ca/broken/ca.js

878 lines
23 KiB
JavaScript
Executable File

/*
* Michael Soukup, 2014
*/
//var DIM = [window.innerWidth, window.innerHeight];
function zeros(m, n) {
var mat = [];
for (var i=0; i<m; i++) {
mat.push([]);
for (var j=0; j<n; j++) {
mat[i].push(0);
}
}
return mat
}
function nearestMod0(f, n) {
var mod = f % n;
if (mod < n/2) { // floor
return f-mod
}
else { // ceil
return f+n-mod
}
}
function Vector(x, y) {
this.x = x;
this.y = y;
}
Vector.prototype.add = function(v) {
this.x += v.x;
this.y += v.y;
}
Vector.prototype.sub = function(v) {
this.x -= v.x;
this.y -= v.y;
}
Vector.prototype.dot = function(v) {
return this.x*v.x + this.y*v.y
}
Vector.prototype.setLength = function(newlen) {
var len = this.getLength();
this.x = (this.x*newlen)/len;
this.y = (this.y*newlen)/len;
}
Vector.prototype.getLength = function() {
return Math.sqrt(Math.pow(this.x, 2) + Math.pow(this.y, 2))
}
function Frame(coords, dim) {
this.coords = coords;
this.dim = dim;
}
Frame.prototype.empty = function() {
return (this.dim.x <= 0 || this.dim.y <= 0)
}
Frame.prototype.move = function(u) {
this.coords.add(u);
}
Frame.prototype.align = function(mod) {
this.coords.x = nearestMod0(this.coords.x, mod);
this.coords.y = nearestMod0(this.coords.y, mod);
this.dim.x = nearestMod0(this.dim.x, mod);
this.dim.y = nearestMod0(this.dim.y, mod);
}
Frame.prototype.overlaps = function(f) {
var dx = f.coords.x - this.coords.x,
dy = f.coords.y - this.coords.y,
inter_x = ((dx > 0 && this.dim.x > dx) || (dx < 0 && f.dim.x < -dx)),
inter_y = ((dy > 0 && this.dim.y > dy) || (dy < 0 && f.dim.y < -dy));
return inter_x && inter_y
}
Frame.prototype.join = function(f) {
// Expands frame to also fit f
var x_min = Math.min(this.coords.x, f.coords.x),
y_min = Math.min(this.coords.y, f.coords.y),
x_max = Math.max(this.coords.x+this.dim.x, f.coords.x+f.dim.x),
y_max = Math.max(this.coords.y+this.dim.y, f.coords.y+f.dim.y);
this.coords.x = x_min;
this.coords.y = y_min;
this.dim.x = x_max - x_min;
this.dim.y = y_max - y_min;
}
Frame.prototype.intersect = function(f) {
// this AND f
var dx = f.coords.x - this.coords.x,
dy = f.coords.y - this.coords.y;
if (dx > 0) {
this.coords.x = f.coords.x;
this.dim.x = Math.min(this.dim.x - dx, f.dim.x);
}
else {
this.dim.x = Math.min(f.dim.x + dx, this.dim.x);
}
if (dy > 0) {
this.coords.y = f.coords.y;
this.dim.y = Math.min(this.dim.y - dy, f.dim.y);
}
else {
this.dim.y = Math.min(f.dim.y + dy, this.dim.y);
}
}
var CELL_COL = {
0: '#000',
1: '#222',
2: '#484',
3: '#a44',
4: '#8a8a8a'
},
CELL_T = {
'empty': 0,
'wall': 1,
'player': 2,
'enemy': 3,
'conway': 4
},
CELL_CONFIGS = {
'player0': [
[0,2,2,0,0,0],
[0,0,0,0,0,0],
[0,0,0,0,0,0],
[0,0,0,4,4,0],
[0,0,4,0,4,0],
[0,0,0,4,0,0]
],
'enemy0': [
[0,3,3,3,3,0],
[3,4,4,0,3,3],
[3,4,0,0,0,3],
[3,0,0,4,4,3],
[3,0,4,0,3,3],
[0,3,3,3,0,0]
],
'organism0': [
[0,0,0,0,0,0,4,4],
[0,0,4,4,4,4,4,4],
[0,0,0,4,0,0,0,0],
[0,4,0,0,0,0,0,0],
[0,4,4,4,0,4,0,4],
[4,4,4,0,4,4,4,4],
