feat: implement state machine for creatures
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static/index.js
582
static/index.js
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@ -5,6 +5,24 @@ const CREATURE_WIDTH = 32; // in px
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const FRAME_RATE = 6; // in FPS
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const FRAME_DELAY = 1 / FRAME_RATE * 1000; // in ms
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const DEFAULT_SPRITE_SHEET_COUNT = 1; // number of default sprite sheets
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const WALK_SIZE = 8; // magnitude of position change, in px
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const NUMERICAL_TOLERANCE = 0.01;
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/**
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* Enum of directions
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* @readonly
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* @enum {number}
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*/
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const Direction = Object.freeze({
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NORTH: 0,
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EAST: 1,
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SOUTH: 2,
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WEST: 3,
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NORTHEAST: 4,
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SOUTHEAST: 5,
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SOUTHWEST: 6,
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NORTHWEST: 7,
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})
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/**
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* Enum of creature states
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@ -31,9 +49,20 @@ const CreatureState = Object.freeze({
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WALK_NORTHWEST: 16,
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})
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const WALKING_CREATURE_STATES = Object.freeze([
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CreatureState.WALK_NORTH,
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CreatureState.WALK_NORTHEAST,
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CreatureState.WALK_EAST,
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CreatureState.WALK_SOUTHEAST,
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CreatureState.WALK_SOUTH,
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CreatureState.WALK_SOUTHWEST,
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CreatureState.WALK_WEST,
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CreatureState.WALK_NORTHWEST,
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])
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/**
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* @typedef {[number, number]} SpriteFrameOffset the offset of the sprite with respect to
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* the left/top background position offset (off by factor of sprite size)
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* @typedef {[number, number]} SpriteFrameOffset the client of the sprite with respect to
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* the left/top background position client (off by factor of sprite size)
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* @type {Object.<number, Array<SpriteFrameOffset>>}
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*/
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const CREATURE_STATE_TO_SPRITE_FRAME_OFFSET_INDICES = Object.freeze({
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@ -109,6 +138,8 @@ const CREATURE_STATE_TO_SPRITE_FRAME_OFFSET_INDICES = Object.freeze({
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// === <TYPES> ===
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/** @typedef {[number, number]} vec2 a vector 2 components */
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/**
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* Properties for creatures running around the screen
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* @typedef {Object} Creature
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@ -116,10 +147,11 @@ const CREATURE_STATE_TO_SPRITE_FRAME_OFFSET_INDICES = Object.freeze({
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* @property {string} spriteSheet the file name of the sprite sheet. should exist in {@link /static/sprites}
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* @property {number} state the current state of the creature (should be member of {@link CreatureState} enum)
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* @property {number} stateDuration the number of frames the creature has been in its current state
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* @property {number} positionX the number of pixels away from the left side of the container element
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* @property {number} positionY the number of pixels away from the top of the container element
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* @property {number} positionX x component of the center of the creature position
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* @property {number} positionY y component of the center of the creature position
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* @property {HTMLElement} element the HTML element rendering the creature in the DOM
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* @property {HTMLElement} container the HTML element containing the creature (the kennel, if you will)
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* @property {?vec2} walkDirection the (normed) direction a creature is walking in, if it's walking. otherwise null.
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*/
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// === <TYPES> ===
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@ -127,15 +159,26 @@ const CREATURE_STATE_TO_SPRITE_FRAME_OFFSET_INDICES = Object.freeze({
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// === <MATH_UTILS> ===
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/**
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* Returns random number between min (inclusive) and max (exclusive)
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* Returns a random number between min (inclusive) and max (exclusive).
