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hextris_ynh/sources/js/Block.js
2014-08-18 18:37:19 +02:00

195 lines
5.7 KiB
JavaScript

function Block(fallingLane, color, iter, distFromHex, settled) {
// whether or not a block is rested on the center hex or another block
this.settled = (settled === undefined) ? 0 : 1;
this.height = settings.blockHeight;
//the lane which the block was shot from
this.fallingLane = fallingLane;
this.checked=0;
//the angle at which the block falls
this.angle = 90 - (30 + 60 * fallingLane);
//for calculating the rotation of blocks attached to the center hex
this.angularVelocity = 0;
this.targetAngle = this.angle;
this.color = color;
//blocks that are slated to be deleted after a valid score has happened
this.deleted = 0;
//blocks slated to be removed from falling and added to the hex
this.removed = 0;
//value for the opacity of the white blcok drawn over falling block to give it the glow as it attaches to the hex
this.tint = 0;
//value used for deletion animation
this.opacity = 1;
//boolean for when the block is expanding
this.initializing = 1;
this.ict = MainHex.ct;
//speed of block
this.iter = iter;
//number of iterations before starting to drop
this.initLen = settings.creationDt;
//side which block is attached too
this.attachedLane = 0;
//distance from center hex
this.distFromHex = distFromHex || settings.startDist * settings.scale ;
this.incrementOpacity = function() {
if (this.deleted) {
//add shakes
if (this.opacity >= 0.925) {
var tLane = this.attachedLane - MainHex.position;
tLane = MainHex.sides - tLane;
while (tLane < 0) {
tLane += MainHex.sides;
}
tLane %= MainHex.sides;
MainHex.shakes.push({lane:tLane, magnitude:3 * (window.devicePixelRatio ? window.devicePixelRatio : 1) * (settings.scale)});
}
//fade out the opacity
this.opacity = this.opacity - 0.075;
if (this.opacity <= 0) {
//slate for final deletion
this.opacity = 0;
this.deleted = 2;
if (gameState == 1 || gameState==0) {
localStorage.setItem("saveState", exportSaveState());
}
}
}
};
this.getIndex = function (){
//get the index of the block in its stack
var parentArr = MainHex.blocks[this.attachedLane];
for (var i = 0; i < parentArr.length; i++) {
if (parentArr[i] == this) {
return i;
}
}
};
this.draw = function(attached, index) {
this.height = settings.blockHeight;
if (Math.abs(settings.scale - settings.prevScale) > 0.000000001) {
this.distFromHex *= (settings.scale/settings.prevScale);
}
this.incrementOpacity();
if(attached === undefined)
attached = false;
if(this.angle > this.targetAngle) {
this.angularVelocity -= angularVelocityConst;
}
else if(this.angle < this.targetAngle) {
this.angularVelocity += angularVelocityConst;
}
if (Math.abs(this.angle - this.targetAngle + this.angularVelocity) <= Math.abs(this.angularVelocity)) { //do better soon
this.angle = this.targetAngle;
this.angularVelocity = 0;
}
else {
this.angle += this.angularVelocity;
}
this.width = 2 * this.distFromHex / Math.sqrt(3);
this.widthWide = 2 * (this.distFromHex + this.height) / Math.sqrt(3);
//this.widthWide = this.width + this.height + 3;
var p1;
var p2;
var p3;
var p4;
if (this.initializing) {
var rat = ((MainHex.ct - this.ict)/this.initLen);
p1 = rotatePoint((-this.width / 2) * rat, this.height / 2, this.angle);
p2 = rotatePoint((this.width / 2) * rat, this.height / 2, this.angle);
p3 = rotatePoint((this.widthWide / 2) * rat, -this.height / 2, this.angle);
p4 = rotatePoint((-this.widthWide / 2) * rat, -this.height / 2, this.angle);
if ((MainHex.ct - this.ict) == this.initLen) {
this.initializing = 0;
}
} else {
p1 = rotatePoint(-this.width / 2, this.height / 2, this.angle);
p2 = rotatePoint(this.width / 2, this.height / 2, this.angle);
p3 = rotatePoint(this.widthWide / 2, -this.height / 2, this.angle);
p4 = rotatePoint(-this.widthWide / 2, -this.height / 2, this.angle);
}
if (this.deleted) {
ctx.fillStyle = "#FFF";
} else if (gameState === 0) {
if (this.color.charAt(0) == 'r') {
ctx.fillStyle = rgbColorsToTintedColors[this.color];
}
else {
ctx.fillStyle = hexColorsToTintedColors[this.color];
}
}
else {
ctx.fillStyle = this.color;
}
ctx.globalAlpha = this.opacity;
var baseX = trueCanvas.width / 2 + Math.sin((this.angle) * (Math.PI / 180)) * (this.distFromHex + this.height / 2) + gdx;
var baseY = trueCanvas.height / 2 - Math.cos((this.angle) * (Math.PI / 180)) * (this.distFromHex + this.height / 2) + gdy;
ctx.beginPath();
ctx.moveTo(baseX + p1.x, baseY + p1.y);
ctx.lineTo(baseX + p2.x, baseY + p2.y);
ctx.lineTo(baseX + p3.x, baseY + p3.y);
ctx.lineTo(baseX + p4.x, baseY + p4.y);
//ctx.lineTo(baseX + p1.x, baseY + p1.y);
ctx.closePath();
ctx.fill();
if (this.tint) {
if (this.opacity < 1) {
if (gameState == 1 || gameState==0) {
localStorage.setItem("saveState", exportSaveState());
}
this.iter = 2.25;
this.tint = 0;
}
ctx.fillStyle = "#FFF";
ctx.globalAlpha = this.tint;
ctx.beginPath();
ctx.moveTo(baseX + p1.x, baseY + p1.y);
ctx.lineTo(baseX + p2.x, baseY + p2.y);
ctx.lineTo(baseX + p3.x, baseY + p3.y);
ctx.lineTo(baseX + p4.x, baseY + p4.y);
ctx.lineTo(baseX + p1.x, baseY + p1.y);
ctx.closePath();
ctx.fill();
this.tint -= 0.02;
if (this.tint < 0) {
this.tint = 0;
}
}
ctx.globalAlpha = 1;
};
}
function findCenterOfBlocks(arr) {
var avgDFH = 0;
var avgAngle = 0;
for (var i = 0; i < arr.length; i++) {
avgDFH += arr[i].distFromHex;
var ang = arr[i].angle;
while (ang < 0) {
ang += 360;
}
avgAngle += ang % 360;
}
avgDFH /= arr.length;
avgAngle /= arr.length;
return {
x:trueCanvas.width/2 + Math.cos(avgAngle * (Math.PI / 180)) * avgDFH,
y:trueCanvas.height/2 + Math.sin(avgAngle * (Math.PI / 180)) * avgDFH
};
}