[0,0,4,4,4,0,0,0]
],
'box': [
[0,0,0,0],
[0,4,4,0],
[0,4,4,0],
[0,0,0,0]
],
'diamond': [
[0,4,0,0],
[4,0,4,0],
[0,4,0,0],
[0,0,0,0]
]
};
function Ndist(N, r) {
var dist = [0,0,0,0,0];
for (var x=0; x<N.length; x++) {
for (var y=0; y<N.length; y++) {
if (x != r && y != r) {
dist[N[x][r]] += 1;
}
}
}
return dist
}
function cell_0_update(N, r) {
// count neighbours for now
var dist = Ndist(N, r);
if (dist[4] == 3) {
return 4
}
else {
return 0
}
}
function cell_1_update(N, r) {
return 1
}
function cell_2_update(N, r) {
// player cell
return 2
}
function cell_3_update(N, r) {
// enemy cell
return 3
}
function cell_4_update(N, r) {
// conway live cells
var dist = Ndist(N, r);
if (dist[2] == 2 && dist[4] > 2) {
return 2
}
else if (dist[4] == 2 || dist[4] == 3) {
return 4
}
else {
return 0
}
}
function cellNext(N) {
// Size of neighbourhood N is nxn where n is (r*2 + 1), r in {1,2,3...}:
// 3x3, 5x5, 7x7, ...
var r = (N.length - 1) / 2, // must be int
cell = N[r][r];
switch (cell) {
case 0:
return cell_0_update(N, r);
case 1:
return cell_1_update(N, r);
case 2:
return cell_2_update(N, r);
case 3:
return cell_3_update(N, r);
case 4:
return cell_4_update(N, r);
}
}
// Every organism has a pointer to the environment
// dim_cam, coords_cam, px_tile, dim_frame, coords_frame, tiles_frame
// function Organism(configuration, x, y, tilesize) {
// // Tiles can be of any size px_tile_min*n, n in N
// this.p = new Vector(x, y); // continuous
// this.v = new Vector(0, 0);
// this.px_tile = tilesize;
// this.tiles = new Vector(configuration[0].length, configuration.length);
// this.config = configuration;
// this.config_buf = zeros(this.tiles.x, this.tiles.y);
// this.frame = new Frame(new Vector(nearestMod0(x, tilesize), nearestMod0(y, tilesize)),
// new Vector(tilesize*this.tiles.x, tilesize*this.tiles.y));
// //this.coords_center = null // keep track of center for steering and battle
// }
// Organism.prototype.getNeighbourhood = function(cx, cy, r) {
// var n = (r*2)+1,
// N = zeros(n,n);
// for (var x=cx-r; x<=cx+r; x++) {
// for (var y=cy-r; y<=cy+r; y++) {
// if ((x < 0 || x >= this.tiles.x) || (y < 0 || y >= this.tiles.y)) {
// N[x+r-cx][y+r-cy] = 0; // Tiles outside constraints are 0 anyways
// }
// else {
// N[x+r-cx][y+r-cy] = this.config[x][y];
// }
// }
// }
// return N
// }
// Organism.prototype.updateCells = function() {
// // find player cell center
// for (var x=0; x<this.tiles.x; x++) {
// for (var y=0; y<this.tiles.y; y++) {
// this.config_buf[x][y] = cellNext(this.getNeighbourhood(x, y, 1));
// // update cell according to neighborhood
// // (x', y') = f(x, y)
// }
// }
// this.config = this.config_buf;
// }
// Organism.prototype.updateFrame = function() {
// }
// Organism.prototype.playerMove = function(dF, dt) {
// this.v.x = dF.x/dt;
// this.v.y = dF.y/dt;
// this.p.add(dF); // Move the whole box. dF controls position
// }
// Organism.prototype.playerUpdate = function(dF, dt) {
// this.frame.move(dF);
