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author | Brian Picciano <mediocregopher@gmail.com> | 2021-04-12 13:31:45 -0600 |
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committer | Brian Picciano <mediocregopher@gmail.com> | 2021-04-12 13:31:45 -0600 |
commit | 9556472df558f8c2b1a8151f26f0049851c5cc38 (patch) | |
tree | d26f109b74cf584845326350f36212d016abc8af /src | |
parent | 72378552c3d655f3423ffbac14d21ac99f6abeec (diff) |
ripple v2
Diffstat (limited to 'src')
-rw-r--r-- | src/_posts/2021-03-12-ripple-a-game.md | 1 | ||||
-rw-r--r-- | src/_posts/2021-04-11-ripple-v2.md | 434 |
2 files changed, 435 insertions, 0 deletions
diff --git a/src/_posts/2021-03-12-ripple-a-game.md b/src/_posts/2021-03-12-ripple-a-game.md index 16b13e7..e793e6e 100644 --- a/src/_posts/2021-03-12-ripple-a-game.md +++ b/src/_posts/2021-03-12-ripple-a-game.md @@ -4,6 +4,7 @@ title: >- description: >- Hop Till You Drop! tags: tech +series: ripple --- <p> diff --git a/src/_posts/2021-04-11-ripple-v2.md b/src/_posts/2021-04-11-ripple-v2.md new file mode 100644 index 0000000..4f628a6 --- /dev/null +++ b/src/_posts/2021-04-11-ripple-v2.md @@ -0,0 +1,434 @@ +--- +title: >- + Ripple V2: A Better Game +description: >- + The sequel no one was waiting for! +tags: tech +series: ripple +--- + +<p> + <b>Movement:</b> Arrow keys or WASD<br/> + <b>Jump:</b> Space<br/> + <b>Goal:</b> Jump as many times as possible without touching a ripple!<br/> + <br/> + <b>Press Jump To Begin!</b> +</p> + +_Who can make the muddy water clear?<br/> +Let it be still, and it will gradually become clear._ + +<canvas id="canvas" + style="border:1px dashed #AAA" + tabindex=0> +Your browser doesn't support canvas. At this point in the world that's actually +pretty cool, well done! +</canvas> +<button onclick="resetGame()">(R)eset</button> +<span style="font-size: 2rem; margin-left: 1rem;">Score: + <span style="font-weight: bold" id="score">0</span> +</span> + +<script type="text/javascript"> + +const palette = [ + "#264653", + "#2A9D8F", + "#E9C46A", + "#F4A261", + "#E76F51", +]; + +const width = 800; +const height = 600; + +function hypotenuse(w, h) { + return Math.sqrt(Math.pow(w, 2) + Math.pow(h, 2)); +} + +let canvas = document.getElementById("canvas"); +canvas.width = width; +canvas.height = height; + +const whitelistedKeys = { + "ArrowUp": {}, + "KeyW": {map: "ArrowUp"}, + "ArrowLeft": {}, + "KeyA": {map: "ArrowLeft"}, + "ArrowRight": {}, + "KeyD": {map: "ArrowRight"}, + "ArrowDown": {}, + "KeyS": {map: "ArrowDown"}, + "Space": {}, + "KeyR": {}, +}; + +let keyboard = {}; + +canvas.addEventListener('keydown', (event) => { + let keyInfo = whitelistedKeys[event.code]; + if (!keyInfo) return; + + let code = event.code; + if (keyInfo.map) code = keyInfo.map; + + event.preventDefault(); + keyboard[code] = true; +}); + +canvas.addEventListener('keyup', (event) => { + let keyInfo = whitelistedKeys[event.code]; + if (!keyInfo) return; + + let code = event.code; + if (keyInfo.map) code = keyInfo.map; + + event.preventDefault(); + delete keyboard[code]; +}); + + +const C = 700; // scales the overall speed of the radius +const T = 500; // on which tick the radius change becomes linear + +/* + f(x) = sqrt(C*x) when x < T + (C/(2*sqrt(CT)))(x-T) + sqrt(CT) when x >= T + + radius(x) = f(x) + playerRadius; +*/ + +const F1 = (x) => Math.sqrt(C*x); +const F2C1 = C / (2 * Math.sqrt(C*T)); +const F2C2 = Math.sqrt(C * T); +const F2 = (x) => (F2C1 * (x - T)) + F2C2; +const F = (x) => { + if (x < T) return F1(x); + return F2(x); +}; + +class Ripple { + + constructor(id, currTick, x, y, bounces, color) { + this.id = id; + this.tick = currTick; + this.x = x; + this.y = y; + this.thickness = Math.pow(bounces+1, 1.25); + this.color = color; + this.winner = false; + + this.maxRadius = hypotenuse(x, y); + this.maxRadius = Math.max(this.maxRadius, hypotenuse(width-x, y)); + this.maxRadius = Math.max(this.maxRadius, hypotenuse(x, height-y)); + this.maxRadius = Math.max(this.maxRadius, hypotenuse(width-x, height-y)); + } + + radius(currTick) { + const x = currTick - this.tick; + return F(x) + playerRadius; + } + + draw(ctx, currTick) { + ctx.beginPath(); + ctx.arc(this.x, this.y, this.radius(currTick), 