This commit is contained in:
Kim Ravn Hansen
2025-09-22 16:52:15 +02:00
parent f8bf42a68e
commit 30a0842aa1
6 changed files with 1130 additions and 43 deletions

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@@ -5,30 +5,6 @@
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>ASCII Dungeon Crawler</title>
<style>
#color-lens {
color: yellow;
font-size: 40px;
/* Shape and Color */
width: 50px;
height: 50px;
background-color: none;
border-radius: 50%; /* Makes it a circle */
/* Positioning and Layering */
position: fixed; /* Floats on top of the page */
z-index: 9999;
/* Make it invisible to the cursor */
pointer-events: none;
/* The color blending effect! */
mix-blend-mode: color; /* try 'hue' or 'color' for different effects */
opacity: 1;
/* Initially hide it and center it on the cursor */
display: none;
transform: translate(-50%, -50%);
}
body {
margin: 0;
padding: 20px;
@@ -42,9 +18,10 @@
text-align: center;
}
#viewport {
font-size: 8px;
line-height: 8px;
#viewport,
#minimap {
font-size: 10px;
line-height: 10px;
white-space: pre;
border: 2px solid #0f0;
display: inline-block;
@@ -62,6 +39,60 @@
margin-top: 20px;
}
#minimap .player {
position: relative; /* anchor */
color: #000; /* text blends into background */
/* background-color: red; */
}
#minimap .player.north::before {
content: "↑";
/* content: "★"; */
position: absolute;
inset: 0; /* shorthand for top:0; right:0; bottom:0; left:0; */
display: flex; /* center it */
align-items: center;
justify-content: center;
pointer-events: none; /* dont block clicks */
font-size: 1.5em; /* bigger if you want */
color: red;
}
#minimap .player.south::before {
content: "↓";
/* content: "★"; */
position: absolute;
inset: 0; /* shorthand for top:0; right:0; bottom:0; left:0; */
display: flex; /* center it */
align-items: center;
justify-content: center;
pointer-events: none; /* dont block clicks */
font-size: 1.5em; /* bigger if you want */
color: red;
}
#minimap .player.east::before {
content: "→";
/* content: "★"; */
position: absolute;
inset: 0; /* shorthand for top:0; right:0; bottom:0; left:0; */
display: flex; /* center it */
align-items: center;
justify-content: center;
pointer-events: none; /* dont block clicks */
font-size: 1.5em; /* bigger if you want */
color: red;
}
#minimap .player.west::before {
content: "←";
/* content: "★"; */
position: absolute;
inset: 0; /* shorthand for top:0; right:0; bottom:0; left:0; */
display: flex; /* center it */
align-items: center;
justify-content: center;
pointer-events: none; /* dont block clicks */
font-size: 1.5em; /* bigger if you want */
color: red;
}
textarea {
background-color: #001100;
color: #ccc;
@@ -87,29 +118,59 @@
<body>
<div id="gameContainer">
<div id="viewport"></div>
<div id="controls">
<div>Use WASD or Arrow Keys to move and arrow keys to turn</div>
</div>
<div id="minimap"></div>
<div id="compass">orientation</div>
<div id="mapInput">
<div>Load your map (# = walls, space = floor):</div>
<br />
<textarea id="mapText" rows="10" cols="50">
####################
# # #
# # ### #
# # # #
# #### # #
# # #
# # # #
# # #### # #
# # # #
# ### ### #
# #
####################
############################################################
############################################################
############################################################
## ################# ########################
## # # ################# # ## ########################
## # ################# # ## ################
## # # ################# # ## #### ####
## # # ## # #### # # ####
###### #################### ## #### # ####
###### #################### # ## # # #### ####
###### #################### # ####
###### #################### ########## #### ####
###### #################### ########## # # #### # # ####
###### #################### ########## #### # # ####
###### #################### #################### ####
###### #################### ############################
###### #################### # ############################
###### #################### # ############################
###### #################### # ############################
###### ## ########### ############################
###### ## ########### # # ############################
###### ## ########### ######## ############
###### ## ## # ########### ## ######## ############
###### ## # # ############
###### # # # ############
######### # ## ########### # ######### # ############