// this.frame.fitCoords(this.px_tile);
// this.updateCells();
// }
// Organism.prototype.framesOverlap = function(o) {
// xoutside || youtside
// return (this.coords.x < o.coords.x+o.dim.x) && (this.dim.x )
// }
// Organism.prototype.mergeOrganism = function(o) {
// }
function Organism(configuration, x, y, tilesize) {
// Tiles can be of any size px_tile_min*n, n in N
//this.pos = new Vector(x, y); // continuous
//this.v = new Vector(0, 0);
this.px_tile = tilesize;
this.tiles = new Vector(configuration[0].length, configuration.length);
this.frame_tilemargin = 2;
this.frame = new Frame(new Vector(x, y), new Vector(tilesize*this.tiles.x, tilesize*this.tiles.y));
this.config = configuration;
}
Organism.prototype.getNeighbourhood = function(cx, cy, r) {
var n = (r*2)+1,
N = zeros(n,n);
for (var x=cx-r; x<=cx+r; x++) {
for (var y=cy-r; y<=cy+r; y++) {
if ((x < 0 || x >= this.tiles.x) || (y < 0 || y >= this.tiles.y)) {
N[x+r-cx][y+r-cy] = 0; // Tiles outside constraints are 0 anyways
}
else {
N[x+r-cx][y+r-cy] = this.config[x][y];
}
}
}
return N
}
Organism.prototype.updateCells = function() {
var config_buf = zeros(this.tiles.x, this.tiles.y);
for (var x=0; x<this.tiles.x; x++) {
for (var y=0; y<this.tiles.y; y++) {
this.config_buf[x][y] = cellNext(this.getNeighbourhood(x, y, 1));
// update cell according to neighborhood
// (x', y') = f(x, y)
}
}
this.config = config_buf;
}
Organism.prototype.move = function(dF, dt) {
if (dF.x <= 0) {
this.frame.coords.x += dF.x;
}
else {
this.frame.dim.x += dF.x;
}
if (dF.y <= 0) {
this.frame.coords.y += dF.y;
}
else {
this.frame.dim.y += dF.y;
}
}
Organism.prototype.setConfig = function(new_tiles) {
var diffx = new_tiles.x - this.tiles.x,
diffy = new_tiles.y - this.tiles.y,
config = zeros(new_tiles.x, new_tiles.y),
x_2 = Math.floor(Math.min(this.tiles.x / 2 - 1, new_tiles.x / 2 - 1)),
y_2 = Math.floor(Math.min(this.tiles.y / 2 - 1, new_tiles.y / 2 - 1));
for (var x=0; x<x_2; x++) {
for (var y=0; y<y_2; y++) {
config[x][y] = this.config[x][y];
config[new_tiles.x-1-x][new_tiles.y-1-y] = this.config[this.tiles.x-1-x][this.tiles.y-1-y];
}
}
this.config = config;
this.tiles = new_tiles;
}
Organism.prototype.step = function(dF, dt) {
var x = this.frame.dim.x + this.K_p*(this.a_ref - this.frame.dim.x),
y = this.frame.dim.y + this.K_p*(this.a_ref - this.frame.dim.y),
dx = x - this.frame.dim.x, // shrinking: < 0, expanding: > 0
dy = y - this.frame.dim.y;
this.frame.coords.x += -dx/2;
this.frame.coords.y += -dy/2;
this.frame.dim.x = x;
this.frame.dim.y = y;
this.move(dF, dt);
// fit frame and simulate
this.frame.align(this.px_tile);
var new_tiles = new Vector(this.frame.dim.x / this.px_tile, this.frame.dim.y / this.px_tile);
this.setConfig(new_tiles);
this.updateCells();
}
var Game = (function(canvas_id) {
var canvas = document.getElementById(canvas_id),
ctx = canvas.getContext('2d'),
// Set up camera and simulation frame
// Camera moves continuously, frame size and coords must fit tiles.
