ripple v3

This commit is contained in:
Brian Picciano 2021-05-11 18:31:32 -06:00
parent 42c4692abc
commit 681c5d8123

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---
title: >-
Ripple V3
description: >-
We're getting there!
tags: tech
series: ripple
---
<p>
<b>Movement:</b> Arrow keys or WASD<br/>
<b>Jump:</b> Space<br/>
<b>Goal:</b> Jump as many times as possible without touching a ripple!<br/>
<br/>
<b>Press Jump To Begin!</b>
</p>
_Who can make the muddy water clear?<br/>
Let it be still, and it will gradually become clear._
<canvas id="canvas"
style="border:1px dashed #AAA"
tabindex=0>
Your browser doesn't support canvas. At this point in the world that's actually
pretty cool, well done!
</canvas>
<button onclick="reset()">(R)eset</button>
<span style="font-size: 2rem; margin-left: 1rem;">Score:
<span style="font-weight: bold" id="score">0</span>
</span>
<script type="text/javascript">
const palette = [
"#264653",
"#2A9D8F",
"#E9C46A",
"#F4A261",
"#E76F51",
];
const width = 800;
const height = 600;
function hypotenuse(w, h) {
return Math.sqrt(Math.pow(w, 2) + Math.pow(h, 2));
}
let canvas = document.getElementById("canvas");
canvas.width = width;
canvas.height = height;
const whitelistedKeys = {
"ArrowUp": {},
"KeyW": {map: "ArrowUp"},
"ArrowLeft": {},
"KeyA": {map: "ArrowLeft"},
"ArrowRight": {},
"KeyD": {map: "ArrowRight"},
"ArrowDown": {},
"KeyS": {map: "ArrowDown"},
"Space": {},
"KeyR": {},
};
let keyboard = {};
canvas.addEventListener('keydown', (event) => {
let keyInfo = whitelistedKeys[event.code];
if (!keyInfo) return;
let code = event.code;
if (keyInfo.map) code = keyInfo.map;
event.preventDefault();
keyboard[code] = true;
});
canvas.addEventListener('keyup', (event) => {
let keyInfo = whitelistedKeys[event.code];
if (!keyInfo) return;
let code = event.code;
if (keyInfo.map) code = keyInfo.map;
event.preventDefault();
delete keyboard[code];
});
const C = 700; // scales the overall speed of the radius
const T = 500; // on which tick the radius change becomes linear
/*
f(x) = sqrt(C*x) when x < T
(C/(2*sqrt(CT)))(x-T) + sqrt(CT) when x >= T
radius(x) = f(x) + playerRadius;
*/
const F1 = (x) => Math.sqrt(C*x);
const F2C1 = C / (2 * Math.sqrt(C*T));
const F2C2 = Math.sqrt(C * T);
const F2 = (x) => (F2C1 * (x - T)) + F2C2;
const F = (x) => {
if (x < T) return F1(x);
return F2(x);
};
class Ripple {
constructor(id, currTick, x, y, bounces, color) {
this.id = id;
this.tick = currTick;
this.x = x;
this.y = y;
this.thickness = Math.pow(bounces+1, 1.25);
this.color = color;
this.winner = false;
this.maxRadius = hypotenuse(x, y);
this.maxRadius = Math.max(this.maxRadius, hypotenuse(width-x, y));
this.maxRadius = Math.max(this.maxRadius, hypotenuse(x, height-y));
this.maxRadius = Math.max(this.maxRadius, hypotenuse(width-x, height-y));
}
radius(currTick) {
const x = currTick - this.tick;
return F(x) + playerRadius;
}
draw(ctx, currTick) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius(currTick), 0, Math.PI * 2, false);
ctx.closePath();
ctx.lineWidth = this.thickness;
ctx.strokeStyle = this.winner ? "#FF0000" : this.color;
ctx.stroke();
}
canGC(currTick) {
return this.radius(currTick) > this.maxRadius;
}
}
const playerRadius = 10;
const playerMoveAccel = 0.5;
const playerMoveDecel = 0.7;
const playerMaxMoveSpeed = 4;
const playerJumpSpeed = 0.08;
const playerMaxHeight = 1;
const playerGravity = 0.01;
class Player{
constructor(x, y, color) {
this.x = x;
this.y = y;
