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2 changed files with 658 additions and 46 deletions

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@ -5,6 +5,24 @@ const CREATURE_WIDTH = 32; // in px
const FRAME_RATE = 6; // in FPS
const FRAME_DELAY = 1 / FRAME_RATE * 1000; // in ms
const DEFAULT_SPRITE_SHEET_COUNT = 1; // number of default sprite sheets
const WALK_SIZE = 8; // magnitude of position change, in px
const MAX_RETRIES = 10;
/**
* Enum of directions
* @readonly
* @enum {number}
*/
const Direction = Object.freeze({
NORTH: 0,
EAST: 1,
SOUTH: 2,
WEST: 3,
NORTHEAST: 4,
SOUTHEAST: 5,
SOUTHWEST: 6,
NORTHWEST: 7,
})
/**
* Enum of creature states
@ -32,8 +50,8 @@ const CreatureState = Object.freeze({
})
/**
* @typedef {[number, number]} SpriteFrameOffset the offset of the sprite with respect to
* the left/top background position offset (off by factor of sprite size)
* @typedef {[number, number]} SpriteFrameOffset the client of the sprite with respect to
* the left/top background position client (off by factor of sprite size)
* @type {Object.<number, Array<SpriteFrameOffset>>}
*/
const CREATURE_STATE_TO_SPRITE_FRAME_OFFSET_INDICES = Object.freeze({
@ -109,6 +127,8 @@ const CREATURE_STATE_TO_SPRITE_FRAME_OFFSET_INDICES = Object.freeze({
// === <TYPES> ===
/** @typedef {[number, number]} vec2 a vector 2 components */
/**
* Properties for creatures running around the screen
* @typedef {Object} Creature
@ -116,10 +136,11 @@ const CREATURE_STATE_TO_SPRITE_FRAME_OFFSET_INDICES = Object.freeze({
* @property {string} spriteSheet the file name of the sprite sheet. should exist in {@link /static/sprites}
* @property {number} state the current state of the creature (should be member of {@link CreatureState} enum)
* @property {number} stateDuration the number of frames the creature has been in its current state
* @property {number} positionX the number of pixels away from the left side of the container element
* @property {number} positionY the number of pixels away from the top of the container element
* @property {number} positionX x component of the center of the creature position
* @property {number} positionY y component of the center of the creature position
* @property {HTMLElement} element the HTML element rendering the creature in the DOM
* @property {HTMLElement} container the HTML element containing the creature (the kennel, if you will)
* @property {?vec2} walkDirection the (normed) direction a creature is walking in, if it's walking. otherwise null.
*/
// === <TYPES> ===
@ -127,15 +148,26 @@ const CREATURE_STATE_TO_SPRITE_FRAME_OFFSET_INDICES = Object.freeze({
// === <MATH_UTILS> ===
/**
* Returns random number between min (inclusive) and max (exclusive)
* Returns a random number between min (inclusive) and max (exclusive).
* If max is less than or equal to min, return min
* @param {number} min inclusive lower bound
* @param {number} max exclusive upper bound
* @return {number} number in [min, max)
*/
const randomInt = (min, max) => {
const getRandomInRange = (min, max) => {
if (max <= min) return min;
return Math.floor(Math.random() * (max - min) + min);
return Math.random() * (max - min) + min;
}
/**
* Returns random number between min (inclusive) and max (exclusive)
* If max is less than or equal to min, return Math.floor(min)
* @param {number} min inclusive lower bound
* @param {number} max exclusive upper bound
* @return {number} integer in [min, max)
*/
const getRandomInt = (min, max) => {
return Math.floor(getRandomInRange(min, max));
}
/**
@ -161,10 +193,250 @@ const normalize = (...components) => {
return components.map(component => component / magnitude)
}
/**
* Recursive helper for {@link getRandomChoice}
* @template {!*} T
* @param {Array<number>} weights
* @param {Array<T>} choices
* @param {number} random
* @param {number} cumulativeSum
* @return {undefined|T}
* @ignore
*/
const _getRandomChoice = (weights, choices, random, cumulativeSum) => {
const choice = choices.shift();
if (choice === undefined) {
return undefined;
}
const newCumulativeSum = (weights.shift() ?? 0) + cumulativeSum;
if (random < newCumulativeSum) {
return choice;
}
return _getRandomChoice(weights, choices, random, newCumulativeSum);
}
/**
* Given an array of weights and an array of the same length of choices,
* randomly pick an element from the choices whose probability of picking it corresponds
* to the corresponding weight (given position in the array).
