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https://github.com/codeninjasllc/codecombat.git
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3658d5ca3a
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797 lines
22 KiB
CoffeeScript
797 lines
22 KiB
CoffeeScript
{me} = require('lib/auth')
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# If we use marked somewhere else, we'll have to make sure to preserve options
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marked.setOptions {gfm: true, sanitize: false, smartLists: true, breaks: true}
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markedWithImages = (s) ->
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s = s.replace /!\[(.*?)\]\((.+)? (\d+) (\d+) ?(.*?)?\)/g, '<img src="/images/docs/$2" alt="$1" title="$1" style="width: $3px; height: $4px;" class="$5"></img>' # setting width/height attrs doesn't prevent flickering, but inline css does
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marked(s)
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module.exports.getDocsFor = (thang, props, isSnippet=false) ->
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docs = []
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types = {}
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for prop in props ? []
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type = if isSnippet then 'snippet' else typeof thang[prop]
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(types[type] ?= []).push prop
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order = ["function", "object", "string", "number", "boolean", "undefined", "snippet"]
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order.push type for type of types when not (type in order)
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for type in order
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for prop in (types[type] ? [])
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docClass = if D.hasOwnProperty prop then D[prop] else Doc
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docs.push new docClass(thang, prop, type)
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docs
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module.exports.hasLevelDocs = (levelID) ->
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D[levelID]?
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module.exports.getLevelDocs = (levelID, world) ->
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levelDocsClass = D[levelID] ? Level
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new levelDocsClass world
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module.exports.Doc = class Doc
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writable: false
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owner: "this"
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constructor: (@thang, @prop, @type) ->
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if @owner isnt "this"
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@type = typeof window[@owner][@prop]
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@buildShortName()
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buildShortName: ->
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@shortName = @prop
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if @type is 'function' then @shortName += "()"
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if @type isnt 'snippet' then @shortName = "#{@owner}.#{@shortName}"
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@shorterName = @shortName.replace 'this.', ''
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@shortName += ';'
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title: ->
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typeStr = @type
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if @type is 'function' and @owner is 'this'
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typeStr = 'method'
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if @type isnt 'function' and not @writable
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typeStr += ' (read-only)'
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nameStr = @shortName
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"""<h4>#{nameStr} - <code class=\"prop-type\">#{typeStr}</code></h4>"""
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html: ->
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s = markedWithImages(@doc())
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if @type in ['function', 'snippet']
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exampleCode = @example()
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if exampleCode.split('\n').length > 1
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exampleCode = "```\n#{exampleCode}```"
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else
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exampleCode = "`#{exampleCode}`"
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s += marked("**Example**:\n#{exampleCode}")
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args = @args?() or []
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if args.length
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s += marked("**Arguments**:")
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s += (arg.html() for arg in args).join('')
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else
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s += @value()
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s
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value: ->
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"""
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<strong>Current value</strong>:
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<code class=\"current-value\" data-prop=\"#{@prop}\">#{@formatValue()}</code>
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"""
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doc: ->
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"""
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This does something. I think.
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"""
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example: ->
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s = "#{@owner}.#{@shortName};"
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if @type is 'function'
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exampleArgs = (arg.example ? arg.default ? arg.name for arg in @args?() ? []).join ', '
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s = "#{@owner}.#{@prop}(#{exampleArgs});"
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s
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formatValue: ->
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if @owner is 'this'
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v = @thang[@prop]
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else
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v = window[@owner][@prop]
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if @type is 'number' and not isNaN v
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if v == Math.round v
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return v
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return v.toFixed 2
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if _.isString v
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return "\"#{v}\""
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v
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module.exports.Arg = class Arg
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constructor: (@name, @type, @example, @description, @default) ->
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html: ->
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s = "`#{@name}`: `#{@type}`"
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if @example then s += " (ex: `#{@example}`)"
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if @description then s += "\n#{@description}"
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if @default? then s += "\n*Default value*: `#{@default}`"
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marked s
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module.exports.Level = class Level
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constructor: (@world) ->
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docID: (docName="doc") ->
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"level-doc-#{docName}"
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html: (docName="doc", title, buttons) ->
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forVictory = docName is "victory"
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docID = @docID docName
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title ?= @world.name + (if forVictory then " Complete" else "")
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docHTML = if @[docName] then markedWithImages(@[docName]()) else "No #{docName}. Wail!"