0, Math.PI * 2, false); + ctx.closePath(); + ctx.lineWidth = this.thickness; + ctx.strokeStyle = this.winner ? "#FF0000" : this.color; + ctx.stroke(); + } + + canGC(currTick) { + return this.radius(currTick) > this.maxRadius; + } +} + +const playerRadius = 10; +const playerMoveAccel = 0.5; +const playerMoveDecel = 0.7; +const playerMaxMoveSpeed = 4; +const playerJumpSpeed = 0.08; +const playerMaxHeight = 1; +const playerGravity = 0.01; + +class Player{ + + constructor(x, y, color) { + this.x = x; + this.y = y; + this.z = 0; + this.xVelocity = 0; + this.yVelocity = 0; + this.zVelocity = 0; + this.color = color; + this.falling = false; + this.lastJumpHeight = 0; + this.loser = false; + } + + act() { + if (keyboard["ArrowUp"]) { + this.yVelocity = Math.max(-playerMaxMoveSpeed, this.yVelocity - playerMoveAccel); + } else if (keyboard["ArrowDown"]) { + this.yVelocity = Math.min(playerMaxMoveSpeed, this.yVelocity + playerMoveAccel); + } else if (this.yVelocity > 0) { + this.yVelocity = Math.max(0, this.yVelocity - playerMoveDecel); + } else if (this.yVelocity < 0) { + this.yVelocity = Math.min(0, this.yVelocity + playerMoveDecel); + } + + this.y += this.yVelocity; + this.y = Math.max(0+playerRadius, this.y); + this.y = Math.min(height-playerRadius, this.y); + + if (keyboard["ArrowLeft"]) { + this.xVelocity = Math.max(-playerMaxMoveSpeed, this.xVelocity - playerMoveAccel); + } else if (keyboard["ArrowRight"]) { + this.xVelocity = Math.min(playerMaxMoveSpeed, this.xVelocity + playerMoveAccel); + } else if (this.xVelocity > 0) { + this.xVelocity = Math.max(0, this.xVelocity - playerMoveDecel); + } else if (this.xVelocity < 0) { + this.xVelocity = Math.min(0, this.xVelocity + playerMoveDecel); + } + + this.x += this.xVelocity; + this.x = Math.max(0+playerRadius, this.x); + this.x = Math.min(width-playerRadius, this.x); + + let jumpHeld = keyboard["Space"]; + + if (jumpHeld && !this.falling && this.z < playerMaxHeight) { + this.lastJumpHeight = 0; + this.zVelocity = playerJumpSpeed; + } else { + this.zVelocity = Math.max(-playerJumpSpeed, this.zVelocity - playerGravity); + this.falling = this.z > 0; + } + + let prevZ = this.z; + this.z = Math.max(0, this.z + this.zVelocity); + this.lastJumpHeight = Math.max(this.z, this.lastJumpHeight); + } + + draw(ctx) { + let y = this.y - (this.z * 40); + let radius = playerRadius * (this.z+1) + + // draw main + ctx.beginPath(); + ctx.arc(this.x, y, radius, 0, Math.PI * 2, false); + ctx.closePath(); + ctx.lineWidth = 0; + ctx.fillStyle = this.color; + ctx.fill(); + if (this.loser) { + ctx.strokeStyle = '#FF0000'; + ctx.lineWidth = 2; + ctx.stroke(); + } + + // draw shadow, if in the air + if (this.z > 0) { + let radius = Math.max(0, playerRadius * (1.2 - this.z)); + ctx.beginPath(); + ctx.arc(this.x, this.y, radius, 0, Math.PI * 2, false); + ctx.closePath(); + ctx.lineWidth = 0; + ctx.fillStyle = this.color+"33"; + ctx.fill(); + } + } +} + +class Game { + + constructor(canvas, scoreEl) { + this.currTick = 0; + this.player = new Player(width/2, height/2, palette[0]); + this.state = 'play'; + this.score = 0; + this.scoreEl = scoreEl; + this.canvas = canvas; + this.ctx = canvas.getContext("2d"); + this.ripples = []; + this.nextRippleID = 0; + } + + shouldReset() { + return keyboard['KeyR']; + } + + newRippleID() { + let id = this.nextRippleID; + this.nextRippleID++; + return id; + } + + // newRipple initializes and stores a new ripple at the given coordinates, as + // well as all sub-ripples which make up the initial ripple's reflections. + newRipple(x, y, bounces, color) { + color = color ? color : palette[Math.floor(Math.random() * palette.length)]; + + let ripplePos = []; + let nextRipples = []; + + let addRipple = (x, y) => { + for (let i in ripplePos) { + if (ripplePos[i][0] == x && ripplePos[i][1] == y) return; + } + + let ripple = new Ripple(this.newRippleID(), this.currTick, x, y, bounces, color); + nextRipples.push(ripple); + ripplePos.push([x, y]); + this.ripples.push(ripple); + }; + + // add initial ripple, after this we deal with the sub-ripples. + addRipple(x, y); + + while (bounces > 0) { + bounces--; + let