comparison canvas3d/demo1/test/code.js @ 0:b67b790dcf4f

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author e085711@nobuyasuoshiro.local
date Mon, 24 May 2010 21:38:02 +0900
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1 /**
2 * Copyright (c) 2009, Benjamin Joffe
3 * All rights reserved.
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are met:
6 *
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 *
13 * THIS SOFTWARE IS PROVIDED ``AS IS'' AND ANY
14 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
15 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
16 * DISCLAIMED. IN NO EVENT SHALL THE AUTHOR AND CONTRIBUTORS BE LIABLE FOR ANY
17 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
18 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
19 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
20 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
22 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 */
24
25 var map;
26 var canvas;
27 var overlay;
28 //variables initiated at the bottom of the code...
29
30 var pi=Math.PI;
31
32 var total=0;
33
34 Number.prototype.range=function(){
35 return (this+2*pi)%(2*pi);
36 }
37 Number.prototype.roundC=function(){
38 return Math.round(this*100)/100;
39 }
40
41 var total=0;
42
43 var samples=200;
44
45
46 var arena=[];
47 arena[0]=[1,1,1,1,1,1,1,1,1,1]
48 arena[1]=[1,0,0,0,0,0,0,0,0,1]
49 arena[2]=[1,0,0,1,0,1,1,1,0,1]
50 arena[3]=[1,0,1,0,0,0,0,1,0,1]
51 arena[4]=[1,0,0,0,0,1,0,1,0,1]
52 arena[5]=[1,0,1,1,0,0,0,0,0,1]
53 arena[6]=[1,0,0,1,0,1,1,1,0,1]
54 arena[7]=[1,1,0,1,0,0,0,1,0,1]
55 arena[8]=[1,0,0,1,0,1,0,0,0,1]
56 arena[9]=[1,1,1,1,1,1,1,1,1,1]
57
58
59 var playerPos=[4,4]; // x,y (from top left)
60 var playerDir=0.4; // theta, facing right=0=2pi
61 var playerPosZ=1;
62 var key=[0,0,0,0,0]; // left, right, up, down
63
64 var playerVelY=0;
65
66
67 var face=[];
68
69 function wallDistance(theta){
70
71 var data=[];
72 face=[];
73
74 var x = playerPos[0], y = playerPos[1];
75 var deltaX, deltaY;
76 var distX, distY;
77 var stepX, stepY;
78 var mapX, mapY
79
80 var atX=Math.floor(x), atY=Math.floor(y);
81
82 var thisRow=-1;
83 var thisSide=-1;
84
85 var lastHeight=0;
86
87 for (var i=0; i<samples; i++) {
88 theta+=pi/(3*samples)+2*pi;
89 theta%=2*pi;
90
91 mapX = atX, mapY = atY;
92
93 deltaX=1/Math.cos(theta);
94 deltaY=1/Math.sin(theta);
95
96 if (deltaX>0) {
97 stepX = 1;
98 distX = (mapX + 1 - x) * deltaX;
99 }
100 else {
101 stepX = -1;
102 distX = (x - mapX) * (deltaX*=-1);
103 }
104 if (deltaY>0) {
105 stepY = 1;
106 distY = (mapY + 1 - y) * deltaY;
107 }
108 else {
109 stepY = -1;
110 distY = (y - mapY) * (deltaY*=-1);
111 }
112
113
114 for (var j=0; j<20; j++) {
115 if (distX < distY) {
116 mapX += stepX;
117 if (arena[mapX][mapY]) {
118 if (thisRow!=mapX || thisSide!=0) {
119 if (i>0) {
120 data.push(i);
121 data.push(lastHeight);
122 }
123 data.push(i);
124 data.push(distX);
125 thisSide=0;
126 thisRow=mapX;
127 face.push(1+stepX);
128 }
129 lastHeight=distX;
130 break;
131 }
132 distX += deltaX;
133 }
134 else {
135 mapY += stepY;
136 if (arena[mapX][mapY]) {
