mirror of
https://github.com/richardharrington/robotwar.git
synced 2026-04-20 08:16:29 +00:00
fixed merge conflict
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+29
-14
@@ -25,25 +25,41 @@
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var debugAnimationCounter = 0;
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var debugSimulationCounter = 0;
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var ROBOT_RADIUS = 10;
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var ROBOT_MAX_X = 256.0;
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var ROBOT_MAX_Y = 256.0;
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var ROBOT_COLORS = ["#6aea2a", "#380bfa", "#fa2d0b", "#0bfaf7", "#faf20b"];
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var arenaWidth = ROBOT_MAX_X + (ROBOT_RADIUS * 2);
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var arenaHeight = ROBOT_MAX_Y + (ROBOT_RADIUS * 2);
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// TODO: This game info should probably come from the server
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// in a preliminary ajax call.
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var GAME_INFO = {
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robotRadius: 7,
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robotXMax: 256.0,
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robotYMax: 256.0,
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gameSecondsPerTick: 0.03
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}
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var canvas = (function(el) {
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var width = parseInt(el.width);
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var height = parseInt(el.height);
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var scaleFactor = parseInt(width / arenaWidth);
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var offsetX = function(x) {return scaleFactor * (ROBOT_RADIUS + x)};
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var offsetY = function(y) {return scaleFactor * (ROBOT_RADIUS + y)};
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var robotDisplayRadius = ROBOT_RADIUS * scaleFactor;
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var roomForRobots = GAME_INFO.robotRadius * 2;
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var arenaWidth = GAME_INFO.robotXMax + roomForRobots;
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var arenaHeight = GAME_INFO.robotYMax + roomForRobots;
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var scaleFactorX = parseInt(width / arenaWidth);
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var scaleFactorY = parseInt(height / arenaHeight);
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var offsetX = function(x) {
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return scaleFactorX * (GAME_INFO.robotRadius + x)
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}
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var offsetY = function(y) {
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return scaleFactorY * (GAME_INFO.robotRadius + y)
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}
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// TODO: regularize this here and on the server so that
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// the arena is always square, and there's no ambiguity or question,
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// like why are we using scaleFactorX here and don't need
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// scaleFactorY?
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var robotDisplayRadius = GAME_INFO.robotRadius * scaleFactorX;
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var ctx = el.getContext('2d');
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var drawRobot = function(robot, idx) {
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console.log("ji");
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ctx.fillStyle = ROBOT_COLORS[idx];
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ctx.beginPath();
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ctx.arc(
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@@ -57,7 +73,7 @@
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}
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var draw = function(world) {
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ctx.clearRect(0, 0, canvasWidth, canvasHeight);
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ctx.clearRect(0, 0, width, height);
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world.robots.forEach(drawRobot);
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}
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@@ -66,7 +82,6 @@
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var tickQueue = new Queue();
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var fastForward = 5;
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var GAME_SECONDS_PER_TICK = 0.03;
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// fastForward can't be more than 5 if we want tickDuration to be greater
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// than 6 milliseconds, which is close to the official 4-millisecond limit
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@@ -76,7 +91,7 @@
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// to happen. Perhaps if we make sure to animate collisions over
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// several ticks, it will work.
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var tickDuration = parseInt (GAME_SECONDS_PER_TICK / fastForward * 1000);
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var tickDuration = parseInt (GAME_INFO.gameSecondsPerTick / fastForward * 1000);
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console.log(tickDuration);
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var fps = 60;
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