* Returns undefined when there are fewer choices than weights
* @template {!*} T type of the choice elements
* @param {?Array<number>} weights if undefined, default to equal probability distribution of weights
* @param {Array<T>} choices
* @return {undefined|T} the chosen element, or undefined if there are more weights than choices
*/
const getRandomChoice = (weights, choices) => {
weights = weights ?? Array(choices.length).fill(1 / choices.length);
const weightSum = weights.reduce((sum, probability) => sum + probability, 0);
const random = Math.random() * weightSum;
return _getRandomChoice([...weights], [...choices], random, 0);
}
/**
* Roll an n-sided, 1-indexed die.
* Return true if it's a nat n (ie the die lands on side n).
* False otherwise.
* @param {number} n number of faces on the die.
* @return {boolean}
*/
const rollForNatN = (n) => {
return Math.random() < 1 / n;
}
/**
* Returns true if two circles intersect, false otherwise.
* We consider circles to intersect iff there exists a point p that lies in both circles
* @param {number} x0 x component of the center of circle 1
* @param {number} y0 y component of the center of circle 1
* @param {number} r0 radius of circle 1
* @param {number} x1 x component of the center of circle 1
* @param {number} y1 y component of the center of circle 1
* @param {number} r1 radius of circle 1
* @return {boolean}
*/
const isIntersectingCircles = (x0, y0, r0, x1, y1, r1) => {
return (x0 - x1) * (x0 - x1) + (y0 - y1) * (y0 - y1) < (r0 + r1) * (r0 + r1);
}
/**
* Return true if val in [min, max)
* @param {number} val
* @param {number} min
* @param {number} max
* @return {boolean}
*/
const isBetween = (val, min, max) => {
return val >= min && val < max;
}
/**
* Generate an array of n vec2's such that all vectors lie in
* [left, left + width) x [top, top + height) and are at least radius
* distance away from all other points.
* This function uses almost (but not quite)
* [the poisson disk sampling method]{@link https://a5huynh.github.io/posts/2019/poisson-disk-sampling/}
* insofar that instead of generating points in an annulus around a seed,
* it generates points anywhere else in the bounds.
* @param {number} n the number of points to generate
* @param {number} radius the minimum distance between points
* @param {number} left x lower bound of points
* @param {number} top y lower bound of points
* @param {number} width x width of bounds
* @param {number} height y width of bounds
* @param {number=} maxRetries maximum number of generation attemps before giving up
* @return {Array<vec2>}
*/
const generateBlueNoise = (n, radius, left, top, width, height, maxRetries = MAX_RETRIES) => {
const gridCellSize = radius / Math.sqrt(2);
const gridWidth = Math.ceil(width / gridCellSize);
const gridHeight = Math.ceil(height / gridCellSize);
const grid = /** @type {Array<Array<vec2|undefined>>} */ [...Array(gridHeight)].map(() => Array(gridWidth));
/**
* @param {vec2} point
* @return {vec2}
*/
const getSamplePoint = (point) => {
const randomX = Math.random() * (width - 2 * radius);
const randomY = Math.random() * (height - 2 * radius);
const samplePointX = left + (
randomX < (point.at(0) - radius) ? randomX : randomX + 2 * radius
)
const samplePointY = top + (
randomY < (point.at(1) - radius) ? randomY : randomY + 2 * radius
)
return [samplePointX, samplePointY];
}
/**
* @param {vec2} point
* @return {void}
*/