######### # # ########### # ######### # # ############
######### ########### # ######### ############
########################### # ######### #### ###############
########################### # ######### #### ###############
########################### # ######### #### ###############
########################### # ######### #### ###############
########################### # #### ###############
######################### # #### # # # ######## ###
######################### # # ######## # ###
######################### # ##### # # # # ######## ###
######################### # # ###
######################### ####################### # ###
##################################################### ###
############################################################
</textarea
>
<br /><br />
<button onclick="loadMap()">Load Map</button>
<button onclick="game.loadMap()">Load Map</button>
</div>
</div>

536
frontend/ascii_dungeon_crawler.js Executable file
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@@ -0,0 +1,536 @@
import { sprintf } from "sprintf-js";
import { Vector2i } from "./vec2.js";
import { AsciiWindow } from "./ascrii_window.js";
const PI_OVER_TWO = Math.PI / 2;
/**
* Enum Cardinal Direction (east north west south)
* @constant
* @readonly
*/
const CardinalDirection = {
/** @constant @readonly @type {number} Going east increases X */
EAST: 0,
/** @constant @readonly @type {number} Going south increases Y */
SOUTH: 1,
/** @constant @readonly @type {number} Going west decreases X */
WEST: 2,
/** @constant @readonly @type {number} Going south decreases Y */
NORTH: 3,
};
/**
* Enum Relative Direction (forward, left, right, backwards)
* @readonly
*/
const RelativeMovement = {
FORWARD: 0,
LEFT: 3,
BACKWARD: 2,
RIGHT: 1,
};
class Player {
_posV = new Vector2i();
_directionV = new Vector2i(0, 1);
get x() {
return this._posV.x;
}
get y() {
return this._posV.y;
}
set x(x) {
this._posV.x = x | 0;
}
set y(y) {
this._posV.y = y | 0;
}
get angle() {
return this._directionV.angle();
}
get orientation() {
return this._directionV.cardinalDirection();
}
set orientation(o) {
//
// Sanitize o
o = ((o | 0) + 4) % 4;
if (o === CardinalDirection.EAST) {
this._directionV = new Vector2i(1, 0);
return;
}
if (o === CardinalDirection.NORTH) {
this._directionV = new Vector2i(0, 1);
return;
}
if (o === CardinalDirection.WEST) {
this._directionV = new Vector2i(-1, 0);
return;
}
if (o === CardinalDirection.SOUTH) {
this._directionV = new Vector2i(0, -1);
return;
}
}
withinAABB(maxX, maxY, minX = 0, minY = 0) {
return this._posV.x >= minX && this._posV.x <= maxX && this._posV.y >= minY && this._posV.y <= maxY;
}
}
class DungeonCrawler {
get isAnimating() {
return this.animation.frames.length > 0;
}
constructor() {
/** @type {number} Number of times per second we poll for controller inputs */
this.pollsPerSec = 60;
/** @type {number} */
this.debounce = 0;
/** @constant @readonly */
this.keys = {
/** @constant @readonly */
handlers: {},
/** @constant @readonly */
pressed: {},
/** @constant @readonly */
names: {},
};
this.map = {
/** @readonly height of map */
width: 0,
/** @readonly width of map */
height: 0,
/**
* @readonly
* @type {Uint8Array[]}
* info about each cell/tile in the map (is it floor, is it a wall, etc.)
*
* The number 0 is navigable and has no decoration.
* The number 1 is not navigable, and is a nondescript wall.
*
* 1 bit for navigable
* 3 bits for cell type decoration / voxel type
* 2 bits for floor decoration.
* 2 bits for ceiling decoration.
