-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathtriangle.js
executable file
·731 lines (670 loc) · 19.3 KB
/
triangle.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
// class for player bullets
class bullet_p {
constructor(vertices, height) {
this.vertices = vertices;
this.height = height;
}
}
// global vars
var canvas;
var off = 0;
var message = 0;
var gl;
var height = 0.95
var pressed = 0;
var playerLeft = 0;
var playerRight = 0;
var direction = 2;
var offset = 0;
var pOffset = 0;
var stop = 0;
var width = 0.1;
var bullet_w = width/3;
var spacing = 0.15;
var both = spacing + width;
var stagger = 0;
var initBullet = 0;
var initBullet_player = 0;
var showBullet = 0;
var bullet_h = 0;
var bullets = [];
var shootInput = 0;
var bullets_player = [];
// delete array (wont draw these)
var delete_arr = [];
//console.log(delete_arr);
//console.log(skip_alien(0,0));
var num_aliens = 10;
var harder = 0;
var alien_movement = 0.007;
var alien_movement_init = alien_movement;
var harderHeight = 0.33;
// timer variables
var pbull_wtime = 550;
var invade_wtime = 3000;
var e_shoot_wtime = 1500;
// start misc event listeners
var dir_timer = window.setInterval(changeDirection, 500);
var invade_timer = window.setInterval(invade, invade_wtime);
var shoot_timer = window.setInterval(shootOn, e_shoot_wtime);
var shoot_timer_player = window.setInterval(shootOn_player, pbull_wtime);
window.onload = function init() {
canvas = document.getElementById("gl-canvas");
gl = WebGLUtils.setupWebGL(canvas);
if (!gl) {
alert("WebGL isn't available");
}
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
vBuffer = gl.createBuffer();
// Load shaders and initialize attribute buffers
var program = initShaders(gl, "vertex-shader", "fragment-shader");
gl.useProgram(program);
// Binding the vertex buffer
gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer);
// Associate out shader variables with our data buffer
var vPosition = gl.getAttribLocation(program, "vPosition");
gl.vertexAttribPointer(vPosition, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vPosition);
render();
};
// RENDER FUNCTION ------------------------------------------------------------
function render() {
// keyboard listener
window.addEventListener("keydown", keyPressed, false);
window.addEventListener("keyup", keyReleased, false);
window.addEventListener("click", function(event) {
shootInput = 1;
});
//window.addEventListener("keyup", getKey, false);
// Changing the height value for moving the square
/*
if (pressed == 1)
height = height - 0.005;
*/
if (pressed == 2) {
reset();
}
if (pressed == 3) {
quit();
}
if (playerLeft == 1)
pOffset -= 0.01
if (playerRight == 1)
pOffset += 0.01
// choose which way to move
//changeDirection();
// move left if 1
switch(direction) {
case 1:
offset -= alien_movement;
break;
case 2:
offset += alien_movement;
break;
case 0:
offset = offset;
break;
}
//window.setInterval(changeDirection(), 5000);
// Binding the vertex buffer
gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer);
gl.clear(gl.COLOR_BUFFER_BIT);
// check for win condition
if (delete_arr.length == num_aliens) {
alert("You win my dude!");
reset();
}
if (off == 0) {
// add enemies
var enemies = drawEnemy(5, 2, offset-0.06);
if(getMaxVertex(enemies, "left", "e") < -1)
direction = 2;
else if (getMaxVertex(enemies, "right", "e") > 1)
direction = 1;
if (getMaxVertex(enemies, "down", "e") < -0.85) {
alert("you lose dude!");
reset();
}
// test to see if difficulty should increase
if (getMaxVertex(enemies, "down", "e") < harderHeight && harder == 0) {
console.log("its getting harder now");
makeHarder();
harder = 1;
}
// shoot
if (showBullet == 1) {
bullet_h += 0.00125;
bullets = shoot_move(bullets, "e");
if (getMaxVertex(bullets, "down", "b") < -1) {
showBullet = 0;
bullet_h = 0;
//bullets = [];
}
}
if (initBullet == 1 && showBullet != 1) {
bullets = shoot_init(enemies, "e");
initBullet = 0;
showBullet = 1;
}
// add player
var player = drawPlayer();
// add movement boundaries
if(getMaxVertex(player, "left", "p") < -1) {
playerLeft = 0;
pOffset = -0.95;
}
else if(getMaxVertex(player, "right", "p") > 1) {
playerRight = 0;
pOffset = 0.95;
}
// console.log(bullets_player.length);
// logic for player shoot_move
if (bullets_player.length != 0) {
var highest_bullet = getMaxVertex(bullets_player, "up", "bp");
if (highest_bullet > 1)
remove(highest_bullet, bullets_player, "vpb");
for (var i = 0; i < bullets_player.length; i++) {
bullets_player[i].height += 0.025;
}
shoot_move(bullets_player, "p");
// updated up to here
/*
if (getMaxVertex(bullets, "up", "bp") > 1) {
showBullet = 0;
bullet_h = 0;
//bullets = [];
}
*/
}
//console.log(bullets_player);
// see if player bullet hits
if (bullets_player != [])
hit(bullets_player, enemies, "p");
// see if player shoots
if (shootInput == 1 && initBullet_player == 1) {
bullets_player.push(shoot_init(player, "p"));
shootInput = 0;
initBullet_player = 0;
}
// see if bullets hit
if (hit(bullets, player, "e") == 1) {
alert("Ouch... You lose!");
reset();
}
}
if (off == 1 && message == 0) {
alert("Thanks for playing!\nPress R to restart");
message = 1;
}
// re-render
window.requestAnimFrame(render);
}
// MISC FUNCTIONS -----------------------------------------------------------------
function reset() {
bullets = [];
height = 0.95;
offset = 0;
pressed = 0;
bullet_h = 0;
initBullet = 0;
showBullet = 0;
playerLeft = 0;
playerRight = 0;
bullets_player = [];
shootInput = 0;
delete_arr = [];
// reset timers
clearInterval(dir_timer);
clearInterval(invade_timer);
clearInterval(shoot_timer);
clearInterval(shoot_timer_player);
dir_timer = setInterval(changeDirection, 500);
invade_timer = setInterval(invade, invade_wtime);
shoot_timer = setInterval(shootOn, e_shoot_wtime);
shoot_timer_player = setInterval(shootOn_player, pbull_wtime);
off = 0;
message = 0;
both = spacing + width;
alien_movement = alien_movement_init;
harder = 0;
//invade_timer = setInterval(invade, invade_wtime);
}
function quit() {
reset();
off = 1;
}
function makeHarder() {
both *= 1.3;
alien_movement*=2.3;
//invade_timer = setInterval(invade, 2000);
}
// key checking
function keyPressed(key) {
if (key.key == "ArrowDown") {
pressed = 1;
console.log("down key pressed")
}
else if (key.keyCode == 82) {
pressed = 2;
console.log("reset")
}
else if (key.keyCode == 81) {
pressed = 3;
console.log("quit")
}
else if (key.key == "ArrowLeft") {
playerLeft = 1;
}
else if (key.key == "ArrowRight") {
playerRight = 1;
}
else if (key.keyCode == 32) {
shootInput = 1;
}
else if (key.key == "click") {
shootInput = 1;
}
}
function keyReleased(key) {
if (key.key == "ArrowLeft") {
playerLeft = 0;
}
else if (key.key == "ArrowRight") {
playerRight = 0;
}
}
//remove(highest_bullet, bullets_player, "vpb");
function remove(index, array, type) {
var inx_r = -1;
if (type == "vpb") {
for (var i = 0; i < array.length; i++) {
if (array[i].vertices[2][1]+array[i].height == index) {
inx_r = i;
}
}
if (inx_r != -1) {
array.splice(inx_r, 1);
console.log("bullet off screen deleted");
}
else
console.log("item not found!");
}
}
function hit(bullets, target, type) {
if (type == "e") {
//console.log(bullets);
for (var i = 0; i < bullets.length; i++) {
var b_len = bullets[i].length;
for (var j = 0; j < b_len; j++) {
var bx = bullets[i][j][0];
var by = bullets[i][j][1];
var txmax = getMaxVertex(target, "right", "p");
var txmin = getMaxVertex(target, "left", "p");
var tymax = getMaxVertex(target, "up", "p");
var tymin = getMaxVertex(target, "down", "p");
if (bx > txmin && bx < txmax && by > tymin && by < tymax)
return 1;
}
}
}
//hit(bullets_player, enemies, "p");
else if (type == "p") {
var j_val = -1;
var k_val = -1;
// each bullet_p
for (var i = 0; i < bullets.length; i++) {
//console.log("good");
var bx = bullets[i].vertices[2][0];
var by = bullets[i].vertices[2][1] + bullets[i].height;
// each alien row
for (var j = 0; j < target.length; j++) {
// each alien in row
for (var k = 0; k < target[j].length; k++) {
if (skip_alien(j,k) == 1)
continue;
var txmax = target[j][k][1][0];
var txmin = target[j][k][0][0];
var tymax = target[j][k][1][1];
var tymin = target[j][k][2][1];
// console.log("bx: " + bx + " by: " + by + " txmax: " + txmax + " txmin: " + txmin + " tymax: " + tymax + " tymin: " + tymin);
if (bx > txmin && bx < txmax && by > tymin && by < tymax) {
console.log("hit!");
//j_val = j;
//k_val = k;
delete_arr.push([j, k]);
bullets.splice(i, 1);
console.log(delete_arr);
//return 1;
}
}
}
}
/*
if (j_val != -1 && k_val !=-1) {
console.log(target[j_val][k_val]);
for (var i = 0; i < 6; i++) {
target[j_val][k_val][i].splice(0,2);
}
console.log(target[j_val][k_val]);
}
*/
}
return 0;
}
// shoot
function shootOn() {
initBullet = 1;
}
function shootOn_player() {
initBullet_player = 1;
}
function bot_row_dead() {
var count = 0;
for (var i = 0; i < delete_arr.length; i++) {
if (delete_arr[i][0] == 1)
count += 1;
}
if (count == num_aliens/2)
return 1;
else
return 0;
}
function shoot_init(array, type) {
var bullets = [];
var botRow = 0;
if (type == "e") {
if (array[1].length > 0) {
botRow = 1;
}
if (bot_row_dead() == 1) {
botRow = 0;
}
for (var i = 0; i < array[botRow].length; i++) {
var corner_x = array[botRow][i][2][0];
var corner_y = array[botRow][i][2][1];
var mid = corner_x - width/2;
var bullet = [
vec2(mid - bullet_w/2, corner_y - 0.01),
vec2(mid + bullet_w/2, corner_y - 0.01),
vec2(mid, corner_y - bullet_w)
];
bullets.push(bullet);
gl.bufferData(gl.ARRAY_BUFFER, flatten(bullet), gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
return bullets;
}
if (type == "p") {
var corner_x = array[1][0];
var corner_y = array[1][1];
var mid = corner_x - width/2;
var bullet = [
vec2(mid - bullet_w/2, corner_y + 0.01),
vec2(mid + bullet_w/2, corner_y + 0.01),
vec2(mid, corner_y + bullet_w)
];
var x = new bullet_p(bullet, 0);
gl.bufferData(gl.ARRAY_BUFFER, flatten(bullet), gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, 3);
return x;
}
}
function shoot_move(array, type) {
if (type == "e") {
bullets = [];
for (var i = 0; i < array.length; i++) {
var bullet = [
vec2(array[i][0][0], array[i][0][1] - bullet_h),
vec2(array[i][1][0], array[i][1][1] - bullet_h),
vec2(array[i][2][0], array[i][2][1] - bullet_h)
];
bullets.push(bullet);
gl.bufferData(gl.ARRAY_BUFFER, flatten(bullet), gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
return bullets;
}
else if (type == "p") {
for (var i = 0; i < array.length; i++) {
var bullet = [
vec2(array[i].vertices[0][0], array[i].vertices[0][1] + array[i].height),
vec2(array[i].vertices[1][0], array[i].vertices[1][1] + array[i].height),
vec2(array[i].vertices[2][0], array[i].vertices[2][1] + array[i].height),
];
gl.bufferData(gl.ARRAY_BUFFER, flatten(bullet), gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
}
}
// change enemy direction
function changeDirection() {
var random = Math.floor(Math.random()*4);
//console.log(random);
if (direction == 1 && random == 1)
direction = 2;
if (direction == 2 && random == 1)
direction = 1;
}
// move aliens ArrowDown
function invade() {
var test = height - both/2
while (height > test) {
height = height - 0.0025;
}
}
// get max vertex direction
function getMaxVertex(array, side, type) {
if (type == "e") {
if (side == "left" || side == "down")
var max = 1;
else if (side == "right")
var max = -1;
for (var i = 0; i < array.length; i++) {
for (var j = 0; j < array[i].length; j++) {
if (skip_alien(i,j) == 1)
continue;
if (side == "left") {
if (array[i][j][0][0] < max)
max = array[i][j][0][0];
}
else if (side == "right") {
if (array[i][j][1][0] > max)
max = array[i][j][1][0];
}
else if (side == "down") {
if (bot_row_dead() == 0) {
if (array[1][j][2][1] < max)
max = array[1][j][2][1];
}
else if (bot_row_dead() == 1) {
if (array[0][j][2][1] < max)
max = array[0][j][2][1];
}
}
}
}
}
else if (type == "p") {
if (side == "left") {
max = array[0][0];
}
else if (side == "right") {
max = array[1][0];
}
if (side == "up") {
max = array[0][1];
}
else if (side == "down") {
max = array[2][1];
}
}
else if (type == "b" && side == "down") {
max = array[0][0][1];
}
else if (type == "bp" && side == "up") {
var max = -1;
for (var i = 0; i < array.length; i++) {
if (array[i].vertices[2][1]+array[i].height > max) {
max = array[i].vertices[2][1] + array[i].height;
}
}
}
return max;
}
// DRAW PLAYER -----------------------------------------------------------------------
function drawPlayer() {
square = [
vec2(-width/2 + pOffset, -0.85),
vec2(width/2 + pOffset, -0.85),
vec2(width/2 + pOffset, -0.95),
vec2(-width/2 + pOffset, -0.85),
vec2(width/2 + pOffset, -0.95),
vec2(-width/2 + pOffset, -0.95),
];
// Clearing the buffer and drawing the square
gl.bufferData(gl.ARRAY_BUFFER, flatten(square), gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, 6);
return square;
}
// DRAW ALIENS -----------------------------------------------------------------------
// function for scanning through delete_arr
function skip_alien(i, j) {
for ( var k = 0; k < delete_arr.length; k++) {
//console.log(delete_arr[k]);
if ( delete_arr[k][0] == i && delete_arr[k][1] == j) {
//console.log("alien in (" + i + ", " + j + ") is dead");
return 1;
}
}
return 0;
}
function drawEnemy(num_rows, num_cols, offset) {
//// TODO: return an ARRAY, case for row = 0
// need to use empty vertices array outside of function
var col_enemies = [];
//var offset = 0;
//var enemies = drawEnemy(5, 2, offset-0.06);