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if forVictory
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buttonHTML = @victoryButtons()
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else
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buttonHTML = @buttons(buttons ? ["I'm Ready."])
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"""<div id="#{docID}" class="level-doc modal hide fade" tabindex="-1">
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<div class="modal-header">
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<button type="button" class="close" data-dismiss="modal">×</button>
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<h3>#{title}</h3>
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</div>
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<div class="modal-body">
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#{docHTML}
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</div>
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<div class="modal-footer">
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#{buttonHTML}
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</div>
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</div>
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"""
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doc: ->
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"""
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Venusaur? Oh no, counterattack with whatever you feel like, man!
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"""
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victory: ->
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"""
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Detect it, it it no going and you tell me do things I done runnin'.
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"""
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buttons: (names) ->
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buttonHTML = []
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for name in names
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buttonHTML.push(
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"""
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<button class="btn btn-primary" data-dismiss="modal">#{name}</button>
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"""
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)
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buttonHTML.join ' '
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victoryButtons: ->
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buttons = """
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<button id="victory-stay" data-dismiss="modal" class="btn">Stay A While</button>
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<a href="/" class="btn">Go Home</a>
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"""
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if me.get 'anonymous'
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buttons += """
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<button class="btn btn-success sign-up-button">Sign Up for Updates</button>
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"""
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if @world.nextLevel
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buttons += """
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<a href="/play/level/#{@world.nextLevel}" class="btn btn-primary" data-dismiss="modal" >Next Level</a>
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"""
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buttons += """
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<div class="share-buttons">
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<div class="g-plusone" data-href="http://codecombat.com" data-size="medium"></div>
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<div class="fb-like" data-href="http://codecombat.com" data-send="false" data-layout="button_count" data-width="350" data-show-faces="true"></div>
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</div>
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"""
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buttons
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D = {} # save typing for all these things
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# Markdown: http://daringfireball.net/projects/markdown/syntax
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# GitHub Flavored Markdown: https://help.github.com/articles/github-flavored-markdown
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# Our Markdown parser and compiler: https://github.com/chjj/marked
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# I have extended the img syntax to take width and height (preventing flicker).
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D.ifElse = class IfElse extends Doc
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buildShortName: ->
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@shortName = @shorterName = "if/else"
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doc: ->
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"""
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The `if` control statement lets you choose whether to run the following code based on whether the condition evaluates truthily.
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You can add an optional `else` clause to run instead when the condition evaluates falsily.
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"""
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example: ->
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"""
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if(2 + 2 === 4) {
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// Code here
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}
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else {
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// Code here
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}
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"""
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D.forLoop = class ForLoop extends Doc
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buildShortName: ->
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@shortName = @shorterName = "for-loop"
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doc: ->
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"""
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The `for` loop lets you run code many times. It has four parts:
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* initial setup: `var i = 0;` (run at the beginning)
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* loop condition: `i < 10;` (code runs while this is true)
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* loop iteration: `i += 1` (runs after every iteration)
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* main loop code: `console.log("Counted to", i);`
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"""
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example: ->
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"""
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for(var i = 0; i < 10; i += 1) {
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// Code here
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}
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"""
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D.whileLoop = class WhileLoop extends Doc
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buildShortName: ->
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@shortName = @shorterName = "while-loop"
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doc: ->
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"""
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The `while` loop lets you run code many times--as long as the condition is true.
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"""
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example: ->
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"""
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var i = 10;
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while(i < 10) {
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// Code here
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i -= 1;
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}
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"""
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D.rotateTo = class RotateTo extends Doc
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doc: ->
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"""
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The `rotateTo` method rotates the #{@thang.spriteName}. ![Rotation of 0° points to the right, 90° points up, etc.](rotate.png 160 160)
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Use this method to change the direction that the #{@thang.spriteName} shoots.
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"""
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args: ->
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[new Arg "degrees", "number", "180", "Desired rotation in degrees"]
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D.shoot = class Shoot extends Doc
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doc: ->
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"""
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Calling `this.shoot();` makes the #{@thang.spriteName} choose the `shoot` action.
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It's equivalent to: `this.setAction(this.actions.shoot);`
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"""
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D.pos = class Pos extends Doc
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doc: ->
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"""
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The `x` (horizontal) and `y` (vertical) coordinates of the #{@thang.spriteName}'s center.
