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2 Commits

Author SHA1 Message Date
470c4e5bd7
[pongwars] compensate squaresize in more places 2024-03-06 11:54:08 -05:00
a874e3df8d
[pongwars] battle-royale mode 2024-03-06 10:41:12 -05:00

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@ -31,7 +31,7 @@
display: block; display: block;
border-radius: 4px; border-radius: 4px;
overflow: hidden; overflow: hidden;
width: 100%; max-width: 150%;
margin-top: auto; margin-top: auto;
box-shadow: 0 0 20px rgba(0, 0, 0, 0.2); box-shadow: 0 0 20px rgba(0, 0, 0, 0.2);
} }
@ -95,6 +95,7 @@
<a class="modeLink" data-mode="big">big</a> <a class="modeLink" data-mode="big">big</a>
<a class="modeLink" data-mode="small">small</a> <a class="modeLink" data-mode="small">small</a>
<a class="modeLink" data-mode="massive">massive</a> <a class="modeLink" data-mode="massive">massive</a>
<a class="modeLink" data-mode="battle-royale">battle-royale</a>
</div> </div>
</div> </div>
</body> </body>
@ -202,7 +203,7 @@
}, },
{ {
name: "sand", name: "sand",
color: "cornsilk", color: "#BA9500",
backgroundColor: "burlywood", backgroundColor: "burlywood",
}, },
{ {
@ -215,6 +216,86 @@
color: "mediumspringgreen", color: "mediumspringgreen",
backgroundColor: "mediumseagreen", backgroundColor: "mediumseagreen",
}, },
{
name: "peachpuff",
color: "white",
backgroundColor: "peachpuff",
},
{
name: "dark-brown",
color: "saddlebrown",
backgroundColor: "#3B1503",
},
{
name: "swamp",
color: "darkseagreen",
backgroundColor: "#2B2503",
},
{
name: "light-sea-green",
color: "mediumspringgreen",
backgroundColor: "darkseagreen",
},
{
name: "wood",
color: "cornsilk",
backgroundColor: "#BE9867",
},
{
name: "lavender",
color: "honeydew",
backgroundColor: "thistle",
},
{
name: "pale-violet",
color: "coral",
backgroundColor: "palevioletred",
},
{
name: "violet",
color: "violet",
backgroundColor: "blueviolet",
},
{
name: "epaper-white",
color: "black",
backgroundColor: "lemonchiffon",
},
{
name: "lcd-green",
color: "#A8C64E",
backgroundColor: "#4C412C",
},
{
name: "orange-blue",
color: "tomato",
backgroundColor: "darkslateblue",
},
{
name: "cyan",
color: "cornsilk",
backgroundColor: "#00AAAA",
},
{
name: "neon-green",
color: "olivedrab",
backgroundColor: "greenyellow",
},
{
name: "r",
color: "white",
backgroundColor: "#DD0000",
},
{
name: "g",
color: "white",
backgroundColor: "#00DD00",
},
{
name: "b",
color: "white",
backgroundColor: "#0000DD",
},
]; ];
var state = {} var state = {}
@ -265,6 +346,11 @@
modeLinks[i].href = loc.href; modeLinks[i].href = loc.href;
} }
// a lot of things are based on canvas coords not real square coords
function compensateSquareSize(x) {
return x / 16 * squareSize;
}
function initialState({gridW = 4, gridH = 2, cols = teams.length, canvasW=1200, canvasH=800, squareSize=16} = {}) { function initialState({gridW = 4, gridH = 2, cols = teams.length, canvasW=1200, canvasH=800, squareSize=16} = {}) {
ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.clearRect(0, 0, canvas.width, canvas.height);
@ -327,8 +413,7 @@
for (let i = 0; i < teams.length; i++) { for (let i = 0; i < teams.length; i++) {
const angle = randomNum(0, 2 * Math.PI); const angle = randomNum(0, 2 * Math.PI);
// this is in canvas coords so compensate squareSize const initSpeed = compensateSquareSize(8);
const initSpeed = 0.5 * squareSize;
state[i].dx = initSpeed * Math.cos(angle); state[i].dx = initSpeed * Math.cos(angle);
state[i].dy = initSpeed * Math.sin(angle); state[i].dy = initSpeed * Math.sin(angle);
} }
@ -355,6 +440,9 @@
case "massive": case "massive":
initialState({gridW: 5, gridH: 4, cols: 20, canvasW: 2000, canvasH: 1500, squareSize: 10}); initialState({gridW: 5, gridH: 4, cols: 20, canvasW: 2000, canvasH: 1500, squareSize: 10});
break; break;
case "battle-royale":
initialState({gridW: 9, gridH: 4, cols: 36, canvasW: 2000, canvasH: 1000, squareSize: 5});
break;
case "small": case "small":
initialState({gridW: 2, gridH: 1, cols: 2, canvasW: 600, canvasH: 600, squareSize: 25}); initialState({gridW: 2, gridH: 1, cols: 2, canvasW: 600, canvasH: 600, squareSize: 25});
break; break;
@ -422,7 +510,7 @@
function updateSquareAndBounce(x, y, dx, dy, color) { function updateSquareAndBounce(x, y, dx, dy, color) {
if (state[color].elim) return if (state[color].elim) return
if (Math.max(Math.abs(dx), Math.abs(dy)) < 0.02) state[color].elim = true if (Math.max(Math.abs(dx), Math.abs(dy)) < compensateSquareSize(0.02)) state[color].elim = true
if (Math.min(x, y) < 0 || isNaN(x) || isNaN(y)) { if (Math.min(x, y) < 0 || isNaN(x) || isNaN(y)) {
console.warn(`warped ${teams[color].name}`) console.warn(`warped ${teams[color].name}`)
@ -506,12 +594,11 @@
updatedDy = -updatedDy; updatedDy = -updatedDy;
} }
updatedDx += randomNum(-0.15, mix(0.153, 0.15, suddenDeathCoeff)); updatedDx += compensateSquareSize(randomNum(-0.15, mix(0.153, 0.15, suddenDeathCoeff)))
updatedDy += randomNum(-0.15, 0.15); updatedDy += compensateSquareSize(randomNum(-0.15, 0.15))
updatedDx *= coeff; updatedDx *= coeff;
updatedDy *= coeff; updatedDy *= coeff;
// speedLim is based on canvas coords but we should compensate it when squareSize changes const speedLim = compensateSquareSize(mix(30, 15, suddenDeathCoeff))
const speedLim = mix(30, 13, suddenDeathCoeff) / 16 * squareSize
const norm = (updatedDx**2 + updatedDy**2)**(1/2) const norm = (updatedDx**2 + updatedDy**2)**(1/2)
const scalar = Math.min(speedLim/norm, 1) const scalar = Math.min(speedLim/norm, 1)
updatedDx *= scalar; updatedDx *= scalar;