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play.js
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play.js
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function play(canvas, stageDataArray, canvasWraper) {
const magnification = canvasWraper.offsetHeight,//倍率
canvasWidth = canvasWraper.offsetWidth,
canvasHeight = canvasWraper.offsetHeight;
var context;//camvas
var tmpCanvas;//裏
var tmpCtx;//裏キャンバス
var offsetCanvasX = 0;//キャンバスを移動/プレイヤー追従
var background = new Image();//背景
const imagePath = { twitter: 'images/twitter.png',//画像のpath
waraiotoko: 'images/nc73730.png',
stick: 'images/stick.png',
mikan: 'images/mikan.png',
block1: 'images/block1.png',
block2: 'images/block2.png',
block2_impact: 'images/block_impact.png',
warp: 'images/warp.png',
tag1: 'images/tag1.png',
player: 'images/hiphop.png',
goal: 'images/flag.png',
ringo: 'images/ringo.png',
money_5: 'images/money_5.png'};
const Red = { stage: 30, // 赤色でシルエットのカテゴリーを指定
warp: 60,
tag: 90,
coin: 120,
enemy: 150,
goal: 180,
player: 210 };
const Blue = {none: 0, // 青で能力を指定
death: 0b00001,
impact: 255,
invisible: 0b0100 };
// 各オブジェクトを入れる
var player;
var goal;
var stage = [];
var enemy = [];
var coin = [];
var tag = [];
var warp = [];
var pixelData = null; // 画面上の色を保持
var pushingJumpBtn = 0; // タッチ操作で上を押し続けているかどうか
var axisPos = {x: null, y: null}; // 回転中心
var canContinue = true; // このplay関数自体をでるか
var score = 0; //スコア
function convert(len) {//1/1000単位の長さを実際の画面サイズに対応した長さに変換
return len * magnification;
}
function getPointColor(x, y) {//指定したピクセルの色を取得して返却
var i = 4*(Math.floor(y)*canvasWidth + Math.floor(x));//場所を指定
return {r: pixelData.data[ i ],
g: pixelData.data[i+1],
b: pixelData.data[i+2],
a: pixelData.data[i+3] };
}
/** TODO: CLASS */
class ObjInfo { // 全てのオブジェクトの基本設定
constructor(obj) { //reactioning color //
this.image = new Image();
// set path and load image
this.path = imagePath[obj.name];
this.image.src = this.path;
// transform
this.width = obj.width;
this.height = obj.height;
this.angle = obj.angle;
this._x = obj.x//stageDataArray.player[0].x;
this._y = obj.y;
this._lastX = 0;
this._lastY = 0;
this.color = obj.color;
// silhouette
this.silhouetteImage = new Image();
if (this.color.B === Blue['none']) {
this.silhouetteImage.src = this.getSilhouetteURL(this.image, this.color);
}
else if (this.color.B === Blue['impact']) {
this.silhouetteImage.src = this.getSilhouetteURL_impact(obj.name);
}
this.value;
if (obj.value !== undefined) {
this.value = obj.value;
}
}
draw() {
DrawObj.draw(this);
}
putSilhouette() {
DrawObj.putSilhouette(this);
}
getSilhouetteURL(image, color) {
tmpCtx.drawImage(image, 0, 0, magnification, magnification);
var silhouetteImageData = tmpCtx.getImageData(0, 0, magnification, magnification), //シルエット用の画像DATAを確保
silhouetteData = silhouetteImageData.data, //変更後のdataを保存する場所
dataURL;
tmpCtx.clearRect(0, 0, magnification, magnification);
//シルエット用のdataを作成
for(var i = 0; i < silhouetteData.length; i += 4){
silhouetteData[ i ] = color.R; //Rチャンネル
silhouetteData[i + 1] = color.G; //Gチャンネル
silhouetteData[i + 2] = color.B; //Bチャンネル
//不透明度以外を一定の値に変更
if(silhouetteData[i + 3] > 100) //不透明度が100以上の場合は不透明に
silhouetteData[i + 3] = 255;
else //不透明度が100未満の場合は透明に
silhouetteData[i + 3] = 0;
}
silhouetteImageData.data.set(silhouetteData);
tmpCtx.putImageData(silhouetteImageData, 0, 0);
dataURL = tmpCanvas.toDataURL('image/png');
tmpCtx.clearRect(0, 0, magnification, magnification);
return dataURL;
}
getSilhouetteURL_impact(name) {
var impactImage = new Image();
