ripple v2
This commit is contained in:
parent
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commit
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@ -4,6 +4,7 @@ title: >-
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description: >-
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Hop Till You Drop!
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tags: tech
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series: ripple
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---
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<p>
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src/_posts/2021-04-11-ripple-v2.md
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434
src/_posts/2021-04-11-ripple-v2.md
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@ -0,0 +1,434 @@
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---
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title: >-
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Ripple V2: A Better Game
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description: >-
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The sequel no one was waiting for!
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tags: tech
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series: ripple
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---
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<p>
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<b>Movement:</b> Arrow keys or WASD<br/>
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<b>Jump:</b> Space<br/>
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<b>Goal:</b> Jump as many times as possible without touching a ripple!<br/>
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<br/>
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<b>Press Jump To Begin!</b>
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</p>
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_Who can make the muddy water clear?<br/>
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Let it be still, and it will gradually become clear._
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<canvas id="canvas"
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style="border:1px dashed #AAA"
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tabindex=0>
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Your browser doesn't support canvas. At this point in the world that's actually
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pretty cool, well done!
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</canvas>
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<button onclick="resetGame()">(R)eset</button>
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<span style="font-size: 2rem; margin-left: 1rem;">Score:
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<span style="font-weight: bold" id="score">0</span>
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</span>
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<script type="text/javascript">
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const palette = [
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"#264653",
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"#2A9D8F",
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"#E9C46A",
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"#F4A261",
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"#E76F51",
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];
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const width = 800;
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const height = 600;
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function hypotenuse(w, h) {
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return Math.sqrt(Math.pow(w, 2) + Math.pow(h, 2));
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}
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let canvas = document.getElementById("canvas");
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canvas.width = width;
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canvas.height = height;
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const whitelistedKeys = {
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"ArrowUp": {},
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"KeyW": {map: "ArrowUp"},
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"ArrowLeft": {},
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"KeyA": {map: "ArrowLeft"},
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"ArrowRight": {},
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"KeyD": {map: "ArrowRight"},
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"ArrowDown": {},
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"KeyS": {map: "ArrowDown"},
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"Space": {},
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"KeyR": {},
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};
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let keyboard = {};
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canvas.addEventListener('keydown', (event) => {
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let keyInfo = whitelistedKeys[event.code];
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if (!keyInfo) return;
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let code = event.code;
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if (keyInfo.map) code = keyInfo.map;
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event.preventDefault();
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keyboard[code] = true;
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});
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canvas.addEventListener('keyup', (event) => {
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let keyInfo = whitelistedKeys[event.code];
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if (!keyInfo) return;
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let code = event.code;
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if (keyInfo.map) code = keyInfo.map;
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event.preventDefault();
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delete keyboard[code];
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});
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const C = 700; // scales the overall speed of the radius
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const T = 500; // on which tick the radius change becomes linear
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/*
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f(x) = sqrt(C*x) when x < T
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(C/(2*sqrt(CT)))(x-T) + sqrt(CT) when x >= T
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radius(x) = f(x) + playerRadius;
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*/
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const F1 = (x) => Math.sqrt(C*x);
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const F2C1 = C / (2 * Math.sqrt(C*T));
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const F2C2 = Math.sqrt(C * T);
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const F2 = (x) => (F2C1 * (x - T)) + F2C2;
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const F = (x) => {
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if (x < T) return F1(x);
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return F2(x);
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};
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class Ripple {
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constructor(id, currTick, x, y, bounces, color) {
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this.id = id;
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this.tick = currTick;
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this.x = x;
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this.y = y;
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this.thickness = Math.pow(bounces+1, 1.25);
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this.color = color;
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this.winner = false;
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this.maxRadius = hypotenuse(x, y);
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this.maxRadius = Math.max(this.maxRadius, hypotenuse(width-x, y));
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this.maxRadius = Math.max(this.maxRadius, hypotenuse(x, height-y));
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this.maxRadius = Math.max(this.maxRadius, hypotenuse(width-x, height-y));
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}
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radius(currTick) {
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const x = currTick - this.tick;
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return F(x) + playerRadius;
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}
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draw(ctx, currTick) {
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ctx.beginPath();
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ctx.arc(this.x, this.y, this.radius(currTick), 0, Math.PI * 2, false);
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ctx.closePath();
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ctx.lineWidth = this.thickness;
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ctx.strokeStyle = this.winner ? "#FF0000" : this.color;
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ctx.stroke();
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}
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canGC(currTick) {
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return this.radius(currTick) > this.maxRadius;
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}