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* If max is less than or equal to min, return min
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* @param {number} min inclusive lower bound
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* @param {number} max exclusive upper bound
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* @return {number} number in [min, max)
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*/
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const randomInt = (min, max) => {
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const getRandomInRange = (min, max) => {
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if (max <= min) return min;
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return Math.floor(Math.random() * (max - min) + min);
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return Math.random() * (max - min) + min;
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}
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/**
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* Returns random number between min (inclusive) and max (exclusive)
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* If max is less than or equal to min, return Math.floor(min)
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* @param {number} min inclusive lower bound
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* @param {number} max exclusive upper bound
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* @return {number} integer in [min, max)
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*/
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const getRandomInt = (min, max) => {
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return Math.floor(getRandomInRange(min, max));
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}
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/**
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@ -161,10 +204,136 @@ const normalize = (...components) => {
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return components.map(component => component / magnitude)
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}
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/**
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* Recursive helper for {@link getRandomChoice}
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* @template {!*} T
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* @param {Array<number>} weights
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* @param {Array<T>} choices
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* @param {number} random
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* @param {number} cumulativeSum
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* @return {undefined|T}
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* @ignore
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*/
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const _getRandomChoice = (weights, choices, random, cumulativeSum) => {
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const choice = choices.shift();
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if (choice === undefined) {
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return undefined;
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}
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const newCumulativeSum = (weights.shift() ?? 0) + cumulativeSum;
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if (random < newCumulativeSum) {
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return choice;
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}
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return _getRandomChoice(weights, choices, random, newCumulativeSum);
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}
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/**
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* Given an array of weights and an array of the same length of choices,
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* randomly pick an element from the choices whose probability of picking it corresponds
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* to the corresponding weight (given position in the array).
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* Returns undefined when there are fewer choices than weights
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* @template {!*} T type of the choice elements
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* @param {?Array<number>} weights if undefined, default to equal probability distribution of weights
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* @param {Array<T>} choices
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* @return {undefined|T} the chosen element, or undefined if there are more weights than choices
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*/
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const getRandomChoice = (weights, choices) => {
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weights = weights ?? Array(choices.length).fill(1 / choices.length);
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const weightSum = weights.reduce((sum, probability) => sum + probability, 0);
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const random = Math.random() * weightSum;
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return _getRandomChoice([...weights], [...choices], random, 0);
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}
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/**
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* Roll an n-sided, 1-indexed die.
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* Return true if it's a nat n (ie the die lands on side n).
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* False otherwise.
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* @param {number} n number of faces on the die.
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* @return {boolean}
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*/
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const rollForNatN = (n) => {
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return Math.random() < 1 / n;
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}
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/**
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* Returns true if two circles intersect, false otherwise.
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* We consider circles to intersect iff there exists a point p that lies in both circles
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* @param {number} x0 x component of the center of circle 1
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* @param {number} y0 y component of the center of circle 1
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* @param {number} r0 radius of circle 1
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* @param {number} x1 x component of the center of circle 1
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* @param {number} y1 y component of the center of circle 1
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* @param {number} r1 radius of circle 1
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* @return {boolean}
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*/
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const isIntersectingCircles = (x0, y0, r0, x1, y1, r1) => {
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return (x0 - x1) * (x0 - x1) + (y0 - y1) * (y0 - y1) < (r0 + r1) * (r0 + r1);
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}
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/**
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* Return true if val in [min, max)
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* @param {number} val
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* @param {number} min
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* @param {number} max
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* @return {boolean}
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*/
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const isBetween = (val, min, max) => {
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return val >= min && val < max;
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}
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// === </MATH_UTILS> ===
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// === <CREATURE_UTILS> ===
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/**
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* Given a normalized direction a creature is walking in, return
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* the creature state that corresponds closest to the direction.
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* Defaults to WALK_NORTH if something goes wrong.