*/
cells: [],
};
this.animation = {
/** @constant @readonly @type {number} Number of frames per second used in animations */
fps: 30,
/** @constant @readonly number of seconds a typical animation takes */
duration: 0.7,
/** Array storing information about each frame of an animation to show */
frames: [],
};
/** @readonly */
this.rendering = {
enabled: true,
ticker: 0,
maxDepth: 5,
fov: Math.PI / 3, // 60 degrees, increase maybe?
view: new AsciiWindow(document.getElementById("viewport"), 120, 40),
};
/** @readonly */
this.minimap = {
parentElement: document.getElementById("minimap"),
/** @type {Element[][]} */
elements: [],
};
/**
* @typedef Player
* @type {object}
* @property {number} x integer. Player's x-coordinate on the grid.
* @property {number} y integer. Player's y-coordinate on the grid.
*/
this.player = new Player();
this.setupControls();
this.setupAnimationLoop();
this.loadMap();
this.render(this.player.x, this.player.y, this.player.orientation * PI_OVER_TWO, this.animation.frames.length);
this.updateCompass();
}
loadMap() {
this.minimap.parentElement.innerHTML = "";
const mapString = document.getElementById("mapText").value;
const lines = mapString.trim().split("\n");
const h = (this.map.height = lines.length);
const w = (this.map.width = Math.max(...lines.map((line) => line.length)));
this.map.cells = new Array(h).fill().map(() => new Uint8Array(w));
this.minimap.elements = new Array(h).fill().map(() => new Array(w));
this.minimap.parentElement.innerHTML = "";
for (let y = 0; y < h; y++) {
//
const row = document.createElement("div");
for (let x = 0; x < w; x++) {
const isFree = lines[y][x] === " ";
//
// === Internal map ===
//
this.map.cells[y][x] = isFree ? 0 : 1;
//
// === Mini Map ===
//
const mmElement = document.createElement("span");
mmElement.textContent = isFree ? " " : "#";
row.appendChild(mmElement);
this.minimap.elements[y][x] = mmElement;
}
this.minimap.parentElement.appendChild(row);
}
// Find a starting position (first open space)
for (let y = 1; y < this.map.height - 1; y++) {
for (let x = 1; x < this.map.width - 1; x++) {
if (this.isWall(x, y)) {
continue;
}
this.player.x = x;
this.player.y = y;
return;
}
}
this.updateMinimap();
}
startTurnAnimation(clockwise, quarterTurns = 1) {
if (this.isAnimating) {
throw new Error("Cannot start an animation while one is already running");
}
if (quarterTurns === 0) {
return;
}
const newDirection = clockwise
? this.player._directionV.clone().rotateCW(quarterTurns)
: this.player._directionV.clone().rotateCCW(quarterTurns);
const ticks = Math.floor(this.animation.duration * this.animation.fps);
const startAngle = this.player.angle;
const slice = this.player._directionV.angleTo(newDirection) / ticks;
this.animation.frames = [];
for (let i = 1; i < ticks; i++) {
this.animation.frames.push([
this.player.x, //
this.player.y, //
startAngle + slice * i, //
]);
}
this.animation.frames.push([this.player.x, this.player.y, newDirection.angle()]);
//
//
this.player._directionV = newDirection;
this.updateMinimap();
this.updateCompass();
}
/** @type {RelativeMovement} Direction the player is going to move */
startMoveAnimation(direction) {
if (this.isAnimating) {
throw new Error("Cannot start an animation while one is already running");
}
const targetV = this.player._directionV.rotatedCCW(direction | 0).added(this.player._posV);
if (this.isWall(targetV.x, targetV.y)) {
this.debounce = (this.pollsPerSec / 5) | 0;
console.info(
"bumped into wall at %s (mypos: %s), direction=%d",
targetV,
this.player._posV,
this.player.angle,
);
return;
}
const ticks = Math.floor(this.animation.duration * this.animation.fps);
const stepX = (targetV.x - this.player.x) / ticks;
const stepY = (targetV.y - this.player.y) / ticks;
this.animation.frames = [];
for (let i = 1; i < ticks; i++) {
this.animation.frames.push([
this.player.x + stepX * i, //
this.player.y + stepY * i, //
this.player.angle, //
]);
}
this.animation.frames.push([targetV.x, targetV.y, this.player.angle]);
this.player._posV = targetV;
this.updateMinimap();
this.updateCompass(); // technically not necessary, but Im anticipating the need + compensating for my bad memory.
