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@ -1,5 +1,923 @@
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window.onload = () => {
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console.log('from js');
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const kennelWindowEle = document.querySelector('#kennel-window');
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kennelWindowEle.innerHTML = 'rendered from static/index.js';
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// === <CONSTANTS> ===
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const CREATURE_HEIGHT = 32; // in px
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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 MAX_RETRIES = 10;
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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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* @readonly
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* @enum {number}
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*/
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const CreatureState = Object.freeze({
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IDLE: 0,
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ALERT: 1,
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SCRATCH_SELF: 2,
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SCRATCH_NORTH: 3,
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SCRATCH_SOUTH: 4,
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SCRATCH_EAST: 5,
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SCRATCH_WEST: 6,
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TIRED: 7,
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SLEEPING: 8,
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WALK_NORTH: 9,
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WALK_NORTHEAST: 10,
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WALK_EAST: 11,
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WALK_SOUTHEAST: 12,
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WALK_SOUTH: 13,
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WALK_SOUTHWEST: 14,
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WALK_WEST: 15,
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WALK_NORTHWEST: 16,
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})
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/**
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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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[CreatureState.IDLE]: [
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[-3, -3]
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],
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[CreatureState.ALERT]: [
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[-7, -3]
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],
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[CreatureState.SCRATCH_SELF]: [
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[-5, 0],
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[-6, 0],
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[-7, 0],
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],
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[CreatureState.SCRATCH_NORTH]: [
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[0, 0],
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[0, -1],
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],
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[CreatureState.SCRATCH_SOUTH]: [
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[-7, -1],
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[-6, -2],
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],
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[CreatureState.SCRATCH_EAST]: [
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[-2, -2],
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[-2, -3],
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],
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[CreatureState.SCRATCH_WEST]: [
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[-4, 0],
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[-4, -1],
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],
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[CreatureState.TIRED]: [
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[-3, -2]
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],
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[CreatureState.SLEEPING]: [
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[-2, 0],
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[-2, -1],
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],
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[CreatureState.WALK_NORTH]: [
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[-1, -2],
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[-1, -3],
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],
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[CreatureState.WALK_NORTHEAST]: [
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[0, -2],
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[0, -3],
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],
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[CreatureState.WALK_EAST]: [
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[-3, 0],
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[-3, -1],
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],
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[CreatureState.WALK_SOUTHEAST]: [
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[-5, -1],
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[-5, -2],
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],
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[CreatureState.WALK_SOUTH]: [
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[-6, -3],
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[-7, -2],
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],
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[CreatureState.WALK_SOUTHWEST]: [
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[-5, -3],
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[-6, -1],
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],
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[CreatureState.WALK_WEST]: [
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[-4, -2],
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[-4, -3],
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],
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[CreatureState.WALK_NORTHWEST]: [
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[-1, 0],
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[-1, -1],
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],
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});
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// === </CONSTANTS> ===
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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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* @property {string} name the name of the creature, used as the HTML element's id
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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 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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// === <MATH_UTILS> ===
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/**
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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 getRandomInRange = (min, max) => {
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if (max <= min) return 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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* Returns value if value is in [min, max]. Otherwise, bound it to those limits
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* @param {number} value
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* @param {number} [min] lower bound. if not provided, do not bound the value from beneath
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* @param {number} [max] upper bound. if not provided, do not bound the value from above
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* @return {number}
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*/
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const constrain = (value, min = -Number.MAX_VALUE, max = Number.MAX_VALUE) => {
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return Math.max(Math.min(value, max), min);
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}
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/**
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* Normalize a vector (ie an array) to be of length 1
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* @param {...number} components components of the vector
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* @return {number[]} normalized vector
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*/
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const normalize = (...components) => {
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const magnitude = Math.sqrt(
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components.reduce((squaredSum, component) => squaredSum + (component * component), 0)
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)
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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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/**
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* Generate an array of n vec2's such that all vectors lie in
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* [left, left + width) x [top, top + height) and are at least radius
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* distance away from all other points.
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* This function uses almost (but not quite)
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* [the poisson disk sampling method]{@link https://a5huynh.github.io/posts/2019/poisson-disk-sampling/}
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* insofar that instead of generating points in an annulus around a seed,
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* it generates points anywhere else in the bounds.