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* @param {vec2} direction
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* @return {number} corresponding {@link CreatureState}
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*/
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const getWalkStateFromDirection = (direction) => {
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const directionAngle = Math.atan2(direction.at(0), direction.at(1));
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if (Number.isNaN(directionAngle)) {
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return CreatureState.WALK_NORTH; // default
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}
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if (isBetween(directionAngle, Math.PI * 5/8, Math.PI * 7/8)) {
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return CreatureState.WALK_NORTHEAST;
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}
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if (isBetween(directionAngle, Math.PI * 3/8, Math.PI * 5/8)) {
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return CreatureState.WALK_EAST;
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}
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if (isBetween(directionAngle, Math.PI / 8, Math.PI * 3/8)) {
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return CreatureState.WALK_SOUTHEAST;
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}
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if (isBetween(directionAngle, -Math.PI / 8, Math.PI / 8)) {
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return CreatureState.WALK_SOUTH;
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}
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if (isBetween(directionAngle, -Math.PI * 3/8, -Math.PI / 8)) {
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return CreatureState.WALK_SOUTHWEST;
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}
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if (isBetween(directionAngle, -Math.PI * 5/8, -Math.PI * 3/8)) {
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return CreatureState.WALK_WEST;
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}
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if (isBetween(directionAngle, -Math.PI * 5/8, -Math.PI * 7/8)) {
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return CreatureState.WALK_NORTHWEST;
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}
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return CreatureState.WALK_NORTH;
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}
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/**
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* Return a new updateCreature function that implicitly accepts the context
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* of all other creatures being rendered.
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@ -194,8 +363,10 @@ const renderCreature = (creature) => {
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creature.element.style.setProperty('display', 'block');
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// set position
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creature.element.style.setProperty('left', `${creature.positionX}px`);
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creature.element.style.setProperty('top', `${creature.positionY}px`);
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const positionX = creature.positionX - (0.5 * CREATURE_WIDTH) + creature.container.clientLeft
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const positionY = creature.positionY - (0.5 * CREATURE_HEIGHT) + creature.container.clientTop
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creature.element.style.setProperty('left', `${positionX}px`);
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creature.element.style.setProperty('top', `${positionY}px`);
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// set sprite
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const spriteFrames = CREATURE_STATE_TO_SPRITE_FRAME_OFFSET_INDICES[creature.state]
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@ -229,7 +400,7 @@ const createCreature = (
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const creatureEle = document.createElement('div');
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const spriteSheetUrl = spriteSheet
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? `url('/static/sprites/${spriteSheet}')`
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: `url('/static/sprites/defaults/${randomInt(1, DEFAULT_SPRITE_SHEET_COUNT)}.gif')`;
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: `url('/static/sprites/defaults/${getRandomInt(1, DEFAULT_SPRITE_SHEET_COUNT)}.gif')`;
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creatureEle.setAttribute('id', name);
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creatureEle.style.setProperty('width', `${CREATURE_WIDTH}px`);
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@ -274,43 +445,378 @@ const beginCreatureAnimation = (
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// === </CREATURE_UTILS> ===
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/**
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* Returns true if any point in creature 1's collision box is in creature 2's collision box
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* @param {Creature} creature1
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* @param {Creature} creature2
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* @return {boolean}
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*/
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const isCreaturesColliding = (creature1, creature2) => {
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return isIntersectingCircles(
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creature1.positionX, creature1.positionY, CREATURE_WIDTH * 3/4,
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creature2.positionX, creature2.positionY, CREATURE_WIDTH * 3/4,
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)
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}
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/**
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* Returns the direction of the wall of collision if it collides. Otherwise, return undefined.
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* @param {Creature} creature
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* @return {number | undefined}
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*/
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const isCreatureOutOfBounds = (creature) => {
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if (creature.positionX - CREATURE_WIDTH / 2 < creature.container.clientLeft) {
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return Direction.WEST;
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}
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if (creature.positionX + CREATURE_WIDTH / 2 > creature.container.clientLeft + creature.container.clientWidth) {
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return Direction.EAST;
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}
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if (creature.positionY - CREATURE_HEIGHT / 2 < creature.container.clientTop) {
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return Direction.NORTH;
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}
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if (creature.positionY + CREATURE_HEIGHT / 2 > creature.container.clientTop + creature.container.clientHeight) {
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return Direction.SOUTH;
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}
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return undefined;
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}
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/**
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* Get the creature in the walk state moving toward a destination
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* @param {Creature} creature
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* @param {vec2} destination
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* @return {Creature} the creature in a walking state
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*/
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const startCreatureWalkTowardDirection = (creature, destination) => {
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const walkDirection = /** @type {vec2} */ normalize(
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destination.at(0) - creature.positionX,
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destination.at(1) - creature.positionY,
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);
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const state = getWalkStateFromDirection(walkDirection);
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return {
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...creature,
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walkDirection,
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state,
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stateDuration: state === creature.state ? creature.stateDuration + 1 : 0,
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positionX: creature.positionX + walkDirection.at(0) * WALK_SIZE,
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positionY: creature.positionY + walkDirection.at(1) * WALK_SIZE,
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};
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}
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/**
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* Update function for creatures in any scratch state. * @param {Creature} creature current creature
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* @param {Creature} creature
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* @return {Creature} updated creature
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*/
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const updateScratchStateCreature = (creature) => {
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if (creature.stateDuration % 2 < 1) {
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// animation hasn't finished playing. let it finish.