}
setupControls() {
this.keys.pressed = {};
this.keys.handlers = {
KeyA: () => this.startMoveAnimation(RelativeMovement.LEFT),
KeyD: () => this.startMoveAnimation(RelativeMovement.RIGHT),
KeyS: () => this.startMoveAnimation(RelativeMovement.BACKWARD),
KeyW: () => this.startMoveAnimation(RelativeMovement.FORWARD),
ArrowUp: () => this.startMoveAnimation(RelativeMovement.FORWARD),
ArrowDown: () => this.startMoveAnimation(RelativeMovement.BACKWARD),
ArrowLeft: () => this.startTurnAnimation(true),
ArrowRight: () => this.startTurnAnimation(false),
KeyQ: () => this.startTurnAnimation(true),
KeyE: () => this.startTurnAnimation(false),
};
this.keys.names = Object.keys(this.keys.handlers);
document.addEventListener(
"keydown",
(e) => {
const id = e.code;
this.keys.pressed[id] = true;
},
true,
);
document.addEventListener(
"keyup",
(e) => {
const id = e.code;
this.keys.pressed[id] = false;
},
true,
);
const ticks = Math.round(1000 / this.pollsPerSec);
this.keys.interval = setInterval(() => {
this.handleKeyboardInput();
}, ticks);
}
handleKeyboardInput() {
if (this.debounce > 0) {
this.debounce--;
return;
}
if (this.isAnimating) {
return;
}
//
// Check each key we can handle.
for (let key of this.keys.names) {
if (this.keys.pressed[key]) {
this.debounce = Math.floor(this.animation.fps * this.animation.animationDuration) - 1;
const keyHandler = this.keys.handlers[key];
keyHandler();
return;
}
}
}
handleAnimation() {
if (!this.isAnimating) {
return;
}
const [x, y, a] = this.animation.frames.shift();
const framesLeft = this.animation.frames.length;
this.render(x, y, a, framesLeft);
}
// _____ ___ ____ ___
// |_ _/ _ \| _ \ / _ \ _
// | || | | | | | | | | (_)
// | || |_| | |_| | |_| |_
// |_| \___/|____/ \___/(_)
// -----------------------------
// Animation loop
// requestAnimationFrame(loop);
// requires using deltaT rather than ticks, etc.
setupAnimationLoop() {
const ticks = Math.round(1000 / this.animation.fps);
this.animation.interval = setInterval(() => this.handleAnimation(), ticks);
}
isWall(x, y) {
let mapX = x | 0;
let mapY = y | 0;
if (mapX < 0 || mapX >= this.map.width || mapY < 0 || mapY >= this.map.height) {
return true;
}
return this.map.cells[mapY][mapX] !== 0;
}
castRay(camX, camY, camAngle, angleOffset) {
const rayAngle = camAngle + angleOffset;
const rayX = Math.cos(rayAngle);
const rayY = Math.sin(rayAngle);
const fishEye = Math.cos(angleOffset); // corrects fish-eye effect https://stackoverflow.com/questions/66591163/how-do-i-fix-the-warped-perspective-in-my-raycaster
// const fishEye = 1;
let distance = Math.SQRT1_2 / 2;
let step = 0.0001;
while (distance < this.rendering.maxDepth) {
const testX = camX + rayX * distance;
const testY = camY + rayY * distance;
if (this.isWall(testX, testY)) {
return [
distance * fishEye,
{
// testX,
// testY,
// rayDistance: distance, // the distance the ray traveled, not the distance the object was away from us
color: (1 - distance / this.rendering.maxDepth) * 1.0,
},
];
}
distance += step;
}
return [this.rendering.maxDepth, "#000"];
}
render(x, y, direction) {
if (!this.rendering.enabled) {
return false;
}
this.rendering.ticker++;
x += 0.5;
y += 0.5;
const h = this.rendering.view.height;
const w = this.rendering.view.width;
// const middle = this.rendering.height / 2;
// Hack to simulate bouncy walking by moving the middle of the screen up and down a bit
const bounce = Math.sin(this.rendering.ticker / 4) * 0.2;
const middle = h / 2 + bounce;
for (let screenX = 0; screenX < w; screenX++) {
//
//
const rayOffset = (screenX / w) * this.rendering.fov - this.rendering.fov / 2;
//
// Cast the ray, one ray per column, just like wolfenstein
const [distance, wall] = this.castRay(x, y, direction, rayOffset);
//
// Start drawing
for (let screenY = 0; screenY < h; screenY++) {
//
// Calculate how high walls are at the distance of the ray's intersection
const wallH = middle / distance;
//
// Given the current y-coordinate and distance, are we hitting the ceiling?