prevRipples = nextRipples; + nextRipples = []; + + for (let i in prevRipples) { + let prevX = prevRipples[i].x; + let prevY = prevRipples[i].y; + addRipple(prevX, -prevY); + addRipple(-prevX, prevY); + addRipple((2*this.canvas.width)-prevX, prevY); + addRipple(prevX, (2*this.canvas.height)-prevY); + } + } + } + + // playerRipplesState returns a mapping of rippleID -> boolean, where each + // boolean indicates the ripple's relation to the player at the moment. true + // indicates the player is outside the ripple, false indicates the player is + // within the ripple. + playerRipplesState() { + let state = {}; + for (let i in this.ripples) { + let ripple = this.ripples[i]; + let rippleRadius = ripple.radius(this.currTick); + let hs = Math.pow(ripple.x-this.player.x, 2) + Math.pow(ripple.y-this.player.y, 2); + state[ripple.id] = hs > Math.pow(rippleRadius + playerRadius, 2); + } + return state; + } + + playerHasJumpedOverRipple(prev, curr) { + for (const rippleID in prev) { + if (!curr.hasOwnProperty(rippleID)) continue; + if (curr[rippleID] != prev[rippleID]) return true; + } + return false; + } + + update() { + if (this.state != 'play') return; + + let playerPrevZ = this.player.z; + this.player.act(); + + if (playerPrevZ == 0 && this.player.z > 0) { + // player has jumped + this.prevPlayerRipplesState = this.playerRipplesState(); + + } else if (playerPrevZ > 0 && this.player.z == 0) { + + // player has landed, don't produce a ripple unless there are no + // existing ripples or the player jumped over an existing one. + if ( + this.ripples.length == 0 || + this.playerHasJumpedOverRipple( + this.prevPlayerRipplesState, + this.playerRipplesState() + ) + ) { + let bounces = Math.floor((this.player.lastJumpHeight*1.8)+1); + console.log("spawning ripple with bounces:", bounces); + this.newRipple(this.player.x, this.player.y, bounces); + this.score += bounces; + } + } + + if (this.player.z == 0) { + for (let i in this.ripples) { + let ripple = this.ripples[i]; + let rippleRadius = ripple.radius(this.currTick); + if (rippleRadius < playerRadius * 1.5) continue; + let hs = Math.pow(ripple.x-this.player.x, 2) + Math.pow(ripple.y-this.player.y, 2); + if (hs > Math.pow(rippleRadius + playerRadius, 2)) { + continue; + } else if (hs <= Math.pow(rippleRadius - playerRadius, 2)) { + continue; + } else { + console.log("game over", ripple); + ripple.winner = true; + this.player.loser = true; + this.state = 'gameOver'; + // deliberately don't break here, in case multiple ripples hit + // the player on the same frame + } + } + } + + this.ripples = this.ripples.filter(ripple => !ripple.canGC(this.currTick)); + + this.currTick++; + } + + draw() { + this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height); + this.ripples.forEach(ripple => ripple.draw(this.ctx, this.currTick)); + this.player.draw(this.ctx) + this.scoreEl.innerHTML = this.score; + } +} + + +const requestAnimationFrame = + window.requestAnimationFrame || + window.mozRequestAnimationFrame || + window.webkitRequestAnimationFrame || + window.msRequestAnimationFrame; + +let game = new Game(canvas, document.getElementById("score")); + +function nextFrame() { + if (game.shouldReset()) { + game = new Game(canvas, document.getElementById("score")); + } + + game.update() + game.draw() + requestAnimationFrame(nextFrame); +} +requestAnimationFrame(nextFrame); + +canvas.focus(); + +</script> + +## Changelog + +There's been two major changes to the mechanics of the game since the previous +version: + +* A new ripple is created _only_ if there are no ripples on the field already, + or if the player has jumped over an existing ripple. + +* The score is increased only if a ripple is created, and is increased by the + number of bounces off the wall that ripple will have. Put another way, the + score is increased based on how high you jump. + +Other small changes include: + +* Ripple growth rate has been modified. It's now harder for a player to run into + the ripple they just created. + +* Ripple thickness indicates how many bounces are left in the ripple. This was + the case previously, but it's been made more obvious. + +* Small performance improvements. |