95, 500,80],
],
furniture:
[
[30,50],
[75,120],
[200,200],
[350,110],
[450,87],
],
init: function ()
{
ctx = Canvas.div.getContext("2d"),
Canvas.div.style.position = "fixed"
Canvas.div.style.top = 0
Canvas.div.style.left = 0
Canvas.div.setAttribute("width", 4000+"px")
Canvas.div.setAttribute("height", 800+"px")
document.body.appendChild(Canvas.div)
ctx.beginPath()
for (var x = 0.5; x < Canvas.width; x += 10)
{
ctx.moveTo(x, 0)
ctx.lineTo(x, Canvas.height)
}
for (var y = 0.5; y < Canvas.height; y += 10)
{
ctx.moveTo(0, y)
ctx.lineTo(Canvas.width, y)
}
ctx.strokeStyle = "#333"
ctx.stroke()
ctx.fillStyle = "rgba(0,20,255,0.5)"
ctx.fillRect(0, Physics.water_level+0.5, Canvas.width, Canvas.height - Physics.water_level)
for (var i = 0; i < Canvas.surfaces.length; i++)
{
var surface = Canvas.surfaces[i]
ctx.beginPath()
ctx.moveTo(surface[0] + 0.5, surface[1] + 0.5)
ctx.lineTo(surface[2] + 0.5, surface[3] + 0.5)
ctx.strokeStyle = "#0bf"
ctx.stroke()
}
for (var i = 0; i < Canvas.furniture.length; i++)
{
console.log(Canvas.furniture[i])
var div = document.createElement("div")
div.style.position = "fixed"
div.style.top = Canvas.furniture[i][1] + "px"
div.style.left = Canvas.furniture[i][0] + "px"
div.style.background = "yellow"
div.style.width = 2 + "px"
div.style.height = 2 + "px"
div.style.zIndex = 333
document.body.appendChild(div)
Frustrum.furniture.push (new furniture (div, Canvas.furniture[i][0],Canvas.furniture[i][1]))
}
},
}
function furniture (div, x, y)
{
// this.id = div
this.elem = div
this.x = x
this.y = y
this.update = function ()
{
this.elem.style.top = this.y - Frustrum.y + "px"
this.elem.style.left = this.x - Frustrum.x + "px"
}
}
var Frustrum =
{
div: document.createElement("div"),
x: 0,
y: 0,
width: 200,
height: 150,
halfwidth: 0,
halfheight: 0,
furniture: [],
redraw: function ()
{
Canvas.div.style.top = Canvas.y - Frustrum.y + "px"
Canvas.div.style.left = Canvas.x - Frustrum.x + "px"
Player.div.style.top = Player.y - Frustrum.y + "px"
Player.div.style.left = Player.x - Frustrum.x + "px"
for (var i = 0; i < Frustrum.furniture.length; i++)
Frustrum.furniture[i].update()
},
update: function ()
{
if (Player.underwater)
{
Frustrum.dest_y = Player.y - Frustrum.halfheight + Player.height
Frustrum.dest_x = Player.x - Frustrum.halfwidth + Player.width
if (Player.y > Canvas.height - Frustrum.halfheight)
Frustrum.dest_y = Canvas.height - Frustrum.height
}
else
{
Frustrum.dest_x = 0
Frustrum.dest_y = 0
}
if (Player.x > Canvas.width - Frustrum.halfwidth)
Frustrum.dest_x = Canvas.width - Frustrum.width
else if (Player.x > Frustrum.halfwidth)
Frustrum.dest_x = Player.x - Frustrum.halfwidth
Frustrum.y = Math.floor( (Frustrum.dest_y + Frustrum.y * 9) / 10 )
Frustrum.x = Math.floor( (Frustrum.dest_x + Frustrum.x * 9) / 10 )
// Frustrum.div.style.top = Frustrum.y + "px"
// Frustrum.div.style.left = Frustrum.x + "px"
},
init: function ()
{
Frustrum.div.style.position = "fixed"
Frustrum.div.style.top = 0
Frustrum.div.style.left = 0
Frustrum.div.style.width = Frustrum.width + "px"
Frustrum.div.style.height = Frustrum.height + "px"
Frustrum.div.setAttribute("id", "frustrum")
document.body.appendChild(Frustrum.div)
Frustrum.halfwidth = Frustrum.width/2
Frustrum.halfheight = Frustrum.height/2
},
}
var Physics =
{
gravity: 1,
dx_walk: 2,
dx_swim: 2,
dy_swim_up: -2,
dy_swim_down: 2,
dy_resistance: 5,
dx_resistance: 5,
air_resistance: 5,
water_resistance: 2,
water_level: 100,
jump_power: -5,
}
var Player =
{
div: document.createElement("div"),
running: false,
jumping: false,
start_jump: false,
swimming: false,
cannonball: false,
orientation: ORIENTATION_RIGHT,
dx: 0,
dy: 0,
x: 50,
y: 5,
width: 2,
height: 4,
yIntercept: 0,
surface: Canvas.surfaces[0],
findNearestSurface: function (feet)
{
for (var i = 0; i < Canvas.surfaces.length; i++)
{
var s = Canvas.surfaces[i]
if (Player.onSurface(feet, s) > BELOW_SURFACE)
{
return s
}
}
return OFF_MAP
},
onSurface: function (feet, s)
{
if (s === OFF_MAP)
return OFF_MAP
// within bounds
if (Player.x < s[0] || Player.x > s[2])
return BEYOND_SURFACE
// above the line
if (s[1] === s[3])
{
if (feet < s[1])
return ABOVE_SURFACE
if (feet <= s[1] + Player.dy + Physics.gravity + Player.height)
