Compare commits

...

4 Commits

Author SHA1 Message Date
53c8aa5012
[pongwars] optimisation 2024-03-01 16:12:10 -05:00
a7be3e1cd2
[pongwars] add threshold display 2024-03-01 15:47:27 -05:00
e02d1b855b
[pongwars]: add new modes 2024-03-01 14:58:08 -05:00
fa71caa020
[pongwars] ease nTeams 2024-02-29 21:50:50 -05:00

View File

@ -47,15 +47,25 @@
#made {
font-family: monospace;
margin-top: auto;
margin-bottom: 20px;
font-size: 12px;
padding-left: 20px;
}
#mode {
font-family: monospace;
font-size: 12px;
list-style-type: none;
margin-bottom: 20px;
}
#instr {
font-family: monospace;
font-size: 12px;
padding-left: 20px;
}
#threshold {
font-family: monospace;
font-size: 8px;
}
#made a {
@ -69,7 +79,7 @@
<canvas id="pongCanvas" width="1200" height="800"></canvas>
<div id="score"></div>
<p id="instr">
balls can be controlled with number keys
balls can be controlled with keys shown to the left of their names
</p>
<p id="made">
made by <a href="https://koenvangilst.nl">Koen van Gilst</a> | source on
@ -78,6 +88,13 @@
patches from dogeystamp | patched source on
<a href="https://github.com/dogeystamp/garbage-monorepo/tree/main/pongwars">github</a>
</p>
<p id="threshold"></p>
<div id="mode">
change mode:
<a class="modeLink" data-mode="normal">normal</a>
<a class="modeLink" data-mode="big">big</a>
<a class="modeLink" data-mode="small">small</a>
</div>
</div>
</body>
@ -91,6 +108,7 @@
const canvas = document.getElementById("pongCanvas");
const ctx = canvas.getContext("2d");
const scoreElement = document.getElementById("score");
const thresholdElement = document.getElementById("threshold");
var suddenDeathStart = null;
var suddenDeathCoeff = 0;
@ -114,7 +132,7 @@
{
name: "orange",
color: "coral",
backgroundColor: "chocolate",
backgroundColor: "#DD4500",
},
{
name: "white",
@ -136,33 +154,91 @@
color: "gray",
backgroundColor: "#333333",
},
{
name: "yellow",
color: "yellow",
backgroundColor: "goldenrod",
},
{
name: "pink",
color: "darksalmon",
backgroundColor: "mediumvioletred",
},
{
name: "turquoise",
color: "turquoise",
backgroundColor: "royalblue",
},
{
name: "salmon",
color: "peachpuff",
backgroundColor: "salmon",
},
];
var state = {}
const squareSize = 16;
const numSquaresX = canvas.width / squareSize;
const numSquaresY = canvas.height / squareSize;
var squareSize = 16;
var numSquaresX = canvas.width / squareSize;
var numSquaresY = canvas.height / squareSize;
let squares = [];
// matrix of "timestamps" where each square was claimed
let squareTaken = [];
var squareTime = 0;
// threshold for territory under which a color starts dying
let threshold = 0;
var nTeams = teams.length;
// NTeams but with ease in to avoid instant deaths
var smoothNTeams = nTeams;
// do not edit without editing the code below for key to idx
const idxKeyMap = [..."0123456789abcdefghijklmnopqrstuvwxyz"];
function keyToIdx(key) {
const keyInt = parseInt(key, 36);
if (!isNaN(keyInt) && keyInt < teams.length) return keyInt;
return null
}
document.addEventListener("keydown", (event) => {
const key = parseInt(event.key)
if (isNaN(key)) return
state[key].boostEnabled = true;
const idx = keyToIdx(event.key)
if (idx === null) return
state[idx].boostEnabled = true;
})
document.addEventListener("keyup", (event) => {
const key = parseInt(event.key)
if (isNaN(key)) return
state[key].boostEnabled = false;
const idx = keyToIdx(event.key)