impactImage.src = imagePath[name+ '_impact'];
var noneShil = new Image(),
impactShil = new Image();
noneShil.src = this.getSilhouetteURL(this.image, {R:this.color.R, G:this.color.G, B: 0}),
impactShil.src = this.getSilhouetteURL(impactImage, this.color);
tmpCtx.drawImage(noneShil, 0, 0, magnification, magnification);
tmpCtx.drawImage(impactShil, 0, 0, magnification, magnification);
var dataURL = tmpCanvas.toDataURL('image/png');
tmpCtx.clearRect(0, 0, magnification, magnification);
return dataURL;
}
get x() {
return this._x;
}
set x(value) {
this._x = value;
}
get lastX() {
return this._lastX;
}
set lastX(value) {
this._lastX = value;
}
get y() {
return this._y;
}
set y(value) {
this._y = value;
}
get lastY() {
return this._lastY;
}
set lastY(value) {
this._lastY = value;
}
}
class PlayerCollision { // TODO:
constructor(move) {
this.move = move;
}
correctVertical(obj, toY) {
var fromY = obj.y;
var moveAmount = obj.x;
var tmp = moveAmount;//ずれを更新するためのtmp
// 落下の時
if (fromY < toY) {
for (var y = fromY; y <= toY; y += 1/1000) {
/** 乗り越える高さ */
// 右端(右から判定)
for (var x = obj.x + obj.width; obj.x + obj.width*0.7 <= x; x -= 2/1000) {
var pointColor = getPointColor(convert(x), convert(y+obj.height*0.7));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら
switch (r) {
case Red['stage']:
this.move.impactFlagX = 0;
if (pointColor.b === Blue['impact']) {
if (this.onCollisionImpact(num, 4) === true) {
obj.y = y;
return;
}
}
tmp = x - obj.width;
break;
case Red['coin']:
this.onCollisionCoin(num);
break;
}
}
moveAmount = tmp < moveAmount ? tmp : moveAmount;
/** 乗り越える高さ */
// 左端(左から判定)
for (var x = obj.x; x <= obj.x + obj.width*0.3; x += 2/1000) {
var pointColor = getPointColor(convert(x), convert(y+obj.height*0.7));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら
switch (r) {
case Red['stage']:
this.move.impactFlagX = 0;
if (pointColor.b === Blue['impact']) {
if (this.onCollisionImpact(num, 8) === true) {
obj.y = y;
return;
}
}
tmp = x;
break;
case Red['coin']:
this.onCollisionCoin(num);
break;
}
}
// 手抜き(左優先)
moveAmount = moveAmount < tmp ? tmp : moveAmount;
// x方向をしらみつぶしに衝突を調べる(底面)
for (var x = obj.x + obj.width*0.3; x <= obj.x + obj.width*0.7; x += 4/1000) {
var pointColor = getPointColor(convert(x), convert(y+obj.height));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら座標を代入してreturn;
switch (r) {
case Red['stage']:// FIXME:
this.move.jumpFlag = 0;
this.move.jumpDownFlag = 0;
this.move.impactFlagY = 0;
if (pointColor.b === Blue['impact']) {
this.onCollisionImpact(num, 6);
}
obj.y = y;
obj.x = moveAmount;//ずらす
return;
case Red['warp']:
this.move.jumpFlag = 0;
this.move.jumpDownFlag = 0;
obj.x = tag[0].x;
obj.y = tag[0].y;
return;
case Red['coin']:
this.onCollisionCoin(num);
break;
case Red['enemy']:
canContinue = false;
return;
case Red['goal']:
canContinue = false;
return;
default:
}
}
}
}
// 上昇時
else if (toY < fromY) {
for (var y = fromY; y >= toY; y = y - 1/1000) {
/** 乗り越える高さ */
// 右端(右から判定)
for (var x = obj.x + obj.width; obj.x + obj.width*0.7 <= x; x -= 2/1000) {
var pointColor = getPointColor(convert(x), convert(y+obj.height*0.3));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら
switch (r) {
case Red['stage']:
// this.move.impactFlagX = 0;
if (pointColor.b === Blue['impact']) {
if (this.onCollisionImpact(num, 2) === true) {
obj.y = y;
return;
}
}
tmp = x - obj.width;
break;
case Red['coin']:
this.onCollisionCoin(num);
break;
}
}
moveAmount = tmp < moveAmount ? tmp : moveAmount;
/** 乗り越える高さ */