dim_cam = new Vector(canvas.width, canvas.height),
coords_cam = new Vector(0.0, 0.0), // Initial view: coords_cam -> coords_cam+dim_cam
px_tile_min = 5, // 5x5 pixels
dim_frame = new Vector(nearestMod0(2*dim_cam.x, px_tile_min), nearestMod0(2*dim_cam.y, px_tile_min)),
coords_frame = new Vector(nearestMod0(coords_cam.x - 0.25*dim_frame.x, px_tile_min), nearestMod0(coords_cam.y - 0.25*dim_frame.y, px_tile_min)),
tiles_frame = new Vector(dim_frame.x/px_tile_min, dim_frame.y/px_tile_min),
player, enemies = [], organisms = [],
level0 = [
'player0,55,60',
'enemy0,120,24',
'organism0,-5,0',
'box,120,32',
'diamond,87,32'
];
//cells = zeros(tiles_frame.x, tiles_frame.y),
//cells_buf = (tiles_frame.x, tiles_frame.y),
// function detectNearbyEnemies(organism) {
// // Returns a list of indices of nearby enemies
// }
// function _setOrganismBox(organism, nearby) {
// // assume all coords are tile fitted
// // pos_o = box_coord + 0.5*box
// var pos_o = Vector(organism.box_coords.x + 0.5*organism.box.x, organism.box_coords.y + 0.5*organism.box.y),
// old_coords = Vector(organism.box_coords.x, organism.box_coords.y),
// old_box = Vector(organism.box.x, organism.box.y)
// for (var i=0; i<nearby.length; i++) {
// // Expand boxes x
// // Expand boxes y
// // diff_x =
// organism.box_coords.x = Math.min(organism.box_coords.x, nearby[i].box_coords.x);
// organism.box_coords.y = Math.min(organism.box_coords.y, nearby[i].box_coords.y);
// organism.box.x = Math.max(organism.box.x+organism.box_coords.x, nearby[i].box.x + nearby[i].box_coords.x - organism.box_coords.x)
// if ()
// }
// }
// function playerSetBox(player) {
// // e[] <- find nearby enemies
// // o[] <- find nearby organisms
// // new_coords, new_box =
// var new_enemies = [], new_organisms = [], d, r;
// // Detect nearby enemies
// // Check distances player-to-all
// for (var i=0; i<enemies.length; i++) {
// d = veclen(player.pos.sub(enemies[i].pos));
// r =
// }
// }
// function playerSetBox(player) {
// // e[] <- find nearby enemies (pops e[])
// // o[] <- find nearby organisms (pops o[])
// // new_coords, new_box, = findBox(e + o, )
// // player <- new_coords, new_box
// // updatePlayerConfig(player)
// player.
// }
// function setOrganismBox(organism) {
// // This has to be a global method because we have to see outside the organisms configuration.