if (idx === null) return
state[idx].boostEnabled = false;
})
function initialState() {
state = teams.map((team) => ({
elim: false,
const params = new URLSearchParams(window.location.search);
const modeLinks = document.getElementsByClassName("modeLink");
for (let i = 0; i < modeLinks.length; i++) {
let loc = new URL(window.location);
loc.searchParams.set("size", modeLinks[i].getAttribute("data-mode"));
modeLinks[i].href = loc.href;
}
function initialState({gridW = 4, gridH = 2, cols = teams.length, canvasW=1200, canvasH=800, squareSize=16} = {}) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
nTeams = cols;
smoothNTeams = cols;
canvas.width = canvasW;
canvas.height = canvasH;
window.squareSize = squareSize;
numSquaresX = canvas.width / squareSize;
numSquaresY = canvas.height / squareSize;
state = {};
state = teams.map((team, idx) => ({
elim: idx >= cols,
boostEnabled: false,
x: 0,
y: 0,
@ -171,7 +247,7 @@
score: 0,
// how many consecutive contested tiles it has hit
conflict: 0,
}))
}));
// base noise pattern (failsafe in case the grid doesn't cover some part)
for (let i = 0; i < numSquaresX; i++) {
@ -186,15 +262,13 @@
const enableGrid = true;
if (enableGrid) {
const gridW = 4;
const gridH = 2;
for (let i = 0; i < gridW; i++) {
for (let j = 0; j < gridH; j++) {
const gridIdx = j * gridW + i;
const t = (gridIdx < teams.length) ? gridIdx : null;
for (let x = Math.floor(i/gridW*numSquaresX); x < Math.floor((i+1)/gridW*numSquaresX); x++) {
for (let y = Math.floor(j/gridH*numSquaresY); y < Math.floor((j+1)/gridH*numSquaresY); y++) {
for (let x = Math.floor(i/gridW*numSquaresX); x < Math.ceil((i+1)/gridW*numSquaresX); x++) {
for (let y = Math.floor(j/gridH*numSquaresY); y < Math.ceil((j+1)/gridH*numSquaresY); y++) {
if (t !== null) {
squares[x][y] = t;
}
@ -214,8 +288,33 @@
state[i].dy = 8 * Math.sin(angle);
}
}
state.forEach((t) => (t.score = 0));
for (let i = 0; i < numSquaresX; i++) {
for (let j = 0; j < numSquaresY; j++) {
state[squares[i][j]].score++;
}
}
for (let i = 0; i < numSquaresX; i++) {
for (let j = 0; j < numSquaresY; j++) {
drawSquare(i, j);
}
}
}
switch (params.get("size")) {
case "big":
initialState({gridW: 4, gridH: 3, cols: 12, canvasW: 1600, canvasH: 1000});
break;
case "small":
initialState({gridW: 2, gridH: 1, cols: 2, canvasW: 600, canvasH: 600, squareSize: 25});
break;
case "normal":
default:
initialState({gridW: 4, gridH: 2, cols: 8});
break;
}
initialState();
function randomNum(min, max) {
return Math.random() * (max - min) + min;
@ -231,6 +330,19 @@
updateScoreElement();
function coverBall(x, y) {
// draw over the last ball
let i = Math.floor(x / squareSize);
let j = Math.floor(y / squareSize);
for (let checkI = i-1; checkI <= i+1; checkI++) {
for (let checkJ = j-1; checkJ <= j+1; checkJ++) {
if (checkI >= 0 && checkI < numSquaresX && checkJ >= 0 && checkJ < numSquaresY) {
drawSquare(checkI, checkJ);
}
}
}
}
function drawBall(x, y, color) {
ctx.beginPath();
ctx.arc(x, y, squareSize / 2, 0, Math.PI * 2, false);
@ -239,13 +351,17 @@
ctx.closePath();
}
function drawSquares() {
for (let i = 0; i < numSquaresX; i++) {
for (let j = 0; j < numSquaresY; j++) {
ctx.fillStyle = teams[squares[i][j]].backgroundColor;
ctx.fillRect(i * squareSize, j * squareSize, squareSize, squareSize);
}
}
function drawSquare(i, j) {
ctx.fillStyle = teams[squares[i][j]].backgroundColor;