137 if (thisRow!=mapY || thisSide!=1) {
138 if (i>0) {
139 data.push(i);
140 data.push(lastHeight);
141 }
142 data.push(i);
143 data.push(distY);
144 thisSide=1;
145 thisRow=mapY;
146 face.push(2+stepY)
147 }
148 lastHeight=distY;
149 break;
150 }
151 distY += deltaY;
152 }
153 }
154 }
155 data.push(i);
156 data.push(lastHeight);
157
158 return data;
159 }
160
161
162 function drawCanvas(){
163
164 canvas.clearRect(0,0,400, 300);
165
166 var theta = playerDir-pi/6;
167
168 var wall=wallDistance(theta);
169
170 map.beginPath();
171 map.clearRect(0,0,80,80);
172 map.fillStyle="#3366CC";
173 map.arc(playerPos[0]*8, playerPos[1]*8, 3, 0, 2*pi, true);
174 map.fill();
175 map.beginPath();
176 map.moveTo(8*playerPos[0], 8*playerPos[1]);
177
178
179 var linGrad;
180
181 var tl,tr,bl,br;
182
183 var theta1,theta2,fix1,fix2;
184
185 for (var i=0; i<wall.length; i+=4) {
186
187 theta1=playerDir-pi/6 + pi*wall[i]/(3*samples);
188 theta2=playerDir-pi/6 + pi*wall[i+2]/(3*samples);
189
190 fix1 = Math.cos(theta1-playerDir);
191 fix2 = Math.cos(theta2-playerDir);
192
193 var h=2-playerPosZ;
194
195 var wallH1=100/(wall[i+1]*fix1);
196 var wallH2=100/(wall[i+3]*fix2);
197
198 tl=[wall[i]*2, 150-wallH1*h];
199 tr=[wall[i+2]*2, 150-wallH2*h]
200 br=[wall[i+2]*2, tr[1]+wallH2*2];
201 bl=[wall[i]*2, tl[1]+wallH1*2]
202
203 var shade1=Math.floor(wallH1*2+20); if (shade1>255) shade1=255;
204 var shade2=Math.floor(wallH2*2+20); if (shade2>255) shade2=255;
205
206 linGrad = canvas.createLinearGradient(tl[0],0,tr[0],0);
207 linGrad.addColorStop(0, 'rgba('+(face[i/4]%2==0 ? shade1 : 0)+','+(face[i/4]==1 ? shade1 : 0)+','+(face[i/4]==2 ? 0 : shade1)+',1.0)');
208 linGrad.addColorStop(1, 'rgba('+(face[i/4]%2==0 ? shade2 : 0)+','+(face[i/4]==1 ? shade2 : 0)+','+(face[i/4]==2 ? 0 : shade2)+',1.0)');
209
210 canvas.beginPath();
211 canvas.moveTo(tl[0], tl[1]);//左上
212 // canvas.moveTo(tr[0], tr[1]);
213 canvas.lineTo(tr[0], tr[1]);//右上
214 canvas.lineTo(br[0], br[1]);//右下
215 canvas.lineTo(bl[0], bl[1]);//左下
216 // canvas.lineTo(0,0);
217 canvas.fillStyle = linGrad;
218 canvas.fill();
219
220
221 map.lineTo(playerPos[0]*8+Math.cos(theta1)*(wall[i+1])*8, playerPos[1]*8+Math.sin(theta1)*(wall[i+1])*8);
222 map.lineTo(playerPos[0]*8+Math.cos(theta2)*(wall[i+3])*8, playerPos[1]*8+Math.sin(theta2)*(wall[i+3])*8);
223
224
225 }
226 map.fillStyle="#FF0000"
227 map.fill();
228
229 }
230
231 function nearWall(x,y){
232 var xx,yy;
233 if (isNaN(x)) x=playerPos[0];
234 if (isNaN(y)) y=playerPos[1];
235 for (var i=-0.1; i<=0.1; i+=0.2) {
236 xx=Math.floor(x+i)
237 for (var j=-0.1; j<=0.1; j+=0.2) {
238 yy=Math.floor(y+j);
239 if (arena[xx][yy]) return true;
240 }
241 }
242 return false;
243 }
244
245 var xOff = 0;
246 var yOff = 0;
247 function wobbleGun(){
248 var mag=playerVelY;
249 xOff = (10+Math.cos(total/6.23)*mag*90)
250 yOff = (10+Math.cos(total/5)*mag*90)
251 overlay.style.backgroundPosition = xOff + "px " + yOff + "px";
252 }
253
254
255 var jumpCycle=0;
256
257 var audio = window.Audio && new Audio("shoot.wav");
258
259 function shoot()
260 {
261 audio && audio.play();
262 canvas.save();