// 左端(左から判定)
for (var x = obj.x; x <= obj.x + obj.width*0.3; x += 2/1000) {
var pointColor = getPointColor(convert(x), convert(y+obj.height*0.3));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら
switch (r) {
case Red['stage']:
// this.move.impactFlagX = 0;
if (pointColor.b === Blue['impact']) {
if (this.onCollisionImpact(num, 10) === true) {
obj.y = y;
return;
}
}
tmp = x;
break;
case Red['coin']:
this.onCollisionCoin(num);
break;
}
}
// 手抜き(左優先)
moveAmount = moveAmount < tmp ? tmp : moveAmount;
// x方向
for (var x = obj.x + obj.width*0.3; x <= obj.x + obj.width*0.7; x = x + 4/1000) {
var pointColor = getPointColor(convert(x), convert(y-3/1000));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
switch (r) {
case Red['stage']:// FIXME:
this.move.jumpFlag = 0;
this.move.jumpDownFlag = 0;
this.move.impactFlagY = 0;
if (pointColor.b === Blue['impact']) {
this.onCollisionImpact(num, 0);
}
obj.y = y;
obj.x = moveAmount;//ずらす
return;
case Red['warp']:
this.move.jumpFlag = 0;
this.move.jumpDownFlag = 0;
obj.x = tag[0].x;
obj.y = tag[0].y;
return;
case Red['coin']:
this.onCollisionCoin(num);
break;
case Red['enemy']:
canContinue = false;
return;
case Red['goal']:
canContinue = false;
return;
default:
console.log('default');
}
}
}
}
// ぶつからなかったとき
obj.y = toY;
obj.x = moveAmount;
}
correctHorizontal(obj, toX) {
var fromX = obj.x;
var moveAmount = obj.y;
// 右に行くとき
if ( fromX < toX ) {
for (var x = fromX; x <= toX; x += 1/1000) {
// 乗り越える高さ
var tmp = moveAmount;
// 下(下から判定)
for (var y = obj.y + obj.height; obj.y + obj.height*0.7 <= y; y -= 2/1000) {
var pointColor = getPointColor(convert(x+obj.width), convert(y));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら
switch (r) {
case Red['stage']:
// this.move.impactFlagX = 0;
if (pointColor.b === Blue['impact']) {
if (this.onCollisionImpact(num, 5) === true) {
obj.x = x;
return;
}
}
tmp = y - obj.height;
break;
case Red['coin']:
this.onCollisionCoin(num);
break;
}
}
// 移動量更新
moveAmount = tmp < moveAmount ? tmp : moveAmount;
// y方向の衝突判定 右面
for (var y = obj.y + obj.height*0.3; y <= obj.y + obj.height*0.7; y += 2/1000) {
var pointColor = getPointColor(convert(x + obj.width), convert(y));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら座標を代入してreturn;
switch (r) {
case Red['stage']:// FIXME:
this.move.impactFlagX = 0;
if (pointColor.b === Blue['impact']) {
this.onCollisionImpact(num, 3);
}
obj.x = x;
obj.y = moveAmount;
return;
case Red['warp']:
this.move.jumpFlag = 0;
this.move.jumpDownFlag = 0;
obj.x = tag[0].x;
obj.y = tag[0].y;
return;
case Red['coin']:
this.onCollisionCoin(num);
break;
case Red['enemy']:
canContinue = false;
return;
case Red['goal']:
canContinue = false;
return;
}
}
}
}
// 左に行くとき
if ( toX < fromX ) {
for (var x = fromX; x >= toX; x -= 1/1000) {
//乗り越える高さ
var tmp = moveAmount;
// 下(下から判定)
for (var y = obj.y + obj.height; obj.y + obj.height*0.7 <= y; y -= 2/1000) {
var pointColor = getPointColor(convert(x), convert(y));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら
switch (r) {
case Red['stage']:
// this.move.impactFlagX = 0;
if (pointColor.b === Blue['impact']) {
if (this.onCollisionImpact(num, 7) === true) {
obj.x = x;
return;
}
}
tmp = y - obj.height;
break;
case Red['coin']:
this.onCollisionCoin(num);
break;
}
}
// 移動量更新
moveAmount = tmp < moveAmount ? tmp : moveAmount;
// y方向の衝突判定 左面
for (var y = obj.y + obj.height*0.3; y <= obj.y + obj.height*0.7; y += 2/1000) {
var pointColor = getPointColor(convert(x), convert(y));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら座標を代入してreturn;