const insertPointIntoGrid = (point) => {
const indexX = Math.floor((point.at(0) - left) / gridCellSize);
const indexY = Math.floor((point.at(1) - top) / gridCellSize);
grid[indexY][indexX] = point;
}
const areValid = (point1, point2) => {
const deltaX = point1.at(0) - point2.at(0);
const deltaY = point1.at(1) - point2.at(1);
return (deltaX * deltaX + deltaY * deltaY) > (radius * radius)
}
/**
* @param {vec2} point
* @return {boolean}
*/
const isValidPoint = (point) => {
const indexX = Math.floor((point.at(0) - left) / gridCellSize);
const indexY = Math.floor((point.at(1) - top) / gridCellSize);
const testPoints = [
[indexX - 1, indexY - 1], [indexX, indexY - 1], [indexX + 1, indexY - 1],
[indexX - 1, indexY], [indexX, indexY], [indexX + 1, indexY],
[indexX - 1, indexY + 1], [indexX, indexY + 1], [indexX + 1, indexY + 1],
]
.filter((indices) => (
indices.at(0) >= 0 && indices.at(1) >= 0 && indices.at(0) < gridWidth && indices.at(1) < gridHeight
))
.map((indices) => grid[indices.at(1)][indices.at(0)])
.filter((point) => point !== undefined);
return testPoints.every((testPoint) => areValid(point, testPoint))
}
// initialize
const initialPoint = [
left + width / 2, top + height / 2,
]
insertPointIntoGrid(initialPoint);
const blueNoiseSamples = [initialPoint];
const activeList = [initialPoint];
const findAndInsertPoint = () => {
if (activeList.length === 0) return;
const activePoint = /** @type {vec2} */ getRandomChoice(undefined, activeList);
const samplePoints = [...Array(MAX_RETRIES)].map(_ => getSamplePoint(activePoint));
const samplePoint = samplePoints.find(isValidPoint);
if (samplePoint === undefined) {
// remove active point from active list
const indexOfActivePoint = activeList.indexOf(activePoint);
activeList.splice(indexOfActivePoint, 1);
return;
}
activeList.push(samplePoint);
blueNoiseSamples.push(samplePoint);
insertPointIntoGrid(samplePoint);
}
while (activeList.length > 0 && blueNoiseSamples.length < n) {
findAndInsertPoint();
}
return blueNoiseSamples.length < n ? [] : blueNoiseSamples;
}
// === </MATH_UTILS> ===
// === <CREATURE_UTILS> ===
/**
* Given a normalized direction a creature is walking in, return
* the creature state that corresponds closest to the direction.
* Defaults to WALK_NORTH if something goes wrong.
* @param {vec2} direction
* @return {number} corresponding {@link CreatureState}
*/
const getWalkStateFromDirection = (direction) => {
const directionAngle = Math.atan2(direction.at(0), direction.at(1));
if (Number.isNaN(directionAngle)) {
return CreatureState.WALK_NORTH; // default
}
if (isBetween(directionAngle, Math.PI * 5/8, Math.PI * 7/8)) {
return CreatureState.WALK_NORTHEAST;
}
if (isBetween(directionAngle, Math.PI * 3/8, Math.PI * 5/8)) {
return CreatureState.WALK_EAST;
}
if (isBetween(directionAngle, Math.PI / 8, Math.PI * 3/8)) {
return CreatureState.WALK_SOUTHEAST;
}
if (isBetween(directionAngle, -Math.PI / 8, Math.PI / 8)) {
return CreatureState.WALK_SOUTH;
}
if (isBetween(directionAngle, -Math.PI * 3/8, -Math.PI / 8)) {
return CreatureState.WALK_SOUTHWEST;
}
if (isBetween(directionAngle, -Math.PI * 5/8, -Math.PI * 3/8)) {
return CreatureState.WALK_WEST;
}
if (isBetween(directionAngle, -Math.PI * 7/8, -Math.PI * 5/8)) {
return CreatureState.WALK_NORTHWEST;
}
return CreatureState.WALK_NORTH;
}
/**
* Return a new updateCreature function that implicitly accepts the context
* of all other creatures being rendered.