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return { ...creature, stateDuration: creature.stateDuration + 1 };
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}
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if (rollForNatN(4)) {
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return { ...creature, state: CreatureState.IDLE, stateDuration: 0 };
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}
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return { ...creature, stateDuration: creature.stateDuration + 1 };
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}
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/**
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* Used for {@link updateWalkStateCreature} to map the output of wall collision to new state
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* @type {Readonly<Object.<number, number>>}
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* @ignore
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*/
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const WALL_DIRECTION_TO_SCRATCH_STATE = Object.freeze({
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[Direction.NORTH]: CreatureState.SCRATCH_NORTH,
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[Direction.EAST]: CreatureState.SCRATCH_EAST,
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[Direction.SOUTH]: CreatureState.SCRATCH_SOUTH,
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[Direction.WEST]: CreatureState.SCRATCH_WEST,
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})
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/**
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* Update function for creatures in any walk state.
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* @param {Creature} creature current creature
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* @param {Array<Creature>} allCreatures all creatures in kennel
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* @return {Creature} updated creature
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*/
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const updateWalkStateCreature = (creature, allCreatures) => {
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const newPositionX = creature.positionX + (creature.walkDirection?.at(0) ?? 0) * WALK_SIZE;
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const newPositionY = creature.positionY + (creature.walkDirection?.at(1) ?? 0) * WALK_SIZE;
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const newPositionCreature = {
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...creature,
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positionX: newPositionX,
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positionY: newPositionY,
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stateDuration: creature.stateDuration + 1,
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}
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const wallCollisionDirection = isCreatureOutOfBounds({
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...creature, positionX: newPositionX, positionY: newPositionY
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})
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if (wallCollisionDirection !== undefined) {
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return {
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...creature,
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state: WALL_DIRECTION_TO_SCRATCH_STATE[wallCollisionDirection] ?? CreatureState.IDLE,
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walkDirection: undefined,
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stateDuration: 0,
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positionX: constrain(
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newPositionX,
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creature.container.clientLeft + CREATURE_WIDTH / 2,
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creature.container.clientLeft + creature.container.clientWidth - CREATURE_WIDTH / 2,
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),
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positionY: constrain(
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newPositionY,
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creature.container.clientTop + CREATURE_HEIGHT / 2,