return ON_SURFACE
// if (! Player.surface)
// return ON_SURFACE
return ON_SURFACE
// return BELOW_SURFACE
}
var slope = (s[3] - s[1]) / (s[2] - s[0])
Player.yIntercept = (Player.x - s[0]) * slope + s[1]
// console.log(Player.yIntercept, Player.y)
if (feet < Player.yIntercept)
return ABOVE_SURFACE
if (feet <= Player.yIntercept + Player.dy + Physics.gravity + Player.height)
return ON_SURFACE
if (Player.surfaceState === ON_SURFACE)
return ON_SURFACE
// if (! Player.surface)
// return ON_SURFACE
return ON_SURFACE
// return BELOW_SURFACE
},
underwater: false,
update: function ()
{
var feet = Player.y + Player.height
Player.feet = feet
Player.surfaceState = Player.onSurface(feet, Player.surface)
switch (Player.surfaceState)
{
case ABOVE_SURFACE:
HUD.surface = "ABOVE SURFACE"
Player.yIntercept = Player.surface[1]
Player.dy = Math.min(Player.dy + Physics.gravity, Physics.dy_resistance)
break
case ON_SURFACE:
HUD.surface = "ON SURFACE"
Player.dy = 0
Player.y = Player.yIntercept - Player.height
Player.jumping = false
// Tests.random_x()
break
case BELOW_SURFACE:
HUD.surface = "BELOW SURFACE"
break
case BEYOND_SURFACE:
HUD.surface = "BEYOND SURFACE"
// Player.surface = false
Player.surface = Player.findNearestSurface(feet)
Player.update()
break
case OFF_MAP:
HUD.surface = "OFF MAP"
break
}
// Player.div.style.left = Player.x + "px"
// Player.div.style.top = Player.y + "px"
if (Player.underwater)
{
if (Player.y > Physics.water_level - 2 && Player.y < Physics.water_level + 2)
Player.dy = 0
else if (Player.y < Physics.water_level)
{
Player.underwater = false
Player.cannonball = false
Physics.dx_resistance = Physics.air_resistance
Physics.dy_resistance = Physics.air_resistance
}
if (KEYTRACK[KEY_UP])
Player.dy = Physics.dy_swim_up
if (KEYTRACK[KEY_DOWN])
Player.dy = Physics.dy_swim_down
if (KEYTRACK[KEY_LEFT] || KEYTRACK[KEY_RIGHT])
Player.dx = Physics.dx_swim * Player.orientation
else
Player.dx = 0
}
else
{
if (Player.y > Physics.water_level)
{
Player.jumping = false
Player.cannonball = false
Player.underwater = true
Player.yJump = Physics.water_level
Physics.dx_resistance = Physics.water_resistance
Physics.dy_resistance = Physics.water_resistance
}
else if (Player.yJump < Physics.water_level && Player.yIntercept > Physics.water_level)
Player.cannonball = true
else
Player.cannonball = false
if ((Player.start_jump || KEYTRACK[KEY_UP]) && Player.surfaceState === ON_SURFACE)
{
Player.start_jump = false
Player.jumping = true
Player.yJump = Player.y
Player.dy = Physics.jump_power
Player.y += Player.dy
Player.surfaceState = ABOVE_SURFACE
}
if (KEYTRACK[KEY_LEFT] || KEYTRACK[KEY_RIGHT])
Player.dx = Physics.dx_walk * Player.orientation
else
Player.dx = 0
}
Player.y += Player.dy
Player.x = clamp (Player.x + Player.dx, 0, Canvas.width)
},
init: function ()
{
Player.div.style.position = "fixed"
Player.div.style.top = Player.y + "px"
Player.div.style.left = Player.x + "px"
Player.div.style.width = Player.width + "px"
Player.div.style.height = Player.height + "px"
Player.div.setAttribute("id", "player")
document.body.appendChild(Player.div)
},
}
var Events =
{
keydown: function (e)
{
KEYTRACK[e.keyCode] = true
switch (e.keyCode)
{
case KEY_UP:
if (Player.underwater || Player.jumping)
break
Player.start_jump = true
break
case KEY_LEFT:
Player.orientation = ORIENTATION_LEFT
break
case KEY_RIGHT:
Player.orientation = ORIENTATION_RIGHT
break
}
},
keyup: function (e)
{
KEYTRACK[e.keyCode] = false
},
loop: function ()
{
Player.update()
Frustrum.update()
Frustrum.redraw()
HUD.update()
},
init: function ()
{
$(document).bind("keydown", Events.keydown)
$(document).bind("keyup", Events.keyup)
setInterval(Events.loop, FRAME_RATE)
},
}
var Tests =
{
random_x: function ()
{
Player.x = Player.x+1 // Math.floor(Math.random () * 500)
if (Player.x > Canvas.width)
{
Player.x = 0
Player.y = 0
}
// Player.y = 50 // Math.floor(Math.random () * 50)
Player.surface = Canvas.surfaces[0]
//if (Math.random() > 0.3)
// {
// Player.dy = -5
// }
},
init: function ()
{
$("#random_x").click(Tests.random_x)
},
}
var Main =
{
init: function ()
{
Tests.init()
Canvas.init()
Player.init()
Frustrum.init()
HUD.init()
Events.init()
},
}
Main.init ()
</script>
</html>
|