Compare commits
3 Commits
master
...
github/for
Author | SHA1 | Date | |
---|---|---|---|
|
6456ef73c7 | ||
|
5d7e697525 | ||
|
e4b40c9010 |
192
index.js
192
index.js
@ -70,7 +70,7 @@ window.onload = function () {
|
|||||||
tough: {
|
tough: {
|
||||||
speed: 5,
|
speed: 5,
|
||||||
node: 1,
|
node: 1,
|
||||||
health: 100,
|
health: 80,
|
||||||
reward: 20,
|
reward: 20,
|
||||||
frequency: 40,
|
frequency: 40,
|
||||||
icon: '#f40'
|
icon: '#f40'
|
||||||
@ -124,39 +124,6 @@ window.onload = function () {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
|
||||||
Tiles:
|
|
||||||
* 0 - grass
|
|
||||||
* 1 - path
|
|
||||||
* 2 - spawn
|
|
||||||
* 3 - end
|
|
||||||
|
|
||||||
Wave layout:
|
|
||||||
[] - optional
|
|
||||||
<> - value type
|
|
||||||
{
|
|
||||||
type - 'recurring', 'once-every' or 'once'
|
|
||||||
* recurring
|
|
||||||
waveLow <int> - wave in which this entry will start spawning enemies
|
|
||||||
[waveHigh] <int> - wave in which this entry will stop spawning enemies
|
|
||||||
* once-every
|
|
||||||
every <int> - every x wave this entry will spawn enemies
|
|
||||||
* once
|
|
||||||
wave <int> - wave in which this entry will spawn enemies
|
|
||||||
|
|
||||||
[oneAfterAnother] <bool> - If true, enemy types specified below will be spawned one-after-another
|
|
||||||
|
|
||||||
enemies: [{
|
|
||||||
type <string> - type of enemy
|
|
||||||
count <int> - base count to spawn
|
|
||||||
[incrementCount] <bool> - increments count by wave number
|
|
||||||
[countFactor] <int> - this number is multiplied by the wave and then added to count only if incrementCount is true
|
|
||||||
[incrementHealth] <bool> - increments health by wave number times healthFactor (default is 5)
|
|
||||||
[healthFactor] <int> - this number is multiplied by the wave and then added to health only if incrementHealth is true (default is 5)
|
|
||||||
}]
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
||||||
let Maps = {
|
let Maps = {
|
||||||
width: 20, // Width of the map
|
width: 20, // Width of the map
|
||||||
height: 20, // Height of the map
|
height: 20, // Height of the map
|
||||||
@ -208,8 +175,8 @@ window.onload = function () {
|
|||||||
enemies: [{
|
enemies: [{
|
||||||
type: 'basic',
|
type: 'basic',
|
||||||
count: 5,
|
count: 5,
|
||||||
incrementCount: true,
|
inclCount: true,
|
||||||
incrementHealth: true
|
inclHealth: true
|
||||||
}]
|
}]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
@ -220,14 +187,14 @@ window.onload = function () {
|
|||||||
enemies: [{
|
enemies: [{
|
||||||
type: 'basic',
|
type: 'basic',
|
||||||
count: 5,
|
count: 5,
|
||||||
incrementCount: true,
|
inclCount: true,
|
||||||
incrementHealth: true
|
inclHealth: true
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type: 'speedy',
|
type: 'speedy',
|
||||||
count: 10,
|
count: 10,
|
||||||
incrementCount: true,
|
inclCount: true,
|
||||||
incrementHealth: true
|
inclHealth: true
|
||||||
}]
|
}]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
@ -237,16 +204,14 @@ window.onload = function () {
|
|||||||
enemies: [{
|
enemies: [{
|
||||||
type: 'basic',
|
type: 'basic',
|
||||||
count: 5,
|
count: 5,
|
||||||
incrementCount: true,
|
inclCount: true,
|
||||||
incrementHealth: true,
|
inclHealth: true
|
||||||
healthFactor: 10
|
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type: 'speedy',
|
type: 'speedy',
|
||||||
count: 10,
|
count: 10,
|
||||||
incrementCount: true,
|
inclCount: true,
|
||||||
incrementHealth: true,
|
inclHealth: true
|
||||||
healthFactor: 10
|
|
||||||
}]
|
}]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