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creature.container.clientTop + creature.container.clientHeight - CREATURE_HEIGHT / 2,
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),
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}
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}
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const collidedCreature = allCreatures.reduce((prevCollidedCreature, currentCreature) => {
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if (prevCollidedCreature !== undefined) {
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return prevCollidedCreature;
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}
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if (currentCreature.name === creature.name) {
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return undefined;
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}
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if (isCreaturesColliding(newPositionCreature, currentCreature)) {
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return currentCreature;
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}
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return undefined;
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}, undefined);
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if (collidedCreature !== undefined) {
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return { ...creature, walkDirection: undefined, stateDuration: 0, state: CreatureState.ALERT };
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}
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if (creature.stateDuration < 8 || !rollForNatN(10)) {
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// always play for at least 8 frames
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return newPositionCreature;
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}
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return { ...creature, walkDirection: undefined, stateDuration: 0, state: CreatureState.IDLE };
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}
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/**
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* Creature state transitions
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* @type {Object.<number, function(creature: Creature, allCreatures: Array<Creature>): Creature>}
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*/
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const CREATURE_STATE_TO_UPDATE_CREATURE_FUNCTION = Object.freeze({
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[CreatureState.IDLE]: (creature, allCreatures) => {
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if (creature.stateDuration < 8) {
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// play for at least 8 frames
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return { ...creature, stateDuration: creature.stateDuration + 1 };
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}
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const spottedCreatures = allCreatures
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.filter((otherCreature) => isIntersectingCircles(
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// circle at creature position with a view distance radius
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creature.positionX, creature.positionY, CREATURE_WIDTH * 4,
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otherCreature.positionX, otherCreature.positionY, 0,
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))
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.filter((otherCreature) => otherCreature.name !== creature.name)
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if (spottedCreatures.length > 1) {
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// run away from the centroid of close creatures
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const centroidX = spottedCreatures.reduce(
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(sum, spottedCreature) => sum + spottedCreature.positionX, 0,
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) / spottedCreatures.length;
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const centroidY = spottedCreatures.reduce(
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||||
(sum, spottedCreature) => sum + spottedCreature.positionY, 0
|
||||