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"""
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D.rotation = class Rotation extends Doc
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doc: ->
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"""
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The #{@thang.spriteName}'s rotation in radians (`0` to `2 * Math.PI`).
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Use the `rotateTo` method to set this value.
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"""
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D.degrees = class Degrees extends Doc
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doc: ->
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"""
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The #{@thang.spriteName}'s rotation in degrees (`0` to `360`).
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Use the `rotateTo` method to set this value.
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"""
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D.attackRange = class AttackRange extends Doc
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doc: ->
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"""
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How far the #{@thang.spriteName}'s attack reaches, in meters.
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"""
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D.health = class Health extends Doc
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doc: ->
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"""
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How many health points the #{@thang.spriteName} has left.
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"""
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D.team = class Team extends Doc
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doc: ->
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"""
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What team the #{@thang.spriteName} is on.
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"""
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D.actions = class Actions extends Doc
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doc: ->
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"""
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The #{@thang.spriteName}'s available actions.
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To, say, move, use: `this.setAction("move");`
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"""
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formatValue: () ->
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v = @thang[@prop]
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'[' + ("\"#{actionName}\"" for actionName of v).join(', ') + ']'
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D.action = class Action extends Doc
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doc: ->
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"""
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The current action the #{@thang.spriteName} is running.
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To change this, use the `setAction` method.
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"""
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D.setAction = class SetAction extends Doc
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doc: ->
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"""
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Sets the action that the #{@thang.spriteName} is running. Only actions in `this.actions` are valid.
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"""
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#For example, if `this.action` is currently `"idle"` and you want it to move instead, you'd set a target location, then: `this.setAction("move");`
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args: ->
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exampleAction = "idle"
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for action in ["move", "shoot", "attack"]
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if @thang.actions[action]
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exampleAction = action
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break
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unless exampleAction
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exampleAction = _.some @thang.actions, "name"
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exampleAction = "\"#{exampleAction}\""
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[new Arg "action", "object", exampleAction, "The action to perform (must be one of `this.actions`)."]
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D.target = class Target extends Doc
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doc: ->
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"""
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The current target upon which the #{@thang.spriteName} is running its `action`.
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To change this, use the `setTarget` method.
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"""
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formatValue: () ->
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v = @thang[@prop]
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if v? then v.toString() else 'null'
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D.setTarget = class SetTarget extends Doc
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doc: ->
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"""
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Sets what the #{@thang.spriteName} is targeting with its current `action`, such as an enemy to attack or a position to move to.
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"""
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#For example, if `this.action` is currently `this.actions.move`, the #{@thang.spriteName} will move toward its `target`; if its action is `this.actions.attack`, it will try to attack its target.
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#For some actions, you can also pass `x` and `y` coordinates as a target instead of another unit: `this.setTarget(65, 40);`
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args: ->
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exampleTarget = "65, 40"
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for [methods, code] in [[["getNearestEnemy"], "this.getNearestEnemy()"],
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[["pos", "move"], "this.pos.x + 20, this.pos.y - 20"],
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[["attack"], "enemy"],
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[["shoot"], "enemy"]]
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if (m for m in methods when m in @thang.programmableProperties).length
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exampleTarget = code
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break
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[new Arg "target", "object", exampleTarget, "The new target upon which to act."]
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D.chooseAction = class ChooseAction extends Doc
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doc: ->
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"""
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The `chooseAction` method is run every frame, allowing the #{@thang.spriteName} a chance to look at the world and decide what action to pursue this frame.
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To see available actions, hover over the `actions` property below. To choose an action, say `attack`, you can write: `this.setAction(this.actions.attack);`
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"""
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D.plan = class Plan extends Doc
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doc: ->
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"""
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The `plan` method (spell) is where you write a sequence of methods (spells) to command the #{@thang.spriteName}.
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Type your methods into the Spell Editor below. Hover over your available methods at the bottom to see what they do.
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"""
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example: ->
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"""
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this.moveRight();
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this.moveRight();
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this.attackNearbyEnemy();
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"""
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D.attack = class Attack extends Doc
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doc: ->
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"""
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The `attack` method takes an enemy `target`, sets the #{@thang.spriteName}'s `target` to that `target` with the `setTarget` method, and sets the #{@thang.spriteName}'s `action` to the `this.actions.attack` action with the `setAction` method.
