2016-05-07 03:00:25 -05:00
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Level = function(levelName) {
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2016-05-06 22:31:40 -05:00
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var level = Scene();
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2016-05-07 03:00:25 -05:00
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var camera = {
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x: 0,
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y: 0,
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z: 0,
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angle: 0
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};
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// A set of 512x512 blocks that entities are contained in.
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2016-05-06 22:31:40 -05:00
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// Blocks two grid spaces away (in a square, corners excluded) from the camera
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// are thunk and rendered in a frame.
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2016-05-07 03:00:25 -05:00
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var entityGrid = {};
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2016-05-06 22:31:40 -05:00
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function getGridIndex(x, y) {
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return Math.floor(x/512) + Math.floor(y/512)*512;
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// If a map is bigger than 200k pixels one way then you have other problems.
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}
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2016-05-07 03:00:25 -05:00
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var dolphin;
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2016-05-06 22:31:40 -05:00
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level.init = function() {
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2016-05-07 03:00:25 -05:00
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dolphin = Dolphin(level, 250, 0, 0);
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console.log(dolphin);
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placeEntityInGrid(dolphin);
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2016-05-06 22:31:40 -05:00
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}
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level.think = function() {
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2016-05-07 03:00:25 -05:00
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eachEntity(function(entity) {
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if (entity.think) {
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entity.think();
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}
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placeEntityInGrid(entity);
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});
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2016-05-06 22:31:40 -05:00
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}
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2016-05-07 03:00:25 -05:00
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level.render = function(frames) {
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eachEntity(function(entity) {
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if (!entity.activeSprite) {
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return;
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}
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// Start with the angle and distance for the entity.
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var xdist, ydist,
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angle, distance;
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xdist = entity.position.x - camera.x;
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ydist = entity.position.y - camera.y;
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angle = (Math.atan2(ydist, xdist) - camera.angle + Math.PI) % (2 * Math.PI) - Math.PI;
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distance = Math.sqrt(ydist*ydist + xdist*xdist);
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if (distance > 1024 || distance < 1 || Math.abs(angle) > Math.PI/2) {
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// Not in the viewport.
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entity.activeSprite.visible = false;
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return;
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}
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// In the viewport.
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entity.activeSprite.visible = true;
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distance *= Math.cos(angle);
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// Get screen position and scale.
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var scrX, scrY, scrScale;
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scrX = (angle * 1000 / Math.PI) + 250;
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scrScale = 250/distance;
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scrY = (entity.position.z - camera.z)*scrScale + 150;
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// Set sprite position.
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entity.activeSprite.position.set(scrX, scrY);
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entity.activeSprite.scale.set(scrScale, scrScale);
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entity.activeSprite.alpha = Math.min(4 - (distance/256), 1);
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});
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2016-05-06 22:31:40 -05:00
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}
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level.end = function() {
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}
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2016-05-07 03:00:25 -05:00
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function placeEntityInGrid(entity) {
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var grid;
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var gridpos = getGridIndex(entity.position.x, entity.position.y);
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if (entity.gridPosition != gridpos) {
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// Remove from old.
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if (entity.gridPosition !== undefined) {
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grid = entityGrid[entity.gridPosition];
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var pos = grid.indexOf(entity);
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grid.splice(pos, 1);
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}
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// Add to new.
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grid = (entityGrid[gridpos] || (entityGrid[gridpos] = []));
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entity.gridPosition = gridpos;
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grid.push(entity);
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}
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}
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function eachEntity(callback) {
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const offsets = [
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-1025, -1024, -1023,
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-514, -513, -512, -511, -510,
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-2, -1, 0, 1, 2,
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510, 511, 512, 513, 514,
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1023, 1024, 1025
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];
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var pos = getGridIndex(camera.x, camera.y); // todo use camera position
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// Build up an array separately so that we can modify the entity arrays during the callback.
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var objs = [];
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offsets.forEach(function(offset) {
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if (entityGrid[pos+offset]) {
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entityGrid[pos+offset].forEach(function(entity) {
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objs.push(entity);
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});
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}
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});
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objs.forEach(callback);
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}
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2016-05-06 22:31:40 -05:00
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return level;
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}
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