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game_loop.js
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game_loop.js
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//Event Registration
window.onload = Initialize;
window.onkeydown = KeyDownEvent;
window.onkeyup = KeyUpEvent;
window.onresize = WindowResizeEvent;
//I/O Panel Variables
var outputDivArea;
var inputDivArea;
//Instruction Canvas
var instructions;
//Report Canvas
var report;
//Primary Canvas Variables
var canvas;
var context;
//Game Flags
var hasBeenDragged = false;
var restartFlag = false;
var newLevelFlag = true;
var killScreenDisplayed = false;
var instructionMode = false;
var firstRun = true;
//Keyboard State
var keyStates;
//User Result Logging
var eventLog = new Array();
//Global Timing Variables
var currentTime = 0;
var timeStep = 500;
var renderInterval = 15;
var elapsedTime = 0;
//Numerical Methods
var numericalMethod = euler;
//Display Style Variables
var decimalsToPrint = 2;
var boundryPadding = 10;
var resetFadeSpeed = 0.3; //Higher means faster fade
var newGameInstructionFadeTime = 100;
var textSpacing = 10;
var gameStateTextColor = "#FF0000";
var tailLength = 25;
var fadeDegree = 1/tailLength;
var instructionDrawTimer = 0;
var randomStartDecimalAccuracy = 5;
//Simulation Variables
var bodyField;
var pc;
var levelStartState = new Array(2);
var NumBodies = 10;
var startFuel = 100;
var winDistance = 10.000000;
var MaxStartVelocity = 0.0003;
var MaxStartMass = 10000;
var G = .00000000006673
var gravityDistanceThreshold = 2;
var decisions;
var lastDecision;
function Initialize(){
canvas = document.getElementById("mainCanvas")
canvas.ondrag = CanvasDragEvent;
context = canvas.getContext("2d");
context.fillStyle = "#000000";
context.fillRect(0,0,canvas.width,canvas.height);
instructionDrawTimer = 0;
currentTime = 0;
elapsedTime = 0;
killScreenDisplayed = false;
keyStates = new Array();
if(restartFlag){
restartFlag = false;
fadeDegree = resetFadeSpeed;
}
else{
hasBeenDragged = false;
canvas.style.position = "fixed";
canvas.style.top = (window.innerHeight-canvas.height)/2;
canvas.style.left = (window.innerWidth-canvas.width)/2;
}
if(newLevelFlag){
var start = new Vector2(getRandomRoundedInRange(boundryPadding,canvas.width-boundryPadding,randomStartDecimalAccuracy),getRandomRoundedInRange(boundryPadding,canvas.height-boundryPadding,randomStartDecimalAccuracy));
var goal = new Vector2(getRandomRoundedInRange(boundryPadding,canvas.width-boundryPadding,randomStartDecimalAccuracy),getRandomRoundedInRange(boundryPadding,canvas.height-boundryPadding,randomStartDecimalAccuracy));
var requiredDistance = Math.sqrt(canvas.width*canvas.width+canvas.height*canvas.height)/3;
while(Math.sqrt((start.x-goal.x)*(start.x-goal.x)+(start.y-goal.y)*(start.y-goal.y))<requiredDistance)
goal = new Vector2(getRandomRoundedInRange(boundryPadding,canvas.width-boundryPadding,randomStartDecimalAccuracy),getRandomRoundedInRange(boundryPadding,canvas.height-boundryPadding,randomStartDecimalAccuracy));
pc = new PlayerCharacter(start,startFuel,goal);
pcClone = new PlayerCharacter(start,startFuel,goal);
levelStartState[0] = pcClone;
//CURRENTLY CUSTOM
var bodies = new Array(NumBodies);
for(var i = 0; i < NumBodies/2; i++)
bodies[i] = new GBody(
new Vector2(getRandomRoundedInRange(0,canvas.width,randomStartDecimalAccuracy),getRandomRoundedInRange(0,canvas.height,randomStartDecimalAccuracy)),
new Vector2(getRandomRoundedInRange(-MaxStartVelocity,MaxStartVelocity,randomStartDecimalAccuracy),getRandomRoundedInRange(-MaxStartVelocity,MaxStartVelocity,randomStartDecimalAccuracy)),
getRandomRoundedInRange(1,MaxStartMass,randomStartDecimalAccuracy));
for(var i = NumBodies/2; i < NumBodies; i++)