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"""
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args: ->
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exampleTarget = "enemy"
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for [methods, code] in [[["getNearestEnemy"], "this.getNearestEnemy()"],
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[["getEnemies"], "this.getEnemies()[0]"]]
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if (m for m in methods when m in @thang.programmableProperties).length
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exampleTarget = code
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break
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[new Arg "target", "object", exampleTarget, "The target enemy to attack."]
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D.moveXY = class MoveXY extends Doc
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doc: ->
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"""
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The `moveXY` method sets the #{@thang.spriteName}'s `targetPos` to the given `(x, y)` coordinates and also sets the #{@thang.spriteName}'s `action` to `move`.
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"""
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args: ->
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[
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new Arg "x", "number", "24", "The x coordinate toward which to move."
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new Arg "y", "number", "35", "The y coordinate toward which to move."
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]
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D.distanceTo = class DistanceTo extends Doc
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doc: ->
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"""
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Returns the distance in meters to the `target` unit from the center of the #{@thang.spriteName}.
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"""
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args: ->
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exampleTarget = "enemy"
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for [methods, code] in [#[["getNearestEnemy"], "this.getNearestEnemy()"],
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[["getEnemies"], "this.getEnemies()[0]"],
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[["getFriends"], "this.getFriends()[0]"]]
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if (m for m in methods when m in @thang.programmableProperties).length
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exampleTarget = code
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break
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[new Arg "target", "object", exampleTarget, "The target unit whose distance you want to measure."]
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D.getEnemies = class GetEnemies extends Doc
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doc: ->
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"""
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Returns an array of all living enemies within eyesight.
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"""
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example: ->
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"""
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var enemies = this.getEnemies();
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for(var i = 0; i < enemies.length; ++i) {
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var enemy = enemies[i];
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// Do something with each enemy here
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this.attack(enemy); // Example
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}
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"""
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D.getFriends = class GetFriends extends Doc
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doc: ->
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"""
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Returns an array of all living friends within eyesight.
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"""
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example: ->
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"""
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var friends = this.getFriends();
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for(var i = 0; i < friends.length; ++i) {
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var friend = friends[i];
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// Do something with each friend here
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this.follow(friend); // Example
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}
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"""
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D.getItems = class GetItems extends Doc
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doc: ->
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"""
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Returns an array of all living items within eyesight.
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"""
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example: ->
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"""
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var items = this.getItems()
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for(var i = 0; i < items.length; ++i) {
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var item = items[i];
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// Do something with each item here
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this.move(item.pos); // Example
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}
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"""
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D.attackNearbyEnemy = class GetNearbyEnemy extends Doc
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doc: ->
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"""
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Attacks any enemy within #{@thang.attackNearbyEnemyRange ? 5} meters of the #{@thang.spriteName}.
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"""
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D.getNearestEnemy = class GetNearestEnemy extends Doc
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doc: ->
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"""
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Returns the closest living enemy, or `null` if there aren\'t any.
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"""
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example: ->
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"""
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var enemy = this.getNearestEnemy();
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"""
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D.getNearestFriend = class GetNearestFriend extends Doc
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doc: ->
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"""
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Returns the closest living friend, or `null` if there aren\'t any.
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"""
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example: ->
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"""
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var friend = this.getNearestFriend();
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"""
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D.getNearestCombtaant = class GetNearestCombatant extends Doc
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doc: ->
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"""
|
||
Returns the closest living friend or foe, or `null` if there aren\'t any.
|
||
"""
|
||
|
||
example: ->
|
||
"""
|
||
var enemy = this.getNearestCombatant();
|
||
"""
|
||
|
||
D.attackXY = class AttackXY extends Doc
|
||
doc: ->
|
||
"""
|
||
The `attackXY` method makes the #{@thang.spriteName} attack the ground at the given `(x, y)` coordinates.
|
||
"""
|
||
|
||
args: ->
|
||
[
|
||
new Arg "x", "number", "24", "The x coordinate to attack."
|
||
new Arg "y", "number", "35", "The y coordinate to attack."
|
||
]
|
||
|
||
D.patrol = class Patrol extends Doc
|
||
doc: ->
|
||
"""
|
||
The `patrol` method causes the #{@thang.spriteName} to move between the given waypoints in a loop. When combined with code to `attack` nearby enemies, you can use it to guard an area.