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}
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const playerRadius = 10;
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const playerMoveAccel = 0.5;
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const playerMoveDecel = 0.7;
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const playerMaxMoveSpeed = 4;
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const playerJumpSpeed = 0.08;
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const playerMaxHeight = 1;
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const playerGravity = 0.01;
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class Player{
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constructor(x, y, color) {
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this.x = x;
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this.y = y;
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this.z = 0;
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this.xVelocity = 0;
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this.yVelocity = 0;
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this.zVelocity = 0;
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this.color = color;
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this.falling = false;
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this.lastJumpHeight = 0;
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this.loser = false;
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}
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act() {
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if (keyboard["ArrowUp"]) {
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this.yVelocity = Math.max(-playerMaxMoveSpeed, this.yVelocity - playerMoveAccel);
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} else if (keyboard["ArrowDown"]) {
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this.yVelocity = Math.min(playerMaxMoveSpeed, this.yVelocity + playerMoveAccel);
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} else if (this.yVelocity > 0) {
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this.yVelocity = Math.max(0, this.yVelocity - playerMoveDecel);
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} else if (this.yVelocity < 0) {
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this.yVelocity = Math.min(0, this.yVelocity + playerMoveDecel);
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}
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this.y += this.yVelocity;
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this.y = Math.max(0+playerRadius, this.y);
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this.y = Math.min(height-playerRadius, this.y);
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if (keyboard["ArrowLeft"]) {
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this.xVelocity = Math.max(-playerMaxMoveSpeed, this.xVelocity - playerMoveAccel);
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} else if (keyboard["ArrowRight"]) {
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this.xVelocity = Math.min(playerMaxMoveSpeed, this.xVelocity + playerMoveAccel);
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} else if (this.xVelocity > 0) {
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this.xVelocity = Math.max(0, this.xVelocity - playerMoveDecel);
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} else if (this.xVelocity < 0) {
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this.xVelocity = Math.min(0, this.xVelocity + playerMoveDecel);
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}
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this.x += this.xVelocity;
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this.x = Math.max(0+playerRadius, this.x);
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this.x = Math.min(width-playerRadius, this.x);
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let jumpHeld = keyboard["Space"];
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if (jumpHeld && !this.falling && this.z < playerMaxHeight) {
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this.lastJumpHeight = 0;
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this.zVelocity = playerJumpSpeed;
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} else {
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this.zVelocity = Math.max(-playerJumpSpeed, this.zVelocity - playerGravity);
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this.falling = this.z > 0;
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}
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let prevZ = this.z;
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this.z = Math.max(0, this.z + this.zVelocity);
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this.lastJumpHeight = Math.max(this.z, this.lastJumpHeight);
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}
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draw(ctx) {
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let y = this.y - (this.z * 40);
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let radius = playerRadius * (this.z+1)
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// draw main
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ctx.beginPath();
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ctx.arc(this.x, y, radius, 0, Math.PI * 2, false);
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ctx.closePath();
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ctx.lineWidth = 0;
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ctx.fillStyle = this.color;
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ctx.fill();
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if (this.loser) {
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ctx.strokeStyle = '#FF0000';
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ctx.lineWidth = 2;
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ctx.stroke();
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}
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// draw shadow, if in the air
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if (this.z > 0) {
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let radius = Math.max(0, playerRadius * (1.2 - this.z));
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ctx.beginPath();
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ctx.arc(this.x, this.y, radius, 0, Math.PI * 2, false);
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ctx.closePath();
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ctx.lineWidth = 0;
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ctx.fillStyle = this.color+"33";
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ctx.fill();
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}
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}
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}
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class Game {
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constructor(canvas, scoreEl) {
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this.currTick = 0;
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this.player = new Player(width/2, height/2, palette[0]);
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this.state = 'play';
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this.score = 0;
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this.scoreEl = scoreEl;
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this.canvas = canvas;
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this.ctx = canvas.getContext("2d");
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this.ripples = [];
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this.nextRippleID = 0;
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}
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shouldReset() {
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return keyboard['KeyR'];
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}
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newRippleID() {
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let id = this.nextRippleID;
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this.nextRippleID++;
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return id;
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}
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// newRipple initializes and stores a new ripple at the given coordinates, as
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// well as all sub-ripples which make up the initial ripple's reflections.
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newRipple(x, y, bounces, color) {
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color = color ? color : palette[Math.floor(Math.random() * palette.length)];
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let ripplePos = [];
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let nextRipples = [];
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let addRipple = (x, y) => {
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for (let i in ripplePos) {
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if (ripplePos[i][0] == x && ripplePos[i][1] == y) return;
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}
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let ripple = new Ripple(this.newRippleID(), this.currTick, x, y, bounces, color);
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nextRipples.push(ripple);
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ripplePos.push([x, y]);
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this.ripples.push(ripple);
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};
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// add initial ripple, after this we deal with the sub-ripples.