) / spottedCreatures.length;
|
||||
return startCreatureWalkTowardDirection(creature, [
|
||||
creature.positionX - centroidX,
|
||||
creature.positionY - centroidY,
|
||||
])
|
||||
}
|
||||
|
||||
// move toward spotted creature, so long as doing so won't cause collision
|
||||
const updatedTowardSpottedCreature = spottedCreatures
|
||||
.map((otherCreature) => {
|
||||
const updatedCreature = startCreatureWalkTowardDirection(creature, [
|
||||
otherCreature.positionX, otherCreature.positionY,
|
||||
]);
|
||||
if (isCreaturesColliding(updatedCreature, otherCreature)) {
|
||||
return undefined;
|
||||
}
|
||||
return updatedCreature;
|
||||
})
|
||||
.filter((updatedCreature) => updatedCreature !== undefined)
|
||||
.shift();
|
||||
|
||||
if (updatedTowardSpottedCreature !== undefined && rollForNatN(4)) {
|
||||
// if there's a creature in the view radius, move toward it 25% of the time
|
||||
return updatedTowardSpottedCreature;
|
||||
}
|
||||
|
||||
const newState = getRandomChoice(
|
||||
[0.1, 0.1, 0.1, 0.1, 0.6],
|
||||
[
|
||||
CreatureState.ALERT, // 0.1
|
||||
CreatureState.SCRATCH_SELF, // 0.1
|
||||
CreatureState.TIRED, // 0.1
|
||||
CreatureState.WALK_NORTH, // 0.1
|
||||
CreatureState.IDLE, // 0.1
|
||||
],
|
||||
)
|
||||
|
||||
if (newState === CreatureState.IDLE || newState === undefined) {
|
||||
return { ...creature, stateDuration: creature.stateDuration + 1 };
|
||||
}
|
||||
|
||||
if (newState !== CreatureState.WALK_NORTH) {
|
||||
return {
|
||||
...creature,
|
||||
stateDuration: 0,
|
||||
state: newState,
|
||||
}
|
||||
}
|
||||
|
||||
const updatedWalkingCreature = startCreatureWalkTowardDirection(creature, [
|
||||
getRandomInRange(creature.container.clientLeft, creature.container.clientLeft + creature.container.clientWidth),
|
||||
getRandomInRange(creature.container.clientTop, creature.container.clientTop + creature.container.clientHeight),
|
||||
]);
|
||||
|
||||
// check for collision
|
||||
const collidingCreature = allCreatures
|
||||
.filter((otherCreature) => otherCreature.name !== updatedWalkingCreature.name)
|
||||
.filter((otherCreature) => isCreaturesColliding(updatedWalkingCreature, otherCreature))
|
||||
.shift();
|
||||
|
||||
if (collidingCreature !== undefined) {
|
||||
return { ...creature, stateDuration: creature.stateDuration + 1 };
|
||||
}
|
||||
|
||||
return updatedWalkingCreature;
|
||||
},
|
||||
[CreatureState.ALERT]: (creature, allCreatures) => {
|
||||
if (creature.stateDuration < 3) {
|
||||
// always play for at three frames
|
||||
return { ...creature, stateDuration: creature.stateDuration + 1 };
|
||||
}
|
||||
|
||||
const newState = getRandomChoice(
|
||||
[0.1, 0.1, 0.3, 0.5],
|
||||
[
|
||||
CreatureState.SCRATCH_SELF, // 0.1
|
||||
CreatureState.TIRED, // 0.1
|
||||
CreatureState.IDLE, // 0.3
|
||||
CreatureState.WALK_NORTH, // 0.5
|
||||
]
|
||||
)
|
||||
|
||||
if (newState === undefined) {
|
||||
// default if something goes wrong
|
||||
return { ...creature, state: CreatureState.IDLE, stateDuration: 0 };
|
||||
}
|
||||
|
||||
if (newState === CreatureState.WALK_NORTH) {
|
||||
// walk toward center with some random client
|
||||
return startCreatureWalkTowardDirection(creature, [
|
||||
getRandomInRange(creature.container.clientLeft, creature.container.clientLeft + creature.container.clientWidth),
|
||||
getRandomInRange(creature.container.clientTop, creature.container.clientTop + creature.container.clientHeight),
|
||||
]);
|
||||
}
|
||||
|
||||
return { ...creature, state: newState, stateDuration: 0 }
|
||||
},
|
||||
[CreatureState.SCRATCH_SELF]: (creature, allCreatures) => {
|
||||
if (creature.stateDuration % 3 < 2) {
|
||||
// animation hasn't finished playing play until complete
|
||||
return { ...creature, stateDuration: creature.stateDuration + 1 };
|
||||
}
|
||||
|
||||
if (rollForNatN(4)) {
|
||||
return { ...creature, state: CreatureState.IDLE, stateDuration: 0 };
|
||||
}
|
||||
|
||||
return { ...creature, stateDuration: creature.stateDuration + 1 };
|
||||
},
|
||||
[CreatureState.SCRATCH_NORTH]: updateScratchStateCreature,
|
||||
[CreatureState.SCRATCH_SOUTH]: updateScratchStateCreature,
|
||||
[CreatureState.SCRATCH_EAST]: updateScratchStateCreature,
|
||||
[CreatureState.SCRATCH_WEST]: updateScratchStateCreature,
|
||||
[CreatureState.TIRED]: (creature, allCreatures) => {
|
||||
if (creature.stateDuration < 8) {
|
||||
// play for eight frames
|
||||
return { ...creature, stateDuration: creature.stateDuration + 1 };