// }
function addOrganism(configuration, x, y) {
var o = new Organism(configuration, x, y);
// go through tiles TODO
if (o.isPlayer()) {
player = o;
}
else if (i.isEnemy()) {
enemies.push(i);
}
else {
organisms.push(i);
}
}
// function drawConfiguration(configuration, x, y) {
// var tx = Math.min(configuration[0].length, tiles_x-x),
// ty = Math.min(configuration.length, tiles_y-y);
// for (var i=0; i<tx; i++) {
// for (var j=0; j<ty; j++) {
// if (configuration[j][i] > 0) {
// ctx.fillStyle = cellcol[configuration[j][i]];
// ctx.beginPath();
// ctx.rect((i+x)*tilesize+0.5, (j+y)*tilesize+0.5, tilesize-0.5, tilesize-0.5);
// ctx.closePath();
// ctx.fill();
// }
// }
// }
// }
// function update(vx, vy) {
// updateCells(vx, vy);
// }
// function drawCells() {
// for (var i=0; i<tiles_x; i++) {
// for (var j=0; j<tiles_y; j++) {
// if (cells[i][j] > 0) {
// ctx.fillStyle = cellcol[cells[i][j]];
// ctx.beginPath();
// ctx.rect(i*tilesize+0.5, j*tilesize+0.5, tilesize-0.5, tilesize-0.5);
// ctx.closePath();
// ctx.fill();
// }
// }
// }
// }
// function drawGrid() {
// ctx.translate(0.5, 0.5); // Transform canvas to get sharp lines
// ctx.strokeStyle = 'black';
// ctx.lineWidth = 0.1;
// for (var i=1; i<tiles_x; i++) {
// ctx.beginPath();
// ctx.moveTo(i*tilesize, 0);
// ctx.lineTo(i*tilesize, height);
// ctx.closePath();
// ctx.stroke();
// }
// for (var i=1; i<tiles_y; i++) {
// ctx.beginPath();
// ctx.moveTo(0, i*tilesize);
// ctx.lineTo(width, i*tilesize);
// ctx.closePath();
// ctx.stroke();
// }
// ctx.setTransform(1, 0, 0, 1, 0, 0); // Transform back
// }
// function draw() {
// ctx.clearRect(0, 0, width, height);
// drawGrid();
// drawCells();
// }
// function draw2() {
// ctx.clearRect(0, 0, width, height);
// drawGrid();
// for (var i=0; i<organisms.length; i++) {
// drawConfiguration(organisms[i].config, organisms[i].offset.x, organisms[i].offset.y);
// }
// }
// function drawOrganism(organism) {
// //
// var x_t0 = tile_min - (camera.x % tile_min), // x diff from camera to start tile
// y_t0 = tile_min - (camera.y % tile_min), // x diff from camera to start tile
// tiles_x = Math.min(organism.config[0].length, tiles_frame.x - x),
// tiles_y = Math.min(organism.config.length, tiles_frame.y - y);
// for (var i=0; i<tiles_x; i++) {
// for (var j=0; j<tiles_y; j++) {
// if (organism.config[j][i] > 0) {
// ctx.fillStyle = CELL_COL[organism.config[j][i]];
// ctx.beginPath();
// // Draw every 5x5 tile at x = (i+x)*tile_min + x_t0, y = (j+y)*tile_min + y_t0
// ctx.rect((i+x)*tile_min+x_t0+0.5, (j+y)*tile_min+y_t0+0.5, tile_min-0.5, tile_min-0.5);
// ctx.closePath();
// ctx.fill();
// }
// }
// }
// }
function framesOverlap(o1, o2) {
}
function minimumDist(o1, o2, d_gap, cell_sep) {
// returns true if o1 and o2 are touching or have a layer of maximum width d_gap consisting only of celltype cell_sep.
// try finding a layer. If no layer, return true
// try expanding the layer. If d_layer > d_gap return false
}
function updatePlayer() {
var new_enemies = [], new_organisms = [];
// Split player? Implement later
var gap = 2;
for (var i=0; i<enemies.length; i++) {
if (framesOverlap(player, enemies[i]) && minimumGap(player, enemies[i], 2)) {
}
enemies[i].move(player.prev_dF);
}
for (var j=0; j<enemies.length; j++) {
organisms[i].move(dh);
}
}
function update(dF) {
//set time
player.move(dF, dh);
for (var i=0; i<enemies.length; i++) {
enemies[i].move(player.prev_dF);
}
//for (var j=0; j<enemies.length; j++) {
// organisms[i].move(dh);
//}
updatePlayer();
}
function initLevel(level) {
/*
level = {