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addRipple(x, y);
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while (bounces > 0) {
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bounces--;
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let prevRipples = nextRipples;
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nextRipples = [];
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for (let i in prevRipples) {
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let prevX = prevRipples[i].x;
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let prevY = prevRipples[i].y;
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addRipple(prevX, -prevY);
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addRipple(-prevX, prevY);
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addRipple((2*this.canvas.width)-prevX, prevY);
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addRipple(prevX, (2*this.canvas.height)-prevY);
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}
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}
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}
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// playerRipplesState returns a mapping of rippleID -> boolean, where each
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// boolean indicates the ripple's relation to the player at the moment. true
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// indicates the player is outside the ripple, false indicates the player is
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// within the ripple.
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playerRipplesState() {
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let state = {};
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for (let i in this.ripples) {
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let ripple = this.ripples[i];
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let rippleRadius = ripple.radius(this.currTick);
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let hs = Math.pow(ripple.x-this.player.x, 2) + Math.pow(ripple.y-this.player.y, 2);
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state[ripple.id] = hs > Math.pow(rippleRadius + playerRadius, 2);
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}
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return state;
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}
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playerHasJumpedOverRipple(prev, curr) {
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for (const rippleID in prev) {
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if (!curr.hasOwnProperty(rippleID)) continue;
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if (curr[rippleID] != prev[rippleID]) return true;
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}
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return false;
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}
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update() {
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if (this.state != 'play') return;
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let playerPrevZ = this.player.z;
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this.player.act();
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if (playerPrevZ == 0 && this.player.z > 0) {
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// player has jumped
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this.prevPlayerRipplesState = this.playerRipplesState();
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} else if (playerPrevZ > 0 && this.player.z == 0) {
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// player has landed, don't produce a ripple unless there are no
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// existing ripples or the player jumped over an existing one.
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if (
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this.ripples.length == 0 ||
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this.playerHasJumpedOverRipple(
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this.prevPlayerRipplesState,
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this.playerRipplesState()
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)
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) {
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let bounces = Math.floor((this.player.lastJumpHeight*1.8)+1);
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console.log("spawning ripple with bounces:", bounces);
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this.newRipple(this.player.x, this.player.y, bounces);
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this.score += bounces;
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}
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}
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if (this.player.z == 0) {
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for (let i in this.ripples) {
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let ripple = this.ripples[i];
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let rippleRadius = ripple.radius(this.currTick);
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if (rippleRadius < playerRadius * 1.5) continue;
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let hs = Math.pow(ripple.x-this.player.x, 2) + Math.pow(ripple.y-this.player.y, 2);
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if (hs > Math.pow(rippleRadius + playerRadius, 2)) {
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continue;
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} else if (hs <= Math.pow(rippleRadius - playerRadius, 2)) {
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continue;
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} else {
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console.log("game over", ripple);
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ripple.winner = true;
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this.player.loser = true;
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this.state = 'gameOver';
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// deliberately don't break here, in case multiple ripples hit
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// the player on the same frame
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}
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}
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}
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this.ripples = this.ripples.filter(ripple => !ripple.canGC(this.currTick));
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this.currTick++;
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}
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draw() {
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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this.ripples.forEach(ripple => ripple.draw(this.ctx, this.currTick));
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this.player.draw(this.ctx)
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this.scoreEl.innerHTML = this.score;
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}
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}
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const requestAnimationFrame =
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window.requestAnimationFrame ||
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window.mozRequestAnimationFrame ||
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window.webkitRequestAnimationFrame ||
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window.msRequestAnimationFrame;
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let game = new Game(canvas, document.getElementById("score"));
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function nextFrame() {
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if (game.shouldReset()) {
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game = new Game(canvas, document.getElementById("score"));
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}
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game.update()
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game.draw()
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requestAnimationFrame(nextFrame);
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}
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requestAnimationFrame(nextFrame);
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canvas.focus();
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</script>
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## Changelog
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There's been two major changes to the mechanics of the game since the previous
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version:
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* A new ripple is created _only_ if there are no ripples on the field already,
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or if the player has jumped over an existing ripple.
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* The score is increased only if a ripple is created, and is increased by the
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number of bounces off the wall that ripple will have. Put another way, the
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score is increased based on how high you jump.
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Other small changes include:
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* Ripple growth rate has been modified. It's now harder for a player to run into
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the ripple they just created.
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* Ripple thickness indicates how many bounces are left in the ripple. This was
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the case previously, but it's been made more obvious.
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* Small performance improvements.
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