@ -173,7 +445,7 @@ const normalize = (...components) => {
* @param {Array<Creature>} allCreatures all creatures rendered in the scene
* @return {(creature: Creature) => Creature} an updateCreature function
*/
const updateCreatureWithAllCreaturesContext = (updateCreature, allCreatures) => {
const updateCreatureWithContext = (updateCreature, allCreatures) => {
const creaturesMap = Object.fromEntries(allCreatures.map(
creature => [ creature.name, creature ]
));
@ -194,8 +466,10 @@ const renderCreature = (creature) => {
creature.element.style.setProperty('display', 'block');
// set position
creature.element.style.setProperty('left', `${creature.positionX}px`);
creature.element.style.setProperty('top', `${creature.positionY}px`);
const positionX = creature.positionX - (0.5 * CREATURE_WIDTH) + creature.container.clientLeft
const positionY = creature.positionY - (0.5 * CREATURE_HEIGHT) + creature.container.clientTop
creature.element.style.setProperty('left', `${positionX}px`);
creature.element.style.setProperty('top', `${positionY}px`);
// set sprite
const spriteFrames = CREATURE_STATE_TO_SPRITE_FRAME_OFFSET_INDICES[creature.state]
@ -229,7 +503,7 @@ const createCreature = (
const creatureEle = document.createElement('div');
const spriteSheetUrl = spriteSheet
? `url('/static/sprites/${spriteSheet}')`
: `url('/static/sprites/defaults/${randomInt(1, DEFAULT_SPRITE_SHEET_COUNT)}.gif')`;
: `url('/static/sprites/defaults/${getRandomInt(1, DEFAULT_SPRITE_SHEET_COUNT)}.gif')`;
creatureEle.setAttribute('id', name);
creatureEle.style.setProperty('width', `${CREATURE_WIDTH}px`);
@ -257,7 +531,6 @@ const createCreature = (
* Start creature animation
* @param {Creature} creature
* @param {(creature: Creature) => Creature} [updateCreature] if undefined, uses identity
* (via {@link renderAndUpdateCreature})
*/
const beginCreatureAnimation = (
creature,
@ -274,43 +547,377 @@ const beginCreatureAnimation = (
// === </CREATURE_UTILS> ===
window.onload = () => {
// EXAMPLE SCRIPT
const kennelWindowEle = document.querySelector('#kennel-window');
const creatures = ['test-creature-1', 'test-creature-2', 'test-creature-3']
.map((name) => createCreature(
kennelWindowEle,
name,
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
))
/**
* Returns true if any point in creature 1's collision box is in creature 2's collision box
* @param {Creature} creature1
* @param {Creature} creature2
* @return {boolean}
*/
const isCreaturesColliding = (creature1, creature2) => {
return isIntersectingCircles(
creature1.positionX, creature1.positionY, CREATURE_WIDTH / 2,
creature2.positionX, creature2.positionY, CREATURE_WIDTH / 2,
)
}
const updateCreature = updateCreatureWithAllCreaturesContext((creature, allCreatures) => {
// example update creature script to bring creatures to the centroid
/**
* Returns the direction of the wall of collision if it collides. Otherwise, return undefined.
* @param {Creature} creature
* @return {number | undefined}
*/
const isCreatureOutOfBounds = (creature) => {
if (creature.positionX - CREATURE_WIDTH / 2 < creature.container.clientLeft) {
return Direction.WEST;
}
const centroidX = allCreatures.reduce(
(sum, creature) => sum + creature.positionX,
0,
) / allCreatures.length;
const centroidY = allCreatures.reduce(
(sum, creature) => sum + creature.positionY,
0,
) / allCreatures.length;
if (creature.positionX + CREATURE_WIDTH / 2 > creature.container.clientLeft + creature.container.clientWidth) {
return Direction.EAST;
}
const [deltaX, deltaY] = normalize(
centroidX - creature.positionX,
centroidY - creature.positionY,
if (creature.positionY - CREATURE_HEIGHT / 2 < creature.container.clientTop) {
return Direction.NORTH;
}
if (creature.positionY + CREATURE_HEIGHT / 2 > creature.container.clientTop + creature.container.clientHeight) {
return Direction.SOUTH;
}
return undefined;
}
/**
* Get the creature in the walk state moving toward a destination
* @param {Creature} creature
* @param {vec2} destination
* @return {Creature} the creature in a walking state
*/
const startCreatureWalkTowardDirection = (creature, destination) => {
const walkDirection = /** @type {vec2} */ normalize(
destination.at(0) - creature.positionX,
destination.at(1) - creature.positionY,
);
const state = getWalkStateFromDirection(walkDirection);
return {
...creature,
positionX: constrain(creature.positionX + deltaX, 0, creature.container.clientWidth),
positionY: constrain(creature.positionY + deltaY, 0, creature.container.clientHeight),
walkDirection,
state,
stateDuration: state === creature.state ? creature.stateDuration + 1 : 0,
positionX: creature.positionX + walkDirection.at(0) * WALK_SIZE,
positionY: creature.positionY + walkDirection.at(1) * WALK_SIZE,
};
}
/**
* Update function for creatures in any scratch state. * @param {Creature} creature current creature
* @param {Creature} creature
* @return {Creature} updated creature
*/
const updateScratchStateCreature = (creature) => {
if (creature.stateDuration % 2 < 1) {
// animation hasn't finished playing. let it finish.