organisms: ['label1,x1,y1', 'label2,x2,y2', ..., 'labeln,xn,yn']
}
*/
}
function shouldMerge(o1, o2, d_gap, cell_t) {
var frame_union = frameUnion(o1.frame, o2.frame);
if (frame_union.isEmpty()) {
return false
}
// relative speed v_12
var v_12 = new Vector(o1.v.x, o1.v.y);
v_12.sub(o2.v);
if (v_12.dot(o1.v) < 0) {
// Organisms are moving apart
return false
}
var d_min = Infinity;
// check all-to-all in overlapping region
// Find layer
// find two nearest cells both not of cell cell_t
// expand layer
}
function playerMerge() {
var new_enemies = [], new_organisms = [], gap = 2;
for (var i=0; i<enemies.length; i++) {
if (player.frame.overlaps(enemies[i].frame) && shouldMerge(player, enemies[i], gap, 0)) {
player.mergeOrganism(enemies[i]);
}
else {
new_enemies.push(enemies[i]);
}
}
for (var j=0; j<organisms.length; j++) {
if (player.frame.overlaps(organisms[i].frame) && shouldMerge(player, organisms[i], gap, 0)) {
player.mergeOrganism(organisms[i]);
}
else {
new_enemies.push(organisms[i]);
}
}
delete new_enemies;
delete organisms;
enemies = new_enemies;
organisms = new_organisms;
}
//var t = Date.now(), h = 0, dh = 1; // Start at 1
function step(dF) {
// var t_now = Date.now();
// dt = (t_now - t)/1000;
// t = t_now;
// h += dh;
var dh = 1; // tmp
// simulatePlayer
player.move(dF, dh);
player.simulate(dh);
for (var i=0; i<enemies.length; i++) {
enemies[i].move(player.v, dh);
enemies[i].simulate(dh);
}
for (var j=0; j<organisms.length; j++) {
organisms[i].move(dF, dh);
organisms[j].simulate(dh);
}
}
function draw() {
drawOrganism(player); // We have ensured no overlap
for (var i=0; i<enemies.length; i++) {
drawOrganism(enemies[i]);
}
for (var j=0; j<organisms.length; j++) {
drawOrganism(organisms[i]);
}
}
//function update() {
// playerMerge();
//setCamera(player.p, player.v);
//updateFrame();
//}
return {
runSimulation: function(timestep) {
_initCells(900);
//insertConfiguration(skintest, 10, 10);
draw();
setInterval(function (){
update();
draw();
}, timestep);
},
testphysics: function() {
// Set events
//locatePlayer();
//_initCells(900);
draw2();
addEventListener('keydown', function(e) {
var vx = vy = 0,
key = e.keyCode;
//locatePlayer();
if (key == 37) {
vx--;
}
else if (key == 39){
vx++
}
else if (key == 40){
vy++;
}
else if (key == 38) {
vy--;
}
else {
return
}
//movePlayer(vx, vy);
//updateCells(vx, vy);
draw2();
})
},
run: function() {
var running = false,
dF = new Vector(0, 0);
initLevel(level0);
draw();
addEventListener('keydown', function(e) {
if (running) {
return
}
running = true;
var key = e.keyCode;
dF.x = 0;
dF.y = 0;
if (key == 37) {
dF.x--;
}
else if (key == 39){
dF.x++
}
else if (key == 40){
dF.y++;
}
else if (key == 38) {
dF.y--;
}
else {
return
}
update(dF);
draw();
running = false;
});
},
addOrganism: addOrganism
//insertConfiguration: insertConfiguration
}
});
// conway
// static rule
// CELL MAP
/**
0: dead or empty tile
1: solid wall
2: skin cell (player)
3: skin cell (enemy)
4: living cell
4:
**/
var game = Game('board');
//game.insertConfiguration(skintest, 10, 10);
//game.runSimulation(1000);
// game.insertConfiguration(player, 100, 100);
// game.insertConfiguration(enemy, 10, 10);
// game.insertConfiguration(box, 56, 12);
// game.insertConfiguration(box, 123, 94);
// game.insertConfiguration(box, 35, 67);
// game.insertConfiguration(diamond, 43, 122);
// game.insertConfiguration(diamond, 86, 12);
// game.insertConfiguration(diamond, 25, 75);
// game.insertConfiguration(organism, 94, 55);
// game.run();
game.addOrganism(CELL_CONFIGS['organism0'], 94, 55);
game.testphysics();