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* @param {number} n the number of points to generate
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* @param {number} radius the minimum distance between points
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* @param {number} left x lower bound of points
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* @param {number} top y lower bound of points
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* @param {number} width x width of bounds
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* @param {number} height y width of bounds
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* @param {number=} maxRetries maximum number of generation attemps before giving up
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* @return {Array<vec2>}
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*/
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const generateBlueNoise = (n, radius, left, top, width, height, maxRetries = MAX_RETRIES) => {
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const gridCellSize = radius / Math.sqrt(2);
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const gridWidth = Math.ceil(width / gridCellSize);
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const gridHeight = Math.ceil(height / gridCellSize);
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const grid = /** @type {Array<Array<vec2|undefined>>} */ [...Array(gridHeight)].map(() => Array(gridWidth));
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/**
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* @param {vec2} point
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* @return {vec2}
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*/
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const getSamplePoint = (point) => {
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const randomX = Math.random() * (width - 2 * radius);
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const randomY = Math.random() * (height - 2 * radius);
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const samplePointX = left + (
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randomX < (point.at(0) - radius) ? randomX : randomX + 2 * radius
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)
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const samplePointY = top + (
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randomY < (point.at(1) - radius) ? randomY : randomY + 2 * radius
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)
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return [samplePointX, samplePointY];
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}
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/**
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|
* @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.
|
|
|
|
|
* @param {(creature: Creature, allCreatures?: Array<Creature>) => Creature} updateCreature
|
|
|
|
|
* updateCreature function that uses the context of all creatures
|
|
|
|
|
* @param {Array<Creature>} allCreatures all creatures rendered in the scene
|
|
|
|
|
* @return {(creature: Creature) => Creature} an updateCreature function
|
|
|
|
|
*/
|
|
|
|
|
const updateCreatureWithContext = (updateCreature, allCreatures) => {
|
|
|
|
|
const creaturesMap = Object.fromEntries(allCreatures.map(
|
|
|
|
|
creature => [ creature.name, creature ]
|
|
|
|
|
));
|
|
|
|
|
|
|
|
|
|
return (creature) => {
|
|
|
|
|
const updatedCreature = updateCreature(creature, Array.from(Object.values(creaturesMap)));
|
|
|
|
|
creaturesMap[updatedCreature.name] = { ...updatedCreature };
|
|
|
|
|
return updatedCreature;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Render a frame of the creature and loads the next frame for render
|
|
|
|
|
* @param {Creature} creature
|
|
|
|
|
* @return {Creature} the creature being rendered
|
|
|
|
|
*/
|
|
|
|
|
const renderCreature = (creature) => {
|
|
|
|
|
creature.element.style.setProperty('display', 'block');
|
|
|
|
|
|
|
|
|
|
// set position
|
|
|
|
|
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]
|
|
|
|
|
const currentSpriteFrameOffset = spriteFrames?.[creature.stateDuration % spriteFrames.length]
|
|
|
|
|
creature.element.style.setProperty(
|
|
|
|
|
'background-position',
|
|
|
|
|
`${currentSpriteFrameOffset[0] * CREATURE_WIDTH}px ${currentSpriteFrameOffset[1] * CREATURE_HEIGHT}px`
|
|
|
|
|
)
|
|
|
|
|
return creature;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Create the creature and start its rendering
|
|
|
|
|
* @param {HTMLElement} container container element for creatures. the kennel if you will
|
|
|
|
|
* @param {string} name name of the creature
|
|
|
|
|
* @param {string} [spriteSheet] name of the sprite sheet. must be in /static/sprites
|
|
|
|
|
* uses default sprite sheet if undefined
|
|
|
|
|
* @param {number} [initialState] starting state of the creature
|
|
|
|
|
* @param {number} [initialPositionX] initial x position in pixels (from the left side)
|
|
|
|
|
* @param {number} [initialPositionY] initial y position in pixels (from the top)
|
|
|
|
|
* @return Creature
|
|
|
|
|
*/
|
|
|
|
|
const createCreature = (
|
|
|
|
|
container,
|
|
|
|
|
name,
|
|
|
|
|
spriteSheet,
|
|
|
|
|
initialState = CreatureState.IDLE,
|
|
|
|
|
initialPositionX = 0,
|
|
|
|
|
initialPositionY = 0
|
|
|
|
|
) => {
|
|
|
|
|
const creatureEle = document.createElement('div');
|
|
|
|
|
const spriteSheetUrl = spriteSheet
|
|
|
|
|
? `url('/static/sprites/${spriteSheet}')`
|
|
|
|
|
: `url('/static/sprites/defaults/${getRandomInt(1, DEFAULT_SPRITE_SHEET_COUNT)}.gif')`;
|
|
|
|
|
|
|
|
|
|
creatureEle.setAttribute('id', name);
|
|
|
|
|
creatureEle.style.setProperty('width', `${CREATURE_WIDTH}px`);
|
|
|
|
|
creatureEle.style.setProperty('height', `${CREATURE_HEIGHT}px`);
|
|
|
|
|
creatureEle.style.setProperty('position', 'fixed');