ctx.fillRect(i * squareSize, j * squareSize, squareSize, squareSize);
}
function takeSquare(i, j, team) {
state[team].score++;
state[squares[i][j]].score--;
squares[i][j] = team;
squareTaken[i][j] = squareTime;
drawSquare(i, j);
}
function clamp(min, max, num) {
@ -256,14 +372,10 @@
return v*x + (1-v)*y;
}
var nTeams = teams.length;
function updateSquareAndBounce(x, y, dx, dy, color) {
if (state[color].elim) return
if (Math.max(Math.abs(dx), Math.abs(dy)) < 0.02) state[color].elim = true
nTeams = state.map(t => !t.elim).filter(Boolean).length
if (Math.min(x, y) < 0 || isNaN(x) || isNaN(y)) {
console.warn(`warped ${teams[color].name}`)
state[color].x = canvas.width * 0.1;
@ -281,7 +393,10 @@
}
// death coefficient (if not enough territory, slow down)
const coeff = Math.min((state[color].score/(numSquaresX*numSquaresY/nTeams/mix(1.2, 4, suddenDeathCoeff))), 1.00);
var coeff = Math.min((state[color].score/threshold), 1.00);
// winners don't slow down
if (nTeams === 1) coeff = 1;
// death coefficient when no collision
const vacuumCoeff = coeff**(0.01);
@ -329,13 +444,12 @@
console.log(`${teams[color].name} claims the remaining territory of ${teams[foreign].name}`)
for (let ai = 0; ai < numSquaresX; ai++) {
for (let aj = 0; aj < numSquaresY; aj++) {
if (squares[ai][aj] == foreign) squares[ai][aj] = color;
if (squares[ai][aj] == foreign) takeSquare(ai, aj, color);
}
}
}
squareTaken[i][j] = squareTime;
squares[i][j] = color;
takeSquare(i, j, color);
// Determine bounce direction based on the angle
if (Math.abs(Math.cos(angle)) > Math.abs(Math.sin(angle))) {
@ -375,21 +489,10 @@
if (!squares) {
return;
}
state.forEach((t) => (t.score = 0));
for (let i = 0; i < numSquaresX; i++) {
for (let j = 0; j < numSquaresY; j++) {
state[squares[i][j]].score++;
}
}
for (let i = 0; i < teams.length; i++) {
if (state[i].score <= 4) {
state[i].elim = true
}
}
if (nTeams > 1) {
scoreElement.textContent = teams
.map((t, idx) => `(${idx}) ${t.name} ${state[idx].score}`)
.map((t, idx) => `(${idxKeyMap[idx]}) ${t.name} ${state[idx].score}`)
.filter((t, idx) => !state[idx].elim)
.join(" | ") + (suddenDeathCoeff > 0.1 ? " | sudden death!" : "");
} else {
@ -397,11 +500,26 @@
.filter((t, idx) => !state[idx].elim)
.map((t) => `${t.name} 👑 wins`)
}
thresholdElement.textContent = `threshold: ${Math.round(threshold)}`;
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawSquares();
for (let i = 0; i < teams.length; i++) {
if (state[i].score <= 4) {
state[i].elim = true
}
}
nTeams = state.map(t => !t.elim).filter(Boolean).length;
// practically inertia (0-1)
const smoothCoeff = 0.999;
smoothNTeams = smoothNTeams * (smoothCoeff) + nTeams * (1 - smoothCoeff);
if (isNaN(smoothNTeams)) smoothNTeams = nTeams;
threshold = numSquaresX*numSquaresY/smoothNTeams/mix(1.2, 4, suddenDeathCoeff);
squareTime++;
squareTime %= 100000;
@ -409,7 +527,6 @@
for (let i = 0; i < teams.length; i++) {
if (state[i].elim) continue
const t = state[i];
drawBall(t.x, t.y, teams[i].color);
let bounce = updateSquareAndBounce(t.x, t.y, t.dx, t.dy, i);
t.dx = bounce.dx;
t.dy = bounce.dy;
@ -427,8 +544,10 @@
t.dy = -t.dy;
}
coverBall(t.x, t.y);
t.x += t.dx;
t.y += t.dy;
drawBall(t.x, t.y, teams[i].color);
}
updateScoreElement();
@ -440,6 +559,6 @@
requestAnimationFrame(draw);
}
requestAnimationFrame(draw);
requestAnimationFrame(draw);
</script>
</html>