if (screenY < middle - wallH) {
this.rendering.view.put(screenX, screenY, "´", "#999");
continue;
}
//
// Given the current y-coordinate and distance, are we hitting the floor?
if (screenY > middle + wallH) {
this.rendering.view.put(screenX, screenY, "~", "#b52");
continue;
}
//
// We've either hit a wall or the limit of our visibility,
// So we Determine the color of the pixel to draw.
const color = wall && wall.color ? wall.color : 1 - distance / this.rendering.maxDepth;
// TODO: Lerp these characters.
// const distancePalette = ["█", "▓", "▒", "░", " "];
const distancePalette = ["#", "%", "+", "÷", " "];
const char = distancePalette[distance | 0];
this.rendering.view.put(screenX, screenY, char, color);
}
}
this.rendering.view.commitToDOM();
}
updateCompass() {
//
//
// Update the compass
document.getElementById("compass").textContent = sprintf(
"%s %s (%d --> %.2f [%dº])",
this.player._posV,
Object.keys(CardinalDirection)[this.player.orientation].toLowerCase(),
this.player.orientation,
this.player.orientation * PI_OVER_TWO,
this.player.orientation * 90,
);
}
updateMinimap() {
if (!this.player.withinAABB(this.map.width - 1, this.map.height - 1)) {
console.error("Player out of bounds");
return;
}
//
// Remove the old player symbol
const playerEl = document.querySelector(".player");
if (playerEl) {
playerEl.className = "";
}
// This is just for debugging!
//
for (let y = 0; y < this.map.height; y++) {
for (let x = 0; x < this.map.width; x++) {
this.minimap.elements[y][x].textContent = this.map.cells[y][x] ? "#" : " ";
}
}
// Add the player token to the minimap
const dirForCSS = Object.keys(CardinalDirection)[this.player.orientation].toLowerCase();
this.minimap.elements[this.player.y][this.player.x].classList.add("player", dirForCSS);
}
}
// Start the game
window.game = new DungeonCrawler();

89
frontend/ascii_tile_map.js Executable file
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@@ -0,0 +1,89 @@
export const defaultLegend = {
" ": {
type: "empty",
},
// Default Wall
"#": {
minimap: "#",
occupied: true,
type: "wall",
},
// Column
"◯": {
minimap: "◯",
occupied: true,
type: "statue",
},
// Closed Door
"░": {
minimap: "░",
occupied: true,
type: "sprite?????",
},
// Where the player starts
"@": {
type: "playerStart",
},
// TRAP!