|
|
|
|
|
creatureEle.style.setProperty('image-rendering', 'pixelated');
|
|
|
|
|
creatureEle.style.setProperty('background-image', spriteSheetUrl);
|
|
|
|
|
creatureEle.style.setProperty('display', 'hidden');
|
|
|
|
|
|
|
|
|
|
container.appendChild(creatureEle);
|
|
|
|
|
|
|
|
|
|
return {
|
|
|
|
|
name,
|
|
|
|
|
spriteSheet,
|
|
|
|
|
state: initialState,
|
|
|
|
|
stateDuration: 0,
|
|
|
|
|
positionX: constrain(initialPositionX, 0, container.clientWidth),
|
|
|
|
|
positionY: constrain(initialPositionY, 0, container.clientHeight),
|
|
|
|
|
element: creatureEle,
|
|
|
|
|
container
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Start creature animation
|
|
|
|
|
* @param {Creature} creature
|
|
|
|
|
* @param {(creature: Creature) => Creature} [updateCreature] if undefined, uses identity
|
|
|
|
|
*/
|
|
|
|
|
const beginCreatureAnimation = (
|
|
|
|
|
creature,
|
|
|
|
|
updateCreature = (creature) => ({ ... creature })
|
|
|
|
|
) => {
|
|
|
|
|
const timeoutCallback = (callbackCreature) => {
|
|
|
|
|
const newCreatureFrame = updateCreature(renderCreature(callbackCreature));
|
|
|
|
|
setTimeout(timeoutCallback, FRAME_DELAY, newCreatureFrame);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// render/update initial frame and start animation
|
|
|
|
|
setTimeout(timeoutCallback, FRAME_DELAY, updateCreature(renderCreature(creature)));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// === </CREATURE_UTILS> ===
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 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,
|
|
|
|
|
)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (creature.positionX + CREATURE_WIDTH / 2 > creature.container.clientLeft + creature.container.clientWidth) {
|
|
|
|
|
return Direction.EAST;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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,
|
|
|
|
|
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,
|
|
|
|
|
})
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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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|
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|
* @param {Array<Creature>} allCreatures all creatures in kennel
|
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|
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|
* @return {Creature} updated creature
|
|
|
|
|
*/
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|
|
|
|
const updateWalkStateCreature = (creature, allCreatures) => {
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|
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|
// always play for at least 8 frames
|
|
|
|
|
if (creature.stateDuration < 8 || !rollForNatN(10)) {
|
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|
return {
|
|
|
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|
...creature,
|
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|
positionX: creature.positionX + (creature.walkDirection?.at(0) ?? 0) * WALK_SIZE,
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|
positionY: creature.positionY + (creature.walkDirection?.at(1) ?? 0) * WALK_SIZE,
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stateDuration: creature.stateDuration + 1,
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|
}
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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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|
*/
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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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// move away from groups of 2 or more creatures
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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
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|
) / spottedCreatures.length;
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|
return startCreatureWalkTowardDirection(creature, [
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|
2 * creature.positionX - centroidX,
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|
2 * creature.positionY - centroidY,
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|
|
|
]);
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|
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|
}
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|
|
// if there's a creature in the view radius, move toward it 25% of the time
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|
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|
if (spottedCreatures.length > 0 && rollForNatN(4)) {
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|
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|
const spottedCreature = /** @type {Creature} */ getRandomChoice(undefined, spottedCreatures);
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|
|
|
return startCreatureWalkTowardDirection(creature, [
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|
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|
spottedCreature.positionX, spottedCreature.positionY,
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|
|
|
]);
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|
|
|
}
|
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|
|
|
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|
|
|
const newState = getRandomChoice(
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|
|
|
[0.1, 0.1, 0.1, 0.1, 0.6],
|
|
|
|
|
[
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|
|
|
|
CreatureState.ALERT, // 0.1
|
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|
|
|
CreatureState.SCRATCH_SELF, // 0.1
|
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|
|
|
CreatureState.TIRED, // 0.1
|
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|
|
|
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
|
|
|
|
|
}
|
|
|
|
|