switch (r) {
case Red['stage']:// FIXME:
this.move.impactFlagX = 0;
if (pointColor.b === Blue['impact']) {
this.onCollisionImpact(num, 9)
}
obj.x = x;
obj.y = moveAmount;
return;
case Red['warp']:
this.move.jumpFlag = 0;
this.move.jumpDownFlag = 0;
obj.x = tag[0].x;
obj.y = tag[0].y;
return;
case Red['coin']:
this.onCollisionCoin(num);
break;
case Red['enemy']:
canContinue = false;
return;
case Red['goal']:
canContinue = false;
return;
}
}
}
}
obj.x = toX;
obj.y = moveAmount;
}
onCollisionImpact(num, direction) {// direction = 0, 1, ... , 11
direction = (direction + 6)%12;
try {
var objAngle = stage[num].angle;
}
catch(e) {
return false;
}
var min, max;
if ((direction%3) === 0) {
if (direction === 0) {
min = direction*30 - 45 + 360;
max = direction*30 + 45 + 360;
if (0 <= objAngle && objAngle <= 45)
objAngle += 360;
}
else {
min = direction*30 - 45;
max = direction*30 + 45;
}
}
else {
min = (direction - Math.floor(direction/3) - 1) * 45;
max = (direction - Math.floor(direction/3)) * 45;
}
if (min <= objAngle && objAngle <= max) {
this.move.impactFlag = 1;
this.move.gi = this.move.gImpact(90 + (objAngle % 360), 240/1000);
return true;
}
else {
return false;
}
}
onCollisionCoin(num) {
try {
for (o of coin) {if (o.color.G/2 === num) score += o.value;}
// $(function() {$('p').text(score)});
coin = coin.filter(o => {return o.color.G/2 !== num});// 非破壊的
}
catch (e) {
}
}
}
class EnemyCollision { // TODO:
constructor(move) {
this.move = move;
}
correctVertical(obj, toY) {
var fromY = obj.y;
var moveAmount = obj.x;
var tmp = moveAmount;//更新するためのtmp
// 落下の時
if (fromY < toY) {
for (var y = fromY; y <= toY; y += 1/1000) {
/** 乗り越える高さ */
// 右端(右から判定)
for (var x = obj.x + obj.width; obj.x + obj.width*0.7 <= x; x -= 2/1000) {
var pointColor = getPointColor(convert(x), convert(y+obj.height*0.7));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら
if (r === Red['stage']) {
if (pointColor.b === Blue['impact']) {
if (this.onCollisionImpact(num, 4) === true) {
obj.y = y;
return;
}
}
tmp = x - obj.width;
}
else if (r === Red['player']) {
canContinue = false;
return;
}
}
moveAmount = tmp < moveAmount ? tmp : moveAmount;
/** 乗り越える高さ */
// 左端(左から判定)
for (var x = obj.x; x <= obj.x + obj.width*0.3; x += 2/1000) {
var pointColor = getPointColor(convert(x), convert(y+obj.height*0.7));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら
if (r === Red['stage']) {
if (pointColor.b === Blue['impact']) {
if (this.onCollisionImpact(num, 8) === true) {
obj.y = y;
return;
}
}
tmp = x;
}
else if (r === Red['player']) {
canContinue = false;
return;
}
}
// 手抜き(左優先)
moveAmount = moveAmount < tmp ? tmp : moveAmount;
// x方向をしらみつぶしに衝突を調べる(底面)
for (var x = obj.x + obj.width*0.3; x <= obj.x + obj.width*0.7; x += 4/1000) {
var pointColor = getPointColor(convert(x), convert(y+obj.height));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら座標を代入してreturn;
switch (r) {
case Red['stage']:// FIXME:
this.move.jumpFlag = 0;
this.move.jumpDownFlag = 0;
if (pointColor.b === Blue['impact']) {
this.onCollisionImpact(num, 6);
}
obj.y = y;
obj.x = moveAmount;//ずらす
return;
case Red['warp']:
this.move.jumpFlag = 0;
this.move.jumpDownFlag = 0;
obj.x = tag[0].x;
obj.y = tag[0].y;
return;
case Red['player']:
canContinue = false;
return;
}
}
}
}
// 上昇時
else if (toY < fromY) {
for (var y = fromY; y >= toY; y = y - 1/1000) {
/** 乗り越える高さ */
// 右端(右から判定)
for (var x = obj.x + obj.width; obj.x + obj.width*0.7 <= x; x -= 2/1000) {