@ -256,8 +221,8 @@ window.onload = function () {
|
|||||||
enemies: [{
|
enemies: [{
|
||||||
type: 'tough',
|
type: 'tough',
|
||||||
count: 5,
|
count: 5,
|
||||||
incrementCount: true,
|
inclCount: true,
|
||||||
incrementHealth: true
|
inclHealth: true
|
||||||
}]
|
}]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
@ -265,10 +230,119 @@ window.onload = function () {
|
|||||||
wave: 3,
|
wave: 3,
|
||||||
enemies: [{
|
enemies: [{
|
||||||
type: 'tough',
|
type: 'tough',
|
||||||
count: 1
|
count: 2
|
||||||
}]
|
}]
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
|
},
|
||||||
|
generate: function(targetLength) {
|
||||||
|
//Initialize variables
|
||||||
|
cursor = {x: 1, y:2, end: false}
|
||||||
|
totalLength = 0
|
||||||
|
targetLength = targetLength || 66
|
||||||
|
var pathgen = [Object.assign({}, cursor)]
|
||||||
|
var tiles = []
|
||||||
|
for(var i = 0; i < this.height; i++) {
|
||||||
|
var row = Array(this.width)
|
||||||
|
row.fill(0)
|
||||||
|
tiles.push(row)
|
||||||
|
}
|
||||||
|
|
||||||
|
//Checks if a certain point is a valid next point for pathgen
|
||||||
|
//Requirements:
|
||||||
|
// No direct line shorter than three spaces to the nearest path
|
||||||
|
// Not within 1 tile of the border
|
||||||
|
function checkValidNode(point, map) {
|
||||||
|
if(point.x > 0 && point.x < map.width - 1 && point.y > 0 && point.y < map.height - 1) {
|
||||||
|
for(var x = Math.max(point.x - 3, 0); x <= Math.min(map.width-1, point.x + 3); x++) {
|
||||||
|
if(tiles[point.y][x]) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for(var y = Math.max(point.y - 3, 0); y <= Math.min(map.height-1, point.y + 3); y++) {
|
||||||
|
if(tiles[y][point.x]) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true
|
||||||
|
}else{
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//Add populate map with nodes to the path
|
||||||
|
while(totalLength < targetLength) {
|
||||||
|
|
||||||
|
//Determine tiles available for expansion by checking each direction
|
||||||
|
directions = [
|
||||||
|
{dx: 1, dy: 0},
|
||||||
|
{dx: -1, dy: 0},
|
||||||
|
{dx: 0, dy: 1},
|
||||||
|
{dx: 0, dy: -1},
|
||||||
|
]
|
||||||
|
distances = Array(directions.length)
|
||||||
|
distances.fill(3)
|
||||||
|
for(var d = 0; d < directions.length; d++) {
|
||||||
|
while(checkValidNode({
|
||||||
|
x: cursor.x + directions[d].dx * (distances[d] + 1),
|
||||||
|
y: cursor.y + directions[d].dy * (distances[d] + 1)
|
||||||
|
}, this)){
|
||||||
|
distances[d]++
|
||||||
|
}
|
||||||
|
if(!checkValidNode({
|
||||||
|
x: cursor.x + directions[d].dx * distances[d],
|
||||||
|
y: cursor.y + directions[d].dy * distances[d]
|
||||||
|
},this)) {
|
||||||
|
directions.splice(d, 1)
|
||||||
|
distances.splice(d--, 1)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//Pick a valid tile at random
|
||||||
|
if(directions.length == 0) {
|
||||||
|
return this.generate(); //If stuck, start over
|
||||||
|
}
|
||||||
|
d = Math.floor(directions.length * Math.random())
|
||||||
|
direction = directions[d]
|
||||||
|
distance = distances[d]
|
||||||
|
amt = Math.floor(Math.random() * (distance - 3)) + 3
|
||||||
|
tile = {
|
||||||
|
x: cursor.x + direction.dx * amt,
|
||||||
|
y: cursor.y + direction.dy * amt,
|
||||||
|
end: false
|
||||||
|
}
|
||||||
|
|
||||||
|
//Load tile
|
||||||
|
for(var i = 0; i < amt; i++) {
|
||||||
|
tiles[cursor.y][cursor.x] = 1
|
||||||
|
totalLength++
|
||||||
|
cursor.x += direction.dx
|
||||||
|
cursor.y += direction.dy
|
||||||
|
}
|
||||||
|
pathgen.push(tile)
|
||||||
|
}
|
||||||
|
|