|
||||
}
|
||||
|
||||
if (rollForNatN(20)) {
|
||||
return { ...creature, state: CreatureState.ALERT, stateDuration: 0 };
|
||||
}
|
||||
|
||||
return { ...creature, state: CreatureState.SLEEPING, stateDuration: 0 }
|
||||
},
|
||||
[CreatureState.SLEEPING]: (creature, allCreatures) => {
|
||||
if (creature.stateDuration < 8) {
|
||||
// play for at least eight frames
|
||||
return { ...creature, stateDuration: creature.stateDuration + 1 };
|
||||
}
|
||||
|
||||
const newState = getRandomChoice(
|
||||
[0.01, 0.02, 0.02, 0.95],
|
||||
[
|
||||
CreatureState.TIRED, // 0.01
|
||||
CreatureState.ALERT, // 0.02
|
||||
CreatureState.IDLE, // 0.02
|
||||
CreatureState.SLEEPING, // 0.95
|
||||
],
|
||||
);
|
||||
|
||||
if (newState === CreatureState.SLEEPING || newState === undefined) {
|
||||
return { ...creature, stateDuration: creature.stateDuration + 1 };
|
||||
}
|
||||
|
||||
return { ...creature, state: newState, stateDuration: 0 };
|
||||
},
|
||||
[CreatureState.WALK_NORTH]: updateWalkStateCreature,
|
||||
[CreatureState.WALK_NORTHEAST]: updateWalkStateCreature,
|
||||
[CreatureState.WALK_EAST]: updateWalkStateCreature,
|
||||
[CreatureState.WALK_SOUTHEAST]: updateWalkStateCreature,
|
||||
[CreatureState.WALK_SOUTH]: updateWalkStateCreature,
|
||||
[CreatureState.WALK_SOUTHWEST]: updateWalkStateCreature,
|
||||
[CreatureState.WALK_WEST]: updateWalkStateCreature,
|
||||
[CreatureState.WALK_NORTHWEST]: updateWalkStateCreature,
|
||||
})
|
||||
|
||||
window.onload = () => {
|
||||
if (
|
||||
window.matchMedia(`(prefers-reduced-motion: reduce)`).matches
|
||||
|| window.matchMedia(`(prefers-reduced-motion: reduce)`).matches
|
||||
) {
|
||||
// user preference for low motion. do not render creatures
|
||||
return;
|
||||
}
|
||||
|
||||
// EXAMPLE SCRIPT
|
||||
const kennelWindowEle = document.querySelector('#kennel-window');
|
||||
const creatures = ['test-creature-1', 'test-creature-2', 'test-creature-3']
|
||||
.map((name) => createCreature(
|
||||
const creatures = Array(32).fill('test-creature')
|
||||
.map((name, index) => createCreature(
|
||||
kennelWindowEle,
|
||||
name,
|
||||
name + index.toString(),
|
||||
undefined, // default sprite sheet
|
||||
randomInt(0, 17), // random state
|
||||
randomInt(0, 2) * kennelWindowEle.clientWidth, // randomly left or right side
|
||||
randomInt(0, 2) * kennelWindowEle.clientHeight, // randomly top or bottom
|
||||
getRandomChoice(undefined, [
|
||||
CreatureState.IDLE,
|
||||
CreatureState.TIRED,
|
||||
CreatureState.SCRATCH_SELF,
|
||||
]),
|
||||
getRandomInRange(kennelWindowEle.clientLeft, kennelWindowEle.clientLeft + kennelWindowEle.clientWidth),
|
||||
getRandomInRange(kennelWindowEle.clientTop, kennelWindowEle.clientTop + kennelWindowEle.clientHeight),
|
||||
))
|
||||
|
||||
const updateCreature = updateCreatureWithAllCreaturesContext((creature, allCreatures) => {
|
||||
// example update creature script to bring creatures to the centroid
|
||||
|
||||
const centroidX = allCreatures.reduce(
|
||||
(sum, creature) => sum + creature.positionX,
|
||||
0,
|
||||
) / allCreatures.length;
|
||||
const centroidY = allCreatures.reduce(
|
||||
(sum, creature) => sum + creature.positionY,
|
||||
0,
|
||||
) / allCreatures.length;
|
||||
|
||||
const [deltaX, deltaY] = normalize(
|
||||
centroidX - creature.positionX,
|
||||
centroidY - creature.positionY,
|
||||
);
|
||||
|
||||
return {
|
||||
...creature,
|
||||
positionX: constrain(creature.positionX + deltaX, 0, creature.container.clientWidth),
|
||||
positionY: constrain(creature.positionY + deltaY, 0, creature.container.clientHeight),
|
||||
stateDuration: creature.stateDuration + 1,
|
||||
}
|
||||
const updatedCreature = CREATURE_STATE_TO_UPDATE_CREATURE_FUNCTION[creature.state](creature, allCreatures);
|
||||
return updatedCreature
|
||||
}, creatures);
|
||||
|
||||
creatures.forEach((creature) => beginCreatureAnimation(creature, updateCreature))
|
||||
}
|
||||
|
||||
window.onresize = () => {
|
||||
// TODO: dynamically change creature size based on window size
|
||||
}
|
||||
|
|
|
@ -1,7 +1,12 @@
|
|||
#kennel-window {
|
||||
width: 80vw;
|
||||
min-width: 8rem;
|
||||
height: 80vw;
|
||||
min-height: 8rem;
|
||||
margin: auto;
|
||||
}
|
||||
width: 100%;
|
||||
height: 100vh;
|
||||
background-color: whitesmoke;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
body {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue