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level.js
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level.js
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define([
"helper",
"point"
], function(Helper, Point) {
return {
init: function(levelData) {
this.svgContainer = null;
this.landers = []
// Read fields
var fields = levelData[0].split(" ");
this.width = parseInt(fields[0])
this.height = parseInt(fields[1])
this.g = parseFloat(fields[2])
this.max_thrust = parseInt(fields[7])
this.min_angle = parseInt(fields[8])
this.max_angle = parseInt(fields[9])
this.landingX1 = -1
this.landingX2 = -1
this.landingY = -1
// Calculate max distance (approximation)
// TODO get actual, it must be a corner
this.max_dist = 2 * Math.sqrt(this.width*this.width+this.height*this.height);
// Read terrain
var numberOfPoints = parseInt(levelData[1])
this.points = [];
var lastX = -1;
var lastY = -1;
for (var i = 0; i < numberOfPoints; i++) {
var points = levelData[i+2].split(" ");
var x = parseInt(points[0])
var y = parseInt(points[1])
this.points.push(Object.create(Point).init(x, y));
if (lastY != -1 && lastY == y) {
this.landingX1 = Math.min(x, lastX);
this.landingX2 = Math.max(x, lastX);
this.landingY = y;
}
lastX = x;
lastY = y;
}
// Calculate all distances to landing area
this.calculateDistances()
// Read initial lander state
this.defaultLanderFields = levelData[i+2].split(" ")
return this;
},
drawTerrain: function() {
// Get svg element
this.svgContainer = d3.select("body").select("svg")
.attr("width", this.width * 0.2)
.attr("height", this.height * 0.2)
.attr("viewBox", "0 " + this.height + " " + this.width + " 0")
.attr("viewBox", "0 0 " + this.width + " " + this.height)
// Clean it
this.svgContainer.selectAll("*").remove();
// Draw terrain
terrain = this.svgContainer.append("polyline")
.attr("class", "terrain")
.attr("points", this.getPolylineString())
.style("stroke", "black")
.style("stroke-width", "10")
.style("fill", "none")
// Highlight landing area
for (var i = 1; i < this.points.length; i++) {
var p1 = this.points[i-1]
var p2 = this.points[i]
if (p1.y != p2.y) {
continue
}
this.svgContainer.append("polyline")
.attr("class", "landing")
.attr("points", p1.x + "," + (this.height-p1.y) + " " + p2.x + "," + (this.height-p2.y))
.style("stroke", "#55aa55")
.style("stroke-width", "20")
.style("fill", "none")
this.svgContainer.append("text")
.text("GOAL")
.attr("fill", "#55aa55")
.attr("x", (p1.x + p2.x) / 2 )
.attr("y", this.height - p1.y - 20)
.attr("font-size", "100px")
.attr("text-anchor", "middle")
break
}
},
drawLanders: function() {
// Delete old and draw current flightpaths
d3.selectAll(".flightpath").remove();
for (var i = this.landers.length - 1; 0 <= i; i--) {
polylineString = this.toPolylineString(this.landers[i].points);
this.svgContainer.append("polyline")
.attr("class", "flightpath")
.attr("points", polylineString)
.style("stroke", this.landers[i].color)
.style("stroke-width", "2")
.style("fill", "none")
}
},
calculateDistances: function() {
// Find the two points forming the landing area
var lp1; // First landing point
var lp2; // Second landing point
var li; // Index of first landing point
for (var i = 1; i < this.points.length; i++) {
var p1 = this.points[i-1]
var p2 = this.points[i]
if (p1.y == p2.y) {
lp1 = p1;
lp2 = p2;
li = i-1;
break;
}
}
lp1.distance = 0;
lp2.distance = 0;
// Propagate distances away from the landing area
for (var i = li + 2; i < this.points.length; i++) {
var other = this.points[i-1]
this.points[i].distance = other.distance
this.points[i].distance += this.points[i].getDistanceTo(other);
}
for (var i = li - 1; 0 <= i; i--) {
var other = this.points[i+1]
this.points[i].distance = other.distance
this.points[i].distance += this.points[i].getDistanceTo(other);
}
// Calculate distances until nothing changes anymore
// TODO
var hasChanged = true;
while (hasChanged) {
hasChanged = false;
for (var i = 0; i < this.points.length; i++) {
var pi = this.points[i];
for (var j = i+1; j < this.points.length; j++) {
var pj = this.points[j];
}
}
}
},
getDistanceToLandingArea: function(x, y) {
var bestDistance = Number.MAX_VALUE;
for (var i = 0; i < this.points.length; i++) {
var p = this.points[i];
var distance = p.getDistance(x, y) + p.distance;
if (bestDistance < distance) {
continue
}
// Check if we are inside the wall?
// TODO
// Look for line intersections
var found = false;
for (var j = 1; j < this.points.length; j++) {
if (j == i || j - 1 == i) {
continue;
}
var p1 = this.points[j-1]
var p2 = this.points[j]
var collision = Helper.checkLineCollision(x, y, p.x, p.y, p1.x, p1.y, p2.x, p2.y)
if (collision.onLine1 && collision.onLine2) {
found = true;
break;
}
}
if (found) {
continue;
}
bestDistance = distance;
}
return bestDistance;
},
getPolylineString: function() {
// Converts an array of pairs to a polyline string
// Rotates y-axis
var height = this.height;
var coords = this.points.map(function(p) {
return p.x + "," + (height - p.y)
})
return coords.join(" ")
},
toPolylineString: function(points) {
// Same as above
// TODO unify
var height = this.height;
var coords = points.map(function(p) {
return p[0] + "," + (height - p[1])
})
return coords.join(" ")
}
}
})