"☠": {
type: "trap",
},
// Monster
"!": {
type: "monster",
},
};
export class Tile {
/** @param {object} options */
constructor(options) {
for (let [k, v] of Object.entries(options)) {
this[k] = v;
}
}
}
export class TileMap {
/** @param {string} str */
static fromText(str) {
const lines = str.split("\n");
const longestLine = lines.reduce((acc, line) => Math.max(acc, line.length), 0);
const tiles = new Array(lines.length).fill().map(() => new Array(longestLine));
lines.forEach((line, y) => {
line = line.padEnd(longestLine, "#");
line.split("").forEach((char, x) => {
const options = defaultLegend[char] ?? defaultLegend[" "];
tiles[y][x] = new Tile(options);
});
});
return new TileMap(tiles);
}
/**
* @param {Tile[]} tiles
*/
constructor(tiles) {
this.height = tiles.length;
this.width = tiles[0].length;
this.tiles = tiles;
}
}
const str = `
kim
har en
# meje #
stor pikkemand
`;
const tm = TileMap.fromText(str);
console.log(tm.tiles);

196
frontend/ascrii_window.js Executable file
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@@ -0,0 +1,196 @@
const grayscale = [
"#000",
"#111",
"#222",
"#333",
"#444",
"#555",
"#666",
"#777",
"#888",
"#999",
"#aaa",
"#bbb",
"#ccc",
"#ddd",
"#eee",
"#fff",
];
function normalizeColor(color) {
if (typeof color === "number" && color >= 0 && color <= 1) {
return grayscale[Math.round(color * 16)];
}
if (typeof color === "number" && color >= 0 && color <= 16) {
return grayscale[color];
}
if (typeof color === "string" && color.length === 4 && color[0] === "#") {
return color;
}
throw new Error("Color could not be normalized");
}
class Patch {
/** @type {string} char */
char;
/** @type {number|string} fg foreground color */
bg;
/** @type {number|string} bg background color */
fg;
/** @param {HTMLElement} el */
constructor(el) {
/** @type {HTMLElement} el */
this.el = el;
}
}
export class Pixel {
/**
* @param {HTMLElement} el
* @param {string} char
* @param {number|string} fg foreground color
* @param {number|string} bg background color
*/
constructor(el, char = " ", fg = "#fff", bg = undefined) {
//
/** @type {HTMLElement} el the html element that makes up this cell*/
this.el = el;
/** @type {string} char */
this.char = char;
/** @type {number|string} bg background color */
this.fg = fg === undefined ? undefined : normalizeColor(fg);
/** @type {number|string} fg foreground color */
this.bg = bg === undefined ? undefined : normalizeColor(bg);
}
clone() {
return new Pixel(this.el, this.car, this.fg, this.bg);
}
}
export class AsciiWindow {
/**
* @param {HTMLElement} container
* @param {number} width Canvas width (in pseudo-pixels)
* @param {number} height Canvas height (in pseudo-pixels)
*/
constructor(container, width, height) {
//
/** @type {HTMLElement} Paren element that contains all the pseudo-pixels */
this.container = container;
/** @type {number} width Canvas width (in pseudo-pixels) */
this.width = width;
/** @type {number} height Canvas height (in pseudo-pixels) */
this.height = height;
/** @type {Pixel[][]} */
this.canvas = undefined;
/** @type {Patch[]} */
this.diff = [];
this.initializeCanvaas();
}
/**
* Create the html elements that make up the canvas,
* as well as a buffer that holds a copy of the data
* in the cells so we can diff properly.
*/
initializeCanvaas() {
const w = this.width;
const h = this.height;
/** @type {Pixel[][]} */
this.canvas = new Array(w).fill().map(() => new Array(h).fill().map(() => new Pixel()));
for (let y = 0; y < h; y++) {
const rowEl = document.createElement("div");
this.container.appendChild(rowEl);
for (let x = 0; x < w; x++) {
const pixelEl = document.createElement("code");
rowEl.appendChild(pixelEl);
pixelEl.textContent = " ";
this.canvas[y][x] = new Pixel(pixelEl, " ");
}
}
}
withinBounds(x, y) {
return x >= 0 && x < this.width && y >= 0 && y < this.height;
}
mustBeWithinBounds(x, y) {