||||||
|
//Set the first and last nodes to special values
|
||||||
|
first = pathgen[0]
|
||||||
|
last = pathgen[pathgen.length-1]
|
||||||
|
tiles[first.y][first.x] = 2
|
||||||
|
tiles[last.y][last.x] = 3
|
||||||
|
last.end = true
|
||||||
|
|
||||||
|
//Debug and flatten array
|
||||||
|
tiles_out = []
|
||||||
|
console.log('Tiles: ')
|
||||||
|
for(var i = 0; i < tiles.length; i++) {
|
||||||
|
console.log(tiles[i].join(' ') + ' /' + i)
|
||||||
|
tiles_out = tiles_out.concat(tiles[i])
|
||||||
|
}
|
||||||
|
console.log('Pathgen: ')
|
||||||
|
console.log(pathgen)
|
||||||
|
console.log('Length: ',totalLength)
|
||||||
|
|
||||||
|
//Return
|
||||||
|
//Note: Currently inherits waves from the first map
|
||||||
|
return {tiles:tiles_out, pathgen:pathgen, waves:Maps.first.waves}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -667,16 +741,16 @@ window.onload = function () {
|
|||||||
let eHealthIncl = 0
|
let eHealthIncl = 0
|
||||||
let multiply = wv.oneAfterAnother != null ? wv.oneAfterAnother : false
|
let multiply = wv.oneAfterAnother != null ? wv.oneAfterAnother : false
|
||||||
|
|
||||||
if (e.incrementCount === true) {
|
if (e.inclCount === true) {
|
||||||
eCount += Game.wave * (e.countFactor != null ? e.countFactor : 1)
|
eCount += Game.wave
|
||||||
}
|
}
|
||||||
|
|
||||||
if (e.baseHealth) {
|
if (e.baseHealth) {
|
||||||
eHealthIncl = e.baseHealth
|
eHealthIncl = e.baseHealth
|
||||||
}
|
}
|
||||||
|
|
||||||
if (e.incrementHealth === true) {
|
if (e.inclHealth === true) {
|
||||||
eHealthIncl = Game.wave * (e.healthFactor != null ? e.healthFactor : 5)
|
eHealthIncl = Game.wave * 5
|
||||||
if (eHealthIncl > 500) {
|
if (eHealthIncl > 500) {
|
||||||
eHealthIncl = 500
|
eHealthIncl = 500
|
||||||
}
|
}
|
||||||
@ -903,7 +977,7 @@ window.onload = function () {
|
|||||||
if (can === false) break
|
if (can === false) break
|
||||||
let tower = Game.towers[j]
|
let tower = Game.towers[j]
|
||||||
|
|
||||||
// Tower placement restriction around the tower
|
// tower placement restriction visualization
|
||||||
for (let i = 0; i < 4; i++) {
|
for (let i = 0; i < 4; i++) {
|
||||||
if (can === false) break
|
if (can === false) break
|
||||||
let ax = tower.x
|
let ax = tower.x
|
||||||
@ -1062,13 +1136,11 @@ window.onload = function () {
|
|||||||
|
|
||||||
// Draw enemies
|
// Draw enemies
|
||||||
for (let i in Game.enemies) {
|
for (let i in Game.enemies) {
|
||||||
let margin = .25 //A ratio of the width of a tile. .25 margins with 32 px tiles leave a 8 px margin on all sides, with the body being 16px x 16px
|
|
||||||
let enemy = Game.enemies[i]
|
let enemy = Game.enemies[i]
|
||||||
let rx = (enemy.x + margin) * mt
|
let rx = (enemy.x * mt) + mt / 8
|
||||||
let ry = (enemy.y + margin) * mt
|
let ry = (enemy.y * mt) + mt / 8
|
||||||
let w = mt * (1 - margin * 2)
|
|
||||||
ctx.fillStyle = enemy.icon
|
ctx.fillStyle = enemy.icon
|
||||||
ctx.fillRect(rx, ry, w, w)
|
ctx.fillRect(rx, ry, 16, 16)
|
||||||
|
|
||||||
// health bars
|
// health bars
|
||||||
let hx = rx - 6
|
let hx = rx - 6
|
||||||
@ -1191,7 +1263,7 @@ window.onload = function () {
|
|||||||
}
|
}
|
||||||
|
|
||||||
function initialize () {
|
function initialize () {
|
||||||
Game.map = Maps.first
|
Game.map = Maps.generate()
|
||||||
|
|
||||||
// Next wave button
|
// Next wave button
|
||||||
Components.wave = new ButtonComponent('Next Wave', '#fff', '#11f', 650, 570, 200, 60, () => {
|
Components.wave = new ButtonComponent('Next Wave', '#fff', '#11f', 650, 570, 200, 60, () => {
|
||||||
|
Loading…
Reference in New Issue
Block a user