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77 lines
3 KiB
CoffeeScript
77 lines
3 KiB
CoffeeScript
# TODO: this thing needs a bit of thinking/testing for grid square alignments, exclusive vs. inclusive mins/maxes, etc.
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module.exports = class Grid
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constructor: (thangs, @width, @height, @padding=0, @left=0, @bottom=0) ->
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@width = Math.ceil @width
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@height = Math.ceil @height
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@left = Math.floor @left
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@bottom = Math.floor @bottom
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@update thangs
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update: (thangs) ->
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@grid = []
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for y in [0 .. @height]
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@grid.push []
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for x in [0 .. @width]
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@grid[y].push []
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for thang in thangs when thang.collides
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rect = thang.rectangle()
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[minX, maxX, minY, maxY] = [9001, -9001, 9001, -9001]
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for v in rect.vertices()
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minX = Math.min(minX, v.x - @padding)
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minY = Math.min(minY, v.y - @padding)
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maxX = Math.max(maxX, v.x + @padding)
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maxY = Math.max(maxY, v.y + @padding)
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for y in @columns minY, maxY
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for x in @rows minX, maxX
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@grid[y][x].push thang
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contents: (gx, gy, width=1, height=1) ->
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thangs = []
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for y in @columns gy - height / 2, gy + height / 2
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for x in @rows gx - width / 2, gx + width / 2
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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
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clampColumn: (y) ->
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y = Math.max 0, Math.floor(y) - @bottom
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Math.min @grid.length, Math.ceil(y) - @bottom
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clampRow: (x) ->
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x = Math.max 0, Math.floor(x) - @left
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Math.min @grid[0]?.length or 0, Math.ceil(x) - @left
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columns: (minY, maxY) ->
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[@clampColumn(minY) ... @clampColumn(maxY)]
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rows: (minX, maxX) ->
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[@clampRow(minX) ... @clampRow(maxX)]
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toString: ->
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upsideDown = _.clone @grid
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upsideDown.reverse()
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(((if thangs.length then ("" + thangs.length) else " ") for thangs in row).join(" ") for row in upsideDown).join("\n")
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wallNameFor: (gx, gy, tileSize) ->
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# This doesn't work because we need to be able to place more than one tile at once
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# Also since refactoring grid to have @left and @bottom, this logic doesn't work.
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wallNames = ["dungeon_wall_000011011", "dungeon_wall_000110110", "dungeon_wall_000111111", "dungeon_wall_011011000", "dungeon_wall_110110000", "dungeon_wall_011011011", "dungeon_wall_110110110", "dungeon_wall_011111111", "dungeon_wall_110111111", "dungeon_wall_111111000", "dungeon_wall_111111011", "dungeon_wall_111111110", "dungeon_wall_111111111"]
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s = "dungeon_wall_"
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for y in [gy - tileSize, gy, gy + tileSize]
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for x in [gx - tileSize, gx, gx + tileSize]
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thangs = @grid[y][x]
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if thangs.length is 0
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if y == gy and x == gx
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s += "1" # the center wall we're placing
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else
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s += "0"
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else if thangs.length is 1 and (thangs[0].spriteName is "Dungeon Wall" or thangs[0].spriteName.match "dungeon_wall")
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s += "1"
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else
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return null
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if s is "dungeon_wall_000010000"
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s = "dungeon_wall_111111000"
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if s not in wallNames
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return null
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return s
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