return { ...creature, stateDuration: creature.stateDuration + 1 };
}
if (rollForNatN(4)) {
return { ...creature, state: CreatureState.IDLE, stateDuration: 0 };
}
return { ...creature, stateDuration: creature.stateDuration + 1 };
}
/**
* Used for {@link updateWalkStateCreature} to map the output of wall collision to new state
* @type {Readonly<Object.<number, number>>}
* @ignore
*/
const WALL_DIRECTION_TO_SCRATCH_STATE = Object.freeze({
[Direction.NORTH]: CreatureState.SCRATCH_NORTH,
[Direction.EAST]: CreatureState.SCRATCH_EAST,
[Direction.SOUTH]: CreatureState.SCRATCH_SOUTH,
[Direction.WEST]: CreatureState.SCRATCH_WEST,
})
/**
* Update function for creatures in any walk state.
* @param {Creature} creature current creature
* @param {Array<Creature>} allCreatures all creatures in kennel
* @return {Creature} updated creature
*/
const updateWalkStateCreature = (creature, allCreatures) => {
// always play for at least 8 frames
if (creature.stateDuration < 8 || !rollForNatN(10)) {
return {
...creature,
positionX: creature.positionX + (creature.walkDirection?.at(0) ?? 0) * WALK_SIZE,
positionY: creature.positionY + (creature.walkDirection?.at(1) ?? 0) * WALK_SIZE,
stateDuration: creature.stateDuration + 1,
}
}
return { ...creature, walkDirection: undefined, stateDuration: 0, state: CreatureState.IDLE };
}
/**
* Creature state transitions
* @type {Object.<number, function(creature: Creature, allCreatures: Array<Creature>): Creature>}
*/
const CREATURE_STATE_TO_UPDATE_CREATURE_FUNCTION = Object.freeze({
[CreatureState.IDLE]: (creature, allCreatures) => {
if (creature.stateDuration < 8) {
// play for at least 8 frames
return { ...creature, stateDuration: creature.stateDuration + 1 };
}
const spottedCreatures = allCreatures
.filter((otherCreature) => isIntersectingCircles(
// circle at creature position with a view distance radius
creature.positionX, creature.positionY, CREATURE_WIDTH * 4,
otherCreature.positionX, otherCreature.positionY, 0,
))
.filter((otherCreature) => otherCreature.name !== creature.name)
// move away from groups of 2 or more creatures
if (spottedCreatures.length > 1) {
// run away from the centroid of close creatures
const centroidX = spottedCreatures.reduce(
(sum, spottedCreature) => sum + spottedCreature.positionX, 0,
) / spottedCreatures.length;
const centroidY = spottedCreatures.reduce(
(sum, spottedCreature) => sum + spottedCreature.positionY, 0
) / spottedCreatures.length;
return startCreatureWalkTowardDirection(creature, [
2 * creature.positionX - centroidX,
2 * creature.positionY - centroidY,
]);
}
// if there's a creature in the view radius, move toward it 25% of the time
if (spottedCreatures.length > 0 && rollForNatN(4)) {
const spottedCreature = /** @type {Creature} */ getRandomChoice(undefined, spottedCreatures);
return startCreatureWalkTowardDirection(creature, [
spottedCreature.positionX, spottedCreature.positionY,
]);
}
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, // 0.6
],
)
if (newState === CreatureState.IDLE || newState === undefined) {
return { ...creature, stateDuration: creature.stateDuration + 1 };
}
if (newState !== CreatureState.WALK_NORTH) {
return {
...creature,
stateDuration: 0,
state: newState,
}
}
// transition to walking to random point
return startCreatureWalkTowardDirection(creature, [
getRandomInRange(creature.container.clientLeft, creature.container.clientLeft + creature.container.clientWidth),
getRandomInRange(creature.container.clientTop, creature.container.clientTop + creature.container.clientHeight),
]);
},
[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 random direction
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,
})
/**
* Resolve collisions between the updated creature, the container bounds, and the other creatures.