var pointColor = getPointColor(convert(x), convert(y+obj.height*0.3));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら
if (r === Red['stage']) {
if (pointColor.b === Blue['impact']) {
if (this.onCollisionImpact(num, 2) === true) {
obj.y = y;
return;
}
}
tmp = x - obj.width;
}
else if (r === Red['player']) {
canContinue = false;
return;
}
}
moveAmount = tmp < moveAmount ? tmp : moveAmount;
/** 乗り越える高さ */
// 左端(左から判定)
for (var x = obj.x; x <= obj.x + obj.width*0.3; x += 2/1000) {
var pointColor = getPointColor(convert(x), convert(y+obj.height*0.3));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら
if (r === Red['stage']) {
if (pointColor.b === Blue['impact'] ) {
if (this.onCollisionImpact(num, 10) === true) {
obj.y = y;
return;
}
}
tmp = x;
}
else if (r === Red['player']) {
canContinue = false;
return;
}
}
// 手抜き(左優先)
moveAmount = moveAmount < tmp ? tmp : moveAmount;
// x方向
for (var x = obj.x + obj.width*0.3; x <= obj.x + obj.width*0.7; x = x + 4/1000) {
var pointColor = getPointColor(convert(x), convert(y-3/1000));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
switch (r) {
case Red['stage']:// FIXME:
this.move.jumpFlag = 0;
this.move.jumpDownFlag = 0;
if (pointColor.b === Blue['impact']) {
this.onCollisionImpact(num, 0);
}
obj.y = y;
obj.x = moveAmount;//ずらす
return;
case Red['warp']:
this.move.jumpFlag = 0;
this.move.jumpDownFlag = 0;
obj.x = tag[0].x;
obj.y = tag[0].y;
return;
case Red['player']:
canContinue = false;
return;
}
}
}
}
// ぶつからなかったとき
obj.y = toY;
obj.x = moveAmount;
}
correctHorizontal(obj, toX) {
var fromX = obj.x;
var moveAmount = obj.y;
// 右に行くとき
if ( fromX < toX ) {
for (var x = fromX; x <= toX; x += 1/1000) {
//乗り越える高さ
var tmp = moveAmount;
// 下(下から判定)
for (var y = obj.y + obj.height; obj.y + obj.height*0.7 <= y; y -= 2/1000) {
var pointColor = getPointColor(convert(x+obj.width), convert(y));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら
if (r === Red['stage']) {
if (pointColor.b === Blue['impact']) {
if (this.onCollisionImpact(num, 5) === true) {
obj.x = x;
return;
}
}
// 移動量をためる
tmp = y - obj.height;
}
else if (r === Red['player']) {
canContinue = false;
return;
}
}
// 落下防止
for (var y = obj.y + obj.height; y <= obj.y + obj.height*1.4 + this.move.hAmount; y += 2/1000) {
var pointColor = getPointColor(convert(x+obj.width*0.7), convert(y));
var r = pointColor.r;
this.move.hMoveFlag = -1;
if (r === Red['stage']) {
this.move.hMoveFlag = 1;
break;
}
}
// 移動量更新
moveAmount = tmp < moveAmount ? tmp : moveAmount;
// y方向の衝突判定 右面
for (var y = obj.y + obj.height*0.3; y <= obj.y + obj.height*0.7; y += 2/1000) {
var pointColor = getPointColor(convert(x + obj.width), convert(y));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら座標を代入してreturn;
switch (r) {
case Red['stage']:// FIXME:
if (pointColor.b === Blue['impact']) {
this.onCollisionImpact(num, 3);
}
this.move.hMoveFlag = -1;
obj.x = x;
obj.y = moveAmount;
return;
case Red['warp']:
this.move.jumpFlag = 0;
this.move.jumpDownFlag = 0;
obj.x = tag[0].x;
obj.y = tag[0].y;
return;
case Red['player']:
canContinue = false;
return;
}
}
}
}
// 左に行くとき
if ( toX < fromX ) {
for (var x = fromX; x >= toX; x -= 1/1000) {
//乗り越える高さ
var tmp = moveAmount;
// 下(下から判定)
for (var y = obj.y + obj.height; obj.y + obj.height*0.7 <= y; y -= 2/1000) {
var pointColor = getPointColor(convert(x), convert(y));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら
if (r === Red['stage']) {
if (pointColor.b === Blue['impact']) {
if (this.onCollisionImpact(num, 7) === true) {