this.z = 0;
this.xVelocity = 0;
this.yVelocity = 0;
this.zVelocity = 0;
this.color = color;
this.falling = false;
this.lastJumpHeight = 0;
this.loser = false;
}
act() {
if (keyboard["ArrowUp"]) {
this.yVelocity = Math.max(-playerMaxMoveSpeed, this.yVelocity - playerMoveAccel);
} else if (keyboard["ArrowDown"]) {
this.yVelocity = Math.min(playerMaxMoveSpeed, this.yVelocity + playerMoveAccel);
} else if (this.yVelocity > 0) {
this.yVelocity = Math.max(0, this.yVelocity - playerMoveDecel);
} else if (this.yVelocity < 0) {
this.yVelocity = Math.min(0, this.yVelocity + playerMoveDecel);
}
this.y += this.yVelocity;
if (this.y < 0) this.y += height;
else if (this.y > height) this.y -= height;
if (keyboard["ArrowLeft"]) {
this.xVelocity = Math.max(-playerMaxMoveSpeed, this.xVelocity - playerMoveAccel);
} else if (keyboard["ArrowRight"]) {
this.xVelocity = Math.min(playerMaxMoveSpeed, this.xVelocity + playerMoveAccel);
} else if (this.xVelocity > 0) {
this.xVelocity = Math.max(0, this.xVelocity - playerMoveDecel);
} else if (this.xVelocity < 0) {
this.xVelocity = Math.min(0, this.xVelocity + playerMoveDecel);
}
this.x += this.xVelocity;
if (this.x < 0) this.x += width;
else if (this.x > width) this.x -= width;
let jumpHeld = keyboard["Space"];
if (jumpHeld && !this.falling && this.z < playerMaxHeight) {
this.lastJumpHeight = 0;
this.zVelocity = playerJumpSpeed;
} else {
this.zVelocity = Math.max(-playerJumpSpeed, this.zVelocity - playerGravity);
this.falling = this.z > 0;
}
let prevZ = this.z;
this.z = Math.max(0, this.z + this.zVelocity);
this.lastJumpHeight = Math.max(this.z, this.lastJumpHeight);
}
drawAt(ctx, atX, atY) {
const y = atY - (this.z * 40);
const radius = playerRadius * (this.z+1)
// draw main
ctx.beginPath();
ctx.arc(atX, y, radius, 0, Math.PI * 2, false);
ctx.closePath();
ctx.lineWidth = 0;
ctx.fillStyle = this.color;
ctx.fill();
if (this.loser) {
ctx.strokeStyle = '#FF0000';
ctx.lineWidth = 2;
ctx.stroke();
}
// draw shadow, if in the air
if (this.z > 0) {
let radius = Math.max(0, playerRadius * (1.2 - this.z));
ctx.beginPath();
ctx.arc(atX, atY, radius, 0, Math.PI * 2, false);
ctx.closePath();
ctx.lineWidth = 0;
ctx.fillStyle = this.color+"33";
ctx.fill();
}
}
draw(ctx) {
[-1, 0, 1].forEach((wScalar) => {
const w = width * wScalar;
[-1, 0, 1].forEach((hScalar) => {
const h = height * hScalar;
this.drawAt(ctx, this.x+w, this.y+h);
})
})
}
}
class Game {
constructor(canvas, scoreEl) {
this.currTick = 0;
this.player = new Player(width/2, height/2, palette[0]);
this.state = 'play';
this.score = 0;
this.scoreEl = scoreEl;
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.ripples = [];
this.nextRippleID = 0;
}
shouldReset() {
return keyboard['KeyR'];
}
newRippleID() {
let id = this.nextRippleID;
this.nextRippleID++;
return id;
}
// newRipple initializes and stores a new ripple at the given coordinates, as
// well as all sub-ripples which make up the initial ripple's reflections.
newRipple(x, y, bounces, color) {
color = color ? color : palette[Math.floor(Math.random() * palette.length)];
let ripplePos = [];
let nextRipples = [];
let addRipple = (x, y) => {
for (let i in ripplePos) {
if (ripplePos[i][0] == x && ripplePos[i][1] == y) return;
}
let ripple = new Ripple(this.newRippleID(), this.currTick, x, y, bounces, color);
nextRipples.push(ripple);
ripplePos.push([x, y]);
this.ripples.push(ripple);
};
// add initial ripple, after this we deal with the sub-ripples.