* If the updated creature collides against the wall, move to a scratch direction state.
* If the updated creature collides with another creature, move to alert state.
* @param {Creature} updatedCreature the creature post update
* @param {Array<Creature>} allCreatures all creatures in kennel
* @param {Creature} creature previous creature state
* @return {Creature}
*/
const resolveCollision = (updatedCreature, allCreatures, creature) => {
// resolve creature collision
const collidedCreatures = allCreatures
.filter((otherCreature) => isCreaturesColliding(otherCreature, updatedCreature))
.filter((collidingCreature) => collidingCreature.name !== updatedCreature.name)
const collidedCreature = collidedCreatures.length > 0
? getRandomChoice(undefined, collidedCreatures)
: undefined;
// one third of the time, try to run away from the collided creature
if (collidedCreature !== undefined && rollForNatN(3)) {
const collidedCreature = getRandomChoice(undefined, collidedCreatures);
return resolveCollision(
startCreatureWalkTowardDirection(creature, [
creature.positionX - collidedCreature.positionX,
creature.positionY - collidedCreature.positionY,
]),
allCreatures,
creature,
)
}
if (collidedCreature !== undefined) {
return {
...creature,
state: getRandomChoice(undefined, [CreatureState.ALERT, CreatureState.IDLE, CreatureState.TIRED]),
stateDuration: 0,
walkDirection: undefined,
};
}
// resolve wall collision
const wallCollisionDirection = isCreatureOutOfBounds(updatedCreature);
if (wallCollisionDirection !== undefined) {
return {
...updatedCreature,
state: WALL_DIRECTION_TO_SCRATCH_STATE[wallCollisionDirection] ?? CreatureState.IDLE,
walkDirection: undefined,
stateDuration: 0,
positionX: constrain(
updatedCreature.positionX,
creature.container.clientLeft + CREATURE_WIDTH / 2,
creature.container.clientLeft + creature.container.clientWidth - CREATURE_WIDTH / 2,
),
positionY: constrain(
updatedCreature.positionY,
creature.container.clientTop + CREATURE_HEIGHT / 2,
creature.container.clientTop + creature.container.clientHeight - CREATURE_HEIGHT / 2,
),
}
}
return { ...updatedCreature };
}
window.onload = () => {
// user preference for low motion. do not render creatures
if (window.matchMedia(`(prefers-reduced-motion: reduce)`).matches) {
return;
}
const TEST_CREATURE_COUNT = 32;
const kennelWindowEle = document.querySelector('#kennel-window');
const startingPoints = generateBlueNoise(
TEST_CREATURE_COUNT, CREATURE_WIDTH,
kennelWindowEle.clientLeft, kennelWindowEle.clientTop,
kennelWindowEle.clientWidth, kennelWindowEle.clientHeight
)
const creatures = /** @type {Array<Creature>} */ startingPoints
.map((startingPoint, index) => createCreature(
kennelWindowEle,
`test-creature-${index}`,
undefined, // use a default sprite sheet
CreatureState.IDLE,
startingPoint.at(0),
startingPoint.at(1),
))
const updateCreature = updateCreatureWithContext((creature, allCreatures) => {
const updateCreatureFunction = CREATURE_STATE_TO_UPDATE_CREATURE_FUNCTION[creature.state];
const updatedCreature = updateCreatureFunction(creature, allCreatures);
return resolveCollision(updatedCreature, allCreatures, creature);
}, creatures);
creatures.forEach((creature) => beginCreatureAnimation(creature, updateCreature))
}
window.onresize = () => {
// TODO: dynamically change creature size based on window size
}

View File

@ -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;
}