|
||
"""
|
||
|
||
args: ->
|
||
[new Arg "patrolPoints", "array", "[{x: 15, y: 45}, {x: 30, y: 40}, {x: 25, y: 35}]", "An array of positions to move between."]
|
||
|
||
D.attackNearestEnemy = class AttackNearestEnemy extends Doc
|
||
doc: ->
|
||
"""
|
||
The `attackNearestEnemy` method causes the #{@thang.spriteName} to charge at the nearest enemy and try to slay it.
|
||
"""
|
||
|
||
D.moveRight = class MoveRight extends Doc
|
||
doc: ->
|
||
"""
|
||
Moves the #{@thang.spriteName} right by #{@thang.simpleMoveDistance} meters.
|
||
"""
|
||
|
||
example: ->
|
||
"""
|
||
this.moveRight();
|
||
"""
|
||
|
||
D.moveLeft = class MoveLeft extends Doc
|
||
doc: ->
|
||
"""
|
||
Moves the #{@thang.spriteName} left by #{@thang.simpleMoveDistance} meters.
|
||
"""
|
||
|
||
example: ->
|
||
"""
|
||
this.moveLeft();
|
||
"""
|
||
|
||
D.moveUp = class MoveUp extends Doc
|
||
doc: ->
|
||
"""
|
||
Moves the #{@thang.spriteName} up by #{@thang.simpleMoveDistance} meters.
|
||
"""
|
||
|
||
example: ->
|
||
"""
|
||
this.moveUp();
|
||
"""
|
||
|
||
D.moveDown = class MoveDown extends Doc
|
||
doc: ->
|
||
"""
|
||
Moves the #{@thang.spriteName} down by #{@thang.simpleMoveDistance} meters.
|
||
"""
|
||
|
||
example: ->
|
||
"""
|
||
this.moveDown();
|
||
"""
|
||
|
||
D.say = class Say extends Doc
|
||
doc: ->
|
||
"""
|
||
Makes the #{@thang.spriteName} say the given message. Anything within #{@thang.voiceRange ? 20} meters will hear it.
|
||
"""
|
||
|
||
args: ->
|
||
[new Arg "message", "string", "\"Follow me!\"", "The message to say."]
|
||
|
||
D.chaseAndAttack = class ChaseAndAttack extends Doc
|
||
doc: ->
|
||
"""
|
||
Makes the #{@thang.spriteName} attack `target` if in range, otherwise move to `target`.
|
||
"""
|
||
|
||
args: ->
|
||
[new Arg "target", "object", "this.getNearestEnemy()", "The unit to chase and attack."]
|
||
|
||
|
||
D.wait = class Wait extends Doc
|
||
doc: ->
|
||
"""
|
||
The `wait()` method makes the #{@thang.spriteName} wait for a moment before continuing to execute the rest of the code.
|
||
|
||
It currently doesn't work inside nested functions in a `plan()` method.
|
||
"""
|
||
|
||
args: ->
|
||
[
|
||
new Arg "duration", "number", "0.1", "Number of seconds to wait."
|
||
]
|
||
|
||
D.addRect = class AddRect extends Doc
|
||
doc: ->
|
||
"""
|
||
The `addRect()` method adds a rectangle centered at the given `(x, y)` coordinate with the given `width` and `height`.
|
||
"""
|
||
|
||
args: ->
|
||
[
|
||
new Arg "x", "number", "30", "x-coordinate of center of the rectangle."
|
||
new Arg "y", "number", "12", "y-coordinate of center of the rectangle."
|
||
new Arg "width", "number", "4", "width of the rectangle."
|
||
new Arg "height", "number", "24", "height of the rectangle."
|
||
]
|
||
|
||
D.removeRectAt = class RemoveRectAt extends Doc
|
||
doc: ->
|
||
"""
|
||
The `removeRectAt()` method removes a previously added rectangle centered at the given `(x, y)` coordinate.
|
||
"""
|
||
|
||
args: ->
|
||
[
|
||
new Arg "x", "number", "30", "x-coordinate of center of the rectangle to remove."
|
||
new Arg "y", "number", "12", "y-coordinate of center of the rectangle to remove."
|
||
]
|
||
|
||
D.getNavGrid = class GetNavGrid extends Doc
|
||
doc: ->
|
||
"""
|
||
The `getNavGrid()` method returns an undocumented data structure CodeCombat uses in its pathfinding system. Sorry--will improve.
