codecombat/app/lib/world/Grid.coffee

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# TODO: this thing needs a bit of thinking/testing for grid square alignments, exclusive vs. inclusive mins/maxes, etc.
module.exports = class Grid
constructor: (thangs, @width, @height, @padding=0, @left=0, @bottom=0, @rogue=false) ->
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@width = Math.ceil @width
@height = Math.ceil @height
@left = Math.floor @left
@bottom = Math.floor @bottom
@update thangs
update: (thangs) ->
@grid = []
for y in [0 .. @height]
@grid.push []
for x in [0 .. @width]
@grid[y].push []
if @rogue
thangs = (t for t in thangs when t.collides or t.spriteName is 'Gem' and not t.dead)
else
thangs = (t for t in thangs when t.collides)
for thang in thangs
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rect = thang.rectangle()
[minX, maxX, minY, maxY] = [9001, -9001, 9001, -9001]
for v in rect.vertices()
minX = Math.min(minX, v.x - @padding)
minY = Math.min(minY, v.y - @padding)
maxX = Math.max(maxX, v.x + @padding)
maxY = Math.max(maxY, v.y + @padding)
for y in @columns minY, maxY
for x in @rows minX, maxX
@grid[y][x].push thang
contents: (gx, gy, width=1, height=1) ->
thangs = []
for y in @columns gy - height / 2, gy + height / 2
for x in @rows gx - width / 2, gx + width / 2
for thang in @grid[y][x]
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thangs.push thang if thang.collides and not (thang in thangs) and thang.id isnt 'Add Thang Phantom'
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thangs
clampColumn: (y) ->
y = Math.max 0, Math.floor(y) - @bottom
Math.min @grid.length, Math.ceil(y) - @bottom
clampRow: (x) ->
x = Math.max 0, Math.floor(x) - @left
Math.min @grid[0]?.length or 0, Math.ceil(x) - @left
columns: (minY, maxY) ->
[@clampColumn(minY) ... @clampColumn(maxY)]
rows: (minX, maxX) ->
[@clampRow(minX) ... @clampRow(maxX)]
toString: (rogue=false) ->
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upsideDown = _.clone @grid
upsideDown.reverse()
((@charForThangs thangs, rogue for thangs in row).join(' ') for row in upsideDown).join("\n")
charForThangs: (thangs, rogue) ->
return thangs.length or ' ' unless rogue
return '.' unless thangs.length
return '@' if _.find thangs, (t) -> /Hero Placeholder/.test t.id
return '>' if _.find thangs, spriteName: 'Spike Walls'
return 'F' if _.find thangs, spriteName: 'Fence Wall'
return 'T' if _.find thangs, spriteName: 'Fire Trap'
return ' ' if _.find thangs, spriteName: 'Dungeon Wall'
return 'G' if _.find thangs, spriteName: 'Gem'
return 'C' if _.find thangs, spriteName: 'Treasure Chest'
return '*' if _.find thangs, spriteName: 'Spear'
return 'o' if _.find thangs, type: 'munchkin'
return 'O' if _.find thangs, (t) -> t.team is 'ogres'
return 'H' if _.find thangs, (t) -> t.team is 'humans'
return 'N' if _.find thangs, (t) -> t.team is 'neutral'
return '?'