263 canvas.strokeStyle = "#FFFF00";
264 canvas.beginPath();
265
266 canvas.moveTo(190+xOff, 140+yOff);
267 canvas.lineTo(250+xOff, 200+yOff);
268 canvas.closePath();
269 canvas.stroke();
270 canvas.restore();
271 setTimeout('drawCanvas()',100);
272 }
273
274
275 function update(){
276
277 total++;
278
279 var change=false;
280
281 if (jumpCycle) {
282 jumpCycle--;
283 change=true;
284 playerPosZ = 1 + jumpCycle*(20-jumpCycle)/30;
285 }
286 else if (key[4]) jumpCycle=20;
287
288 if (key[0]) {
289 if (!key[1]) {
290 playerDir-=0.07; //left
291 change=true;
292 }
293 }
294 else if (key[1]) {
295 playerDir+=0.07; //right
296 change=true;
297 }
298
299 if (change) {
300 playerDir+=2*pi;
301 playerDir%=2*pi;
302 document.getElementById("sky").style.backgroundPosition=Math.floor(1-playerDir/(2*pi)*2400)+"px 0";
303 }
304
305 if (key[2] && !key[3]) {
306 if (playerVelY<0.1) playerVelY += 0.02;
307 }
308 else if (key[3] && !key[2]) {
309 if (playerVelY>-0.1) playerVelY -= 0.02;
310 }
311 else {
312 if (playerVelY<-0.02) playerVelY += 0.015;
313 else if (playerVelY>0.02) playerVelY -= 0.015;
314 else playerVelY=0;
315 }
316
317
318 if (playerVelY!=0) {
319
320 var oldX=playerPos[0];;
321 var oldY=playerPos[1];
322 var newX=oldX+Math.cos(playerDir)*playerVelY;
323 var newY=oldY+Math.sin(playerDir)*playerVelY;
324
325 if (!nearWall(newX, oldY)) {
326 playerPos[0]=newX;
327 oldX=newX;
328 change=true;
329 }
330 if (!nearWall(oldX, newY)) {
331 playerPos[1]=newY;
332 change=true;
333 }
334
335 }
336
337 if (playerVelY) wobbleGun();
338 if (change) drawCanvas();
339
340 }
341
342
343 function changeKey(which, to){
344 switch (which){
345 case 65:case 37: key[0]=to; break; // left
346 case 87: case 38: key[2]=to; break; // up
347 case 68: case 39: key[1]=to; break; // right
348 case 83: case 40: key[3]=to; break;// down
349 case 32: key[4]=to; break; // space bar;
350 case 17: key[5]=to; break; // ctrl
351 case 66: if (to) { shoot() } break; // b
352 }
353 }
354 document.onkeydown=function(e){changeKey((e||window.event).keyCode, 1);}
355 document.onkeyup=function(e){changeKey((e||window.event).keyCode, 0);}
356
357
358 function initUnderMap(){
359 var underMap=document.getElementById("underMap").getContext("2d");
360 underMap.fillStyle="#FFF";
361 underMap.fillRect(0,0, 200, 200);
362 underMap.fillStyle="#444";
363 for (var i=0; i<arena.length; i++) {
364 for (var j=0; j<arena[i].length; j++) {
365 if (arena[i][j]) underMap.fillRect(i*8, j*8, 8, 8);
366 }
367 }
368 }
369
370
371 window.onload=function(){
372 var ele = document.getElementById("map");
373 if (!ele.getContext)
374 {
375 alert('An error occured creating a Canvas 2D context. This may be because you are using an old browser, if not please contact me and I\'ll see if I can fix the error.');
376 return;
377 }
378 map=ele.getContext("2d");
379 canvas=document.getElementById("canvas").getContext("2d");
380 overlay=document.getElementById("overlay");
381 document.getElementById("sky").style.backgroundPosition=Math.floor(-playerDir/(2*pi)*2400)+"px 0";
382 drawCanvas();
383 initUnderMap();
384 setInterval(update, 35);
385 }