|
||
|
||
Just use its `grid` property, which is a two-dimensional array with one-meter resolution indicating where the walls are:
|
||
|
||
```
|
||
var grid = this.getNavGrid().grid;
|
||
var y = 12;
|
||
var x = 30;
|
||
var occupied = grid[y][x].length > 0;
|
||
```
|
||
"""
|
||
|
||
D.spawnedRectangles = class SpawnedRectangles extends Doc
|
||
doc: ->
|
||
"""
|
||
An array of rectangle objects which have been added with the `addRect()` method.
|
||
|
||
You can get a rectangle's dimensions, like this:
|
||
|
||
```
|
||
for(var i = 0; i < this.spawnedRectangles.length; ++i) {
|
||
var rect = this.spawnedRectangles[i];
|
||
// rect.pos.x, rect.pos.y, rect.width, rect.height
|
||
}
|
||
```
|
||
"""
|
||
|
||
|
||
D.pow = class Pow extends Doc
|
||
owner: "Math"
|
||
doc: ->
|
||
"""
|
||
Returns `base` to the `exponent` power, that is, <code>base<sup>exponent</sup></code>.
|
||
"""
|
||
|
||
example: ->
|
||
"""
|
||
Math.pow(7, 2); // returns 49
|
||
"""
|
||
|
||
args: ->
|
||
[
|
||
new Arg "base", "number", "7", "The base number."
|
||
new Arg "exponent", "number", "2", "The exponent used to raise the `base`."
|
||
]
|
||
|
||
D.sqrt = class Sqrt extends Doc
|
||
owner: "Math"
|
||
doc: ->
|
||
"""
|
||
Returns the square root of a non-negative number. Equivalent to `Math.pow(x, 0.5)`.
|
||
"""
|
||
|
||
example: ->
|
||
"""
|
||
Math.sqrt(49); // returns 7
|
||
"""
|
||
|
||
args: ->
|
||
[new Arg "x", "number", "49", ""]
|
||
|
||
D.sin = class Sin extends Doc
|
||
owner: "Math"
|
||
doc: ->
|
||
"""
|
||
Returns the sine of a number (between -1 and 1).
|
||
"""
|
||
|
||
example: ->
|
||
"""
|
||
Math.sin(Math.PI / 4); // returns √2
|
||
"""
|
||
|
||
args: ->
|
||
[new Arg "x", "number", "Math.PI / 2", "A number in radians."]
|
||
|
||
D.cos = class Cos extends Doc
|
||
owner: "Math"
|
||
doc: ->
|
||
"""
|
||
Returns the cosine of a number (between -1 and 1).
|
||
"""
|
||
|
||
example: ->
|
||
"""
|
||
Math.cos(3 * Math.PI / 4); // returns -√2
|
||
"""
|
||
|
||
args: ->
|
||
[new Arg "x", "number", "Math.PI / 2", "A number in radians."]
|
||
|
||
D.tan = class Tan extends Doc
|
||
owner: "Math"
|
||
doc: ->
|
||
"""
|
||
Returns the tangent of a number (between -1 and 1).
|
||
"""
|
||
|
||
example: ->
|
||
"""
|
||
Math.tan(Math.PI / 4); // returns 0.9999999999999999
|
||
"""
|
||
|
||
args: ->
|
||
[new Arg "x", "number", "Math.PI / 2", "A number in radians."]
|
||
|
||
D.atan2 = class Atan2 extends Doc
|
||
owner: "Math"
|
||
doc: ->
|
||
"""
|
||
Returns the arctangent of the quotient of its arguments--a numeric value between -π and π representing the counterclockwise angle theta of an (x, y) point and the positive X axis.
|
||
"""
|
||
|
||
args: ->
|
||
[
|
||
new Arg "y", "number", "90", ""
|
||
new Arg "x", "number", "15", ""
|
||
]
|
||
|
||
D.PI = class PI extends Doc
|
||
owner: "Math"
|
||
doc: ->
|
||
"""
|
||
The ratio of the circumference of a circle to its diameter, approximately 3.14159.
|
||
"""
|
||
|
||
D.random = class Random extends Doc
|
||
owner: "Math"
|
||
doc: ->
|
||
"""
|
||
Returns a random number x such that 0 <= x < 1.
|
||
"""
|