for(var i = 0; i < num_cols; i++) {
if (i % 2 == 0)
stagger = 0;
else
stagger = width - (width-spacing)/2;
var spaceLeft = 0;
var spaceRight = 0;
var row_enemies = [];
// if one -> just draw one
if (num_rows == 1) {
if (skip_alien(0, 0) == 1) {
//console.log("skipping...");
square = [
vec2(2, 2),
vec2(2, 2),
vec2(2, 2),
vec2(2, 2),
vec2(2, 2),
vec2(2, 2)
];
}
else {
square = [
vec2(-width/2+ offset +stagger, height-i*both),
vec2(width/2+ offset +stagger, height-i*both),
vec2(width/2+ offset +stagger, height - width-i*both),
vec2(-width/2+ offset +stagger, height),
vec2(width/2+ offset +stagger, height - width-i*both),
vec2(-width/2+ offset +stagger, height - width-i*both)
];
// Clearing the buffer and drawing the square
gl.bufferData(gl.ARRAY_BUFFER, flatten(square), gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
col_enemies.push(square)
}
// if more than one row
else {
if (skip_alien(i, 0) == 1) {
//console.log("skipping...");
square = [
vec2(2, 2),
vec2(2, 2),
vec2(2, 2),
vec2(2, 2),
vec2(2, 2),
vec2(2, 2)
];
}
else {
square = [
vec2(-width/2 + offset +stagger, height-i*both),
vec2(width/2 + offset +stagger, height-i*both),
vec2(width/2 + offset +stagger, height - width-i*both),
vec2(-width/2 + offset +stagger, height-i*both),
vec2(width/2 + offset +stagger, height - width-i*both),
vec2(-width/2 + offset +stagger, height - width-i*both)
];
gl.bufferData(gl.ARRAY_BUFFER, flatten(square), gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
row_enemies.push(square);
//vertices[num_cols] = [];
for (var j = 0; j < num_rows-1; j++) {
// j = 0 is actually 1 in array
if (j == 0) {
newSquare = [
vec2(-width/2 + offset-both +stagger, height-i*both),
vec2(width/2 + offset-both +stagger, height-i*both),
vec2(width/2 + offset-both +stagger, height - width-i*both),
vec2(-width/2 + offset-both +stagger, height-i*both),
vec2(width/2 + offset-both +stagger, height - width-i*both),
vec2(-width/2 + offset-both +stagger, height - width-i*both)
];
}
//if even
else if (j % 2 == 0) {
if (j>=4)
spaceLeft+=1;
newSquare = [
vec2(-width/2+ offset-both*(j-spaceLeft) +stagger, height-i*both),
vec2(width/2+ offset-both*(j-spaceLeft) +stagger, height-i*both),
vec2(width/2+ offset-both*(j-spaceLeft) +stagger, height - width-i*both),
vec2(-width/2+ offset-both*(j-spaceLeft) +stagger, height-i*both),
vec2(width/2+ offset-both*(j-spaceLeft) +stagger, height - width-i*both),
vec2(-width/2+ offset-both*(j-spaceLeft) +stagger, height - width-i*both)
];
}
// if odd
else {
if (j>1)
spaceRight+=1;
newSquare = [
vec2(-width/2+ offset+both*(j-spaceRight) +stagger, height-i*both),
vec2(width/2+ offset+both*(j-spaceRight) +stagger, height-i*both),
vec2(width/2+ offset+both*(j-spaceRight) +stagger, height - width-i*both),
vec2(-width/2+ offset+both*(j-spaceRight) +stagger, height-i*both),
vec2(width/2+ offset+both*(j-spaceRight) +stagger, height - width-i*both),
vec2(-width/2+ offset+both*(j-spaceRight) +stagger, height - width-i*both)
];
}
if (skip_alien(i, j+1) == 1) {
//console.log("skipping...");
newSquare = [
vec2(2, 2),
vec2(2, 2),
vec2(2, 2),
vec2(2, 2),
vec2(2, 2),
vec2(2, 2)
];
}
else {
gl.bufferData(gl.ARRAY_BUFFER, flatten(newSquare), gl.STATIC_DRAW);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
row_enemies.push(newSquare);
}
col_enemies.push(row_enemies);
}
}
return col_enemies;
}