addRipple(x, y);
while (bounces > 0) {
bounces--;
let prevRipples = nextRipples;
nextRipples = [];
for (let i in prevRipples) {
let prevX = prevRipples[i].x;
let prevY = prevRipples[i].y;
[-1, 0, 1].forEach((wScalar) => {
const w = this.canvas.width * wScalar;
[-1, 0, 1].forEach((hScalar) => {
const h = this.canvas.height * hScalar;
addRipple(prevX + w, prevY + h);
})
})
}
}
}
// playerRipplesState returns a mapping of rippleID -> boolean, where each
// boolean indicates the ripple's relation to the player at the moment. true
// indicates the player is outside the ripple, false indicates the player is
// within the ripple.
playerRipplesState() {
let state = {};
for (let i in this.ripples) {
let ripple = this.ripples[i];
let rippleRadius = ripple.radius(this.currTick);
let hs = Math.pow(ripple.x-this.player.x, 2) + Math.pow(ripple.y-this.player.y, 2);
state[ripple.id] = hs > Math.pow(rippleRadius + playerRadius, 2);
}
return state;
}
playerHasJumpedOverRipple(prev, curr) {
for (const rippleID in prev) {
if (!curr.hasOwnProperty(rippleID)) continue;
if (curr[rippleID] != prev[rippleID]) return true;
}
return false;
}
update() {
if (this.state != 'play') return;
let playerPrevZ = this.player.z;
this.player.act();
if (playerPrevZ == 0 && this.player.z > 0) {
// player has jumped
this.prevPlayerRipplesState = this.playerRipplesState();
} else if (playerPrevZ > 0 && this.player.z == 0) {
// player has landed, don't produce a ripple unless there are no
// existing ripples or the player jumped over an existing one.
if (
this.ripples.length == 0 ||
this.playerHasJumpedOverRipple(
this.prevPlayerRipplesState,
this.playerRipplesState()
)
) {
//let bounces = Math.floor((this.player.lastJumpHeight*1.8)+1);
const bounces = 1;
console.log("spawning ripple with bounces:", bounces);
this.newRipple(this.player.x, this.player.y, bounces);
this.score += bounces;
}
}
if (this.player.z == 0) {
for (let i in this.ripples) {
let ripple = this.ripples[i];
let rippleRadius = ripple.radius(this.currTick);
if (rippleRadius < playerRadius * 1.5) continue;
let hs = Math.pow(ripple.x-this.player.x, 2) + Math.pow(ripple.y-this.player.y, 2);
if (hs > Math.pow(rippleRadius + playerRadius, 2)) {
continue;
} else if (hs <= Math.pow(rippleRadius - playerRadius, 2)) {
continue;
} else {
console.log("game over", ripple);
ripple.winner = true;
this.player.loser = true;
this.state = 'gameOver';
// deliberately don't break here, in case multiple ripples hit
// the player on the same frame
}
}
}
this.ripples = this.ripples.filter(ripple => !ripple.canGC(this.currTick));
this.currTick++;
}
draw() {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.ripples.forEach(ripple => ripple.draw(this.ctx, this.currTick));
this.player.draw(this.ctx)
this.scoreEl.innerHTML = this.score;
}
}
const requestAnimationFrame =
window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
let game = new Game(canvas, document.getElementById("score"));
function reset() {
game = new Game(canvas, document.getElementById("score"));
}
function nextFrame() {
if (game.shouldReset()) reset();
game.update()
game.draw()
requestAnimationFrame(nextFrame);
}
requestAnimationFrame(nextFrame);
canvas.focus();
</script>
## Changelog
The previous version was two easy to break, even with the requirement of jumping
over a ripple to generate a new one and increase your score. This led to the
following major changes:
* The game now incorporates asteroid/pacman mechanics. Rather than bouncing off
walls, the player and ripples will instead come out the opposite wall they
travel through.
* Jump height no longer affects score or the "strength" of a ripple.