bodies[i] = new GBody(
new Vector2(getRandomRoundedInRange(0,canvas.width,randomStartDecimalAccuracy),getRandomRoundedInRange(0,canvas.height,randomStartDecimalAccuracy)),
new Vector2(getRandomRoundedInRange(-MaxStartVelocity,MaxStartVelocity,randomStartDecimalAccuracy),getRandomRoundedInRange(-MaxStartVelocity,MaxStartVelocity,randomStartDecimalAccuracy)),
getRandomRoundedInRange(1,MaxStartMass/100,randomStartDecimalAccuracy));
bodies[0] = new GBody(new Vector2(150,150),new Vector2(0,0),100000);
//END CURRENTLY CUSTOM
bodyField = new GBodyField(bodies);
var clonedBodyArray = new Array(bodies.length);
for(var i = 0; i < clonedBodyArray.length;i++)
clonedBodyArray[i] = new GBody(new Vector2(bodies[i].pos.x,bodies[i].pos.y),new Vector2(bodies[i].vel.x,bodies[i].vel.y),bodies[i].m);
var clonedBodyField = new GBodyField(clonedBodyArray);
levelStartState[1] = clonedBodyField;
}
else{
pc = new PlayerCharacter(levelStartState[0].startPos,startFuel,levelStartState[0].goalPos);
var clonedBodyArray = new Array(levelStartState[1].bodies.length);
for(var i = 0; i < clonedBodyArray.length;i++)
clonedBodyArray[i] = new GBody(new Vector2(levelStartState[1].bodies[i].pos.x,levelStartState[1].bodies[i].pos.y),new Vector2(levelStartState[1].bodies[i].vel.x,levelStartState[1].bodies[i].vel.y),levelStartState[1].bodies[i].m);
var clonedBodyField = new GBodyField(clonedBodyArray);
bodyField = clonedBodyField;
}
InitializeOverlayCanvas(canvas);
context.fillStyle = gameStateTextColor;
context.fillText("Press R to Restart",canvas.width/3,canvas.height/3);
context.fillText("Press N to Play New Level",canvas.width/3,canvas.height/3+textSpacing);
outputDivArea = document.getElementById("initialParams");
outputDivArea.style.top = canvas.style.top;
outputDivArea.style.left = parseInt(canvas.style.left,10)+canvas.width;
var methodString = "";
if(numericalMethod == euler)
methodString="Euler";
else if(numericalMethod == heun)
methodString="Heun";
else if(numericalMethod == rk4)
methodString="RK4";
var simulationString = "<div class=\"initial-params-div-header\">----Simulation----</div>Method: "+methodString+"</br>Time Step: "+timeStep+"</br>Num Bodies: "+NumBodies+"</br>G: "+G+"</br>G Dist Threshold: 2"+gravityDistanceThreshold+"</br>Note: The G Dist Threshold is the distance under which gravity is ignored to prevent singularities.</br>";
var shipString = "<div class=\"initial-params-div-header\">----Ship----</div>P(x,y): ("+pc.pos.x.toFixed(2)+","+pc.pos.y.toFixed(2)+")</br>V(x,y): ("+pc.vel.x.toFixed(2)+","+pc.vel.y.toFixed(2)+")</br>Mass: "+pc.mass+"</br>Start Fuel: "+pc.fuelCapacity+"</br>Fuel Ratio: "+pc.fuelRatio+":1</br>";
var goalString = "<div class=\"initial-params-div-header\">----Goal----</div>P(x,y): ("+pc.goalPos.x+","+pc.goalPos.y+")</br>";
var objectsString = "<div class=\"initial-params-div-header\">----Objects----</div>";
for(var i = 0; i < bodyField.bodies.length;i++){
objectsString += "Number: "+i+"</br>Pos(x,y): ("+bodyField.bodies[i].pos.x+","+bodyField.bodies[i].pos.y+")</br>Vel(x,y): ("+bodyField.bodies[i].vel.x+","+bodyField.bodies[i].vel.y+")</br>Mass: "+bodyField.bodies[i].m+"</br></br>";
}
outputDivArea.innerHTML = simulationString+shipString+goalString+objectsString;
inputDivArea = document.getElementById("inputInstructions");
inputDivArea.style.top = parseInt(canvas.style.top,10)+canvas.height;
inputDivArea.style.left = canvas.style.left;
report = new ReportCanvas();
report.InitializeReportCanvas();
if(firstRun){
instructions = new InstructionsBackground();
instructions.InitializeInstructionCanvas();
firstRun = false;
}
GameLoop();
}
function Draw(){
context.fillStyle = "rgba(0,0,0,"+fadeDegree+")";
context.fillRect(0,0,canvas.width,canvas.height);