if (!this.withinBounds(x, y)) {
throw new Error(`Coordinate [${x}, ${y}] is out of bounds`);
}
}
put(x, y, char, fg = undefined, bg = undefined) {
//
this.mustBeWithinBounds(x, y);
const pixel = this.canvas[y][x];
const patch = new Patch(pixel.el);
fg = fg === undefined ? undefined : normalizeColor(fg);
bg = bg === undefined ? undefined : normalizeColor(bg);
let changeCount = 0;
// Check for changes in text contents
if (char !== undefined && char !== pixel.char) {
changeCount++;
patch.char = char;
pixel.char = char;
}
// Check for changes in foreground color
if (fg !== undefined && fg !== pixel.fg) {
changeCount++;
patch.fg = fg;
pixel.fg = fg;
}
// Check for changes in background color
if (bg !== undefined && bg !== pixel.bg) {
changeCount++;
patch.bg = bg;
pixel.bg = bg;
}
if (changeCount > 0) {
this.diff.push(patch);
}
}
/**
* Apply all patches to the DOM
*/
commitToDOM() {
this.diff.forEach((/** @type {Patch} */ patch) => {
if (patch.char !== undefined) {
patch.el.textContent = patch.char;
}
if (patch.fg !== undefined) {
patch.el.style.color = patch.fg;
}
if (patch.bg !== undefined) {
patch.el.style.backgroundColor = patch.bg;
}
});
this.diff = [];
}
}

164
frontend/vec2.js Executable file
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export class Vector2i {
constructor(x = 0, y = 0) {
this.x = x | 0; // force int
this.y = y | 0;
}
clone() {
return new Vector2i(this.x, this.y);
}
// add another vector (mutates)
add(v) {
this.x = (this.x + v.x) | 0;
this.y = (this.y + v.y) | 0;
return this;
}
// subtract another vector (mutates)
sub(v) {
this.x = (this.x - v.x) | 0;
this.y = (this.y - v.y) | 0;
return this;
}
// multiply by scalar (mutates)
mul(s) {
this.x = (this.x * s) | 0;
this.y = (this.y * s) | 0;
return this;
}
// length squared (int-safe)
lengthSq() {
return (this.x * this.x + this.y * this.y) | 0;
}
// temporary result (non-mutating)
added(v) {
return this.clone().add(v);
}
subbed(v) {
return this.clone().sub(v);
}
mulled(s) {
return this.clone().mul(s);
}
// which cardinal direction are we in?
cardinalDirection() {
if (this.y === 0) {
if (this.x > 0) {
return 0;
}
if (this.x < 0) {
return 2;
}
}
if (this.x === 0) {
if (this.y > 0) {
return 1;
}
if (this.y < 0) {
return 3;
}
}
}
rotateCW(quarterTurns = 1) {
quarterTurns = (quarterTurns + 4) % 4;
if (quarterTurns === 0) {
return this;
}
if (quarterTurns === 1) {
return this.rotate270();
}
if (quarterTurns === 2) {
return this.rotate180();
}
if (quarterTurns === 3) {
return this.rotate90();
}
throw new Error("Logic error. How did we end up here?");
}
rotateCCW(quarterTurns = 1) {
quarterTurns = (quarterTurns + 4) % 4;
if (quarterTurns === 0) {
return this;
}
if (quarterTurns === 1) {
return this.rotate90();
}
if (quarterTurns === 2) {
return this.rotate180();
}
if (quarterTurns === 3) {
return this.rotate270();
}
throw new Error("Logic error. How did we end up here?");
}
// === rotations (mutating) ===
rotate90() {
// counter-clockwise
const x = this.x | 0;
this.x = -this.y | 0;
this.y = x | 0;
return this;
}
rotate180() {
this.x = -this.x | 0;
this.y = -this.y | 0;
return this;
}
rotate270() {
// clockwise
const x = this.x | 0;
this.x = this.y | 0;
this.y = -x | 0;
return this;
}
// === non-mutating versions ===
rotated90() {
return this.clone().rotate90();
}
rotated180() {
return this.clone().rotate180();
}
rotated270() {
return this.clone().rotate270();
}
rotatedCW(quarterTurns) {
return this.clone().rotateCW(quarterTurns);
}
rotatedCCW(quarterTurns) {
return this.clone().rotateCCW(quarterTurns);
}
angle() {
return Math.atan2(this.y, this.x); // radians
}
angleTo(v) {
const a = this.angle();
const b = v.angle();
let d = (b - a) % (2 * Math.PI);
if (d < -Math.PI) d += 2 * Math.PI;
if (d > Math.PI) d -= 2 * Math.PI;
return d;
}
toString() {
return `[${this.x} , ${this.y}]`;
}
}