-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathtd_old.html
202 lines (156 loc) · 4.12 KB
/
td_old.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
<!DOCTYPE html>
<html lang=en>
<head>
</head>
<script type="text/javascript" src="tilemap.js"></script>
<script type="text/javascript" src="tower.js"></script>
<script type="text/javascript" src="enemy.js"></script>
<script type="text/javascript" src="projectile.js"></script>
<script type="text/javascript" src="extra.js"></script>
<body>
<input id="test" type="button" value="spawn" OnClick="do_spawn_enemy();">
<!--
<input id="test" type="button" value="test path" OnClick="test_path();">
<input id="test" type="button" value="print" OnClick="printlog();">
--!>
<script type="text/javascript" >
var M = 20; /* M*N tilemap */
var N = 20;
var CW = 30; /* cell w/h */
var CH = 30;
var win = window;
var doc = document;
var canvas = doc.createElement('canvas');
var ctx = canvas.getContext('2d');
var loaded = 0;
var interval = 0; /* timer */
canvas.setAttribute("width", M * CW);
canvas.setAttribute("height", N * CH);
doc.body.appendChild(canvas);
/* preload images */
var grass = new Image();
grass.src = "images/grass.gif";
var tree1 = new Image();
tree1.src = "images/tree1.gif";
var tree2 = new Image();
tree2.src = "images/tree2.gif";
var road = new Image();
road.src = "images/road.gif";
var foe1 = new Image();
foe1.src = "images/foe1.gif";
var tower1 = new Image();
tower1.src = "images/tower1.gif";
var tower2 = new Image();
tower2.src = "images/tower2.gif";
var shot1 = new Image();
shot1.src = "images/shot1.gif";
/* setup tile */
var tm = new tilemap(ctx, 10, 10, 50, 50);
tm.set_tile_image(0, grass);
tm.set_tile_image(1, tree1);
tm.set_tile_image(2, tree2);
tm.set_tile_image(5, road);
tm.tiles =
[
5,0,0,0,0,0,5,5,5,0,
5,5,0,0,0,0,5,0,5,0,
0,5,5,5,5,0,5,0,5,0,
0,0,0,0,5,1,5,0,5,0,
5,5,5,5,5,1,5,1,5,0,
5,0,0,0,0,0,5,1,5,0,
5,5,5,5,5,5,5,0,5,0,
0,0,0,0,0,0,0,0,5,0,
0,0,0,0,0,0,0,0,5,0,
0,0,0,0,0,0,0,0,5,5,
];
var tile_index_start = 0;
var tile_index_end = 99;
/* enemies */
var list_enemies = new Array();
/* towers */
var list_towers = new Array();
/* shots fired */
var list_projectiles = new Array();
window.onload = function() {
tm.draw();
interval = win.setInterval(think, 33);
var test_tower = new tower(ctx, tm, 13, tower1, 200 /* ms_reload */, 100 /* fire range */, 5, 6);
list_towers.push(test_tower);
var test_tower2 = new tower(ctx, tm, 25, tower2, 900 /* ms_reload */, 250 /* fire range */, 50, 6);
list_towers.push(test_tower2);
var test_tower3 = new tower(ctx, tm, 52, tower1, 200 /* ms_reload */, 100 /* fire range */, 5, 6);
list_towers.push(test_tower3);
var test_tower3 = new tower(ctx, tm, 75, tower2, 900 /* ms_reload */, 250 /* fire range */, 50, 6);
list_towers.push(test_tower3);
//var n = get_neighbours(99, tm);
//var path = generate_path(0, 99, tm, 5);
/*
for (i=0; i<n.length; i++) {
tm.tiles[n[i]] = 1;
}
tm.draw();
*/
//p = array_print(n);
//printlog();
//document.write(n);
//document.write(tm.tiles);
}
//document.write(tm.size_x);
function do_spawn_enemy() {
var e = new enemy(ctx, tm, tile_index_start, foe1, 1 + rand(2) );
e.path = generate_path(tile_index_start, tile_index_end, tm, 5);
log2("path len = " + e.path.length);
list_enemies.push(e);
log2("total enemies = " + list_enemies.length);
}
function draw_scene() {
//if (0 == list_enemies.length)
// return;
for (i=0; i<list_towers.length; i++) {
t = list_towers[i];
t.draw();
t.think();
}
for (i=0; i<list_enemies.length; i++) {
e = list_enemies[i];
e.draw();
e.think();
if (e_enemy_state.despawn == e.state) {
/* remove */
list_enemies.splice(i, 1);
i--;
continue;
}
if (e_enemy_state.destroy == e.state) {
list_enemies.splice(i, 1);
i--;
/* animation ? */
continue;
}
}
for (i=0; i<list_projectiles.length; i++) {
p = list_projectiles[i];
p.draw();
p.think();
if (e_projectile_state.destroy == p.state) {
/* remove */
list_projectiles.splice(i, 1);
i--;
//javascript_abort("remove projectile ");
continue;
}
}
}
function think() {
tm.draw();
draw_scene();
}
function test_path() {
var path = generate_path(tile_index_start, tile_index_end, tm, 5);
for (i=0; i<path.length; i++) {
tm.tiles[path[i]] = 2;
}
tm.draw();
}
</script>
</body>