context.strokeStyle = "#FFFFFF";
context.strokeRect(0,0,canvas.width,canvas.height);
bodyField.render(context);
pc.render(context);
if(instructionDrawTimer<newGameInstructionFadeTime){
context.fillStyle = gameStateTextColor;
context.fillText("Press R to Restart",canvas.width/3,canvas.height/3);
context.fillText("Press N to Play New Level",canvas.width/3,canvas.height/3+textSpacing);
instructionDrawTimer++;
}
}
function Update(dt){
elapsedTime += dt;
currentTime += dt;
bodyField.update(dt);
pc.update(bodyField.bodies,dt);
if(instructionMode&&lastDecision<decisions.length){
while(decisions[lastDecision].time==currentTime){
pc.setOrientation(decisions[lastDecision].direction);
pc.thrust(decisions[lastDecision].power);
pc.decisionFrameCount = 10;
lastDecision++;
if(lastDecision>=decisions.length) break;
}
}
HandleKeyEvents(currentTime);
}
function GameLoop(){
SyncDisplayLocations();
if(fadeDegree>1/tailLength) fadeDegree-=(1/newGameInstructionFadeTime);
else fadeDegree=1/tailLength;
Update(timeStep);
Draw();
if(pc.bestDistToGoal<winDistance){
killScreenDisplayed = true;
overlayRunning = false;
setTimeout(KillScreenLoop,renderInterval);
if(!instructionMode){
var data = "";
for(var i = 0; i < eventLog.length;i++)
data += eventLog[i].time +" "+eventLog[i].direction +" "+eventLog[i].power+" "+eventLog[i].bodies+"\t";
data += "\r\n";
var postTest = $.post('savedata.php',{data: data},function(e){});
}
eventLog.length=0;
}
else if(restartFlag==true)
Initialize();
else
setTimeout(GameLoop,renderInterval);
}
function DrawKillScreen(){
context.fillStyle = "#000000";
context.fillRect(0,0,canvas.width,canvas.height);
context.strokeStyle = "#FFFFFF";
context.strokeRect(0,0,canvas.width,canvas.height);
context.fillStyle = gameStateTextColor;
context.fillText("Great Work!",canvas.width/2,canvas.height/2);
context.fillText("Time: " + elapsedTime,canvas.width/2,canvas.height/2+textSpacing);
context.fillText("Fuel Remaining: " + pc.fuel,canvas.width/2,canvas.height/2+textSpacing*2);
context.fillText("Press R to Replay",canvas.width/2,canvas.height/2+textSpacing*3);
context.fillText("Press N to Play New Level",canvas.width/2,canvas.height/2+textSpacing*4);
}
function UpdateKillScreen(){
//Make sure our locations are in sync for the docked elements
SyncDisplayLocations();
//Handle interface key events (no ship events anymore!)
HandleInterfaceKeys();
}
//Loop if we're in a kill screen state
function KillScreenLoop(){
DrawKillScreen(); //Draw
UpdateKillScreen(); //Update
if(restartFlag) //If we're told to restart, call Initialize
Initialize();
else //Otherwise keep looping!
setTimeout(KillScreenLoop,renderInterval);
}
function executeButtonClick(){
//Get the input command box text
var input = document.getElementById("inputCommandsTextbox").value;
input = input.replace(/\s*/g, ""); //remove white space
input = input.substring(1); //remove first character
input = input.replace(/\]\[/g,","); //Replace brackets with commas
input = input.substring(0,input.length-1); //Remove the last element
var values = input.split(",");
decisions = new Array(values.length/3);
input.innerHTML = "";
var reformattedVal = "";
for(var i = 0; i < values.length/3;i++){
decisions[i] = new Decision();
decisions[i].time = RoundToSignificance(values[i*3],timeStep);
decisions[i].direction = +values[i*3+1];
decisions[i].power = +values[i*3+2];
}
decisions.sort(function(a,b){return (a.time>b.time)?1:((b.time>a.time)?-1:0);});
lastDecision = 0;
for(var i = 0; i < decisions.length;i++)
reformattedVal+="["+decisions[i].time+","+decisions[i].direction+","+decisions[i].power+"]";
document.getElementById("inputCommandsTextbox").value = reformattedVal;
restartFlag = true;
newLevelFlag = false;
instructionMode = true;
}