obj.x = x;
return;
}
}
// 移動量をためる
tmp = y - obj.height;
}
else if (r === Red['player']) {
canContinue = false;
return;
}
}
// 落下防止
for (var y = obj.y + obj.height; y <= obj.y + obj.height*1.4 + this.move.hAmount; y += 2/1000) {
var pointColor = getPointColor(convert(x+obj.width*0.3), convert(y));
var r = pointColor.r;
this.move.hMoveFlag = 1;
if (r === Red['stage']) {
this.move.hMoveFlag = -1;
break;
}
}
// 移動量更新
moveAmount = tmp < moveAmount ? tmp : moveAmount;
// y方向の衝突判定 左面
for (var y = obj.y + obj.height*0.3; y <= obj.y + obj.height*0.7; y += 2/1000) {
var pointColor = getPointColor(convert(x), convert(y));
var r = pointColor.r;
var num = Math.floor(pointColor.g/2);
// stageだったら座標を代入してreturn;
switch (r) {
case Red['stage']:// FIXME:
if (pointColor.b === Blue['impact']) {
this.onCollisionImpact(num, 9)
}
this.move.hMoveFlag = 1;
obj.x = x;
obj.y = moveAmount;
return;
case Red['warp']:
this.move.jumpFlag = 0;
this.move.jumpDownFlag = 0;
obj.x = tag[0].x;
obj.y = tag[0].y;
return;
case Red['player']:
canContinue = false;
return;
}
}
}
}
obj.x = toX;
obj.y = moveAmount;
}
onCollisionImpact(num, direction) {// direction = 0, 1, ... , 11
direction = (direction + 6)%12;
try {
var objAngle = stage[num].angle;
}
catch(e) {
return false;
}
var min, max;
if ((direction%3) === 0) {
if (direction === 0) {
min = direction*30 - 45 + 360;
max = direction*30 + 45 + 360;
if (0 <= objAngle && objAngle <= 45)
objAngle += 360;
}
else {
min = direction*30 - 45;
max = direction*30 + 45;
}
}
else {
min = (direction - Math.floor(direction/3) - 1) * 45;
max = (direction - Math.floor(direction/3)) * 45;
}
if (min <= objAngle && objAngle <= max) {
this.move.impactFlag = 1;
this.move.gi = this.move.gImpact(90 + (objAngle % 360), 240/1000);
return true;
}
else {
return false;
}
}
}
class DrawObj {
static draw(obj) {
context.save();
/** offsetCanvasX で 描画するときにずらす */
context.translate(convert(obj.x), convert(obj.y));
context.rotate(obj.angle * Math.PI / 180);
context.drawImage(obj.image, 0, 0, convert(obj.width), convert(obj.height));
context.restore();
}
static putSilhouette(obj) {
//描画
context.save();
/** offsetCanvasX で 描画するときにずらす */
context.translate(convert(obj.x), convert(obj.y));
context.rotate(obj.angle * Math.PI / 180);
context.drawImage(obj.silhouetteImage, 0, 0, convert(obj.width), convert(obj.height))
context.restore();
}
}
class Structure {
static draw(dataArray) {
for (var o of dataArray) {
o.draw();
}
}
static putSilhouette(dataArray) {
for (var o of dataArray) {
o.putSilhouette();
}
}
}
class Move {//TODO:
constructor() {
this.gravity = 7/1000;
this.hAmount = 8/1000
this.jumpDownFlag = 1;
this.jumpFlag = 0;
this.hMoveFlag = 0;
this.g;
this.gi;
this.impactFlag = 0;
this.impactFlagX = 0;
this.impactFlagY = 0;
this.impactNum = null;
}
* gGravity(initV) {
var frame = 0;
var prev = 0;
var curr = 0;
var sub = 0
while(1) {
// 落ち始め
if (this.jumpFlag > 0 && this.jumpDownFlag == 0 && this.sub > 0) {
this.jumpDownFlag = 1;
this.jumpFlag = 0;
}
if (curr-prev<30/1000) {
prev = curr;
curr = initV*frame + this.gravity*frame**2 / 2;
sub = curr - prev;
yield sub;
}
else {
yield sub;
}
frame += 1/4;
}
}
* gImpact(angle, power) {
this.impactFlagX = 1;
this.impactFlagY = 1;
angle = angle * Math.PI / 180;
var decay = -60/1000;// jumpDownのgravityが7/1000だからそれ以上じゃないと負ける
power = {x:-1*power*Math.cos(angle), y:-1*power*Math.sin(angle)}; // 座標の上下反転 *-1
decay = {x:-1*decay*Math.cos(angle)/2, y:-1*decay*Math.sin(angle)};
var frame = 1/8;
var prev = {x:0, y:0},